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McDonald's 100 Years of Magic Happy Meal Toys Begin March 8th
McDonald's ® Brings Walt Disney World "100 Years Of Magic" Celebration To Customers Through 100 Happy Meal Toys And Special Edition Glassware
Beginning March 8, McDonald's restaurants nationwide will salute the Walt Disney World "100 Years of Disney Magic" celebration with a full-scale promotion including a parade of 100 Disney character Happy Meal toys and a set of four special edition commemorative glasses.
The McDonald's promotion featuring the Walt Disney World "100 Years of Magic" celebration runs from March 8 through April 4, and brings the nostalgic feel of 100 years of Walt Disney World memories to customers through a collection of historical Happy Meal toys, Happy Meal boxes, carry-out bags and in-restaurant decor.
"We are delighted to bring the creation and imagination of a century of shared Disney memories into our restaurants and customers' homes," said Peter Sterling, Vice President, McDonald's U.S. Marketing. "We are proud of our Disney/McDonald's alliance and salute this grand celebration of Walt Disney's life. Children and adults will have fun remembering and reliving their first Disney memory with this fun McDonald's promotion."
A Parade of Disney Happy Meal Toys
McDonald's will introduce a collection of 100 exclusive Happy Meal toys inspired by Disney's admired collection of theatrical, video and television characters. Representing more than 40 Disney films, the McDonald's premiums include a mix of new and classic Disney characters, allowing kids and parents of all ages to recall favorite Disney memories. Each Happy Meal premium is fully decorated and is featured on a commemorative base, which includes the character's debut date, character's name and the Walt Disney World "100 Years of Magic" logo.
The McDonald's Happy Meal promotion featuring the Walt Disney World "100 Years of Magic" celebration is a historical collection of Disney favorites, from classic characters like Mickey Mouse, Dumbo, Cinderella, and Mary Poppins to the newer innovations, including: Ariel, Aladdin, Bianca, Pocahontas, Tarzan, Jesse and Hercules.
One toy is included with each Happy Meal and can be purchased at participating McDonald's restaurants, while supplies last.
McDonald's Premium Special Edition Glasses
McDonald's salutes the Walt Disney World "100 Years of Magic" celebration by offering a set of four beautifully-crafted special edition commemorative glasses, available exclusively at McDonald's. Each glass features a different park celebration and favorite Disney characters, and are filled with Disney trivia, history and fun facts. The bottom of each glass features a clear, embossed Walt Disney World "100 Years of Magic" logo. The four different glasses will be available at participating McDonald's for a recommended $1.99 each with any food purchase while supplies last. Limits may vary. See restaurant for details.
Walt Disney World Park Packaging
To capture the excitement and nostalgia of the past 100 years, artwork features both new and classic Disney characters in the four magical Walt Disney World theme parks. The colorful, interactive design will be included on Happy Meal boxes, carry out bags and trayliners, as well as on in-restaurant decor. All packaging elements will carry the Walt Disney World "100 Years of Magic" celebration theme.
An advertising campaign supporting the McDonald's promotion featuring W alt Disney World "100 Years of Magic" celebration will begin March 8. Adult general market TV, radio and print spots were created by DDB Chicago and Leo Burnett Company, Chicago created the general market TV and print Happy Meal commercials. Hispanic TV and radio advertising was developed by del Rivero Messianu Advertising, Miami; African-American radio and print spots were created by Burrell Advertising, Chicago.
--Posted March 4, 2002
Source: McDonald's Press Release
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Clarkson Potter | Oct 29, 2013 | 288 Pages | 8 x 10 | ISBN 9780770433710
Clarkson Potter | Oct 29, 2013 | 288 Pages | ISBN 9780770433727
The Brooklyn destination the New York Times called "one of the most extraordinary restaurants in the country"—which began as a pizza place and quickly redefined the urban food landscape—releases its highly anticipated debut cookbook. When Roberta's opened in 2008 in a concrete bunker in Bushwick, it was a pizzeria where you could stop in for dinner and stumble out hours later, happy. It's still a down-the-rabbit-hole kind of place but has also become a destination for groundbreaking food, a wholly original dining experience, and a rooftop garden that marked the beginning of the urban farming movement in New York City. The forces behind Roberta's—chef Carlo Mirarchi and co-owners Brandon Hoy and Chris Parachini—share recipes, photographs, and stories meant to capture the experience of Roberta's for those who haven't been, and to immortalize it for those who've been there since the beginning.
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Donny Turbeville has become the first contestant in the Williston Pioneer's 10-month search for Pioneer of the Year.
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It seems sort of odd to me that having two customers already selecting GE CF6's for their KC-767's in Japan and Italy that the USAF would opt for P&W on the KC-767 when in fact they have a number of new and updated aircraft going with GE and the CF6 based engines. Even now all Boeing has on their website about the 767 is with P&W: http://www.boeing.com/defense-space/...litary/tanker/767tanker_specs.html Shouldn't the decision of the engines be left up to the customer and be decided upon say around the awarding of the contract? For that matter, did the USAF even want the P&W over the GE or is this just some sort of Boeing reciprocal concession to P&W? [Edited 2005-07-28 00:00:30]
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Originally Posted by
The boat is currently sitting in a backyard on blocks with some minor hull damage on leading edges. Other wise the hull looks decent.
The interior lining has been pulled out, and the majority of the wood has been pulled out. This boat does have a aft galley, diesel, & older wiring.
Unfortunately you don't "buy" a boat like that you take it off someones hands for FREE!
Even if you get it for free it will cost you in multiples of what the same vessel in pristine condition will cost you.
Based on the above description you're looking at a 25-45k boat by the time you're done..
I'm sure I won't be the only one to give this advice but even if it's free you should walk away!! You can buy some nice boats in this economy ready to sail for very, very short money!
In over ten years on various sailing forums I have seen your situaion played out hndreds of times and every time they either give up or spend 500%+ more than they thought they could.
