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By Jack “Spiked Punch” Below ([email protected]) Date: 04/01/11 (Rev. 4.2)

Introduction: Welcome to the battle for the future of the Earf Sphere! The document you are reading at this very moment is the first book about the Noah role playing universe, and the events that both have and will shape its and its inhabitants' destiny. This is my first attempt at web-publishing this story which has been an on going and constantly evolving project of mine for since the early 90s. Underwater Combat Unit: N.O.A.H., otherwise known as Noah for short, is an alternate universe inspired by many different science fiction stories, in particularly several different Japanese “anime,” set to work with the Mekton Zeta Plus role-playing game system. This document in your hands should give you all the background information you will need to run a gaming campaign with your players in this world of giant robots, wars, revolutions, and more. When in doubt, wing it. To play, you will need a copy of the Mekton Zeta role playing book, and the Mekton Zeta Plus advanced technical manual, and understand how both of them work. You may also want to have some other source material from the older Mekton publications, or other related materials that you can find on the internet. Several suggested resources will be referred to throughout this document.

Synopsis: The setting is based around the planet Earf, a world very similar to our own , inhabited by a race of anthropomorphic creatures known as “Anthrokind,” who are caught up in an on going war fueled by the wills and desires of the several factions that exist amongst its population living on its surface, beneath the waves of its , to even its moon and orbital colonies. For the last 300 years, the planet has been through a golden age and a great tragedy, which has caused its people to move out into space to rebuild their lives and seek their futures. As with any form of life, Anthrokind has spread about far as it can go like the water from an overturned bucket while at the same time it has also tried to keep its world in a rigid structured form. Noah is about the struggles between these two forces of will and philosophical thought. Between the unstoppable force of dreams and desires, and the unmovable structure of order.

Legal Bits: Mekton Zeta, Mekton Zeta Plus, Invasion Terra, Starblade Battalion Mekton, Mekton Empire, and Algol are trademarks of R. Talsorian Games, Inc and are copyright 1995. All trademarks and copyrights were used without expressed permission. Mekton Zeta and Mekton Zeta Plus can be purchased from R.Talsorian Games at http://www.talsorian.com Additional support for the Mekton gaming system can be found at Atomic Rocket Games: http://www.atomicrocketgames.com/

The Gundam franchise is trademarks of Bandai Entertainment, Sunrise Inc.., Sotsu Agency. All trademarks and copyrights were used without expressed permission. http://www.bandai.com/ http://www.bandai-ent.com/ http://www.sunrise-inc.co.jp/ http://www.gundamofficial.com/

NOAH is copyright of Jack W. Below. ( [email protected] )

This document is by no means a challenge to any copyright, trademark, or authorship referenced here in. I have the utmost respect for the creators of the original materials and media, and only wish to show my support for their outstanding work as a fan by creating this fan-fic to be shared with other fans on a non- profit basis. First off, a personal note: This document represents the sum total of the gaming universe that I have run for my different gaming groups over the last 20 or so years. Producing this book has been a labor of love for not just my own creativity, but also an attempt at sharing those same feelings and devotion as a fan of role-playing games with my other peers. In no way did I set forth to write a “perfect” world, nor should such expectations be placed upon this document. I am sure there will be a few flaws or mistakes that I will had made. But then again, that is part of the creative license that comes with writing anything in the realm of science fiction. Also, the other goal that was set while working on this is to show what can be done when one puts their mind to it. I have tried a few times before to write this book but have constantly ran up against obstacles that either stopped me from progressing further, or distracting me altogether. Some of these were placed in my path by myself, which is a part of the eternal curse of being a perfectionist. At worse, I hope that this book will either entertain other fans of mecha, anime, or role-playing. Or at best, I might inspire someone else to try to lay out their own worlds upon fields of text and graphics. If you do choose to use this book to run a few adventures for yourself and your friends, or any of the other materials, rules, etc with in, please give credit where credit is due. Also, if you happen to have any constructive feed back that you may wish to share, feel free to email me at: [email protected]

Notes to both Players and GMs: As you may have guessed by now, Noah was heavily influenced by the Japanese anime “Mobile Suit Gundam.” This series has been popular with mecha fans for over three decades now, and it is only natural that some small or large part of it will be noticeable with in the scope of the Noah universe itself. Understandably, some may question why this is the case. First off, this was done to give the players and GMs a sense of familiarity for the world, events, and the people involved. If both sides of the gaming screen are acquainted and comfortable with the material presented to them, their enjoyment will be enhanced so that everyone is more likely to have an gratifying gaming experience together. Second, at the same time as things may seem to be well known to them, there is still more than plenty of room to throw in new developments, material, concepts, ideas, etc to spice up everything. Anyone reading this document should be warned to not simply assume anything is as they suspect. As the popular word of advice used in the military goes, “when you assume anything, you only wind up making an ASS out of U and ME.” This is one of the many reasons why Noah takes place in an entirely different universe than our own, great effort was made to distant itself from what may be familiar as possible while still offering many new elements to interact with. One difference that is brought up by others is that all characters with in Noah are anthropomorphic animals called collectively “Anthrokind,. With this detail alone, it gives them a much different perspective on their world and ours than we would normally have. If you feel that you are not comfortable with or do not desire to use such “funny talking animals” in your game, you are more than free to work around it. There are no bonuses or other rules that come into play due to whatever species a character may be. In most cases, it is simply a reflection of their personalities. This detail was added to the game to make it more unique than its original source of inspiration. Also, for your entertainment, there are a few jokes planted here and there to liven up the mood a little. So chances are, if you see something that takes you a bit by surprise, then more than likely it was done on purpose.

Notes to Players: If you are reading this as preparation for an upcoming game being run by your regular or irregular GM, please be careful to not read over any restricted material which may spoil your gaming experience, or may give you an advantage over your GM in how they are running their game. Doing so will unbalance everything in the game, and bring about a large amount of unnecessary stress and friction with in your group, which will undoubtedly ruin the shared gaming experience over all. Role playing is about having fun, not solely about winning or giving yourself a major advantage. If you are still unsure about the point I am trying to make here, I suggest you go and read the comic “Knights of the Dinner Table” and see how some of the characters there handle themselves and their role playing habits.

Note to GMs: This document was meant to help you create new worlds for your players to interact in. It is both a guide, and a suggestion. If you feel as though some parts of it may not be comfortable for you to run “as is,” then you are given the liberty to change some and/or all details if you feel it necessary. Such as if you feel that running the characters as “funny talking animals” is not your thing, then there is very little to stop you from running them as all being human. All I ask is that despite any changes that you make, that you will still give credit where credit is due to both me as the writer of this document, and to the other people who have contributed in their own ways to the creation of this universe and book. Please do not copy or distribute anything from this document without giving credit to the responsible parties in question.

And now, let us enter the world of Noah, and the Earf Sphere.... “It all began with a golden age.... and ended in a tragedy...”

Historical Time Line:

GA “Golden Age” calender starts on 2071 AD / 0000 GA. A new age of prosperity unlike any previously in history ushered in by numerous developments, giving new tools and resources to the masses: -The first commercially available fusion reactors start to come on line, ending much of the planet's dependence upon fossil fuels. -Wide scale production of nanomaterials creates many new types of materials for construction and every day use. -A new generation of heavy lift vehicles makes travel into space much more affordable and accessible. -Introduction of a limited form of artificial intelligence control systems suddenly becomes a force multiplier for construction and manufacturing. -The first series of under water colonies are also established to harvest the other available resources that the floor and oceans have to offer. -Many of these developments lead to the creation of the Harvester fleets, a seemingly endless river of resources mined from the asteroid belts and as far away as Jupiter.

0005 GA / 2074 AD Due to the growing population of Earf now reaching over 12 billion, the governments of the world come together to form the new Earf Union governing council and military. Its founding charter outlining its role in maintaining the order and peace, and guiding anthrokind towards a greater future. With the new resources at its disposal, a global push is made to motivate the population to consider living in space with numerous incentives are offered, including the purchase of property and land left behind by local government entities. The Colony Administration and Construction Authority is established to over see the future construction in space. Seven separate corporations are chartered under the CACA to build the colonies around the Lagrange points. Sol L2 is designated to the Harvester fleet. Corporate members of the CACA: Pharos (Herd 1), Bodrum (Herd 2), Rhodes (Herd 3), Giza (Herd 4), Media (Herd 5), Ephesus (Herd 6), and Phidias (Herd 7).

0006 GA / 2075 AD Construction begins on Gateway One, the first large scale space station to built at the Earf Lagrange point 1. A year later, a second space station is started at L2 on the other side of Luna. Both are established to monitor and manage the upcoming colony construction projects as “construction shacks” for the workers, machines, and the slow trickle of new residents now referred to as “Astros,” while those settling on Luna as “Lunarians.” Phase one of the colonization of Luna begins with the first wave of manned and automated ships to its surface. The “big dig” begins as several sites are started at both the north and south poles, with swarms of robots working in trains towards the far side of Luna and equatorial . First armed battle ship of the Earf Union’s space fleet is commissioned, the UNSF Sol. Construction begins at L1, L2, L3, L4 and L5, beginning of the first colony groups at all LaGrange points in the Earf Sphere.

0016 GA / 2085 AD The Harvester fleet departs with a partially built colony cylinder, with a 30 km wide “sun flower” shield, and enough material and tools to finish construction at Sol’s L2 to establish another resource collection point to manage the necessary flow of resources from the outer realms of the Sol system. 0055 GA / 2124 AD All colony construction is halted as apparent demand for habits in space appears to have been met, the original predicted numbers for the immigration into space has been less than expected as many on Earf are not convinced enough to leave for the orbitals or Luna. Earf Sphere population is 15 billion. Earf's population by all estimates is stable at around 12 billion, with the growth in population keeping pace with the immigration into space. Luna: : Three major cities with a combined of population around 300 million. L1: Herd 1, with 30 open cylinder pairs. Population over 500 million. L2: Herd 7, with 30 closed cylinder pairs. Population: 500 million. L3: Herd 6, with 30 open cylinder pairs. Population: 500 million. L4: Herds 3 and 4, each with 30 open cylinder pairs. Population: 500 million each. L5: Herds 2 and 5, each with 30 open cylinder pairs. Population: 500 million each. Sol L2: 1 closed type cylinder pairs with “sun flower shields.” Population: 6 million.

0057 GA / 2126 AD The discovery of the Harbinger Comet is the first signal of the end of this golden age, almost immediately the UN begins preparations to deal with the new threat. The optimism that was the hallmark of the golden age turns to fear and panic as all resources that were originally devoted to spreading life out to the stars is now brought to bear to stop the comet.

0058 GA / 2127 AD The first attempt is made to stop the comet as the gathered fleet of the UN space forces converge upon it before it enters the asteroid belt. Several weapons are used against it, including nuclear arms, with little or no difference made. Initial intelligence gathered prior to the attack was proven wrong as the comet's composition is show to be much denser than pure dust and ice. The UNSF fleet hurries home to set up the new line of defense against the Harbinger.

0059 GA / 2128 AD Prior to its approach into the Earf Sphere, the UNSF launches yet another attack on the Harbinger comet, using greater amounts of force against it, including the use of a massive solar mirror array. The second attack at first appears to have been effective, but hope turned to fear once more as its core breaks down into a series of smaller masses still being drawn in by the gravity of Earf. Some of the new cores are vaporized or pushed away while still in space, but the last seven remnants of the Harbinger comet impact with the Earf. The devastation is wide spread, the impacting remnants hit with the power of several megatons, totally altering the landscape and atmosphere as the “Age of Storms” begins with the creation of several hyper-canes that buffet the coast lines and inland areas. In addition, most of the ice caps melt due to the serve change in weather patterns, causing the sea levels to raise up over 60 meters. After ten months of constant storms, the weather patterns began to subside and the first attempts at rebuilding and rescue are started by what is left of the UN and the world governments. As the resulting nuclear winter from the Harbinger impacts descends upon the Earf, every resource is put into moving a majority of the surviving population into space.

0061 GA / 2132 AD The UN officially declares the end of GA calender, with 0061 GA (2132 AD) becoming 0000 AT of the new After Tragedy calender system. After Tragedy and beyond...

0000 AT / 2132 AD The world governments mandate a now forced immigration to the space colonies due to the weakened conditions on Earf after the Age of Storms. At first the movement is slow because of the lingering confusion, then each nation forms its own lottery to determine who will be forced relocated. Some claim that a “brain drain” is occurring since many of the early waves of immigration are made up of educated and skilled individuals, leaving behind the poor and uneducated to seemingly die. In nearly all less developed countries riots rage while different factions fought for either the right to leave Earf, or against the forced immigration. Eventually order was established through military intervention, and the migration into space was begrudgingly accepted. Meanwhile colony construction takes on a fevered pitch as many new colonies are almost quite literally “built over night.”

0050 AT / 2182 AD Eventually colony construction is halted once again it is decided that enough cylinders have been produced to hold the remaining Earf Sphere population for the foreseeable future. Estimates place the population as reaching 15 billion once more, making up for the massive losses incurred during the “age of storms” at the start of the After Tragedy calender. Earf's population by all estimates is stable at around 3 to 4 billion. Luna: population reaches around 2 billion. L1: Herd 1, with 100 open cylinder pairs. Population over 1.5 billion. L2: Herd 7, with 150 closed cylinder pairs. Population: over 2 billion. L3: Herd 6, with 150 open cylinder pairs. Population: over 1.5 billion. L4: Herds 3 and 4, each with 150 open cylinder pairs. Population: over 2 billion each. L5: Herds 2 and 5, each with 150 open cylinder pairs. Population: over 2 billion each. Sol L2: Four (4) closed type cylinder pairs with “sun flower shields.” Population: 18-24 million.

0095 AT / - 02/17/2227 AD Abraham Angelus arrives at Herd 7, and soon starts to preach his philosophy of “Angelism,” and independence for all “Astros,” or as he calls them “Angels.”

0107 AT / - 02/05/2239 AD In a surprise announcement, the Herd 7 colony group declares its independence from the UN and all other Earf based governments, and seeks to be recognized as its own sovereign nation. The UN is taken back by the declaration, and attempts to enforce economic sanctions upon the former Herd 7 colony group, now referring to itself as the Cosmic Heavens, but these are soon proven ineffective due to the neutral Harvester Fleets making an agreement with the new nation state to supply it with the resources that it needs. And as well with the CACA, who fears that any military action might endanger their investments in the colonies. None the less, the UN continues to put pressure on the Cosmic Heavens to return back to the UN. Out of fear, the other colony herd groups declare their own neutrality, deciding that it was best to not appear to be against the Cosmic Heavens than with the UN, none are as loud or as vocal as the Herd 3 group.

0108 AT / 2240 AD The UNSF begins a new armament program to upgrade its space fleets in response to the “Herd 7 declaration.” In addition, several asteroid bases are moved into position near the other colony groups as well to strengthen their defenses.

0109 AT / 2241 AD Professor Miguel Babel accidentally discovers the “Babel particle,” ushering in a whole new generation of physics. He is soon later personally invited by Abraham Angelus to establish the Babel Physics Society with in the Herd 7 colony group with full funding for his research.

0115 AT / 2247 AD Abraham Angelus dies under suspicious circumstances. On his death bed, he declares Benjamin Judas as the new Lord Dominion of Cosmic Heavens. Behind the scenes, a quiet purge of Angelus' closest followers is carried out through out the colony group. Many family and friends, including his own children, make their escape to other parts of the Earf Sphere.

0116 AT / 2248 AD The Empyrean and Shehaqim Corporations are founded by the Cosmos Heavens to develop new weapons in conjunction with its own research groups.

0117 AT / 2249 AD The Cosmic Heavens begin experimenting with the use of Babel particles for military uses, resulting in the creation of scattering systems and the powerful Lucifer particle cannons. First ships of the Kismet (training/combat) class are commissioned by Cosmos Heaven. The UNSF commissions the Bastion and Aegis class space vessels.

0118 AT / 2250 AD The Cosmic Heavens begins construction of the Cairn mobile base in the asteroid belt in conjunction with the Harvester Fleets. Due to growing fears of his research being used for unethical purposes, professor Miguel Babel defects from the Cosmic Heavens. Almost immediately, he helps the UN start their own programs to , including some new concepts that he was developed secretly while with the Cosmic Heavens. New weapons are upgraded to all ships in earnest as production begins. 0119 AT / 01/23/2251 AD The Shehaqim Corporation reveals the first avatar prototype model created for production, the A-1 Lepus, to the public and goes into mass production. As more avatars become available, the first training battalions are formed and sent on missions accompanying the Harvester Fleets loyal to the Cosmos Heavens so as to develop tactics and skills far away from the view of the UNSF.

0121 AT / 2253 AD The first prototypes of the Vulpecula class of avatars are completed by the Shehaqim Corporation, combat versions go into production soon afterward. The new Pluto class of combat ships are commissioned to replace the Kismets in service, meanwhile in secret the first Uranus and Neptune classes are commissioned at the same time. Further development of new weapons for use in an expected invasion of Earf progress at the same time. The Shehaqim Corporation's Lupus program is started to create a new main unit after beating out the rival Empyrean Corporation’s Lynx in a design competition.

0122 AT / 2254 AD Out of partial concern about the future and practical use of Avatars, the UN begins its own development program with the Sisyphus project late in the year. Minor gains are made with early espionage stolen information from the Cosmic Heavens' own program. The Dorado is developed from the failed Lynx program, and looses to the Pisces.

0124 AT / 2256 AD All of the Cosmos Heavens military forces are reorganized into four distinct branches in preparations for war. Air/Space: Main command for all branches of the military, manages all combat forces and transportation in space. Earf: Surface combat and associated air support branch for the Demiurge front. Water: Naval combat branch for the Demiurge front. Fire: Unconventional or asymmetric warfare, intelligence gathering, and experimental weapons. Also manages all resource gathering from captured zones, and their transport to the home land in cooperation with Air/Space.

0125 AT / - 02/15/2257 AD The “30 days of Hell” - 02/15/0125 to 03/15/0125, first few weeks of the great war, where indiscriminate use of nuclear and chemical warfare is unleashed by the Cosmos Heavens against the other colony groups, including the forced drop of at least three colony cylinders upon Earf. Eventually comes to an end with the signing of the “ treaty” prohibiting the use of such weapons, declaring the neutrality of Luna and 's, and the hope that peace can some how be achieved.

0125 AT / - 05/15/2257 AD The Cosmic Heavens launch a rapid surprise deployment of the Earf attack forces, establishing the “Demiurge front” over much of , , , and . At the same time, the first aquatic forces are deployed as well, cutting off supply lines and supporting the invasions of the land masses. Two weeks later, the aquatic forces begin the systematic destruction of all UN and other naval fleets, only to be surprised by the strong presence of the forces. Stalemate is reached, and held for several months. Meanwhile, Cosmos Heavens establishes is own lines of defense in space with its own series of asteroid and Luna bases. The Rapture Foundation is established to investigate the “awakened mind” phenomena.

0125 AT / 06/2257 AD The UN hurriedly places more emphasis on its Sisyphus project, giving the very underfunded program more resources and higher priority to develop any new weapon that might be able to turn the tide of the war. The Noah project is one of many given more priority as it is one of the few early programs to show progress.

06/0125 – 04/0126 AT A prolonged game of cat and mouse is played out by both sides as they try to break the stalemate between their forces. Cosmos Heaven starts a massive campaign to capture as many resources as possible from their territories and then to send them back into space to their own colony group.

05/0126 AT Present time now.... Basic Overview of the Factions involved:

United Nations and United Nations Space Forces: Reorganized from its original form in 0005 GA, the UN represents the combined governing and military might of the largest nations on Earf, acting as a centralized governing body of its own. Over time, it eventually took more control over the affairs of its member nations, and sovereignty became mostly a thing of the past, with once well defined borderlines becoming more of a suggestion than a clear line of demarcation. But despite its noble founding goals, the UN slowly became a complex and overly complicated bureaucracy, mired in its own internal politics and heavy load in maintaining order on a global scale, and later on through out inhabited space. It can only respond to important issues with the slowness that comes close to rivaling that of continental drift. Even during the panic filled time prior to the Harbinger comet, it was often difficult to get the necessary resources in order and utilized in the most effective ways. But even with its obvious limitations, the UN has been the only clear line of defense against the invading forces of the Cosmic Heavens.

Orbital Colonies: Around each of the Lagrange points in the Earf Sphere, orbits enormous groups of colony cylinders, called Herds, housing the majority of the population of Anthrokind due to the environmental damage caused by the Harbinger comet. Each colony is home to several million citizens, often reflecting a wide range of cultures. Unfortunately, due to their lack of natural resources, and dependence upon being supported by either the UN and the Harvester Fleets for their needs, the colonies tend to toe the line and try to stay as far out of trouble as possible. Living conditions in the colonies are fairly high, and even with the taxes being high, and regulations fairly strict, most are happy with their situations. And after nearly four generations of living in space, most bitter feelings have long since faded. Unemployment is illegal on the colonies, every citizen either has to be employed or a job will be found for them. Same with homelessness.

Luna: Being the second largest concentration of the Anthrokind population, Earf's natural satellite is home to over two billion citizens, each housed in one of the eleven major cities, or other subterranean or mobile bases. Despite being a major supplier of minerals, lunar concrete, and H-3, Luna is still dependent for other resources, which tends to be a main reason for their attempted neutrality in all cases. Often being more active as a go-between with all involved parties. But even with their seemingly neutral stance, there have been several major players in the Lunar cities governments that have tried to play both the UN and Cosmic Heavens against each other for their own profit. At least four cities on the dark side of Luna have allied with the Cosmic Heavens, while the other seven major cities have been leaning more towards supporting the UN.

Harvester Fleets: The Harvester Fleets are composed of the numerous chartered corporate vessels that travel far from Earf space to mine any and all resources available, from mining asteroids to gathering H-3 from Jupiter space. Through out its history, the Harvester Fleets have seen themselves as being outside the realm of Earf Sphere politics, dutifully fulfilling its declared mission of providing resources to the colonies and Earf, seeing all as being equal and willing to sell to either side. Little is known about their own colony herd group at Sol's L2 point, which is constantly out of communications with Earf due to being on the far side of Sol. Despite being neutral, it does seem that the Harvester Fleets shares some form of kinship with the Cosmic Heavens, perhaps because both are the furthest from Earf in perspective and location.

Cosmic Heavens: Perhaps because of its location on the far side of the moon, and never being in view of the Earf, the Herd 7 group has been known to be the most resentful of all colony groups against the UN's and CACA's administrations. Perhaps this is why the rather eccentric religion preached by Abraham Angelus was able to take such a firm and quick hold among is population. But since the colony group declared its independence, it has set the whole Earf Sphere on edge as the UN used its political and military strengths to intimidate it to return to the fold. Instead, this has apparently only strengthened their own resolve to become a self supporting state on its own. So much so, that it felt it was in a strong enough position to declare war upon the rest of the Earf Sphere to gain its full independence.

Undersea Colonies: Unlike the orderly migration into space, the colonization projects for the world's oceans were chaotic at best, quickly becoming the new wild west of the day. It was often joked that anyone who could hold their breath for a couple of minutes could make a living in the dark abyss that covered over three quarters of the planet. Most are involved in harvesting fish and minerals from the sea, while transportation makes up another large part of economic activity. And even in these more modern times, there does exist a certain element of piracy in the . There are some major colonies along the established trade routes, or not far from the coast of any land mass. But it seems that the majority of all settlements are spread out much further from the beaten path, with some consisting of large mobile bases to some static colonies built in the shadows of much deeper waters. For the most part, the general consensus among the sea dwellers is that they prefer to be left alone by those on the surface. Most avoid or work around any regulations that the UN or other nations try to impose. Despite this disregard for rules and laws, it is rare for there to be a poor harvest at any time from most underwater operations. There is no officially recognized military force maintained by the undersea colonies. Though there is an extremist pro-capitalist organization calling itself the “Free Hand,” who uses a fleet of old vessels to transport or harvest resources in stark defiance of the law. The UN navy has attempted numerous times to track down and bring this group to justice, but have failed the majority of the time due to their unique tactics, to the point that the UN turns a mostly blind eye to their activities. Especially since the Free Hand often targets pirates, smugglers, and slave traffickers. And most recently, have proven to be a valuable ally against the Cosmic Heavens' naval forces constantly harassing them at any given moment. General Technologies:

Medicine: “Meat cloning, simple nanotechnology.” Medicine has come a long way over the last two hundred years. The majority of all known diseases have been cured, or at least there is treatment available to keep it in check. Most organs can be cloned with in 24 hours by using a 3D printer to aligned artificially cloned cells, supported by scaffolding made from nanomaterials, into the right shape and then allowed to grow together. More complex organs take much longer, such an limb, which must be done in stages and can take days if not weeks. The brain still posses as a challenge though and can only be repaired. Some cybernetics are available, artificial limb and organ replacements are at least equal to their organic counterparts. Simple nanotechnology is in regular use, most people have nanites in their body that monitor their life signs and biological processes, which can then be read by an external scanner. Some more advanced forms of nanites are available to help repair internal damage, but are very short lived and will have to be replaced regularly.

Computers: “Strong AI, non-sentient, idiot-savant systems.” Computers are every where, nearly every personal item has some form of electronics built in to it, including clothing. Most people wear a wristwatch like device that has the same functionality as a modern smart phone, it allows one to make calls, access the internet, home or office computer, act as a GPS or digital map, access the sensors in clothing to monitor your health, etc. Most buildings have a central computer of some kind, monitoring who enters and leaves, living conditions inside, maintenance, and so forth. Though despite being extremely advanced, using room temperature superconductors and holographic recording media, no computer system has shown any signs of sentience. The age old dream of creating a “thinking machine” has yet to be achieved, but has come pretty close. Most manufacturing and construction machines are automated enough that they can function for long periods of time without being supervised. But they can only function with in a certain set of perimeters and conditions, if presented with a new situation, most will either go into stand by mode, or make a choice if it has more than enough information for it to make its own judgment call based upon probability. With current levels of automation, most ships can be maintained and operated with much smaller crews. Factories can build almost anything if given the blue prints and materials. With the on going war, a space battle ship can be built with in one to two weeks, or repaired in a matter of hours depending severity of the damage.

Industrial: Material science and engineering has come a long way, several new alloys exist as well as new forms of ceramics and plastics. Most molded objects are cast with several layers of crisscrossing carbon nanotubes to give it extra strength, including metals.

Power Sources: Most electrical needs are met with solar, fusion, wind, geo-thermal, water, neo-lithium batteries, or fuel cells. Some fossil fuel burning engines are still around, though mostly in the use of heavy machinery or vehicles, or antiques. Most cars are electrical, powered by battery or by metal rails built into most roads. Fusion power plants are often used in large ships, or in stationary power stations. Normally fueled by hydrogen gas or H-3 mined from space, fusion power plants have developed a rather long track record of safety. In most cases fusion reactors will simply vent out their plasma through specially designed ducts and shut down. Otherwise, if damaged by heavy weapon fire, they can go critical and explode. Gaming Notes: Most fusion power plants will be considered “Hot,” except for stationary power stations which are “cool” due to the extra shielding and redundant systems. The only vessels that will have a “cool” fusion power plant are character ships to keep key characters or players from blowing themselves up.

Personal Equipment: For the sake of saving space, almost any of the equipment provided in any of the other Mekton related books or sources should be allowable, except those of a higher tech level used in this game, such as anything based on “anti-gravity” and what not. It should be left to the GM to make such calls.

Weapons: Weapon Travel Times: Travel Time rules: (see page 93 of the Mekton Z book) Beam weapons will hit instantly. Projectile weapons in space or an atmosphere will travel at 30 MA. Missiles in space or an atmosphere will travel at 40 MA. Regular Torpedoes will travel at 10 MA. Supercavitation Torpedoes or Projectiles will travel at their normal speeds for their type. Other effects can come into play as per GM’s decision. The GM’s word is law, you can bank on it. Beam weapons: Lasers are not as widely used as researchers in the past may have hoped for. Power issues are still a main problem, as well as being obscured by dust and smoke on the battlefield. As with earlier lasers, all of the energy of the beam is concentrated on one point, and the resulting energy conversion is fairly low. Very few vehicles carry them, and the most powerful ones in use are often in static structures or space ships. Particle weapons are in use on space ships, often in support of kinetic kill weapons such as missiles or rail guns. And with the discovery of the Babel particle, new classes of massively destructive energy weapons have been developed for warfare such as the Lucifer Cannon. One draw back to energy weapons is their inability to work underwater. Anti-Missile Weapons: Any anti-missile weapon, or weapon with a burst value, can be used to defend against a missile attack aimed at another target besides itself, as long as the AM equipped unit is near the intended target, or in the general direction of the missile attack. Energy Melee Weapons: See Flamberge in Babel Particle section. Other energy type melee weapons are used, or converted for use in combat, such as plasma bulk head cutters used in ship salvaging. Melee Weapons: Some units are equipped with melee weapons in the forms of hydraulic claws, reinforced edged weapons, or even chain saws. Some melee weapons also will heat up a sharpened edge with heat from the unit’s reactor to add the cutting ability of the weapon, while others may in fact be a long whip like foil that is brought up to an extremely high temperature to generate the same effect. Other more exotic weapons make some limited appearances during the war, including entangling whips or weapons capable of delivering stunning if not lethal amounts of electricity into their targets. Missiles and Torpedoes: Missiles are fairly much unchanged from their earlier cousins centuries ago, except in their greater ability for accuracy and destructive potential. For game play, missiles are treated as normal, except that Missiles may not be used underwater, or be fired at a target under water while over the surface, unless they have purchased the tunneling special effect, or the Smart missile ability. Torpedoes are missiles designed for use in or underwater, with some minor changes mentioned in the section on Supercavitation. Torpedoes may not be used out of the water, or fired from the water at a target above the surface, unless they have purchased the tunneling special effect. In the case of torpedoes, the Smart missile ability does not grant them the same thing. Smart Missiles: The idea behind this is that a airborne missile can drop a homing torpedo on top of a target detected in the water, and then the torpedo can dive in and do its own thing. To give surface ships and airplanes some advantage to all of the pesky enemies underwater, this option was limited in their favor. This can be overturned by a GM's call, but otherwise this was done with the goal of making things “interesting.” Tunneling Special Effect: (from link: http://www.mektonzeta.com/archive/newmissile.php ) The tunneling special effect allows a missile or torpedo to be able to change from traveling through one medium to another, IE from air to water, and vice versa. But once the medium change is made, there is no going back to the original medium. Cost: x 1.3 modifier Projectile Weapons: This class of weapons has not really changed much for millennium, still using explosive propellents to launch solid projectile rounds to hit their targets and do damage to them. Most of the commonly used guns use chemical charges to shoot with, as well as use the resulting gases to clear and reload their chambers for the next shot, or other such systems. The larger cannon used on vessels though are often based upon electromagnetic acceleration methods to accelerate their rounds to do larger amounts of damage, though few if any such weapons ever make their way to being small enough to be carried by anything smaller than a ship. Remotes: The UN has been using remote controlled weapon systems for many years prior to the war, so much so, nearly everything is automated in some way if not fully. With the use of Babel particles on the battlefield, this has greatly hampered the UN's arsenal of weapons, and made the need for piloted vehicles vital. Gaming Notes: No real change to the rules, Babel Particles will interfere with the wireless communications and sensors of the remotes as with anything else. Wired remotes are not affected, but will need to have EMP environmental protection like any other vehicle, or will suffer from the effects as any other unprotected system.

Supercavitation: (from link: http://en.wikipedia.org/wiki/Supercavitation ) Supercavitation is the use of cavitation effects to create a large bubble of gas inside a liquid, allowing an object to travel at great speed through the liquid by being wholly enveloped by the bubble. The cavity, otherwise called “the bubble,” reduces the drag on the object, since drag is normally about 1,000 times greater in liquid water than in a gas. The use of supercavitation in the war is limited on all sides due to several complex engineering and technological issues. The UN is slowly testing some prototype systems in secret, but nothing is known publicly about it. The Cosmic Heavens have developed some massively sized torpedoes such as their Sagitta which they use to destroy fleet formations or to attack strategically important land targets, but have yet to create any smaller scaled weapons. Supercavitation would totally shift the balance of the war in favor of the party that can effectively use it. Gaming Notes: Due to movement modifiers for moving in water, the fastest a non-supercavitation designed unit can travel underwater is 10 MA. A unit must be declared to be able to travel at supercavitation speeds during the design process, there is no additional points costs for this, but since its use will greatly effect the balance of the game it is advised that it kept limited as possible per the GM’s decision. No matter what, there is just no way to cover up the sound of a large object traveling through the water at such high speeds, so the silent running option is not applicable for when a unit is traveling at supercavitation speeds. On the other hand, if you are traveling over the speed of sound below sea level, you are technically speaking “stealthy” since you are traveling faster than the sonar waves can move too. In other words, by time anyone actually does “see” you on sonar, you will have already passed them and are a fading dot in the distance. Keep in mind that this will also have an impact, quit literally, on the traveling unit as well since it can not see anything in front of it till it passes it too. For a supercavitation unit to be able to stop, or slow down, it will need to have a reentry package installed, such as a set of reusable “ballutes.” Or the other method for slowing down can be done via a rather long process, the unit may need to do some kind of maneuver like a “lazy serpentine S” or a long and wide U-turn to bleed off speed since coming to a complete stop will have some rather profound effects on the pilot and passengers due to the high gee forces. This is as usual, is left up the GM’s decision. This is not an issue for torpedoes or projectiles since it is hoped that where they do manage to stop at is inside their targets! Supercavitation also limits what forms of propulsion that can be used to get up to the required speeds. Standard propellers or caterpillar drives will not work since they will not be able to interact with the water due to the water bubble surrounding the weapon unit or vessel. GES will not have an air flow to work with. Which leaves rocket thrusters, after-burning thrusters, and Babel Thrusters / Ophanim Propulsion (for larger vessels in combinations with regular/after-burning thrusters) as the only choice available. For weapons to be able to benefit from the effects of supercavitation, they will need to buy the “hyper velocity” property listed in both the Missiles and Projectile sections respectively. Supercavitation weapons can be used in or out of water with no change in effect since they are mostly rocket powered or moving under applied kinetic force. But for it to be able to fire at targets in the water while over the surface, or vice versa, it will need to have the tunneling special effect listed the missile and torpedo section. G-Compensator: (from link: http://www.mektonzeta.com/archive/gcompensator.php ) The G-Compensator represents extra equipment and support technology, in this case a G-Suit, which allows the pilot (and/or passengers) to survive the effects of pulling high G maneuvers. A G-suit is a special garment and generally takes the form of tightly-fitting trousers, which fit either under or over (depending on the design) the flying suit worn by the aviator or astronaut. The trousers are fitted with inflatable bladders which, when pressurized through a g-sensitive valve in the aircraft or spacecraft, press firmly on the abdomen, legs, and lungs thus restricting the draining of blood away from the brain during periods of high acceleration. Space: One Space located in the same Servo as the Cockpit Cost: 5 CP per 1 MA beyond the 12 MA acceleration limit A mecha requires one G-Compensator for every Cockpit (of any type) and for each passenger compartment that is occupied or they cannot expend more than 12 MA in a single Turn. If they do so, those unprotected are struck with unconsciousness for 11 - Body Type in Turns.