My buddy bought a Catalina 30 for 22k, even though I tried to talk him out of it. He could have bough the same boat in bristol condition, with a brand new diesel engine & sails, for about 25k. He now has close to 45k into a boat that is still only worth about 20-22k on a good day...
Unless you have unlimited time & money to burn and you really prefer working on boats, rather than sailing them, don't ever buy a boat that was someone elses unfinished project cause it's a no win situation!
-Maine Sail / CS-36T
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The Library
Characterization of the NSP6 protein product of rotavirus gene 11
Rainsford, Edward W. and McCrae, Malcolm A.. (2007) Characterization of the NSP6 protein product of rotavirus gene 11. Virus Research, Vol.130 (No.1-2). pp. 193-201. ISSN 0168-1702
Full text not available from this repository.
Official URL: http://dx.doi.org/10.1016/j.virusres.2007.06.011
The 12kDa non-structural protein 6 (NSP6) is the least studied of the rotavirus proteins. In an attempt to further characterize this protein mono-specific antisera was generated using purified protein expressed in E. coli. Pulse/chase radio-labeling of virus infected cells was used to show that it is expressed at a steady but low rate throughout the virus replication cycle. In contrast to the other rotavirus non-structural proteins, NSP6 was found to have a high rate of turnover, being completely degraded within 2h of synthesis. NSP6 tagged with GFP was used to probe the intracellular distribution of the protein, perinuclear aggregates were observed in the cytoplasm of transfected cells. Following virus infection of these transfected cells the aggregates were seen to redistribute to the viroplasms. Consistent with its localization to the site of viral genome replication and packaging, NSP6 was found to be a sequence independent nucleic acid binding protein, with similar affinities for ssRNA and dsRNA.
Item Type: | Journal Article |
Subjects: | Q Science > QR Microbiology > QR355 Virology |
Divisions: | Faculty of Science > Life Sciences (2010- ) > Biological Sciences ( -2010) |
Journal or Publication Title: | Virus Research |
Publisher: | Elsevier Science BV |
Official Date: | December 2007 |
Volume: | Vol.130 |
Number: | No.1-2 |
Number of Pages: | 9 |
Page Range: | pp. 193-201 |
Identification Number: | 10.1016/j.virusres.2007.06.011 |
Status: | Peer Reviewed |
Publication Status: | Published |
Access rights to Published version: | Restricted or Subscription Access |
URI: | http://wrap.warwick.ac.uk/id/eprint/30865 |
Data sourced from Thomson Reuters' Web of Knowledge
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text: How To Become a Formula One Driver in One Day 1Peter Orosz and 32 othersEditDelete InviteInvite manuallyPromoteXDismissXUndismissBlock for jalopnikHide The 2009 Formula One season kicks off this weekend with the first Grand Prix in Melbourne on Sunday. It's time to look at what goes on inside an F1 car during a race. » 3/27/09 3:00pm 3/27/09 3:00pm


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May 17, 2013
AAPM Career Services - Career Learning Center
Professional development is a work in progress, and constantly gaining new skills and knowledge is essential to the success of any career. The latest enhancement to
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Radiation Oncology Institute releases RFP focused on examining the comparative value of radiation therapy
2013 AAPM Summer School: June 16 - 20, 2013; Colorado Springs, Colorado
: Early Deadline has passed but it is not to late register now!
AAPM Newsletter - New Edition Now Available
2013 Board of Directors Election Information - Members-at-Large Slate Announced/Additional Nominees Requested
Hospital Inpatient Proposed Rule Phases In Some Pay Cuts
CT and MRI Equipment Manufacturers May Realize Reductions in Hospital Payments
AAPM Annual Meeting & Exhibition: August 4 - 8, 2013; Indianapolis, Indiana
AAPM Member Benefit - RSNA Annual Meeting
: Your AAPM membership entitles you to free advance registration for RSNA 2013. Advance Registration and Housing opened May 8.
Chapter Meetings
AAPM Work Group on Prevention of Errors in Radiation Oncology announces two recent publications
The NIH Rock Talk blog and other ways to get research news
The NCI Cancer Imaging Archive – a research and teaching resource
Results of a survey of AAPM members on Ethics and Professionalism
NRC names AAPM member Bruce Thomadsen as Chair of the ACMUI
RSNA - QIBA has launched the "Volumetric Study 3A" Challenge leveraging TCIA's RIDER data
2013 NIH Regional Seminar on Program Funding & Grants Administration in Baltimore, June 26-28
IOMP announces International Day of Medical Physics
Hospital Inpatient Proposed Rule Phases In Some Pay Cuts
CMS recently proposed increasing payment rates for hospital inpatient services by 0.8 percent in 2014, a move that drew praise from hospitals as CMS moderated some of the pay cuts recently pushed by Congress, including offsets for the short-term physician payment patch included in the January fiscal cliff deal.
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CT and MRI Equipment Manufacturers May Realize Reductions in Hospital Payments
The American College of Radiology, Medical Imaging and Technology Association and advanced-imaging equipment manufacturers, including GE Healthcare and Siemens Healthcare, recently met with Office of Management and Budget (OMB) officials in a bid to keep the Centers for Medicare and Medicaid Services (CMS) from using separate cost centers for Computed Tomography (CT) and Magnetic Resonance Imaging (MRI) to set reimbursement levels.
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The AAPM E-News is a collection of news and information that affects the field of Medical Physics.