“Caterpillar Drive,” Magnetohydrodynamic Drive or MHD Propulsor: (from link: http://en.wikipedia.org/wiki/Caterpillar_drive ) These refer to the type of MHD propulsion systems seen in some science fiction movies where water is used as a propellant by electrifying it, and using a series of very strong magnetic fields to direct it out as thrust in the desired direction without the use of moving parts. As mentioned in the Mekton Plus Advanced Technical Manual, these systems cost as much as normal thrusters, grant a +33% to your maneuver pool, and are affected by movement modifiers based upon the units form, and what not.

After-Burning Thrusters: (from link: http://www.mektonzeta.com/archive/afterburners.php ) These are a class of thrusters designed for higher performance than normal thrusters. They can generate an additional 50% thrust output over their normal operational levels, but consumes four times the normal amount of fuel. Cost: ( weight x 0.045 CP per MA ) or ( weight x .36 x ( MA / 8 ) )

Semi-Monocoque and Full Monocoque Construction: (originally printed in V-Max #7, http://www.mektonzeta.com/archive/monocoque.php ) This is a multiplier system that allows for units to be built with more internal spaces, but at the cost of maneuverability. This represents the engineers using the hull of the avatar or ship to bear the weight of its components, rather than a central skeleton. Semi-Monocoque: ( x -0.05 ) The hull only bear up to half of the unit’s weight, internal space is increased by 25%, and your MV is increased by 1. The drawback is that your MV will never be able to be above -1. Full Monocoque: ( x -0.1 ) The hull bears the full weight of the unit, internal space is increased by 50%, and your MV is increased by 2. The drawback is that your MV will never be able to be above -2.

Self Repair Systems: (from link: http://www.mektonzeta.com/archive/selfrepair.php by Mark Berger) The Self-Repair Systems are a purely mechanical form of the techno-organics system mentioned in the Mekton Zeta Plus book. It represents several smart routines that can reroute controls and functions through other non-damaged systems to keep the unit going, while some physical repairs can be done by drones, or assisting tech crews. This system is found on most military and commercial ships, Avatars are too small to make use of this system. Self-Repair System: ( x 0.1 ) Self-Repair Systems are subject to the following rules: 1.) Self-Repair Systems are essentially a smart subroutine with miniature waldoes and other similar systems moving about within the substructure of the mecha, drawing from a spare-parts reservoir somewhere within the mecha (which occupies one space). Because of this, each Servo is effectively one Space smaller inside (to make 'crawl ways' for the moving repair arms, and nervous ensigns). 2.) SRS can bring back any system that has taken 99% damage or less; anything that is completely destroyed MUST be repaired back at the nearest friendly base. 3.) SRS can not repair damage done to the mecha’s structure, nor can it restore Kills, or regenerate ammunition or limbs. 4.) Propulsion Systems CAN be repaired, but they must first be shut down and cooled down for one minute (six rounds) before repairs can be effected. If you're in a universe where the propulsion system and the main power system are one and the same, then you're SOL. 5.) Unlike techno-organic mecha, mecha with SRS's are NOT alive and do NOT feel pain. 6.) Although the main power plant can be repaired (and its Explosion Save thus reduced), SRS will not prevent it from exploding if the XS is failed, nor can it reduce the XS below what it originally was (a Hot power plant can never get an XS below 5, a Cool power plant can never get an XS below 1). Although self-repair systems are somewhat limited compared to other forms of Techno-Organics, they are far more efficient in terms of time used (repairing 10% for all systems per round active), and far easier for a technologically based society (like most sci-fi human societies) to design and implement. Babel Particle Physics and Related Technologies: The Babel Particle: A unique form of subatomic particle that opened up a whole new field in physics, the “Babel Particle” was discovered by Miguel Babel while testing a new type of experimental fusion reactor. The particle has near zero rest mass, and can have either a positive or negative electrical charge. The most unique nature of the Babel particle was its ability to absorb many forms of low frequency electromagnetic radiation such as radio, microwaves, even causing some distortion in the visible to infrared light spectrum, and interfere with the operation of electronic devices. Babel particles can not penetrate solid matter, such as metal, water, rock, or dirt. Due to their ability to absorb radiation, Babel particles can help control and maintain fusion reactions in reactors, once the reaction is started very little additional power is required to promote it, greatly reducing the need for radiation shielding, and weight. If scattered in space or open air, , the Babel particles immediately start to form an organized three dimensional cubic lattice around the releasing unit and this property has the effect of rendering all wireless communications, and radar detection impossible in the affected area. In addition, all unshielded electronics and electrical systems start to suffer from EMP like effects, requiring bulky and heavy forms of protection. The required shielding can not be miniaturized for precision weapons such as missiles, thus helping to usher in a new age of close range visual combat. One major drawback of the use of Babel particles in warfare is that it takes roughly forty days for the particles to decay enough for wireless communications and radar to function properly again. This has hampered many a rescue attempt during the war. In addition, if released in a high enough of concentration, there has also been the observed additional effect of particle or electromagnetic radiation based attacks such as lasers being deflected. This effect has rarely been fully demonstrated, and requires a great amount of energy to produce which is well beyond the capacity of most units in use now, though research is being conducted into this phenomena. (See Halo Barrier system.) Another noted phenomenon is that when Babel particles are compressed via strong electromagnetic forces, the electrically positive and negative charged particles fuse together into a new form of electrically neutral heavy particle, called a Lucifer Particle that can be released in the form of a devastating directed energy projectile or beam. (See Lucifer Cannon) The Cosmic Heavens had thought that the use of the Babel particle would ensure them an total advantage in their war against the Earf Union, but a major setback was discovered when it was realized that Babel particles could not penetrate water. Releasing of Babel particles while underwater caused the releasing unit to flood its own reactor chambers, nor could Babel particle weapons be used underwater without shorting out the weapons. This was not expected by their scientists who have no real aquatic environments in the orbital colonies to test for these issues. After the first major offensive against the under sea colonies was a total failure, this has caused a major rethinking on their tactics and future weapons development. Gaming Note: Units that have a Babel fusion reactor can scatter their particles at the cost of one action; this is represented in the game as each equipped unit carrying an ECM suite of Radar, Missile, and Sensor jamming with a radius effect, which is then mated to the power plant of the equipped unit instead of the sensors as normal. Once on, it will stay on unit the unit uses another action to shut down the scattering system. Units that are in the radius range of a Babel reactor equipped unit, including the releasing unit itself, will start to suffer from the EMP effects if it does not have EMP environmental protection. The value of the modifier will be based upon the highest ECM ranking that the unprotected unit is exposed to, and will last until the affected unit has been overhauled in a hangar or repair depot after 1+D6 days. EMP protection will not stop the ECM effects of the Babel particles, all Radar, Missile, and Sensor jamming effects will apply as normal. Babel particles on their own can not penetrate into bodies of water, while submerged a unit is protected from the effects. But if it were to surface while in the presence of a Babel particle field, it will suddenly start suffering the full effects if it is not hardened against the effects of EMP.

Babel Particle Fusion Reactors: One of the first uses of Babel particle was in the design of a new generation of fusion reactors, using the particles to form a compressed magnetic field (see Halo Barriers) to not only start a fusion reaction but to maintain it through its operation. This development greatly reduced the amount of shielding and redundant systems normally needed for a more traditional fusion reactor. As long as the reactor is running and producing energy, the babel particles are recycled back into the compression fields. There is also a drawback to this system though, if anything were to disrupt the fusion reaction or the magnetic fields, it would lead to an large explosion, more than likely taking out the unit itself. Gaming notes: “With great power comes great boom!” - Due to the fewer safety systems in the design of a Babel Particle fusion for Avatars, they tend to explode with a much more spectacular effect. Power plant explosions are handled slightly different than in the Mekton rule book page 104: “Cool” systems explode like a blast 2 area effect weapon, with targets in the blast 1 radius taking 1D10 Kills, and 1D5 Kills in the blast 2 radius. “Hot” systems explode like a blast 3 area effect weapon, with targets in the blast 1 radius taking 2D10 Kills, targets in the blast 2 radius taking 1D10 Kills, and finally targets in the blast 3 range taking 1D5 Kills. In addition, the area in the full blast radius will be contaminated by babel particles equal to the original rank of the babel system that was on the former unit.

Flamberge: Perhaps one of the most novel weapon system developed from the Babel particle is the “Flamberge” or known as the “Flaming Swords” created by the Cosmic Heavens and UN as a close combat weapon. Consisting of a “hilt” with a series of Babel particle emitters held in the avatar’s hand, and either plasma from the unit’s reactor is pumped into it, either directly or via a rechargeable specialized container. The particles are forced into a blade shape by magnetic fields, and the plasma is pumped into the cavity in the middle, when the weapon hits a solid object, the Babel particles are parted and the plasma inside is allowed to cut through the object, like a proverbial knife through hot butter. Many other blade shapes were used during the war, including axes, pikes, sabers, etc, but are collectively known as Flamberges. Lucifer Particle Cannons: Named after the “morning star,” the Lucifer particle is formed after a large amount of Babel particles are compressed into each other by a series of strong magnetic fields to form the heavy electrically neutral particle. Then several specially shaped Halo Barriers are used to project the resulting particle beam out of the cannon. Extremely devastating, even indirect hits from a Lucifer Particle Cannon can cause a great deal of damage to a ship, building, or avatar. When struck by such a beam, the Lucifer particles annihilates matter that it comes into contact with, releasing a large amount of energy as a result. This frequently can overload the systems of a target that manages to survive such a blast, very little protection is available against these effects. The main problem with Lucifer Particle Cannons is the massive amount of power needed to run them, and the large amount of Babel particles required to make just one beam with. For now, only the larger reactors on ships or other large vehicles can power them, and even then it can take almost a minute for it to be recharged in between shots. Gaming Notes: Treat like a regular beam weapon. But with the additional effect of “shock and damage” as with melee or projectile weapons, both the pilot, crew, or computer systems can be affected by the attacks. Cost: x 3.0 modifier

Avatars and Related Technologies:

Avatars: One of the major innovations that was introduced by the war was the massive machines known as Avatars, 17 meter tall anthropomorphic combat weapons that combined speed, maneuverability, versatility, adaptability, and high firepower to be able to fight in the new environment of modern warfare where the centuries old established philosophy of “beyond visual range” combat is made impossible. In some respects, the avatar machines are a culmination of the Cosmic Heavens religious and/or philosophical beliefs in granting their “angels” the tools to focus and direct their wills to shape the world and universe around them. To others, the reason these machines were built because few things are as terrifying as a metal giant looming over you as it destroys all that you know and love, a psychological effect that has not gone unnoticed with the Cosmic Heaven forces. Despite the advanced technology that has gone into creating the Avatars, some technological limitations have yet to be overcome. The majority of all Avatar ranged weapons projectile based using chemical propellants due to the high power demands for energy based weapons, though oddly enough the simplicity that has gone into creating the weapons that are in use has led to adding more reliability and ease of maintenance for these war machines. Gaming Notes: Avatars are built as normal per the Mekton Zeta Plus rules. Keep in mind that you will need to try to be consistent and stay with in the same design lines as the machines shown in this book, so be sure to include a babel reactor and a PM3l, unless you can justify the deviancy from the established design philosophy in one way or another. Also, most avatars will have other stat bonuses as well such as ACE, or stat boosters unlike other machines. This is one of the main things that sets them apart. Due to their general non-aerodynamic shape, avatars have a problem of their thrusters overheating when in flying in an atmosphere, mainly when on Earf, thus limiting their use. Thrusters and After-burning Thrusters will overheat on the second turn of flight, shutting down automatically on the third. A Pilot Mecha or Tech roll vs DL 16 will buy an extra turn of flight, but each turn thereafter has a +4 difficulty cumulative modifier. GES and other forms of propulsion do not have this issue.

PM3L, or Prime Mover - 3 rd Law auto-control system: One of the main advancements that allowed the creation of the anthropomorphic combat machines known as avatars, a fairly sophisticated control system that allows for thruster-less maneuvering in the zero-G environment of space by mobile suits by means of precise movement control of their limbs and mass. By utilizing Sir Isaac Newton's Third Law of Motion, “when there's an action there is an equal and opposite reaction,” the PM3l can use the avatars natural inertia to change direction without expending more energy. In addition, the PM3l also acts as an extension of the pilot following their movements and actions, like a muscle that acts directly to produce a desired movement amid other muscles acting simultaneously to produce the same movement indirectly. Essentially, the control system can do basic tasks as fly, walk, or keep an eye out while the pilot is busy with other concerns such as fighting or reconnaissance. Unfortunately, due to the different natures between different pilots, it is often difficult to come up with a standardize program to simplify production. In most cases, pilots and PM3Ls will need to be “trained” together for many hours of flight time and practice to fully synchronize with each other to be an effective “team” so to speak. Though it is possible for a pilot to take the recorded template from one avatar to another similar avatar with little or no problem. But if the two machines are totally different in performance, this may cause only more problems for the pilot and avatar. On its own, the PM3L can do some rather remarkable things such as start up the unit, walk towards a certain point, lift up pilot to cockpit, etc. Also it is the system that allows for the smooth operation of storing and changing weapons, or reloading as it already has the information and awareness to do such tasks. It can not fly towards a target, fire its weapons while dodging incoming fire, and be expected to pull it off without being destroyed due to its lack of creativity or being able to compensate for a rapidly changing environment. Gaming Notes: Each avatar is built with an IA system, usually level 3 or 4, with a small portfolio of skills such as mecha piloting, awareness, zero-gee maneuvering, and teaching. Other skills are possible such as mecha gunnery, and what not. Though normally the PM3L is not tasked with any offensive skills since that is the function of the pilot to direct his will and his machine together as a single tool. Locations:

Earf: The third planet from the star Sol, the Earf is the only known planet to be able to support life and is home to several million different species, including Anthrokind, and all of its diverse cultures. Despite the damage brought about by the Harbinger comet and the resulting nuclear winter, Earf still mostly resembles its earlier self. Most of the landmasses are roughly still in the same shape, with most of the landmarks and cities unchanged. At least those that were not a part of any coast lines. Since the sea levels have risen by over sixty meters, 80% of the surface of the planet is now covered by water, with the six main land masses are North America, , Africa, Europe, Asia, and . While most of the smaller island land masses managed to survive through the age of storms. The damage wrought by the comet impact destroyed most of what was Greenland, , North Africa, and the Middle East. Though despite being some of the areas hit by the comet fragments, over the years the former countries of Libya, Iran, and Ethiopia have come back as lush tropical forests and inland seas than the arid deserts that they once were. Most of the major cities have survived up to the present day, and have been rebuilt to support the immigration effort to move the remaining populations into space, as well as to provide food and resources to the Earf Sphere. There is a prevailing feeling of abandonment of the planet as several outlaying cities in many areas have been turned into ghost towns because of the damage sustained from the comet impacts, the migrations, or simply because the populations have moved on. Many third world nations have been drained of their people to meet the quotas set by the UN, while those left behind have moved into already developed countries to fill in the voids left in their populations. Each capital and major city has at least one United Nations base, local headquarters or facilities set up to support the global effort for survival. Luna: The Earf's moon, Luna, has become home to two billion of Earf's population, being only the second planetary body that Anthrokind has settled on in its expansion into space. The majority of the lunar cities have been built into the craters that dot its surface, and then go straight down for several kilometers into the subterranean caverns and tunnels that have been carved from the rock. The “top” of each city is made up of a thick layer of glass panels, similar to the orbital colonies, with agricultural areas holding numerous hydroponic gardens either near the surface, or on lower levels of the colony with natural sunlight piped in to help promote plant growth. Each level of the colony is broken down into different sections for residential, industrial, agriculture, or space ports for the docking of ships. Each city is connected to the other through a series of underground roads and railways, making the transportation of the minerals and resources mined from the lunar rock quick and efficient. Even large pipe lines follow the same routes, moving water harvested from the ice reserves at both poles. In addition, some road ways have been built upon the surface for travel, for mostly the large ore movers frequently used in mining operations. Life on Luna is fairly peaceful, and its people are regarded as being very industrialist and productive. Due to the lighter gravity, high activity and frequent exercise is the rule, while foods and dietary supplements high in calcium and vitamin D are widely available. Each established city functions as its own self sufficient “city-state,” usually regarded as an independent country of sorts and left to its own devices. In cases where one city's actions impacts upon another city's well being, both parties will try to negotiate between themselves and a panel of representatives from three other uninvolved city-states. Considering how far apart each city is on Luna, it is rare that any disputes ever occur. No recognized military force exists on Luna, only the local police forces are allowed to maintain the peace or even to operate weapons of any kind, even though there are several military manufacturers on Luna. Even before the war began, Luna has tried to maintain a peaceful and neutral stance in all affairs between itself, Earf, and the other colonies, often acting as a go-between or host for negotiations. But despite this, several factions exist in the lunar government and corporations that want to side with either the UN or the Cosmic Heavens, and are constantly at odds with each other behind the scenes.

Cities of Luna (Near Side): Gorksy City (Copernicus Crater) Established as the First city on Luna, it quickly grew and became the largest manufacturing and economic center on Luna, naturally becoming its capital and premiere metropolitan area. Most business transactions are completed here, and it is home to the Luna Bank, which is the largest banking institution in the Earf Sphere. Usagi City (Mare Imbrium) A major tourism spot, and well known for its famous candy factory, the largest bubble dome on the lunar surface with one of the few nature parks underneath, and the largest resource mass-driver on Luna. Peary Harbor (north pole) Largest city at Luna's north pole, and is a frequent port for space ships to dock at. Also home to the largest solar power station, and communications relay antenna on Luna, next to its sister city Malapert Port at the . Major mining operations for collecting frozen ice, and water treatment facilities. Malapert Port (south pole) Like Peary Harbor, Malapert Port serves as the largest docking facility for space travel at the south pole of Luna, and solar power production due to the near constant view of sunlight. In addition, it also serves as a major communications hub for Luna and to L1, L2, L4, and L5. Serenity City (sea of Serenity) One of the other large mining towns for H-3 collection, and frequently used as a “barter town” for independent prospectors. Stjerneborg (Tycho crater) Much like Serenity City, also another major resource management location for mining operations, both large and small. Port of Andorra (Montes Pyrenaeus) Third smallest ship port on Luna, and home to the second resource mass-driver.

Cities of Luna (Far Side): The lunar cities on the far side of Luna are suspected to be at least friendly, if not already in full cooperation, with the Cosmic Heavens, supplying them with resources from their own mining operations. Even though it is just on the other side of Luna from the near side, information is fairly slow in spreading from the far side. There has been no noticeable decline in the stream of resources, so no official inquiries have been made. Purgatory (South Pole-Aitken basin) Regarded as the “capital of the far side,” Purgatory is based with in the deepest impact crater on Luna, and is the largest processor of H-3 fuel. Has large ship yards for servicing and construction of space ships, as well as a resource mass-driver of its own too. Naraka (Daedalus crater): Home of the largest radio observatory on Luna, well known for its scientific schools and research centers. Jahannam (Saha crater): Home to the second largest radio observatory on Luna, often works in partnership with Naraka to explore space with their networked antenna arrays. She'ol (Mare Orientale): Another major resource mining management site often a common border town between the near and far sides of Luna. Orbital Colony Cylinders: (Resource Link: http://www.dyarstraights.com/index.html, which has much more in depth explanations about the construction of this style of colony, and what life would be like inside. The information from this site was used by permission.) The majority of Anthrokind are scattered about the Earf Sphere and its Lagrange points in large groups of artificially constructed colony cylinders based up on the Island Three design proposed by physicist Gerard K. O'Neill in his 1976 book “The High Frontier: Human Colonies in Space. “ Over two hundred and eighty years later, his designs have evolved into the current generation of mega-structures. Each colony is a pair of cylinders, called a “deuce,” with each one being five miles in diameter (8 Km), and twenty miles long (32 Km), connected to each other by a bearing system that keeps them separated by fifty miles (80 Km) at both ends of each cylinder. Both cylinders rotate along their long axis at ½ RPM to provide artificial gravity via centrifugal force on their inner surfaces.

Weather: (For more information and a better explanation: http://www.dyarstraights.com/msgundam/weather.html ) Despite what one may expect, there is a regular weather cycle in the colony cylinders, especially in the “open” types. The dynamics of temperature, humidity and rotation are such that the “island effect” seen on the Earth is also duplicated in the “islands” of space. A heavy rainfall occurs every “day” at 10:00, 13:00 and 16:00 UTC, lasting no more than five minutes per shower, as evaporated ground water reaches the saturation point and condenses spontaneously. The colonies run on a 24-hour clock set to the Universal Time Coordinate (Greenwich Mean Time adjusted to the Terrestrial equator), with “sunrise” at 06:00 UTC and “sunset” at 18:00 UTC. Varying the angle and pitch of the external mirrors can simulate day and night cycles and even seasonal changes. Any Terrestrial climate can be simulated, but generally the air temperature is held between 5° to 25° C (40° to 80° F) and averages 15° C (60° F), with a relative humidity of 40% to 60%—the temperate climate that southern California promises but seldom delivers. The ground temperature ranges from 5° to 50° C (40° to 120° F), with ground water temperature falling midway in between at 10° to 40° C (50° to 105° F), averaging 25° C (80° F) for both. The air pressure is equivalent to that at a Terrestrial elevation of 1.6 kilometers (one mile) above sea level, about the same as Denver, Colorado. While most colonies regulate their weather in some fashion, others purposely randomize it to maintain a more “natural” and unpredictable environment. Storms and even blizzards are not only possible but in some cases promoted, usually on a “seasonal” basis, though even the most carefully regulated weather system occasionally goes awry. Colonies that follow the Terrestrial seasons are usually synchronized with the .

Orientation and Direction: (For more information and a better explanation: http://www.dyarstraights.com/msgundam/bearings.html ) Due to the unique situation of being on the interior of a curved space, instead of the more natural perspective of being on the exterior of a curved space, the general sense of direction is handled much differently. This is further complicated by the fact that both colony cylinders in a deuce will rotate in different directions in relation to each other. So with this in mind, one must keep track of the direction of rotation of their colony cylinder in mind, whether it is: A.) “Left handed,” or referred to as Sinistral, or “clockwise.” B.) “Right handed,” or referred to as Dextral, or “counter-clockwise.” Therefore, the cardinal directions become: Down-spin: East because that is the direction the “world” turns. Up-spin: West because it is opposite of East. Port: North because it is to your left as you face Down-spin, and also happens to be where the space docks are at. Starboard: South because it is opposite of Port facing away from Sol, and towards the stars. Up: “Up” is of course up, inboard towards the central axis. Down: “Down” is outboard toward the cylinder wall, or “ground.”

Transportation, or “how to get around about town”: Transportation within the colony is by the ubiquitous electric-powered car, which range in size and power from a two-seat “go-cart” to a containerized cargo “mono-wing” truck. Powered by either both a fuel cell, or electrical rails in all roads. Few people own their own vehicles, as there is no need, and there is always a conveniently positioned rental depot to pick up a vehicle when needed. Travel from the docking bay and industrial blocks at the axis “down” to the residential areas in the valleys or “up” to the agricultural block ring is via elevator, due to the Coriolis effect, are arranged in tubes that curve with the rotation of the cylinder. One for Up-spin going from axis to hull and a Down-spin spiral for the cars going from hull to axis. Each elevator is carefully controlled by computer to reduce the strain placed upon the occupants inside. Airtight “linear cars” traverse the outer hull in a manner analogous to the metro subway, riding on superconducting magnetic-levitation rails at the colony’s rotational speed of 644 kilometers per hour (400 miles per hour) and admitting a spectacular view. “Linear trams” resembling the cable cars of San Francisco run up and down the end cap mountainsides, connecting the urban centers to the zero-G industrial blocks and bay blocks. They also allow for easy transport between ballistic coupled pairs of colonies, 80 kilometers (50 miles) apart, with a transit time of seven minutes and twenty-seven seconds (00:07:27) each way.

Docking Ports: Docking ports are placed at either end of the colony’s central axis, and rotate in the opposite direction, maintaining a “stationary” position around which the colony proper appears to rotate. To assist in bringing in ships, laser beacons light up a five-kilometer approach path for incoming spacecraft. Each docking port contains six docking bays, arranged around the axis like the chambers of a revolver. Each docking bay has six docks, arranged in a similar fashion around the center-line of the bay. Each dock can accommodate three 300-meter ships, for a total capacity of 108 ships. Zero-G industrial blocks are strung out along the axis between the docking ports and the end caps, standard-G industrial blocks are mounted on the exterior of the colony cylinder. All of the agriculture and industry is external to the colony proper, so all of the space within the colony cylinder is actual living space for the colonists, pure and unpolluted.

Power Sources: The majority of the power needs of the colony cylinder is met by the solar mirror arrays outside of the hull, with some additional power from fusion reactors at either end of the cylinder for either heavy industry or back up power. A third form of power is similar to terrestrial geo-thermal power, created by the temperature differential on both ends of the cylinder by running cables of thermally conductive materials from the interior to exterior, and north and south ends of the cylinder's hull. Despite their great scale, there are variations in the construction of the many colonies, ranging from some size differences to complete configuration, typically in the number or “sky” verses “ground” sections.

Ground Sections: “Ground” sections are the only areas where habitation is possible. Because the end caps of the cylinders are domed, each of the “ground” panels has what, from an inhabitant’s point of view, appears to be a 3.2-kilometer (two-mile) high “mountain” at either end. The mountains and the “valleys” between them are landscaped to an idyllic green splendor, supporting six densely populated urban and suburban civic and residential centers. The underlying cylinder hull is a meter (3 feet, 3 inches) of titanium-reinforced “mooncrete” or lunar concrete, a mineral aggregate of anorthosite, ilmenite, and “KREEP,” an acronym for potassium (K), rare earth elements (REE) and phosphorus (P). The three “ground” panels are then covered with an average 5-meter (16.4-foot) layering of landscaped topsoil. Each of the ground sections, or valleys within the colony, is an elongated rectangle 32 kilometers (20 miles) long and 3.2 kilometers (two miles) wide, yielding a total area of 105 square kilometers (40 square miles). Each valley is divided into two townships, or urban centers. The cities and their associated suburbs cover an area of 41.4 square kilometers (16 square miles) each. The rural areas cover an area of 20.7 square kilometers (eight square miles) each, which must be shared evenly between the two urban/suburban centers at either end.

Sky Sections: The three “sky” panels are composed of quartz glass, vitreous silica prepared from pure quartz and noted for its transparency to ultraviolet radiation. Each “sky” panel is 3.2 kilometers (two miles) wide and 25.6 kilometers (16 miles) long, divided into eight square “windows” 3.2 kilometers on a side. Bridges connecting the “ground” panels span the “sky” panel at the junctions of these windows, seven bridges across each of the three “sky” panels, for a total of 21 “sky” bridges in all. The basic element or building block of the “sky” panels is a cubical quartz glass prism 3.2 meters (10.4 feet) on a side, massing about 80 tonnes (90 tons). The prisms are mounted in a five-by-five titanium grid to form a square “frame” 16 meters (52 feet) on a side and three meters deep, with 25 prisms per frame. These frames are mounted, four ply, in a five-by-five array “pane” 80 meters (260 feet) on a side and 12.8 meters (41.6 feet) deep, with 100 frames (2,500 prisms) per pane. The panes are mounted in a five-by-five “sash” 400 meters (1,312 feet) on a side, with 25 panes (2,500 frames or 62,500 prisms) per sash. Each of the eight windows is thus an eight-by-eight array of 64 sashes, containing 1,600 panes (160,000 frames or four million prisms), so each “sky” panel contains 512 sashes (12,800 panes or 1,280,000 frames or 32 million prisms). Since there are three such panels, each colony has 24 windows (1,536 sashes or 38,400 panes or 3,840,000 frames or 96 million prisms) containing a combined mass of about 7,680 mega-tonnes (8,640 megatons) of quartz glass. Quite often, these sky panels are flooded with water and used as either water reserves or recreational lakes, with the side benefit of the water instantly freezing and filling in any hole that may occur in the glass panels due to small meteors or other debris.

“Open” Type: Open types are the most common design of colony cylinder, with its hull is divided into six sections, with each alternating either as a “ground” or a “sky” section. In addition, three large 3.2 Km long mirrors project outward at a 45° angle from the end facing away from the Sun and reflect sunlight through the translucent “sky” panels to the landscaped “ground” panels opposite them. Most Open type colonies have very high amounts of plants and trees, with wide tracts of grass and “natural” parks. Some are engineered to have different environments ranging from tropical to desert, depending on demand and requirements of the inhabitants. Any industrial facilities or areas are often on the outside of the cylinder, along its axis, or at either cap end of the colony. All internal space is devoted to residential purposes.

“Cornucopia” subtype: Used almost exclusively by the Ephesus colony management group for the Herd #6 construction project, the Cornucopia colony cylinder is a far departure from the “traditional” open type by the bulging out of each of its ground sections to provide more internal habitation space, while the sky panels are more recessed to bring in much more light. The solar mirrors are firmly anchored into the base of the cylinder, while three concentric rings of support cables are anchored to both the panels and the cylinder itself for more reinforcement. The colonies at Herd #6 are a popular location for residency due to the higher emphasis on creating and maintaining as close to a natural environment as possible. Most residential areas will have numerous trees and plants grouped close together to the housing buildings, as well as well manicured gardens.

“Closed” Type: The second most common type of colony cylinder in use is the “closed” type, which departs from the ground/sky arrangement of the “open” type, and were built with six full ground sections, with internal lighting provided by sunlight “piped” in through a series of fiber optics, and/or artificial lights. The Phidias colony management group used this design for the Herd #7 colony group due to concerns about shielding from radiation and other such hazards being so far out of the Earf's magnetic field, and to increase its possible population for its colony herd. Some have complained about the “unnatural” feel of living in a Closed type cylinder even though most residents have seem to have adapted to living in the enclosed environment. Plants and trees are less prevalent than in an Open type colony, mainly there is just enough to be mark off lines of demarcation between zones and to make urban areas look less cramped. It is not uncommon to see industrial areas right next to residential homes. With the extra space given in the Closed design, space is not as much of a premium. And unlike in a regular deuce arrangement, the cylinders are only kept ten kilometers apart from one another. “Sunflower” subtype: A further variation upon the closed type of colony cylinder, the sunflower arrangement uses two to four closed cylinders behind a large 40 mile / 64 Km shield wide circular shield, which also serves as one of its bearings, to protect it from the direct light and energy from Sol. And unlike in a regular deuce arrangement, the cylinders are only kept ten kilometers apart from one another due to the limited space behind the solar shield. The only such colonies in existence are in use around the SOL L2 point on the opposite from Earf to its parent star, and are used by the Harvester fleets as a second base of operations, and living space.

Populations: Each colony cylinder keeps their population numbers under strict control, families can have as many children as they want, but they must report each new birth. Local authorities often will assist in finding new lodgings for growing families, or in worst cases help move them to another colony. Immigrating from one cylinder to another can be a complicated process, as some colonies are more popular than others and have long waiting lists. Though if one has a sponsor, such as a corporation planning on employing such a person, then some layers of difficulty can be avoided. Tourism on the other hand is not so heavily regulated, you can visit almost any colony you want in the allotted time given to you by your home colony, though visas all have a built in timer which will go off once the permitted time has been used up. Population numbers can vary from colony to colony, though is mostly governed by the type of colony cylinder. Open type colonies can range from 3 to 10 million citizens in each cylinder, with Closed types ranging from 6 to as high as 20 million citizens at any one time.

Organization: In the beginning of the colonization of space, The Colony Administration and Construction Authority was established with seven multinational member corporations formed to oversee and manage the colony construction: Pharos (Group 1, L1), Bodrum (Group 2, L5), Rhodes (Group 3, L4), Giza (Group 4, L4), Media (Group 5, L5), Ephesus (Group 6, L3), and Phidias (Group 7, L2). These corporations would build the colonies, and then supervise their upkeep as representatives of the United Nations through the CACA. Each colony group is referred to as a “herd,” ranging in number from one hundred to one hundred and fifty deuces in each herd, in orbit around one of the five Lagrange points situated around Earf and Luna. L4 and L5, both being the most stable of the Lagrange points, are both home to two herds each. All other Lagrange points, L1, L2, and L3 are home to only one herd.

Government: Even though each colony Herd is managed and maintained by one of the seven CACA member corporations, each colony is governed on a citizen level by a six to twelve member panel elected by the population every four to six years, depending on colony type and colony charter. Each township sends a representative from their governing panel for their local area, which are voted on every two years, again depending on colony charter. Law enforcement is handled by the local police, who are generally unarmed except for some non-lethal weapons. Crime rate is on average very low, mostly due to the high population density. It is difficult to commit a series crime without it being witnessed, and hiding a body is next to impossible. Resources are limited and regulated, so stealing is complicated unless you know how to fake enough paper work to cover yourself with. And since everyone is urged to be at least tolerant and respectful to one another out of necessity, all other lesser crimes are almost non-existent. Some colonies are home to a United Nations military bases, and can be called upon to support the citizen government in dire situations. Since the beginning of the war, there has been a growing presence of UN forces on almost all colonies, which has caused some stress between both civilian and UN governing bodies.