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Emphasizing the synergies between science and engineering, these video clips highlight the research of professional ocean scientists and engineers in various disciplines. The clips are accompanied by additional relevant content including images,... (View More) data visualizations, graphs, animations, and other information. Content has been organized into more than a dozen thematic areas such as Solving Old Problems with New Technology and Small Scale Observations and Large Scale Ideas. All content has been aligned with science and engineering practices from the Next Generation Science Standards, including "asking questions and solving problems" and "planning and carrying out investigations," providing applicable resources for teachers who want to provide role models of effective practice for their students. (View Less)
This chapter describes how to set a scale and measure distances and areas on satellite images. Using ImageJ, a freely available image analysis program that runs on most operating systems, users set the spatial calibration of an image, then select... (View More) and measure distances and areas on it. The measurement results are reported in real-world units. The technique is most useful and accurate for nadir view (straight down) images. In this chapter, users examine satellite images of the Aral Sea, which has shrunk dramatically since 1960 because the rivers that flow into it have been tapped for irrigation. Users access satellite images of the region, then set a scale and measure the width of the sea each year. On another set of images, they highlight areas that represent water and measure them to see how these areas of the sea changed. This chapter is part of the Earth Exploration Toolbook, which provides teachers and/or students with direct practice for using scientific tools to analyze Earth science data. Students should begin on the Case Study page. (View Less)
In this activity, users download and graph modeled climate data to explore variability in climate change. Most people know that climate changes are predicted over the next hundred years, but they may not be aware that these changes are likely to... (View More) vary from region to region. Using data from the University of New Hampshire's EOS-WEBSTER, a digital library of Earth Science data, users will obtain annual predictions for minimum temperature, maximum temperature, precipitation, and solar radiation for each of these 5 states: New York, Georgia, Colorado, Minnesota, and California. Data will span the years 2000 through 2100. Users will import the data into Excel and analyze it to see what, if any, regional variability exists. Finally, they will download data for their own state, compare these results with the results from the other 5 states and use their results to answer questions related to climate change. This chapter is part of the Earth Exploration Toolbook (EET). Each EET chapter provides teachers and/or students with direct practice for using scientific tools to analyze Earth science data. Students should begin on the Case Study page. (View Less)
Users explore data, using My World GIS, that characterize the dynamic Greenland Ice Sheet. By examining photographs, map views, and tabular data, users gain an understanding of how and why scientists are monitoring the ice sheet and what they are... (View More) finding. Users explore map layers that represent ice sheet thickness, weather station locations, and annual melt extents of the ice sheet. They learn about the working conditions that Arctic scientists must endure to collect their data, and how sensors on satellites are used to gather information from an area as large as Greenland. Finally, users learn about scientists' methods for measuring ice flowing downhill from Greenland, and examine that data to learn how fast the ice is moving. This chapter is part of the Earth Exploration Toolbook, which provides teachers and/or students with direct practice for using scientific tools to analyze Earth science data. Students should begin on the Case Study page. (View Less)


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The revised Reformation Study Bible notes are now available on Bible Gateway! Click to learn more.
Since Qoheleth begins this book with an emphasis on the meaninglessness of life (1:2), it is argued that v. 8, where this same emphasis is found, is his conclusion. The book is thus framed by this negative assessment of life. Such a position treats vv. 9-14 as a postscript from the hand of a different writer who seeks to add an orthodox dimension to the book. While that is possible, it is also feasible that, in keeping with his use of polarities throughout the book, Qoheleth in these verses is again presenting a contrasting view.
He states that he has carefully pondered, searched out, and arranged his material (v. 9). His arrangement may suggest the juxtapositioning of ideas. He admits that his material is pointed, having a twofold effect: prodding the mind and the will and remaining in the memory. Indeed, he succeeds in making us both uncomfortable and mindful.
While life from some vantage points may seem meaningless, the fact that it is ultimately subject to divine scrutiny gives it meaning (v. 14). Humankind's wholeness (the word "duty" is not in the Hebrew text, leaving the wholeness undefined) is to be found in worship (fear God) and conduct (keep his commandments). In all stages and events of life the human creature is to reverence God and obey him. The all of human life stands in sharp contrast to the all of vanity. Here we find meaning and purpose. If the deeds of life are deemed consequential enough by God to be judged, then life can never be without significance (v. 14).
Barton, George A. The Book of Ecclesiastes. ICC. New York: Scribner, 1908.
Bullock, C. Hassell. An Introduction to the Old Testament Poetic Books. Chicago: Moody, 1979.
Delitzsch, Franz. The Song of Songs and Ecclesiastes. Grand Rapids: Eerdmans, 1950.
Gordis, Robert. Koheleth—The Man and His World. New York: Schocken, 1968.
Kidner, Derek. A Time to Mourn, and a Time to Dance. Downers Grove: InterVarsity Press, 1976.
Murphy, Roland E. Wisdom Literature: Job, Proverbs, Ruth, Canticles, Ecclesiastes, Esther (The Forms of Old Testament Literature). Grand Rapids: Eerdmans, 1981.
Rylaarsdam, J. C. Proverbs, Ecclesiastes, Song of Solomon. LBC. Richmond: John Knox, 1964.
Scott, R. B. Y. Proverbs, Ecclesiastes. AB. Garden City, N.Y.: Doubleday, 1965.
Short, Robert. A Time to Be Born—A Time to Die. New York: Harper & Row, 1973.Selected Articles
Armstrong, James F. "Ecclesiastes in Old Testament Theology." Princeton Seminary Bulletin 94 (1983): 16-25.
Bergant, Diane. "What's the Point of It All?" The Bible Today 22 (1984): 75-78.
Glasson, T. Francis. "'You Never Know': The Message of Ecclesiastes 11:1-16." Evangelical Quarterly 60 (1983): 43-48.
Rainey, A. F. "A Study of Ecclesiastes." Concordia Theological Monthly 35 (1964): 148-57.
Sheppard, H. "The Epilogue to Qoheleth as Theological Commentary." Catholic Biblical Quarterly 39 (1977): 182-89.


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35 year old man | Davie, FL, USA | Seeking women 23-31 in United States
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I am a outgoing fun person who is adventurous and loves to travel. Ive been all around the world and would like to do it again! Family is extremely important to me, you can tell a lot about someone when they are with their family. What it all comes down to is - I am looking for a genuine person; a girl with a good heart! and also a good personality. you have to be fun to be around, enjoy life because we all know its too damn short not to!! im somewhat spontaneous, like to pick up and go the the bahamas for a weekend or skiing somewhere with no serious planning! i like going out to nice dinners and having some drinks...and also like just hanging at home to watch a movie or the Miami Heat play!!