Colony Herd #1: Management Company: Pharos Number of Deuces: 100 Colony Cylinder Type: All “Open” type cylinders. Naming Theme: Major cities around the world. Abidjan Adis Abeba Alexandria Alger Almadabad Ankara Athina Baghdãd Bangalore Bangdung Bangkok Beijing Belo Horizonte Berlin Bogotá Buenos Aires Cairo Calcutta Cape Town Caracas Casablanca Changchun Chengdu Chennai Chicago Chongging Dalian Dallas Delhi Detroit Dhaka Dusseldorf Essen Frankfurt Guadalajara Guangzhou Handan Hangzhou Hanoi Harbin Ho Chi Minh Hong Kong Houston Hyderabad Istanbul Jakarta Jinan Karachi Katowice Kinshasa Koln Lagos Lahore Lima London Los Angeles Madrid Manila Maputo Medellin Melbourne Mexico City Milano Monterrey Montréal Moscow Mumbai Nagoya Nanjing Napoli New York Õsaka Paris Philadelphia Porto Alegre Pune Pusan Qingdao Recife Rio de Janeiro Riyadh Salvador San Francisco Santiago Santo Domingo Sáo Paulo Seóul Shanghai Shenyang Singapore St. Petersburg Sydney Tehrãn Tianjin Tokyo Toronto Washington DC Wuhan Xi'an Yangon Colony Herd #2: Management Company: Bodrum Number of Deuces: 150 Colony Cylinder Type: All “Open” type cylinders. Naming Theme: “Oceans of the world.” Bab el Mandeb Sea Bass Strait Bay of Bothnia Bay of Tinah Baydaratskaya Bay Bosporus Strait Bristol Channel Caemarfon Bay Cape of Good HopeCardigan Bay Sea Carmarthen Bay Catalan Sea Central Baltic Sea Ceram Sea Cilician Sea D'Urville Sea Drake Passage Fakse Bay Feodosiyskiy Bay Gulf of St. Lawrence Gulf St Vincent Hannay Bay Sea Kattegat Bay Khatanga Gulf Kiel Bay Koge Bay Lake Tiberias Marmara Sea Mirtoon Sea Oresund Strait Prince G. A. Sea Sea of Chiloé Sea of Sardinia Sea of Sicily Sea of the Spencer Gulf

Colony Herd #3: Management Company: Rhodes Number of Deuces: 150 Colony Cylinder Type: All “Open” type cylinders. Naming Theme: “Flowering pants.” Achillea Agapanthus Ageratum Allium Alpina Alstroemeria Amaryllis Anconitum Anemone Anthurium Asparagus Aster Astilbe Baby's Breath Bachelor's Button Banksia Bellflower Bells of Ireland Big Flax Billy Buttons Blazing Star Boronia Bouvardia Broom Buddleia Bupleurum Butterfly Orchid Calla Lily Campanula Candytuft Canterbury Bells Carnation Carthamus Caspia Cattleya Celosia Chamelaucium Chimney Bells Chrysanthemum Clarkia Convallaria Cordyline Cornflower Craspedia Curly Willow Cymbidium Daffodil Daisy Mums Dendrobium Dragon's Tongue Enthusiasm Erica Farewell-To-Spring Flamingo Floss Freesia Gerbera Ginger Gladiolus Godetia Golden Rod Guersney Lily Gyp Hanging Helicona Heather Helianthus annuus Heliconia Hippeastrum Hydrangea Iberis Amara Inca Lily Iris Japhette Orchid Jonquil Kangaroo Paw Knapweed Larkspur Lavender Liatris Lilac Lily Limonium Lisianthus Memosa Monkshood Musa Myrsine Narcissus Nephrolepis Nerine Nigella Ornithogalum Paeonia Painted Tongue Peony Peruvian lily Phalaenopsis Philodendron Phlox Pincushion Pitt Pittosporum Poppy Anemone Porium Protea Pussy Willow Ranunculus Rattlesnake Red Ribbons Rose Safflower Salix Sansevieria Satin Scabiosa Schinus Sea lavender Shell Snake Plant Snapdragon Solidago Speedwell Spider Lily Spider Mums Star of Bethlehem Statice Stenamezon Stock Summer's Darling Sunflower Sweet Pea Sweet William Sword Fern Tailflowers Tassel Thouroughwax Throatwort Trachelium Tree Fern Trumpet Lily Tuberose Tulip Veronica Wattle Waxflower Wild Plantain Windflower Wolfsbane Zantedeschia Zinna Colony Herd #4: Management Company: Giza Number of Deuces: 150 Colony Cylinder Type: All “Open” type cylinders. Naming Theme: “Different types of rocks.” Adakite Adamellite Amphibolite Andesite Anorthosite Anthracite Aphanite Aplite Appinite Argillite Arkose Banded Iron Basalt Basanite Blue Granite Blue Schist Boninite Borolanite Breccia Carbonatite Cataclasite Chalk Charnockite Chert Claystone Coal Comendite Conglomerate Coquina Dacite Diamictite Diatomite Diorite Dolerite Dolomite Dunite Eclogite Enderbite Epidosite Essexite Evaporite Feldspar Felsite Flint Foidolite Gabbro Ganister Gneiss Gossan Granite Granodiorite Granophyre Granulite Greenschist Greenstone Greywacke Gritstone Harzburgite Hawaiite Hornblendite Hornfels Hyaloclastite Icelandite Ignimbrite Ijolite Itacolumite Jadeitite Jasperoid Jaspillite Kenyte Kimberlite Knotenschiefer Komatiite Lamproite Lamprophyre Larvikite Laterite Latite Lherzolite Lignite Limestone Litchfieldite Luxullianite Mangerite Manhattan Schist Marble Marl Migmatite Minette Monzogranite Monzonite Mudstone Mylonite Nepheline Nephelinite Norite Novaculite Obsidian Oolite Pantellerite Pegmatite Pelite Peridotite Phonolite Phyllite Picrite Porphyry Psammite Pseudotachylite Pumice Pyrolite Pyroxenite Quartz Quartzite Rapakivi Rhomb Rhyodacite Rhyolite Sandstone Schist Scoria Serpentinite Shale Shonkinite Shoshonite Siltstone Skarn Slate Sovite Suevite Syenite Tachylyte Taconite Talc Tephrite Teschenite Theralite Tonalite Trachyandesite Trachyte Travertine Troctolite Trondhjemite Tuff Turbidite Variolite Vogesite Wackestone Websterite Wehrlite

Colony Herd #5: Management Company: Media Number of Deuces: 150 Colony Cylinder Type: All “Open” type cylinders. Naming Theme: “Different types of trees.” Acacia Ailanthus Alder Almond Apple Apricot Araucaria Arbutus Areca Argan Ash Aspen Avocado Balsa Bamboo Bay Laurel Bead Beech Birch Birch Black locust Brazil Nut Brazilwood Buckeye Cabbage tree Cacao Cactus Cashew Cedar Cherimoya Cherries Chestnut Chusan Palm Cinnamon Citrus Coast Redwood Coconut Coffee Cork-tree Crape-myrtle Cyathea cycad Cypress Cypress Date Palm Dawn Redwood Dicksonia Dogbane Dogwood Douglas-fir Dove Dragon tree Durian Elderberry Elm Eucalypt Eucommia Euodia Fig Fir Foxglove Tree Garjan Giant Sequoia Ginkgo Golden Rain Gordonia Guava Gutta-percha Hackberry Hawthorn Hazel Hickory Holly Honey locust Hornbeam Horse-chestnut Ivy Joshua tree Juniper Kahikatea Kalopanax Kapok Kauri Kusamaki Lacquer Larch Linden Lychee Magnolia Mahogany Malvaceae Mango Maple Mexican Buckeye Miro Moschatel Mulberry Myrtle Neem Nutmeg Oak Olive Palm Pawpaw Peach Pear Persian Ironwood Persimmon Pine Pistachio Plane Plum Poplar Ramin Red Mangrove Red Wood Rimu Rosaceae Rowan Rubiaceae Saguaro Sal Silk-cotton Sinadoxa Sorbus Southern beech Spruce Stewartia Sugi Sumac Sweetgum Tambalacoque Tanoak Teak Totara Tulip Tupelo Viburnum Walnut Wattieza Western Redcedar Whitebeam Willow Wingnut Witch-hazel Wollemia Yellow maple Yellowwood Yew Zelkova Colony Herd #6: Management Company: Ephesus Number of Deuces: 150 Colony Cylinder Type: All “Cornucopia” open type cylinders. Naming Theme: “Rivers of the world.” Aldan Amazon Amu Darya Amur Anadyr Araguaia Arkansas Athabasca Ayeyarwady Belaya Beni Benue Blue Nile Brahmaputra Brazos Canadian Cauca Chenab Chindwin Churchhill Cimarron Colorado Columbia Congo Cooper Cumberland Dakotas Danube Desna Dnieper Dniester Don Draa Elbe Euphrates Fraser Fly Gambia Ganges Godavari Grande Green Guaporé Han Helmand Huallaga Huang He Iguaçu Indigirka Indus Iriri Ishim Japura Jialing Jubba Juruá Juruena Kama Kapuas Kasai Katun Khatanga Kizil Krishna Kura Kwango Liao Liard Limpopo Lomami Mackenzie Madeira Madre de Dios Magdalena Marañón Mekong Milk Mississippi Murray Narmada Negro Nelson Nen Niger Nile Nu Jiang Ohio Okavango Olenyok Olyokma Orange Orinoco Ottawa Paraguay Paraiba do Sul Parana Pechora Pecos Pilcomayo Platte Purus Putumayo Quoile Red Rhine Rio Grande Saint Lawrence Salado Sankuru São Francisco Saskatchewan Senegal Sepik Shire Snake Songhua Sukhona Sutlej Syr Darya Tapajós Tarim Tietê Tigris Tobol Tocantins Tunguska Ubangi Ural Uruguay Vaal Vilyuy Vitim Volga Volta Vyatka Vychegda Warburton White Xingu Yalong Yamuna Yangtze Yenisei Yili Yukon Zeya Zhu Jiang

Harvester Resource Fleets:

Overview: The Harvester Fleets were created during the very early days of the colonization of space to gather resources from the outer solar system to supply the needs of the Earf Sphere. Through out its long history, the Harvester Fleets have always kept the stream of materials flowing to the point that most take it for granted that it would ever stop for any given reason. With the high demand for the materials and fuel gathered from the Jovian system and the asteroid belts, the Harvester Fleets were established as a non-governmental neutral entity whose sole purpose is to keep the flow of resources supplied to the Earf Sphere without interruption. During these times, it was never considered that there would ever be any other power than the United Nations who would be demanding the resources, but when the Herd 7 colony group declared its independence, this threw the entire balance of things into question. Even though the UN had tried to use economic sanctions upon the newly named “Cosmic Heavens,” the Harvester Fleets kept to the word of its founding charter and continued to supply both sides despite the growing tension between them. The resources provided by the fleets are vital to the Earf Sphere, and during war time their ships are protected by international treaties. As long as there is nothing to question their neutrality in the scheme of things, they have free reign to travel to and from the Earf Sphere fulfilling their function.

Sol L2: The main home for the Harvester Fleets is located at the second Sol Lagrange point on the other side of the parent star Sol. Considered by many to be one of the most remote locations in the solar system, the colonies at Sol L2 are isolated by the interference of Sol. Direct communications with Earf is limited to very short windows of time when the orbital dynamics are just right for a direct line of sight to be achieved. Otherwise, the only time when any form of news or information is received from the Harvester colonies is when their ships or automated cargo movers come into port. There are four known colony deuces at Sol L2, all built on the Sunflower closed type configuration: Crucible: four closed cylinders, Population: Unknown, estimated 10 million. Athanor: two closed cylinders, Population: Unknown, estimated 3 million. Forge: two closed cylinders, Population: Unknown, estimated 3 million. Retort: two closed cylinders, Population: Unknown, estimated 3 million.

Other Colonies: It is uncertain if there are any colonies out in or near the Jovian system, or even in the asteroid belts.

Known Carrier Ships of the Fleet: Each fleet is based around one massive resource carrier, which takes on the name of the particular carrier when they leave port. There are only six known fleets in operation, with some of the ships dating back as far back as the foundation of the Harvester Fleets themselves. Maria Prophetissa Nicolas Flamel Osthanes Zosimos of Panopolis Jābir ibn Hayyān Artephius Aquatic Colonies:

Overview: As it has always been throughout Earf's history, the oceans have been been a hiding spot for many mysteries in its dark abysses and shadows. So much so, many still argue that more is known about space than what exists under the blue waves covering the majority of the planet. Today, the deep waters are the new wild west of the new age. The need for resources promoted many a brave soul to seek their fortunes in the deep aquatic, taking great risks to mine the ocean floors and harvest the livestock that fill its vast depths. It used to be said that if you could hold your breath for a few minutes, you could make a quick buck. And over the turn of many years, that has been proven many times over. Most of those who live in the world's oceans tend to be a fearless and stubborn lot, only concern is being left alone so that they could do their jobs in keeping the needs of “land lubbers,” and “astros” met, all the while providing enough for themselves. Most of the undersea colonies are established along well established routes, sometimes only several miles from land, but not too infrequently, in the much deeper waters. Very few maps show the locations of all colonies, quite a few are mobile bases that will change mining claims as they either exhaust them, or simply move to keep from drawing attention to themselves. While some colonies just like to keep to themselves.

Types of Aquatic Colonies:

Floating Islands: Built upon flat islands, land reclamation projects, submerged derricks, barges, or other floating structures, floating islands are purposefully built colonies to serve as harbors, power plants, and even as cities or airports. Some are anchored only a few miles from shore, but most are out in the deep blue sea. A few floating islands are placed above underwater colonies, and act as a trading point between the ocean floor and the surface.

Bubble or Fish Bowl: Once only the subject of fantasy, these colonies are encased in a massive dome like structure that keeps out the ocean above it. Using some of the same technologies that went into the construction of the orbital colony cylinders, these structures are limited to depths of 200 m (650 ft), otherwise known as the Epipelagic zone where light can not penetrate much further.

Aqua Arcologies or Tin Can or Wave-Scraper: Very large scale structures that are designed in sections, and support the outside pressure of the ocean on their own. Almost resembling buildings from the surface, each structure can supply its own life support, and in emergencies can be sealed off individually from the others. Some are tall enough to reach up form their depths to peak out over the waves.

Crannóg: Often formed by the collected hulks of old but still floating ships, barges, or other platforms, Crannógs are floating islands of junk that are either stationary or float along with the ocean currents. Some are well established, while other may only last for a few months or years till they sink under their own weight or break off to form new Crannógs of their own. Representing little more the occasional oasis of civilization in the blue vastness of the ocean, they are homes to the transient souls that scratch out an existence on the open seas. Some are regarded as sea going gypsies, others are no more than collected flotsam that drift about like so many lost dreams. Crannógs are often havens for pirates or other illegal activities, while also offering a diverse range of information. One well known Crannóg is Avalon, a long established colony built around four abandoned super tankers wielded together, complete with homes, a thriving marketplace, and of all things, an apple orchard.

The “Free Hand”: According to international and UN law, the “Free Hand” are a group of pirates and vigilantes that operate under their own directives and agendas throughout the world's oceans. In the past many attempts were made by the UN and the UN Navy to flush them out into the open, and end their activities once and for all. But due to their unusual tactics and seemingly endless freedom to operate in the shadows of the deep blue, the Free Hand has been quietly ignored after they dealt several embarrassing defeats to more than just a few admirals. And also due to their frequent hunting of other pirates who participate in weapon, slave, and drug trafficking, being much more efficient and determined to deal with such illicit activities. It has been a begrudging acceptance by the UN that the best way to deal with such criminals is to let the Free Hand hunt them down for them. Since the beginning of the war, communication with the Free Hand has been more open, with the Free Hand often acting as reconnaissance or asymmetric guerrilla units for the UN while its navies are widely scattered or heavily destroyed by the Cosmic Heavens. The United Nations Naval Forces / UNNF:

Overview: Over the last two hundred years, the United Nations Naval Forces have evolved from its original roots to its current form, which can be summed up in the phrase: “One Fleet, One Mind.” The twenty first century navy was based upon a fleet built around one or more capital ships, which then leads a larger formation of smaller ships ranging from cruisers to escorts. The modern navy is based upon the concept of a network of smaller ships working together as one larger vessel. Each fleet is built around a command cruiser, or up to four command cruisers acting as one, which then controls the other cruisers or smaller classes of ships in their fleet as if they were simply an extension of the same ship. The fleet can sense all around it, and react to any threat detected as a singular force. This allows for a much more affordable and modular naval force without having to invest in oversized ships such as battleships that are now considered to be either relic dinosaurs or the prized personal toys of equally dinosaur admirals. Typical arrangement would be composed of one command cruiser, with two Armory, two Aviary, four Bulwark, and six or more Cutlass ships. Though this can be changed depending upon the mission or situation at hand. The only class of ship that does not participate in this cooperative action are and tender ships. Gaming Notes: All ships in the fleet smaller than the Axiom class have the Inter-Mecha linking system on their main weapons, giving any Axiom present control over them. The August cruiser class have the same ability, but are always subservient to any Axiom when a part of the same fleet. This arrangement leaves the individual ships to be on alert for the fleet's defense while the command vessels can coordinate the projection of its offensive strength. All ships must remain with in 20 hexes of the command cruiser to function as part of the “fleet mind.”

Weapon Descriptions:

“Barracuda” Heavy Torpedoes: The standard heavy torpedo of the UN fleet. Scale x10: 10K, +2 Wa, 20 Range, Long Range “Penguin” Anti- Stand Off Missile/Torpedoes: A torpedo carrying missile. Once an underwater threat is detected, the missile is launched and when over the general area where the threat was detected, it will deliver a homing torpedo which then attempts to lock on to the signature of the threat. Scale x10: 10K, +2 Wa, 40 Range, Smart 2, Skill +6 “Pelican” Anti-Submarine Stand Off Missile/Torpedoes: A much larger version of the Penguin. Scale x10: 10K, +2 Wa, 40 Range, Smart 1, Skill +6, Blast 10 “Pilum” block missiles: A light missile designed to be fired in large volleys for long range support. Scale x10: 10K, +2 Wa, 60 Range, Long Range “Ballista” Anti-Ship Missiles: A heavier missile for larger targets, such as naval vessels or land targets. Scale x10: 20K, +3 Wa, 87.5 Range, Long Range “Gungnir Theater Defense” KE Rail Gun: The main weapon of any command cruiser, a very powerful mass driver designed for extreme long range fire support, or low earf threats such as ICBMs or satellites reentering the atmosphere. Though not really meant for it, the weapon has been used at point blank range. Scale x10: 20K, +2 Wa, 120 Range, Long Range, Bv 2, Hyper-Velocity (not Supercavitation) ,*AP Var “Mjöllnir” 64 MJ Rail Gun: Mounted on the very few remaining battleships, the Mjöllnir is the biggest mass driver mounted on any naval vessel, coming very close to eclipsing even the big guns of the Space Fleet. Scale x10: 120K, +2 Wa, 150 Range, Long Range, Hyper-Velocity (not Supercavitation) 5” / 54 Caliber Cannon: Designed for use against surface ships, anti-aircraft and shore bombardment to support amphibious operations. Scale x10: 20K, 0 Wa, 20 Range, Bv 3, *AP Var. “Bubo” CIWS: Named after an owl of legend, the high powered defensive gun system protects the ship from all surface and air threats. Due to its round barrel like shape, it has become a long standing tradition for ship crews to decorate the Bubo turrets to resemble anything from cartoon characters to other themes as a form of a ship's mascot. Scale x10: 10K, 0 Wa, 10 Range, Bv 4, All Purpose Phoenix Standoff Defense Missiles: A more defensive missile system designed to blind incoming threats in the hopes of either discouraging the attack, or disabling it enough so that other weapon systems to neutralize it before it can harm the fleet. Scale x10: (4)K, 0 Wa, 53 Range, Flare Counter Missiles / Counte r Torpedoes: Standard defensive countermeasure against either missiles or torpedoes. Scale x10: (1)K, 0 Wa, Counter Only.

*In this case, AP Var means that the weapon can fire upon smaller scale targets than scale x10 with no modifiers. Name: Weight: Cost: Length: Beam (width): Axiom class Command Cruiser 28,000 Tons (48 Tons) 45,076.3 points 252.0 meters 38.5 meters Form: Mv: MR: Ground: Flight: Water: Misc: Boat Form Scale x10 -7 0 0 6 +2 Int / Tech (for targeting) -5 -2 silent Power Plant: Source: XS: Misc: Main Fusion (Hot) 5 Maneuver Pool 0 Cockpit: Controls: Loc: Type: Enc.: Main Screen Bridge “Commander” Enclosed Gunnery Screen Bridge All shooting Enclosed Flight Deck Screen Hull Ship's remotes/craft. Enclosed “Arcade” Screen Bridge Remotes from other ships. Enclosed Senors: Class: Loc: Kills: Range: Comm: Main Armored Heavy Bridge 30 300 Km 30,000 Km Back-Up Armored Heavy Hull 30 300 Km 30,000 Km Spotting Radar Bridge (Mount) 40 3,000 Km Marine Suite Bridge Target Analyzer Bridge R/R Analyzer Bridge A.S.P. Bridge Movement Systems: Loc: MA: Kills: Hydro-Jets Hull 6 Ma 0 Options: Loc: Modifiers: 3 Mounts 2 Hull / 1 Bridge 5 Spotlights 1 Hull, 1 Bridge 1 each Turret Damage Control Package Each Location 100 tons of Cargo Space Hull, rear w/flight Deck 2 Manipulators “Cranes” Hull, rear w/flight Deck Flight Deck (100 tons of Vehicles) Hull Multipliers: Loc: Modifiers: Monocoque Construction Self Repair Systems All Locations See Rules Marine Hydraulics Environmental Arctic, EMP Targeting Computer (+2, -5 MV for shooting only.) Internal Automation #1 Bridge Lv 5, Port 5 Internal Automation #2 Hull (Mecha Piloting, Awareness, Navigation, Expert: Military Vehicles, Mecha Tech.) Servos: Class: Type: Space: Kills: Armor: DC: Modifiers: Bridge Med. Heavy Head 12 80 6 S 1 Hull Med. Heavy Torso 27 150 6 S 1 Right Ama Light Heavy Pod 21 0 6 S 1 Left Ama Light Heavy Pod 21 0 6 S 1 Main Turret Med. Weight Head 9 60 4 S 1 Secondary Turret #1 Med. Striker Head 6 40 3 S 1 Secondary Turret #2 Med. Striker Head 6 40 3 S 1 Weapons: Damage: Wa: Range: Max Range: Kills: Shots: Loc: Special: 1 x Gungnir Rail Gun 20 K (+2) 120 14400 20 - Main Turret Long Range, Hyper-Velocity, Bv 2, *AP Var. --Ammo #1 110 each 30 - Tracer --Ammo #2 110 each 30 - Scatter Shot 2 x 54 Caliber Cannon 20 K 0 20 400 20 - 1 x each Sec. Bv 3, *AP var. Turret – 2 x Ammo 10 each 20 - Standard 4 x Bubo CIWS 10 K 0 10 100 10 - 2 x each Hull Bv 4, All Purpose Mount – 4 x Ammo 10 each 25 - Standard 30 x Barracuda 10 K (+2) 20 400 20 Hull Long Range, 4 launch tubes in Hull. Torpedoes (x10 Scale) 140 x AM-Missiles (1 K) 0 0 0 10 - 70 x each Counter – Only, linked. Hull Mount 30 x Torpedo (1 K) 0 0 0 0 - 30 in Hull Counter – Only, 10 launch tubes Countermeasures 3 x “Missile Blocks” 1 x each Hull, All Missile Blocks are linked to each other. Each containing: & Ama 45 x Pilum Missiles 10 K (+2) 60 3600 30 Long Range 12 x Ballista Missiles 20 K (+3) 88 7744 20 Long Range 12 x Penguin Missiles 10 K (+2) 40 1600 10 Smart 2, Skill +6 6 x Pelican Missiles 10 K (+2) 40 1600 10 Smart 2, Skill +6, Blast 10 Name: Weight: Cost: Length: Beam (width): August class Cruiser 14,000 Tons (48 Tons) 29,966.88 points 174.0 meters 29.5 meters Form: Mv: MR: Ground: Flight: Water: Misc: Boat Form Scale x10 -7 0 0 6 +2 Int / Tech (for targeting) -5 -2 silent Power Plant: Source: XS: Misc: Main Fusion (Hot) 5 Maneuver Pool 0 Cockpit: Controls: Loc: Type: Enc.: Main Screen Bridge “Commander” Enclosed Gunnery Screen Bridge All shooting Enclosed Flight Deck Screen Hull Ship's remotes/craft. Enclosed “Arcade” Screen Bridge Remotes from other ships. Enclosed Senors: Class: Loc: Kills: Range: Comm: Main Armored Heavy Bridge 30 300 Km 30,000 Km Back-Up Armored Heavy Hull 30 300 Km 30,000 Km Spotting Radar Bridge (Mount) 40 3,000 Km Marine Suite Bridge Target Analyzer Bridge R/R Analyzer Bridge A.S.P. Bridge Movement Systems: Loc: MA: Kills: Hydro-Jets Hull 6 Ma 0 Options: Loc: Modifiers: 3 Mounts 2 Hull / 1 Bridge 5 Spotlights 1 Hull, 2 Bridge 1 each Turret Damage Control Package Each Location 100 tons of Cargo Space Hull, rear w/flight Deck 2 Manipulators “Cranes” Hull, rear w/flight Deck Flight Deck (70 tons of Vehicles) Hull Multipliers: Loc: Modifiers: Monocoque Construction Self Repair Systems All Locations See Rules Marine Hydraulics Environmental Arctic, EMP Targeting Computer (+2, -5 MV for shooting only.) Internal Automation Hull (Mecha Piloting, Awareness, Navigation, Expert: Military Vehicles, Mecha Tech.) Servos: Class: Type: Space: Kills: Armor: DC: Modifiers: Bridge Med. Weight Head 9 60 5 S 1 Hull Med. Weight Torso 18 120 6 S 1 Right Ama Heavy Striker Pod 15 0 5 S 1 Left Ama Heavy Striker Pod 15 0 5 S 1 Main Turret Med. Weight Head 9 60 4 S 1 Secondary Turret Med. Striker Head 6 40 3 S 1 Weapons: Damage: Wa: Range: Max Range: Kills: Shots: Loc: Special: 1 x Gungnir Rail Gun 20 K (+2) 120 14400 20 - Main Turret Long Range, Hyper- Velocity, Bv 2, *AP Var., Inter-Mecha Linked. --Ammo #1 110 each 30 - Tracer --Ammo #2 110 each 30 - Scatter Shot 1 x 54 Caliber Cannon 20 K 0 20 400 20 - Sec. Turret Bv 3, *AP var. – 1 x Ammo 10 each 20 - Standard 3 x Bubo CIWS 10 K 0 10 100 10 - 1 x each Mount Bv 4, All Purpose –3 x Ammo 10 each 25 - Standard 30 x Barracuda 10 K (+2) 20 400 20 Hull Long Range, 4 launch tubes in Hull. Torpedoes (x10 Scale) 50 x AM-Missiles (1 K) 0 0 0 10 - 25 x each Hull Counter – Only, linked, Mount and Inter-Mecha linked. 30 x Torpedo (1 K) 0 0 0 20 - 30 in Hull Counter – Only, 10 launch tubes, Inter- Countermeasures Mecha linked. 30 x Phoenix Standoff (4 K) 0 53 2809 80 12 x Hull Mount, Flare, linked and Inter-Mecha linked. Defense Missiles 6 x Bridge Mount 3 x “Missile Blocks” 1 x each Hull, & All Missile Blocks are linked to each Each containing: Ama other, and Inter-Mecha Linked. 30 x Pilum Missiles 10 K (+2) 60 3600 30 Long Range 8 x Ballista Missiles 20 K (+3) 88 7744 20 Long Range 8 x Penguin Missiles 10 K (+2) 40 1600 10 Smart 2, Skill +6 4 x Pelican Missiles 10 K (+2) 40 1600 10 Smart 2, Skill +6, Blast 10 Name: Weight: Cost: Length: Beam (width): Armory class Cruiser 18,000 Tons (48 Tons) 27,988.88 points 185.0 meters 29.5 meters Form: Mv: MR: Ground: Flight: Water: Misc: Boat Form Scale x10 -7 0 0 6 +2 Int / Tech (for targeting) -5 -2 silent Power Plant: Source: XS: Misc: Main Fusion (Hot) 5 Maneuver Pool 0 Cockpit: Controls: Loc: Type: Enc.: Main Screen Bridge “Commander” Enclosed Gunnery Screen Bridge All shooting Enclosed Senors: Class: Loc: Kills: Range: Comm: Main Armored Heavy Bridge 30 300 Km 30,000 Km Back-Up Armored Heavy Hull 30 300 Km 30,000 Km Spotting Radar Bridge (Mount) 40 3,000 Km Marine Suite Bridge R/R Analyzer Bridge Movement Systems: Loc: MA: Kills: Hydro-Jets Hull 6 Ma 0 Options: Loc: Modifiers: 3 Mounts 2 Hull, 1 Bridge 5 Spotlights 4 Hull, 1 Bridge Damage Control Package Each Location 100 tons of Cargo Space Hull 2 Manipulators “Cranes” Hull Multipliers: Loc: Modifiers: Monocoque Construction Self Repair Systems All Locations See Rules Marine Hydraulics Environmental Arctic, EMP Targeting Computer (+2, -5 MV for shooting only.) Internal Automation Hull Lv 4, Port 5 (Mecha Piloting, Awareness, Navigation, Mecha Gunnery, Mecha Tech.)

Servos: Class: Type: Space: Kills: Armor: DC: Modifiers: Bridge Med. Striker Head 6 40 4 S 1 Hull Light Heavy Torso 27 120 5 S 1 Weapons: Damage: Wa: Range: Max Range: Kills: Shots: Loc: Special: 2 x Bubo CIWS 10 K 0 10 100 10 - 1 x each Bv 4, All Purpose Mount –2 x Ammo 10 each 25 - Standard

30 x Barracuda 10 K (+2) 20 400 20 Hull Long Range, 4 launch tubes Torpedoes (x10 Scale) in Hull. Inter-Mecha Linked.

100 x AM-Missiles (1 K) 0 0 0 10 - 50 x each Counter – Only, linked, Hull Mount and Inter-Mecha linked. 30 x Torpedo (1 K) 0 0 0 20 - 30 in Hull Counter – Only, Countermeasures 10 launch tubes, Inter- Mecha linked. 20 x Phoenix Standoff (4 K) 0 53 2809 80 10 x each Flare, linked and Inter-Mecha Defense Missiles Hull Mount linked.

12 x “Missile Blocks” All Missile Blocks are Each containing: 12 x Hull linked to each other, and Inter-Mecha Linked. 30 x Pilum Missiles 10 K (+2) 60 3600 30 Long Range 8 x Ballista Missiles 20 K (+3) 88 7744 20 Long Range 8 x Penguin Missiles 10 K (+2) 40 1600 10 Smart 2, Skill +6 4 x Pelican Missiles 10 K (+2) 40 1600 10 Smart 2, Skill +6, Blast 10 Name: Weight: Cost: Length: Beam (width): Aviary class Light Carrier 22,000 Tons 71,825.1 points 185.0 meters 79.0 meters Form: Mv: MR: Ground: Flight: Water: Misc: Boat Form Scale x10 -6 0 0 6 +2 Int / Tech (for targeting) -5 -2 silent Power Plant: Source: XS: Misc: Main Fusion (Hot) 5 Maneuver Pool 0 Cockpit: Controls: Loc: Type: Enc.: Main Screen Bridge “Commander” Enclosed Gunnery Screen Bridge All shooting Enclosed Flight Deck Screen Hull Ship's remotes/craft. Enclosed Senors: Class: Loc: Kills: Range: Comm: Main Armored Heavy Bridge 30 300 Km 30,000 Km Back-Up Armored Heavy Hull 30 300 Km 30,000 Km Spotting Radar Bridge (Mount) 40 3,000 Km Marine Suite Bridge R/R Analyzer Bridge Movement Systems: Loc: MA: Kills: Hydro-Jets Hull 6 Ma 0 Options: Loc: Modifiers: 3 Mounts 2 Hull, 1 Bridge 5 Spotlights 2 Hull, 1 Bridge 1 each Ama Damage Control Package Each Location 1000 tons of Cargo Space (Hanger) Hull 4 Manipulators “Cranes” Hull Flight Deck (200 tons of Vehicles) Hull Multipliers: Loc: Modifiers: Monocoque Construction Self Repair Systems All Locations See Rules Marine Hydraulics Environmental Arctic, EMP Targeting Computer (+1, -5 MV for shooting only.) Internal Automation Hull Lv 4, Port 5 (Mecha Piloting, Awareness, Navigation, Mecha Gunnery, Mecha Tech.) Servos: Class: Type: Space: Kills: Armor: DC: Modifiers: Bridge Heavy Striker Head 8 50 4 S 1 Hull Light Heavy Torso 27 120 5 S 1 Right Ama Heavy Striker Pod 15 0 4 S 1 Left Ama Heavy Striker Pod 15 0 4 S 1 Weapons: Damage: Wa: Range: Max Range: Kills: Shots: Loc: Special: 2 x Bubo CIWS 10 K 0 10 100 10 - 1 x each Bv 4, All Purpose Mount –2 x Ammo 10 each 25 - Standard

100 x AM-Missiles (1 K) 0 0 0 10 - 25 x each Counter – Only, linked, Hull Mount and Inter-Mecha linked. 30 x Torpedo (1 K) 0 0 0 20 - 30 in Hull Counter – Only, Countermeasures 10 launch tubes, Inter- Mecha linked. 20 x Phoenix Standoff (4 K) 0 53 2809 80 12 x Hull Flare, linked and Inter-Mecha Defense Missiles Mount, 6 x linked. Bridge Mount Name: Weight: Cost: Length: Beam (width): Bulwark class Frigate 7,000 Tons (33.5 Tons) 9,673.39 points 127.0 meters 29.5 meters Form: Mv: MR: Ground: Flight: Water: Misc: Boat Form Scale x10 -6 0 0 7 +2 Int / Tech (for targeting) -5 -3 silent Power Plant: Source: XS: Misc: Main Fusion (Hot) 5 Maneuver Pool 0 Cockpit: Controls: Loc: Type: Enc.: Main Screen Bridge “Commander” Enclosed Gunnery Screen Bridge All shooting Enclosed Flight Deck Screen Hull Ship's remotes/craft. Enclosed Senors: Class: Loc: Kills: Range: Comm: Main Light Heavy Bridge 20 200 Km 18,000 Km Back-Up Light Heavy Hull 20 200 Km 18,000 Km Spotting Radar Bridge (Mount) 40 2,000 Km Marine Suite Bridge Target Analyzer Bridge R/R Analyzer Bridge A.S.P. Bridge Movement Systems: Loc: MA: Kills: Hydro-Jets Hull 7 Ma 0 Options: Loc: Modifiers: 2 Mounts 2 Hull 5 Spotlights 2 Hull, 2 Bridge 1 in Turret Damage Control Package Each Location 50 tons of Cargo Space Hull, rear w/flight Deck 1 Manipulators “Cranes” Hull, rear w/flight Deck Flight Deck (40 tons of Vehicles) Hull Multipliers: Loc: Modifiers: Monocoque Construction Self Repair Systems All Locations See Rules Marine Hydraulics Environmental Arctic, EMP Targeting Computer (+1, -5 MV for shooting only.) Servos: Class: Type: Space: Kills: Armor: DC: Modifiers: Bridge Heavy Striker Head 8 50 4 S 1 Hull Heavy Striker Torso 15 100 4 S 1 Right Ama Medium Striker Pod 12 0 4 S 1 Left Ama Medium Striker Pod 12 0 4 S 1 Main Turret Medium Striker Head 6 40 3 S 1 Weapons: Damage: Wa: Range: Max Range: Kills: Shots: Loc: Special: 1 x 54 Caliber Cannon 20 K 0 20 400 20 - Main Turret Bv 3, *AP var. – 2 x Ammo 10 each 20 - Standard 2 x Bubo CIWS 10 K 0 10 100 10 - 1 x each Bv 4, All Purpose Mount –2 x Ammo 10 each 25 - Standard 20 x Barracuda 10 K (+2) 20 400 20 Hull Long Range, 4 launch tubes Torpedoes (x10 Scale) in Hull.