Coffee and conversation , Business networking , Cooking , Dining out , Movies/Videos , Museums and art , Music and concerts , Exploring new areas , Nightclubs/Dancing , Playing cards , Playing sports , Political interests , Travel/Sightseeing , Watching sports , Wine tasting
Basketball, Football, Golf, Running, Weights / Machines
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Appearance | ||
Height: | 6'2" (187cms) | 5'2" (157cms) to 5'10" (177cms) |
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i am self-eployed, im for the most part a storm chaser! my company fix's hail damage cars. i have been all around the world doing this. |
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May / June 1999 — Archive of articles from the May/June 1999 issue of Restoration. My Dear Family OUT OF THE WIND CAME FIRE by Catherine Doherty How afraid the disciples must have been when Christ ascended! Oh yes, he had promised not to leave...
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From Uncyclopedia, the content-free encyclopedia
"A well organized mutant has the right to bear adamantium arms."
"I know he lives forever, but where does he find the time?"
"At least I can fight Magneto without literally getting my ass handed to me."
A wolverine is an animal. It is also a strangely-coiffed artificially-produced hamburger hero with great savage teeth and bulging crotch-muscles. The article to hand deals first with the animal and second with its eponymous hero.
edit Background
edit The Legendary Fur-bearer
Wolverines are descended from giant ground sloths, with the earliest fossil records dating from the Old Oolitic Silurian epoch. They are genetically related to polar bears, pandas, and Brigham Young.
Living in the frozen custard forests of the Canadian Arctic, wolverines prey on almost anything they can subdue. Pouncing on a helpless huckleberry or willow shrub, inserting their penis to create a split cell.
edit Reproductive Cycle
The reproductive cycle of the wolverine is different from any other animal. The female is born without a sex-drive. Actually they are born with an 'anti' sex-drive, if you will. Their goal is to NOT have sex . The male on the other hand has one, actually he has twice that of a normal mammal. In order for the male wolverine to carry on the species, he must subdue the female for reproduction. The females usually travel in packs in order to avoid the males, but sometimes, a female is left stranded. At this point, the female has lost, a male will soon come.
At birth, the wolverine tries to eat its mother for sustenance. If the baby wins, it is fit to survive and won't starve, if it loses, it is left for dead.
They are famous for their endurance, their savagery, and their singing. Trappers of the north tell many a tale about the wolverine. For instance, Francois "Stumpy" Arquebois relates the following:
The cold that winter was deadly. I was running my trapline a hundred kilometres from civilization. Mon Dieu, I had not had a full-body massage in many days. It was so bad...Very bad. I had no more vanilla-hazelnut coffee and was reduced to tucking a chaw of Sanka inside my lip each morning. Can you imagine!
One morning I stumbled from my cabin in the pitch darkness. Hardly possible to see my trapline but a blizzard had kept me pinned down for a week and I knew I must check the traps. In a daze I staggered through the powdery snow, whining to myself in my native language, Portuguese.
Suddenly I felt a blow upon my ankle. I had stepped in one of my own traps! I shrieked like a schoolgirl from the excruciating pain, and fell backward into the snow.
Then out of the gloom a horrible form took shape. A wolverine, a huge male fully fifteen centimetres from snout to tail! With a flute-like whistle he sprang upon my leg and sank his savage teeth into my flesh.
Mercifully, I fainted. When I awoke I found that the beast had gnawed my trapped leg off just below the knee. Whimpering to myself in Albanian, I crawled back to my cabin and dressed the wound as best I could. Fortunately I was able to fly my helicopter to a hospital without incident.
I have seen an animal chew its own leg off to free itself from a trap, but this is the only time I have heard of an animal chewing off a trapper's leg. The wolverine is beastly beyond imagining.'
The Indians of the far north used wolverine fur to line their yarmulkas, believing it prevented ice-cream headaches when drinking frozen treats like salmon-liver slushies and caribou-eyeball malteds.
edit The Legendary Superhero
Wolverine is arguably the most famous Canadian after The Shat-Man, and for similar reasons. They both periodically save Earth, both help run a school for superpowered Canadian children in Vancouver, and both spend a lot of time thinking about their hair. In Wolverine's case, it was his tuque-head that gave him his nasty temper. And his temper, in turn, eventually resulted in his growing metallic Cuisinarts between his fingers. The awesome true origin of Wolverine was that he was initially a mutated wolverine; until Stan Lee thought PETA would give them shit for animal abuse; so instead he made Wolverine a human medical experiment. No animals were harmed in the making of Weapon X.
Like his totemic animal, Wolverine suffers from being French-Canadian, which means he speaks an incomprehensible mixture of French, English, and Czechoslovakian, and lives on a diet of cheap cigarettes and Pepsi. This makes him popular with the girls, although none of the other boys can quite understand how that works. He has had more romantic relationships than the rest of the world's male superheroes combined, except Northstar. He has also killed more people than anyone except Vin Diesel and Robot Danny DeVito. However, Robot Danny DeVito and Vin Diesel had just killed each other at the time of this writing, giving Logan a chance to "go for the gold" in his event of choice -- brutal bladed murder -- an event that Logan describes himself to be "the best at" when he does what he does; for when the doing is done.
Wolverine was born Glen Danzig in 1832, but changed his name to Logan, after his real biological father's barber. Psychologically, however, he took after his psychotic and suicidal mother, who had an affair and cheated on her husband to give birth to Wolverine. He earned his nickname Wolverine because of his tuque-head hairdo and his French-Canadian attitude and speaking accent.