40 x AM-Missiles (1 K) 0 0 0 10 - 20 x each Counter – Only, linked, Hull Mount and Inter-Mecha linked. 20 x Torpedo (1 K) 0 0 0 20 - 20 in Hull Counter – Only, Countermeasures 10 launch tubes, Inter- Mecha linked. 10 x Phoenix Standoff (4 K) 0 53 2809 80 5 in each Hull Flare, linked and Inter-Mecha Defense Missiles Mount linked. 3 x “Missile Blocks” 1 x each Hull, All Missile Blocks are Each containing: & Ama linked to each other, and Inter-Mecha Linked. 15 x Pilum Missiles 10 K (+2) 60 3600 30 Long Range 4 x Ballista Missiles 20 K (+3) 88 7744 20 Long Range 4 x Penguin Missiles 10 K (+2) 40 1600 10 Smart 2, Skill +6 2 x Pelican Missiles 10 K (+2) 40 1600 10 Smart 2, Skill +6, Blast 10 Name: Weight: Cost: Length: Beam (width): Cutlass class Corvette 2,000 Tons (20 Tons) 5,095.8 points 45.0 meters 19.5 meters Form: Mv: MR: Ground: Flight: Water: Misc: Boat Form Scale x10 -5 0 0 8 +1 Int / Tech -3 silent Power Plant: Source: XS: Misc: Main Fusion (Hot) 5 Maneuver Pool 0 Cockpit: Controls: Loc: Type: Enc.: Main Screen Bridge “Commander” Enclosed Gunnery Screen Bridge All shooting Enclosed Senors: Class: Loc: Kills: Range: Comm: Main Light Heavy Bridge 20 200 Km 18,000 Km Back-Up Light Heavy Hull 20 200 Km 18,000 Km Marine Suite Bridge R/R Analyzer Bridge Movement Systems: Loc: MA: Kills: Hydro-Jets Hull 8 Ma 0 Options: Loc: Modifiers: 1 Mounts 1 Hull 5 Spotlights 3 Hull, 2 Bridge Damage Control Package Each Location 20 tons of Cargo Space Hull 1 Manipulators “Cranes” Hull Multipliers: Loc: Modifiers: Monocoque Construction Self Repair Systems All Locations See Rules Marine Hydraulics Environmental Arctic, EMP Servos: Class: Type: Space: Kills: Armor: DC: Modifiers: Bridge Striker Head 5 30 3 S 1 Hull Striker Torso 9 60 4 S 1 Right Ama Light Weight Pod 6 0 3 S 1 Left Ama Light Weight Pod 6 0 3 S 1 Weapons: Damage: Wa: Range: Max Range: Kills: Shots: Loc: Special: 1 x Bubo CIWS 10 K 0 10 100 10 - 1 in Mount Bv 4, All Purpose –1 x Ammo 10 each 25 - Standard 20 x Barracuda 10 K (+2) 20 400 20 Hull Long Range, 2 launch tubes Torpedoes (x10 Scale) in Hull.

40 x AM-Missiles (1 K) 0 0 0 10 - 25 x each Counter – Only, linked, Hull Mount and Inter-Mecha linked. 20 x Torpedo (1 K) 0 0 0 20 - 20 in Hull Counter – Only, Countermeasures 5 launch tubes, Inter- Mecha linked. 2 x Phoenix Standoff (4 K) 0 53 2809 80 2 x Hull Flare, linked and Inter-Mecha Defense Missiles Mount, linked. 2 x “Missile Blocks” 1 in each All Missile Blocks are Each containing: Ama linked to each other, and Inter-Mecha Linked. 10 x Pilum Missiles 10 K (+2) 60 3600 30 Long Range 2 x Penguin Missiles 10 K (+2) 40 1600 10 Smart 2, Skill +6 1 x Pelican Missiles 10 K (+2) 40 1600 10 Smart 2, Skill +6, Blast 10

"Step away from the others and I shall tell you the mysteries of the kingdom," and "Look, you have been told everything. Lift up your eyes and look at the cloud and the light within it and the stars surrounding it. The star that leads the way is your star." Group #7: Phidias – all “closed” type cylinders (150 deuces) (originally named after each of the 150 elements, but renamed after the declaration of its independence.) Aha Al-Jannah Al-Maqām Al-amīn Al-Maqam-Al-Ameen Alfardaws Amitabha Anagnorisis Apeiron Apotheosis Araboth Araceli Arcadia Arcanum Assama Assunta Asuncion Asura Aukumea Autoia Azure Bardo Bhuva Bliss Bythos Caelum Canaan Celestial Cosmos Heaven Daigo Dār Al-Akhira Dār Al-Maqāmah Dār Al-Salām Dar-Us-Salam Darśana Darul Maqamah Darul-Hywan Delaney Destiny Dhāraṇ ā Dhyana Ecstasy Eden Elysium Empyrean Epiphany Eureka Falak Al Aflak Fate Felicity Firdaws Firdous Firmament Fudōshin Glory Gnosis Haecceity Hannah Happy Hunting Grounds Harmony Hau-ora Heƀ an Hemina Henosis Heofon Hera Hesychasm Heven Hierophany Himinn Himmel Insight Intuition Jana Jannat Al-‘Adn Jannat Al-Khuld Jannat Al-Ma’Wá Jannat Al-Na‘īm Jannat-E-Adan Jannat-Ul-Mawa Jannat-Un-Naeem Jannat-Ut-Khuld Juno Kalani Keilani Kensho Kiko-Rangi Kime Leilani Machen Machon Magnum Opus Mahar Maq‘Ad Al-Sidq Maqad-As-Sidq Metousiosis Mushin No Shin Naherangi Nevaeh Nga-Atua Nga-Roto Nga-Tauira Nirvana Noelani Nona Olam Haba Olympus Paradisa Peripeteia Pleroma Pneuma Poustinia Qadam-As-Sidq Quiddity Rapture Raqiue Regina Samadhi Samyama Sanctuary Satori Satya Self Evidence Semiramis Shamayim Shangri-La She'ol Shehaqim Shinjin Shoshin Supernal Swarga Tabula rasa Talia Tapa Theosis Tian Transport Transsubstantiatio Trāyastriṃ śa Tuwarea Usha Utopia Valhalla Wairua Waka-maru Walhall Wonderland Zanshin Zebul Zion

The Cosmic Heavens Military Forces: Name: Weight (Dry): Weight (Full): Cost: Height: A-1 Lepus production Avatar (space use) 29.0 Tons 42.93 Tons 352.82 points 16.0 meters Form: Mv: MR: Ground: Flight: Water: Misc: Humanoid -6 6 18 - 21 0 +100% MP +1 Int, +1 Tech Power Plant: Source: XS: Misc: Main Babel Fusion (Hot) 5 “With great power comes great boom!” Maneuver Pool ECM: Sensor, Missile, Radar Rank 4, Radius 10 hexes Cockpit: Controls: Loc: Enc.: Main Screen Torso Ejection Seat, Lift-Wire Enclosed Anti-Theft (code lock) Senors: Class: Loc: Kills: Range: Comm: Main Striker Head 1 4 Km 800 Km Back-Up Striker Torso 1 4 Km 800 Km

Movement Systems: Loc: MA: Kills: Thrusters Right/Left Leg: 5 0 Pod: 2 0 After-burning Thrusters Pod: 6 (up to 9) 0

Fuel: 600 Km range Torso 0 Options: Loc: Modifiers: Micro-manipulators One in each Arm Three Spotlights One in Head, two in Torso G-Compensator Torso Up to 21 Ma.

Multipliers: Loc: Modifiers: Monocoque Construction Internal Automation Torso Level 3, Port 4 (Mecha Piloting, Zero Gee maneuvering, Awareness, Teach) Environmental Protection Space and EMP ACE +100% MP Servos: Class: Type: Space: Kills: Armor: DC: Modifiers: Head Medium Striker Head 6 4 3 1 Torso Striker Torso 9 6 4 1 R & L Arm Medium Striker Arm 8 5 3 1 +1 K, Throw 3 R & L Leg Medium Striker Leg 8 5 3 1 +1 K Flight Pack Medium Striker Pod 12 0 3 1

Weapons: Damage: Wa: Range: Max Range: Kills: Shots: Loc: Special: 1 Qaphsiel pistol 3 K 0 9 81 3 - One Hand BV 7 -Ammo 1 6 - -clip in gun 3 spare clips 1 each 6 Standard, Storage: one on each hip, one behind shield. 1 Quis ut Deus 0 -1 5 One on Arm MK I Shield 4 Castigator Grenades 4 K 0 3 thrown 1 - One Hand Blast 1, Storage: two on each hip 2 Uriel Flare Bombs [ 6 ] 0 3 thrown 1 - One Hand Blast 1, Flare, Storage: two behind shield 2 Engelsfausts 10 K -2 6 36 1 - Two in Hand Blast 1, Storage: two on back. R & L Hand 2 K 0 melee 2 - Each Arm Quick, Handy Choice of one or two: Storage: both on back. - Fiery Hurlbat 4 K 0 melee 4 - One Hand AP, Thrown [ 3 ] - Electrum Scourge [ 4 ] 0 melee 4 One Hand Entangle, Shock Only Name: Weight (Dry): Weight (Full): Cost: Height: A-3 Vulpecula production Avatar (space use) 33.5 Tons 48.76 Tons 529.43 points 16.5 meters Form: Mv: MR: Ground: Flight: Water: Misc: Humanoid -5 7 20- 23 0 +133% MP +1 Int, +1 Tech Power Plant: Source: XS: Misc: Main - overcharged Babel Fusion (Hot) 5 “With great power comes great boom!” Maneuver Pool (+33% MP) ECM: Sensor, Missile, Radar Rank 4, Radius 10 hexes Cockpit: Controls: Loc: Enc.: Main Screen Torso Ejection Seat, Lift-Wire Enclosed Anti-Theft (code lock) Senors: Class: Loc: Kills: Range: Comm: Main Striker Head 1 4 Km 800 Km Back-Up Striker Torso 1 4 Km 800 Km

Movement Systems: Loc: MA: Kills: Thrusters Right/Left Leg: 4 0 Torso: 4 0 Pod: 2 0 After-burning Thrusters Pod: 6 (up to 9) 0 Fuel: 600 Km range Torso 0 Options: Loc: Modifiers: Micro-manipulators One in each Arm Three Spotlights One in Head, two in Torso G-Compensator Torso Up to 23 Ma.

Multipliers: Loc: Modifiers: Monocoque Construction Internal Automation Torso Level 3, Port 4 (Mecha Piloting, Zero Gee maneuvering, Awareness, Teach) Environmental Protection Space and EMP ACE +100% MP Servos: Class: Type: Space: Kills: Armor: DC: Modifiers: Head Medium Striker Head 6 4 4 1 Torso Medium Striker Torso 12 8 5 1 R & L Arm Medium Striker Arm 8 5 4 1 +1 K, Throw 3 R & L Leg Medium Striker Leg 8 5 4 1 +2 K Flight Pack Medium Striker Pod 12 0 4 1

Weapons: Damage: Wa: Range: Max Range: Kills: Shots: Loc: Special: 1 Michael Mk I Rifle 4 K 0 9 81 4 - Both Hands Bv 8 -Ammo 2 10 - -clip in gun, Standard 2 spare clips 2 10 Standard, Storage: both on back. 1 Qaphsiel pistol 3 K 0 9 81 3 - One Hand BV 7, stored on back. -Ammo 1 6 - -clip in gun, Standard 3 spare clips 1 each 6 Standard, Storage: one on each lower leg, one behind shield. 1 Quis ut Deus 0 -1 5 One on Arm MK I Shield 4 Castigator Grenades 4 K 0 3 thrown 1 - One Hand Blast 1, Storage: two on each lower leg. 2 Uriel Flare Bombs [ 6 ] 0 3 thrown 1 - One Hand Blast 1, Flare, Storage: one each lower leg. 2 Engelsfausts 10 K -2 6 36 1 - Two in Hand Blast 1, Storage: two on behind shield. R & L Hand 2 K 0 melee 2 - Each Arm Quick, Handy Choice of one or two: Storage: both on back. - Fiery Hurlbat 4 K 0 melee 4 - One Hand AP, Thrown [ 3 ] - Electrum Scourge [ 4 ] 0 melee 4 One Hand Entangle, Shock Only Name: Weight (Dry): Weight (Full): Cost: Height: A-7 Lupus production Avatar (space use) 36.5 Tons 59.89 Tons 586.28 points 17.0meters Form: Mv: MR: Ground: Flight: Water: Misc: Humanoid -6 6 20 - 24 0 +133% MP +1 Int, +1 Tech Power Plant: Source: XS: Misc: Main - Overcharged Babel Fusion (Hot) 5 “With great power comes great boom!” Maneuver Pool ECM: Sensor, Missile, Radar Rank 4, Radius 10 hexes Cockpit: Controls: Loc: Enc.: Main Screen Torso Ejection Seat, Lift-Wire Enclosed Anti-Theft (code lock) Senors: Class: Loc: Kills: Range: Comm: Main Striker Head 1 4 Km 800 Km Back-Up Striker Torso 1 4 Km 800 Km

Movement Systems: Loc: MA: Kills: Thrusters Right/Left Leg: 3 0 Torso: 3 0 Pod: 3 0 After-burning Thrusters Right/Left Leg: 1 (up to 1.5) 0 Torso: 1 (up to 1.5) 0 Pod: 5 (up to 7.5) 0

Fuel: 600 Km range Torso 0 Options: Loc: Modifiers: Micro-manipulators One in each Arm Three Spotlights One in Head, two in Torso G-Compensator Torso Up to 24 Ma.

Multipliers: Loc: Modifiers: Monocoque Construction Internal Automation Torso Level 3, Port 4 (Mecha Piloting, Zero Gee maneuvering, Awareness, Teach) Environmental Protection Space and EMP ACE +100% MP Servos: Class: Type: Space: Kills: Armor: DC: Modifiers: Head Medium Striker Head 6 4 4 1 Torso Heavy Striker Torso 15 10 5 1 R & L Arm Medium Striker Arm 8 5 4 1 +1 K, Throw 3 R & L Leg Heavy Striker Leg 9 6 5 1 +1 K Flight Pack Heavy Striker Pod 15 0 4 1

Weapons: Damage: Wa: Range: Max Range: Kills: Shots: Loc: Special: 1 Micheal Mk2 Assault 4 Both Hands Three separate weapons Rifle mated together. - Mated: Blade 4 K 0 Melee - - AP - Mated: Engelsfausts 10 K -2 6 36 - 6 Blast 1 - Mated: Rifle 4 K 0 9 81 - - Bv 8 - Ammo Clip 2 10 Standard, clip in gun. 2 spare clips 2 each 10 Standard, Storage: both on back.

1 Qaphsiel pistol 3 K 0 9 81 3 - One Hand BV 7 -Ammo 1 6 - -clip in gun 2 spare clips 1 each 6 Standard, Storage: one on each hip. 1 Quis ut Deus 0 -1 6 One on Arm MK II Shield 4 Castigator Grenades 4 K 0 3 thrown 1 - One Hand Blast 1, Storage: two on each hip 2 Uriel Flare Bombs [ 6 ] 0 3 thrown 1 - One Hand Blast 1, Flare, Storage: two behind shield R & L Hand 2 K 0 melee 2 - Each Arm Quick, Handy Choice of one or two: Storage: both on back. - Fiery Hurlbat 4 K 0 melee 4 - One Hand AP, Thrown [ 3 ] - Electrum Scourge [ 4 ] 0 melee 4 One Hand Entangle, Shock Only Name: Weight (Dry): Weight (Full): Cost: Height: A-7a Lupus production Avatar (space assault use) 39.0 Tons 54.59 Tons 556.97 points 17.0 meters Form: Mv: MR: Ground: Flight: Water: Misc: Humanoid -6 6 22 - 28 0 +133% MP +1 Int, +1 Tech Power Plant: Source: XS: Misc: Main - Overcharged Babel Fusion (Hot) 5 “With great power comes great boom!” Maneuver Pool ECM: Sensor, Missile, Radar Rank 4, Radius 10 hexes Cockpit: Controls: Loc: Enc.: Main Screen Torso Ejection Seat, Lift-Wire Enclosed Anti-Theft (code lock) Senors: Class: Loc: Kills: Range: Comm: Main Striker Head 1 4 Km 800 Km Back-Up Striker Torso 1 4 Km 800 Km

Movement Systems: Loc: MA: Kills: Thrusters Right/Left Leg: 5 0 Torso: 2 0 Pod: 1 0 After-burning Thrusters Right/Left Leg: 1 (up to 1.5) 0 Torso: 2 (up to 3) 0 Pod: 5 (up to 7.5) 0

Fuel: 600 Km range Torso 0 Options: Loc: Modifiers: Micro-manipulators One in each Arm Three Spotlights One in Head, two in Torso G-Compensator Torso Up to 28 Ma. Two weapon mounts Torso Multipliers: Loc: Modifiers: Monocoque Construction Internal Automation Torso Level 3, Port 5 (Mecha Piloting, Gunnery, Missiles, Zero Gee maneuvering, Awareness) Environmental Protection Space and EMP ACE +100% MP Servos: Class: Type: Space: Kills: Armor: DC: Modifiers: Head Medium Striker Head 6 4 4 1 Torso Heavy Striker Torso 15 10 5 1 R & L Arm Medium Striker Arm 8 5 4 1 +1 K, Throw 3 R & L Leg Heavy Striker Leg 9 6 5 1 +1 K Flight Pack Heavy Striker Pod 15 0 4 1

Weapons: Damage: Wa: Range: Max Range: Kills: Shots: Loc: Special: 1 Erzengelfaust Heavy 10 K 0 9 81 10 - Both hands and One Bv 3 Anti-Ship Rifle weapon mount - Ammo clip 5 Kinetic 2 spare clips 1 each 5 Kinetic, Storage: Both on back.

1 Guardian Qaphsiel 3 K 0 5 25 3 Same weapon mount Bv 3, Phalanx variable. - Ammo 2 24 Same weapon mount Standard 16 Uriel Missiles [ 4 ] -2 7 49 4 Same weapon mount Flare, Blast 1

1 Quis ut Deus 0 0 8 One on Arm Assault Shield R & L Hand 2 K 0 melee 2 - Each Arm Quick, Handy Name: Weight (Dry): Weight (Full): Cost: Height: Alv-4 Dorado prototype Avatar (aquatic use) 46.5 Tons 58.3 Tons 445.01 points 17.0 meters Form: Mv: MR: Ground: Flight: Water: Misc: Humanoid -6 6 6 – 9 10 +133% MP (-2 silent) +1 Int, +1 Tech Power Plant: Source: XS: Misc: Main - Overcharged Babel Fusion (Hot) 5 “With great power comes great boom!” Maneuver Pool ECM: None, aquatic avatar Cockpit: Controls: Loc: Enc.: Main Screen Torso Escape Pod, Lift-Wire Enclosed Anti-Theft (code lock) Senors: Class: Loc: Kills: Range: Comm: Main Striker Head 1 4 Km 800 Km Back-Up Striker Torso 1 4 Km 800 Km

R/R/S Analyzer Head Marine Suite Torso Movement Systems: Loc: MA: Kills: Hydro-Jets Torso: 10 (30) 0

After-burning Thrusters Right/Left Leg: 3 (up to 4.5) 0

Fuel: 100 Km range Torso 0 Options: Loc: Modifiers: Micro-manipulators One in Left Arm Four Spotlights One in Head, one in left arm, two in torso

Multipliers: Loc: Modifiers: Monocoque Construction Internal Automation Torso Level 3, Port 4 (Mecha Piloting, Zero Gee maneuvering, Awareness, Teach) Environmental Protection Underwater, high pressure, and EMP ACE +100% MP Servos: Class: Type: Space: Kills: Armor: DC: Modifiers: Head Medium Striker Head 6 4 4 1 Torso Heavy Striker Torso 15 10 5 1 R & L Arm Medium Striker Arm 8 5 4 1 +1 K, Throw 3 R & L Leg Heavy Striker Leg 9 6 5 1 +1 K R & L Pods Medium Striker Pod 12 0 4 1

Weapons: Damage: Wa: Range: Max Range: Kills: Shots Loc: Special: : 1 Dorado Lance Right Arm - Mated: Lance 9 K (+2) melee 9 AP - Mated: Shield 0 0 9 Beta armor

8 Heavy Torpedoes 10 K (+2) 17 289 7 4 in each pod Long Range, Linked.

40 Light Torpedoes 2 K 0 10 100 10 20 in each leg Linked.

40 counter Torpedoes (1 K) 0 - - 5 20 in each leg Counter – Only, Linked.

L Hand 2 K 0 melee 2 - Left Arm Quick, Handy Name: Weight (Dry): Weight (Full): Cost: Height: Alv-3 Pisces production Avatar (aquatic use) 37.0 Tons 49.5 Tons 372.3 points 16.0 meters Form: Mv: MR: Ground: Flight: Water: Misc: Humanoid -6 10 +100% MP (-2 silent) +1 Int, +1 Tech Power Plant: Source: XS: Misc: Main - Standard Babel Fusion (Hot) 5 “With great power comes great boom!” Maneuver Pool ECM: None, aquatic avatar Cockpit: Controls: Loc: Enc.: Main Screen Torso Escape Pod, Lift-Wire Enclosed Anti-Theft (code lock) Senors: Class: Loc: Kills: Range: Comm: Main Striker Head 1 4 Km 800 Km Back-Up Striker Torso 1 4 Km 800 Km

R/R/S Analyzer Head Marine Suite Torso Movement Systems: Loc: MA: Kills: Hydro-Jets Torso: 10 (30) 0

Options: Loc: Modifiers: Micro-manipulators One in Head Four Spotlights One in Head, one in each arm, two in torso

Multipliers: Loc: Modifiers: Monocoque Construction Internal Automation Torso Level 3, Port 4 (Mecha Piloting, Zero Gee maneuvering, Awareness, Teach) Environmental Protection Underwater, high pressure, and EMP ACE +100% MP Marine Hydraulics Can only function in water. Shadow Imager Two in tail, one in Balloon-Type, towed. each small pod. Servos: Class: Type: Space: Kills: Armor: DC: Modifiers: Head Medium Striker Head 6 4 4 1 Torso Medium Striker Torso 12 8 4 1 R & L Arm Heavy Striker Arm 9 6 4 1 +1 K, Throw 3 R & L Heavy Pod Heavy Striker Pod 15 0 4 1 R & L Small Pod Light Weight Pod 6 0 4 1 Tail Medium Striker Tail 6 4 4 1

Weapons: Damage: Wa: Range: Max Range: Kills: Shots Loc: Special: : 10 Heavy Torpedoes 10 K (+2) 17 289 7 5 in each Heavy pod Long Range, Linked.

74 Light Torpedoes 2 K 0 10 100 10 20 in each arm, 10 in Linked. each small pod, 7 in each heavy pod.

60 counter Torpedoes (1 K) 0 - - 5 20 in each small pod, 20 Counter – Only, in tail. Linked.

4 Uriel Torpedoes [ 6 ] 0 9 81 1 2 in tail, 1 in each small Flare, Blast 1, pod. Linked.

R & L Pisces Talon 4 K 0 Melee (3) 4 One in each arm. Quick, Returning. Restricted and Secret Technologies: GM's Eyes Only!

United Nations:

B2 “Miguel's Furnace” Babel Particle fusion reactors: The B2 represent yet another level in physics, the B2 fusion reactor takes the Babel reactor a step further. One of professor Miguel Babel's last great research projects before his death (news was kept from the public during the war). Pushing every limit possible, using science that very few seem to have even a loose grasp of, the B2 creates much higher levels of energy and performance than any other known power source up to this time. Gaming Notes: (from link: http://www.mektonzeta.com/archive/advpowerplants.php ) B2 reactors act like “Hyper” power plants, giving the bonuses of “hot” systems with an additional +33% MP, with the explosion save of a “cool” system of 1. B2s can only be either overcharged, or supercharged, never standard or undercharged. Cost: Charge Type: XS: Cost: Modifiers: Overcharged 1 x0.3 +1 MV, +1 MA(+66% MP) Supercharged 1 x0.6 +2 MV, +2 MA(+100% MP) The major trouble comes when one of these power plants explodes. At this time, a “thoughtful” GM may want to advise their players to take stock of their situations at the moment, make sure that their affairs are in order, have a last will and testament handy, or simply grab their ankles and await for the impending doom to arrive. Add up all of the Kills and SP of the exploding unit, including any remaining weapons, ammo, or subsystems. This will be the damage rating of the resulting blast which the hex the unit was standing in and the surrounding six hexes will take. Then divide the damage rating by 2, and apply this amount of damage to the next radius of hexes out. And repeat this process out till the damage value is reduced to below 1 Kill. Something that may not be also made clear here is that all of this does not act like a single explosion, but a series of explosions. The damage applied to each new ring of damage is also applied to the previous rings as well. (IE, damage rating of 60 Kills will cover a blast 1 radius, 30 Kills will cover blast 2, 15 Kills will cover blast 3, 8 Kills will cover blast 4 radius, 4 Kills will cover blast 5 radius, 2 Kills will cover blast 6 radius, and 1 Kill will cover blast 7 radius. So, this will in fact play out as though seven different area effect weapons all went off in the exact same spot. Ouch!) And if that was not enough, there is also additional insult to injury as all hexes affected by this sudden appearance of a super nova in someone's proverbial backyard, all hexes covered by the blast will now be contaminated by Babel particles at twice the original rank of the exploding unit. Though on the plus side, the reaction was so quick that it results in a “clean” explosion, with little to no increase in radiation levels. Though there will be a few mysterious traces of cherry blossoms scattered about, but few will pay much notice to that. Units that have a “reactor eject” function may attempt to use it, though they will need to have some way to get out of the blast radius still. Units may also have a backup generator, representing a more modular design of B2 reactor, where part or most of the reactor can be ejected and still have some form of power to survive.

“Comet Quiver,” the Babel-Prince Particle Containment Unit: Created by the joint efforts of Miguel Babel and Antoine de Prince, the BPPCU is a special containment device that can hold for long periods of time several “bursts” of compressed babel particles held with in individual magnetic containment fields. When the system is recharged, each of its separate containment chambers are filled with highly compressed babel particles and held in place until a second magnetic field pushes the charge into its full burst, which can be provided by the reactor of a smaller vehicle or Avatar. The first prototypes allow for an Avatar to carry a Lucifer particle cannon into battle, though only with a limited supply of shots, which must then be recharged outside of battle when exhausted. Later versions allow for the BPPCU to be replaced by the equipped Avatar through the use of replaceable “ammunition clips” while still in battle. This technology is a closely guarded secret of the UN's weapons development program. Gaming Notes: This technology allows avatars and nephilim to be able to carry and use Lucifer particle cannons.

B-Warheads: Babel Particle Warheads, otherwise known as “B-Warheads,” are special particle containment units similar to the BPPCUs that are detonated like a regular missile to heavily contaminate an area with Babel particles to disrupt communications or sensors systems. Once an area is contaminated, it will take 40 days for it to clear up. In the hex that they explode at, they will create an area with a ECM effect for Radar, Sensors, and Missiles at the same rank as the Kill value of the missile, as well as act like a scatter missile. The size of the area will be affected by the size of the blast radius, with a further coverage similar to Flares (IE, the rank of the ECM effect will drop off by -2 for every hex outside the blast radius till it is reduced to 0. Otherwise, the B-Warheads do no other form of damage or effect. Cost: x10 cost modifier to price of missile, must have blast radius as well.

Babel Thrusters or Ophanim Hover System: Another application discovered while experimenting with Babel particles and magnetic fields allows a ship to “hover” on a cushion of particles between it and the ground, making for an effective method of travel for space ships that have entered the atmosphere of Earf, as well as a energy based heat shield for reentry. Due to the space requirements, only ships or very large constructs can use this system. The UN refers to their system as the Babel Thruster, while the Cosmic Heavens refer to theirs as the Ophanim Hover System. Gaming Notes: Treat like Anti-Gravity propulsion, but the height that can be maintained should be limited to only a few hexes above ground level, or any structures that the ship is floating over like buildings, mountains, etc. And much like the Halo Barrier, using the Ophanim Hover system also means that you are using the Babel particle releasing system at the same time. In addition, a space ship or craft can use this system to generate a cushion of particles to allow it to enter Earf's atmosphere, or any other planet's, from orbit. As long as the craft has power, it can use the system as many times as it wishes. Keep in mind, this system will allow a ship to reenter the atmosphere, once it is past the upper atmosphere and entering the cloud level, it will need to use an additional flight system to slow itself down with. Otherwise when it gets close enough to the ground for the particles and magnetic fields to have any effect, it may suffer structural damage due to the sudden stop, crash into the ground any way, or even possibly bounce several times.

Cosmic Heavens:

Nephilim: Nephilim is a general blanket term for almost any large scale mobile construct, ranging from Avatars to even space ships. This classification is broken down into four further categories: Avatars: Main designation for any of the humanoid shaped combat machines around more or less 30 meters tall, and or less than 100 tons. Zizs: Perhaps one of the most confusing designations, meant for any large scale war machine or vessel, larger than an Avatar, meant for use in space, reentry, and/or atmospheric flight. Behemoths: Designation for any large scale war machine or vessel, larger than an Avatar, meant for operations on the so called Demiurge Front. Leviathans: Designation for any large scale war machine or vessel, larger than an Avatar, meant for operations in aquatic environments on the so called Demiurge Front.

It is suspected that the main reason for this system of classification is to spread some confusion in espionage circles. In general, even though these terms are part of the official Cosmic Heaven military lexicon, it seems that these terms are actually used for the more experimental units that have seen action during the war rather than units that made it into production. After much study, it was this reasoning that the UN had decided to use the term Nephilim for such units as well. Nephilim are a much larger scale of Avatar, in some cases several times the size of a standard unit. Normally constructed as an experimental unit, or for specialized purposes, Nephilim are designed to meet one or more of the following requirements: high speed, high maneuverability, high firepower, or high defense. Often as a result, only one or a few of those requirements will ever be met while at the expense of the other goals. Powered by one or more Babel fusion reactors, and utilizing the same PM3L control systems, Nephilim often do away with an anthropomorphic form altogether to fulfill their design parameters. Through out the war, several Nephilim are used to varying levels of effectiveness, leaving some doubt as to their actual tactical or strategic value.

Halo Barrier System: It had been observed during testing and combat conditions, that when the density of Babel particles reaches a certain point, energy attacks are interfered with, even to the point of being deflected away from the point of concentration, including Lucifer Cannon shots. Some prototype units have been equipped with several Babel particle emitters to create what has been called a “Halo Barrier,” due to the glowing ring that forms around the unit. This system requires a great deal of power to generate and maintain for long periods of time, most generators designed so far have a limited life span of a few minutes before they burn out. Gaming Notes:: Treat as a reflector system for all intents and purposes, mated to the unit’s power plant, much like the normal ECM Babel particle system is. For how long it can be used for is up to the GM, it could be several turns, to until the pilot makes a bad roll, depending on how cruel the GM is feeling at the time. Due to the rarity of the system, the points cost for limited use can be ignored since the reflector system is expensive to begin with. And obviously, using a Halo Barrier also means using the Babel particle releasing system at the same time by default.

Thrones: Thrones are large automated drone satellites armed with Lucifer Cannon, and missiles, built and deployed as a line of defense around the Cosmic Heaven’s colonies to defend against foreign attacks. Or in other cases, they can take the form of automated armored tanks for ground combat. Completely computer controlled, their only weakness is their inability to target and track massive formations, which is why they are often deployed in groups of four or more.

Awakened Mind Weapons: The Cosmic Heavens on the other hand have developed a series of drones that can be controlled by mere thought a lone, and directed remotely with out the use of radio waves, which still is not a fully understood phenomenon. Very few pilots can use this system, and it takes great concentration to make the most out of them. Cherubim: Cherubim were an earlier version of the mind controlled drones, using a long cable between the mother unit and itself for both control and power. Range was limited only by the length of the cable, and the cable proved to be the only weakness in the system. The one advantage of the Cherubim was discovered when two “awakened” pilots attempted to use their drones at the same time that the Cherubim could not be jammed, or taken over by another awakened mind with a stronger force of will. Seraphim: Seraphim are completely independent drones that can be controlled by an “awakened” pilot. Each with their own power source, propulsion, and weapon, a pilot can command them to do almost any task imaginable from attacking other targets, or defending the controlling pilot. Seraphim have a serious weakness when used in the presence of another awakened mind is that control can be stolen by another awakened mind with a much stronger force of will.

Nous ex Machinia: As research into the “awakened mind” phenomena progressed, it was soon discovered by the Cosmic Heavens scientists that some electronic systems could not only be designed to enhance and expand the abilities of “awakened” individuals, but could also allow machines to be controlled by mere thought alone. Despite the different types of weapons and systems created, they all are collectively called “Nous ex Machina.” In essence, Nous ex Machina all act as brain-machine interfaces; some passively scan the user’s mind and translate their brain waves into pure computer code, convert digital information and feed it straight into their minds, or do both functions. Some go even much further and magnify the user’s senses beyond their normal limited range of abilities, allowing for several major displays of awareness, precognition, mental telepathy, manipulation of physical objects and energy, even remote control over machines. And another important property of Nous ex Machina is their ability to work without being interfered by Babel particles, even when in high concentrations. Despite the potential of systems and weapons that can use the mental powers of their users, many other problems have been discovered during their research and use. Some systems can be taxing upon their users, either exhausting them to the point of death, or causing degradation of their abilities if used too much or too often. Neural feedback is another frequently encountered issue as the very systems that allow the users mind to reach out beyond the machine or unit; it can also act as a direct conduit for electrical discharges or even the brain waves of others to the user’s brain. And in some cases, other awakened minds in close proximity to a Nous ex Machina can experience their abilities either heightened, negated, or worse. This can often be prevented via shielding, or special tuning for a specific pilot or user. Gaming Notes: This is the cover name for either Thought Control systems or Esper Lenses from the Mekton Zeta Plus manual, even though technically both systems are different in their effects or function. Both Thought Control systems and Esper Lenses allow users to remotely control drones such as Cherubim and Seraphim without being interfered with by Babel particles. How Nous ex Machina work in the presence of another awakened mind is up to the GM, especially if determining if one can take control of or interfere with it. About the best way to introduce this is for the player to discover it by accident while in battle.