He first became popular in Canada when he lead Canadian Forces in WWI and WWII, slaying many Germans each time around.
edit Weapon-X
He was picked for the historic Weapon-X Project because he chose an alternative lifestyle of hard fighting, hard drinking, hard candy, and hard knocks. But the Project made him a nutter with false memory implants. He also received a false, er, naughty-bit implant. This latter made him a prime candidate for the X-Men...a group of super powered and depressed teenagers, although Wolverine was at least 100 years old. He only looked young, due to Peter Pan Syndrome: refusing to grow up. It was later learned that Wolverine himself was behind the Weapon-X Program and that it was his idea, along with the fake memory implants and everything else in Wolverine #312 by order of Jeph Loeb. He already was a nutter before the program, and used the program to make himself think he was tortured into becoming a nutter. He also found out he was more than 100 years old, and by refusing to grow up and staying in Never Never Land he was able to stay young and get nookie from young red headed women his entire life.
edit X-Men
Wolverine became known as the perpetually angry and disgruntled member of the X-Men. He kept to himself and sulked in corners, drank more than a few livers, and smoked massive blunts with maple syrup. This behavior gained the televised version of Wolverine a lot of popularity in the teenage ratings. For the annual Christmas special, Wolverine visits the mobster that killed his wife and removes another of his body parts.
Wolverine was replaced by Ashton Kutcher when he realized he was the star of the show Wolverine was holding out for more money and a faster car before renewing his contract with the X-Men. However after the fall of the Cylons Wolverine returned to earth and killed his doppelganger, however not before it somehow impregnated Ms. Gray.
Wolverine thought he had killed his arch rival Sabertooth once and for all, later learning it was a clone made by Romulus who he thought was behind the Weapon-X program. After meeting up with Remus the red haired twin sister of Romulus, she revealed to Wolverine that big hairy mutants with claws and healing factors are more common and that he is over a thousand years old and Romulus and her are older than that. After fighting Remus Wolverine went after her twin brother Romulus in promise of killing him, only to learn that Romulus had a Weapon-X tank to put vibranium in his bones and claws guarded by Sabertooth. After beating Sabertooth, Wolverine faced Romulus only to learn that his entire life had indeed been a lie of fake memory implants and that the Weapon-X program was Wolverine's idea including the fake memory implants that turned him into a nutter. That Romulus was his great great great grandfather, and that these mutants with wolf like abilities of claws and healing factors and whatnot of nutter problems and fake memory implants are his family. The shock made Wolverine such a nutter that he joined The Republican Party of the USA, and put his support behind Mitt Romney for US President in 2012, and then joined Bane Capital for some Corporate Raiding to downsize jobs. After a few years passed he came to his senses and rejoined the X-Men and went back to the National Socialist Party for the German Worker to support the legalization of marijuana and kill Magneto.
edit Termination from X-men
During 2008 while supporting the Republicans Wolverine was signed into a movie deal discussing his origins. After explaining his tragic childhood, Hollywood decided it was boring and came up with a fictionalized version. The Film flopped and the X-men were so disgusted by the film, Professor X was forced to terminate Wolverine. Police were called to the home to remove him, but they instead reported the X-Men's location and the whole team was attacked by Sentinels, most of them were killed. Wolverine in question escaped and fled back to Hollywood to seek other acting deals. He found a job as a robot boxing manager in "Real Steel". In 2012 he rejoined the Republican Party again to support Romney after discovering that he himself Wolverine was behind the Weapon-X program with fake memory implants, and it made him even more of a nutter to rejoin the Republican party.
A few years later he rejoined the X-Men and Hollywood fearing losing the rights to the Wolverine and X-Men characters made yet another series of movies to keep the movie rights. You see a deal with Marvel/Disney stated that if they didn't make movies in a certain amount of time, the rights would go back to Marvel/Disney.
So Fox, decided on a series of Wolverine and X-Men movies. "Wolverine 2: Electric Bogaloo" was about Wolverine coming to terms with his fake memory implants and adamatium skeleton and claws that made him weigh half a ton, and he made a living by break dancing in the 1980's after he couldn't make a living disco dancing in the 1970's. "X-Men: Second Class" was made and he was cast in the role as himself after not being able to make it in break dancing he was recruited by the X-Men to be a janitor while Cyclops, Marvel Girl, Iceman, Beast, Angel, and Professor-X formed their original team of teenage mutants as they fought "Magneto and his League of Evil Psychotic Nutter Not so Teenage Mutants" including The Blob, Mystique, The Toad, Unus the Anal Retentive, and some supermodel from Brazil in a skimpy bikini who had the mutant ability to become a distraction. The films did not do very well as they didn't follow the comic books very closely and the scripts were written in about 3 days time by crack-smoking monkeys as was usual in Hollywood at the time.
edit Logan's Run
According to Marvel Comics guru Mike Pfeiffer, "I would totally have toasty man-sex with that character." In 1957 Wolverine and a few other X-men were involved in an incident that's later been largely covered up by the gov'mint. What is known is that there was a lot of running, laser blasters, bubbing, and girls in swimsuits floating in the air involved.
edit Four Horsemen
Finally, a shape shifting Skrull replaced Wolverine, and Wolverine took up a job as Death (one of the Four Horsemen, a retro-rock group of the '80s). In the Four Horsemen Wolvy played rhythm guitar and sang backup. He intended to use the music of the Horsemen to get revenge on the X-Men... but his arch-enemy Sabretooth released an album of banjo covers that skyrocketed to the top of the charts and destroyed Logan's chances at rock glory. "Snikt, bub?" Logan was overheard to say. Soon after, he said something about being the best at something, but Sabretooth was the one holding a platinum record, so you do the math.
Anyway, Wolverine basically got his mind messed with yet again, and became a 'tweener: a super-powered bestial animal with a makeup fetish who switches from being a good guy to a bad guy, and then back again. This gained him even more popularity on the television show Four Hoarse X-Men On David Letterman Tonight Presents, and even the superhero Tom Cruise (superpower: rubberized eyebrows) was jealous of all the attention that Wolverine got.
edit Professional Wrestling?
Some individuals contend that Wolverine is still in the public eye, and barely disguised at that. They refer to Canadian wrestler Chris Benoit, who bills himself as "The Rabid Wolverine." Supporters of this theory point out several striking similarities between the two, such as being Canadian, wearing ridiculous multi-colored Spandex, and speaking in absurd, drunken sounding accents. These supporters theorize that Wolverine was at some point bitten by a rabid animal, filling him with even greater rage and an obsession with capturing the United States Championship. Sceptics, however, point out that the real Wolverine could not have so few teeth.
edit Finally
And there matters stand: Tom Cruise is a load of bullshit, the X-Men annoyed, the Weapon-X Project disheartened, Wolverine is drunk again, the teenagers are all angsty, Crystal Storm has an acne attack, and the Four Horsemen drummer is dead of a heroin overdose. As Mao "Redbook" Tse-Tung said, "There is great confusion on Earth and the situation is excellent."
edit Suspected Wolverines
- Danzig
- P. Diddy
- Condoleezza Rice
- Billy The Garden Gnome
- Britney Spears
- Osama bin Cuddles
- T.S. Eliot
- Hillary Clinton
- Big Jim Dizzle
- Luke Skywalker/Mark Hamill
- Dave Mustaine (at least HE was raised by them)
Remember that Hugh Jackman does not count whatsoever. He is too tall to be a Wolverine.
edit See Also
Superheroes and heroines | Captain Planet - The Amazing Fiber-Man - Spider-Woman - Mary Jane - The Incredible Hunk-Iron Man - The Scarlet Spider - Daredevil - Dr. Strange - The Punisher - Ghost Rider - Deadpool - Igloo - The other Captain Marvel - Stan Lee |
Supervillains | Blackheart - Dr. Doom - Electro - Galactus - Green Goblin - Juggernaut - Mecha-Dracula - Rob Liefeld - Batroc - Kool-Aid Man - Loki - The Hobgoblin - Fred Phelps - Blackout the Vampire - Venom - Dr. Octopus - Spider-Man's Rogue's Gallery - The Creature |
X-Men | Professor X - Apocyclopse - Gene Grey - Beast - Wolverine - Bishop - Cable the Larry Guy - Northstar |
Salacious Six | Sr. Tentacles - The Wang - Sabertooth |
Other teams | The Inhumans - The Revengers - The Fantastic Four |


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University of Redlands > News > All News > Map Visits University
The School of Education hosted a large floor map of South America from National Geographic Fri, Oct. 21, 2011.. The map measures 26 feet by 35 feet and provides an interactive learning experience. Visitors and students were able to:
Host: Kristin J. Alvarez, associate professor, School of Education
Made possible by LENS program grant funding and in collaboration with the University of Redlands School of Education. A hands-on lesson to promote spatial literacy and learning for primary and secondary students in the Inland Empire, and beyond.
The campus of the University of Redlands covers 160 acres.


text:
(114 quotes found)
"High fever and pneumonia should be very aware of and patients with such symptoms should be admitted to hospital immediately and once diagnosed as bird flu, they should be free of charge."
Zhong Nanshan
"All (of them) have the characteristic symptoms of acting as an oligopoly."
Dan McTeague
"WHAT ARE THE SYMPTOMS OF SUPERCALAFRAJALISTICEXPEALODOCIOUS BECAUSE i THINK I GOT EM ALL."
Tracy Brown
"It's nice to see that more adults are recognizing the symptoms and getting help."
David Goodman
"These symptoms may be easier to ignore in girls but become more prominent with mounting adult responsibilities."
"While this program doesn't replace a physician visit, parents and adult patients can learn valuable information about ADHD symptoms, diagnosis, support groups and treatment options that can help them better understand the disorder. Despite the widespread prevalence of ADHD, many people are confused by conflicting information about the disorder and don't know where to turn for help."
"She was in an acute condition when she was admitted on Monday ... she had bird flu symptoms. Her condition continued to deteriorate and at 10 p.m. on Wednesday, she died."
Ilham Patu
"The brain really plays a role in the unfolding of asthmatic symptoms. When asthma symptoms occur, they affect a person's emotional state. The brain really needs to be considered part of the equation."
Richard Davidson
"It's been four years without a symptom. And I guess what we're all hoping for is that we might prepare him for another four years."
David Mulder
"It's a symptom of the new divide in housing costs between the expensive, congested, urbanized states such as California and New York and newly sprawling suburban states on both coasts. This whole half of the decade, housing has been an issue. ... The question is: Will it continue?"
William Frey


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Heavy Gear
Heavy Gear is a game universe published since 1994 by Canadian publisher Dream Pod 9. It includes a tabletop tactical wargame, a role-playing game and a lesser known combat card game (Heavy Gear Fighter). The setting is also known through the PC-game incarnations published by Activision in 1997 and 1999, developed after Activision lost the rights to the Battletech/MechWarrior series. It also spawned a 40-episodes, 3D-animated TV series in 2001, which featured a much simplified version of the universe developed in the role-playing game.
The background universe of the game is extremely detailed: several million words have been published to date in more than a hundred books and game accessories. A continual epic storyline runs throughout all of the game's material, with new publications moving chronologically along the timeline.
Heavy Gear is best known for its humanoid combat vehicles (or mecha): the 'Gears' and 'Striders' used by the military forces in the setting. Its mecha designs are typical of those found in the Real Robot anime genre; they are most similar in size and tactical role to those in Ryousuke Takahashi's 1983 Armored Trooper Votoms anime. They're, in fact, generally used in role of special forces rather than armored vehicles.
- 1 Plot and setting
- 2 Confederated Northern City-States
- 3 Allied Southern Territories
- 4 Minor powers on Terra Nova
- 5 Mysteries and oddities of Heavy Gear
- 6 Heavy Gears
- 7 Artwork & Design
- 8 Rules
- 9 Heavy Gear Fighter
- 10 Miniatures
- 11 Video games
- 12 TV series
- 13 Publication History
- 14 References
- 15 External links
Plot and setting[edit]
Heavy Gear is set on a distant, fictional planet called Terra Nova around 4,000 Earth Standard Years from now (AD 6132). Terra Nova was once the pride of the United Earth Government's colonies. However, an economic collapse forced the UEG government to abandon Terra Nova and all its other colonies centuries before the period depicted in the game setting, leaving Terra Nova in a dark age. Eventually, City-states rose from the ashes and either through treaties or tyranny, united to form national unions called Leagues. These Leagues would in turn ally (again either peacefully or forcibly) to form the superpower blocs that dominated the temperate southern and northern hemispheres of the planet.
The planet's geography is primarily land containing deep underground water reserves, but few large bodies of open water, and no oceans. This is unlike Earth which is covered by 70% ocean. The planet has its own existing ecosystem of plants and animals, though most animals are reptilian in nature, such as the bison like Barnaby used as livestock, and the prolific Hopper which is the equivalent of Earth's rabbit. The single dominant land feature is a massive mineral rich, hot, desert belt around the equator of the world known as the Badlands. This territory is not dominated by any one political group, and is considered open territory to everyone, and contains many bandit groups known as Rovers. Most people live in the northern or southern polar regions where temperatures are more acceptable to human life, and other terrain types such as forests, grasslands, swamps and jungles can be found. Small ice caps with arctic conditions and glaciers are found on the true north and true south poles.
As the setting is primarily the backdrop for a series of strategy, roleplaying, and video games the military and weaponry are the main focus. One of the most popular weapon systems of the various groups on Terra Nova are the machines known as Heavy Gears that give the universe its name. They are 12- to 18-foot-tall (3.7 to 5.5 m) bipedal, armored, single occupancy military combat units. The Gears are less heavily armed and armored than main battle tanks used by the Terra Nova armies. However, the Gears provide a mix of capabilities that prove effective as the setting/game rules typically allow victory through maneuver warfare and place less emphasis on raw firepower and armor.
Several major wars take place over time, including the War of the Alliance. A new dictatorial government on Earth attempts to re-take its former colonies by force using its own advanced war machines such as hover tanks and armies of purple skinned GREL super soldiers (Genetically Recombinant Expeditionary Legionaries). In this war both the North and the South cooperate to fight off the Colonial Expeditionary Force, which during their first defeat and withdrawal abandon many personnel (both human and GREL), who eventually settle Terra Nova and form the city-state of Port Arthur.
As of 6132 AD (TN 1936, local calendar), the Confederated Northern City-States (CNCS) and the Allied Southern Territories (AST) are recovering and rebuilding from the War of the Alliance. Despite the looming common threat posed by the eventual return of Earth's colonial armies, the polar superpowers have great fear and animosity for each other, an analogy of the real world NATO and Warsaw Pact, while the independent City-States of the Badlands simply try to survive the crossfire.
Confederated Northern City-States[edit]
The political situation on Terra Nova has three major nations of the north polar region banding together to form their alliance called the Confederated Northern City-States to oppose the Allied Southern Territories from the south pole.
Northern Light Confederacy[edit]
A large nation known for its devotion to the major religion of Sorrento Revisionism based on the teachings of an early wandering desert colonist prophet named Mamoud. Sorrento Revisionism is a sect that preaches conservatism, and the necessary use of force to make the world a better place. They are most often motivated to conflict by that reason, and even incorporate chaplains into military units.
Mercantile Federation[edit]
An industrial power that puts a price on everything, including buying and selling votes in their political system, and has a keen interest in exploiting the untapped resources buried in the sand and rock of the Badlands.
Western Frontier Protectorate[edit]
A region of open plains and ranching that promote family, hard work, and patriotism by military service. Indeed, the WFP requires a person to be a reservist in the Protectorate armed forces in order to be elected to high office, and only military veterans may vote.
Allied Southern Territories[edit]
The south pole of Terra Nova likewise has an overall political grouping known as the Allied Southern Territories. Unlike the three nations forming the CNCS, which are generally on an equal level with one another politically, the Southern Republic dominates over the other three southern nations in order to field the strength necessary to meet Northern aggressive policies towards them.
Southern Republic[edit]
The real power of the southern pole. They are the largest nation on the planet with both territory and population, and dominate the other southern nations by military force if necessary. They are openly free with many individual rights of expression, a high level of art and culture, and legalised vices, but with the major exception of freedom for political dissent. The government is intolerant of dissent and opposition groups, and employs secret police. Prisoners often form poorly trained and equipped military units.
Mekong Dominion[edit]
A nation of manufacturing, money lending, and corporations as government. They are also minimally armed, using their small military as a dual purpose police force and often hires outside forces to supplement their own when necessary.
Humanist Alliance[edit]
This nation uses science and technology to structure their society in an attempt to create harmony and utopia. This ideal has almost attained religious status in their people. They place citizens into castes based on aptitude testing and are highly educated at all levels. Research and development, and an efficient skilled work force are some of their greatest assets.
Eastern Sun Emirates[edit]
A fractured nation of individual City-States that are almost nations unto themselves. They are led by hereditary monarchs known as Emirs who rule over their common citizens with no middle class in between.
Minor powers on Terra Nova[edit]
Along with the major polar regions, several smaller factions exist on Terra Nova.
Peace River[edit]
An independent city state in the Badlands of Terra Nova. They are an industrial nation capable of sophisticated, but practical manufacturing. This nation is home to Paxton Arms, one of the few independent corporations outside the two polar regions to build military hardware, including Heavy Gears of their own design. Peace River is the largest independent nation in the Badlands. The Peace River military also tries its best to defend other bandland nations from encroachments by either polar League, but is often stretched thin to cover such a vast area. Their other major conflicts involve Rovers, the bandits of the Badlands.
Port Arthur[edit]
The remnants of the failed expeditionary army sent by Earth to reconquer Terra Nova, Port Arthur was one of their primary staging bases in the Badlands. Over one-hundred thousand human officers and GREL (Genetically Recombinated Expeditionary Legionaries) super-soldiers were abandoned by the Earth fleet concentrated on Port Arthur. From here they have established a nation for themselves, and benefit from the high technology of the Colonial Expeditionary Force (CEF) hover tanks, and GREL infantry to safeguard their territory.
Rovers and independents[edit]
Most people in the Badlands owe their allegiance to no nation. They live as families, gangs, or individuals. Small facilities of human habitation known as Oasis Towers are spotted around the Badlands at any available surface, or shallow wells of water, and small-scale agriculture can even be attempted. However, most Badlanders make their living as miners or caravan traders. They ply back and forth between the polar regions and far flung industrial sites of the Badlands selling and buying goods.
Rovers are the criminal element of the Badlands. They are groups of local outcasts, criminals escaping the law, deserters fleeing their homelands, simple runaways, or even hereditary rovers born to other rovers who live in the wilds of the badlands and prey on local trade caravans, independent miners, and homesteaders.
They are a common problem in the lawless Badlands. Rather than work for their living, they take from others. Most Badlanders protect themselves in some fashion, though an unwritten code has developed over time where Rovers only take enough for themselves, and will not leave their victims destitute or without the supplies to survive. However, the cruelty and/or humanity of the Rover bands runs the full spectrum of decency. Many Rover bands even operate Heavy Gears salvaged from forgotten battle fields, stolen, or even bought on the open or black markets.
Mysteries and oddities of Heavy Gear[edit]
The Heavy Gear series has a number of unresolved mysteries in the setting. A few of these are listed below. It is unknown if any of these will be revealed due to the developer turnover at Dream Pod 9.
- Stoneheads: The planet of Terra Nova is sprinkled with large round stone heads similar to those of Easter Island but with a much more Asian style. These date back to the earliest colonization of the planet or possibly before and the meaning of the giant markers is unknown.
- The Koreshi, or sand-riders, are a culture of desert-dwelling nomads similar to the Fremen of the Dune universe. Their existence on Terra Nova is a mystery.[1]
- One of the CEF's fleets disappeared when sent to the colony world of New Jerusalem.
- (The fate of this fleet is touched upon on the Return to Cat's Eye book for Heavy Gear Blitz!.)
- The Eastern Sun Emirates saw massive changes during the published Storyline Books culminating in the launch of an ancient spacecraft. It is unknown where that spacecraft went.
- MacAllen cave network: Much of the water on Terra Nova is subterranean. The MacAllen network of caves contains most of it, and is nearly a worldwide phenomenon. Natural artesian springs appear all over the globe, even occasionally in the deep deserts of the Badlands. Most of the network is deep underground, often thousands of feet below the surface. Even whole ecosystems of life exist in some of the airless and perpetually dark areas of the network. The extent of the cave system is unknown.
- White Sand: One of the more unusual hazards of the equatorial deserts of the Badlands is the phenomenon known as white sand. This sand is highly corrosive and dangerous volcanic ash. It is so corrosive it can destroy machinery and can slowly eat through most metals chemically. It is even used as weaponry in the form of bags of sand thrown into air-intakes or to be inhaled.
- Bowser: A near sentient ONNet computer installed into a CNCS heavy gear that has run away from its military base without a pilot. Sightings of Bowser occasionally filter in from the Badlands.
- (Bowser is known to be piloted by Sadie "Boom Boom" Toepfer in the Heavy Gear Arena book.)
- Landships: Unusual magnetic properties of the planet Terra Nova allow for large ships able to hover a few feet off the ground known as Landships. They form the equivalent of a "wet navy" that other planets with surface water would have. A minimum size is necessary to take advantage of this unexplained property, so all Landships are the size of oceangoing vessels such as frigates, destroyers, battleships, and aircraft carriers. Because of their cost, they are uncommon.
- Order of the Blue Crescent. A religious group based on the teachings of the desert prophet Mamoud. Blue Crescent Adherents typically shave their hair bald, tattoo a blue Crescent on their foreheads, give up all personal property beyond what they can carry, and must visit the major locations that Mamoud once lived in the Badlands during their life. They are noted for being generous, friendly, and often volunteer for civic duties and charities, but are not pacifists. Blue Crescent Adherents can be found serving in the military of many of Terra Nova's Leagues.
Heavy Gears[edit]
The namesake machines of the universe setting are the Heavy Gears. They are 12- to 18-foot-tall (3.7 to 5.5 m) machines usually weighing between 5 to 12 tons, that resemble robotic humanoids. They seat a single pilot inside the chest and head unit. They provide a flexibility to the battlefield of Heavy Gear setting that make them more useful than most other units, though they do not dominate. They can traverse more difficult terrain faster, and change direction swifter than tanks, which is important to a setting that emphasizes mobility, and not just firepower, to succeed in combat.
They are powered by a unique piston engine called a V-engine mounted as a backpack. This is different from most science fiction settings, which use some form of nuclear power or a more obscure or invented power source. Confusingly, this V-engine is not the same design as a modern V-engine, but an alternative working design invented by students at the University of Colorado. The engine works by having two rotating cylindrical engine blocks with multiple chambers in each block. The blocks somewhat resemble large scale cylinders from a revolver handgun. The two rotating cylinders are set approximately 90 degrees from each other, and shared between each rotating block are several solid V-shaped rods that serve as pistons. As the blocks rotate inside their static housings openings in the sides of the rotating and static portions of the engine will line up and act as intake and exhaust ports, and also electrical contact connections trigger the spark plugs. The rotation of the cylinder blocks can then be tapped for electrical power generation or directly for hydraulic pressure.
The computer system that enables the machines to move and operate fluidly are called Optical Neural Networks, or ONNets for short. They are learning computers that work, in many ways, similarly to an organic brain and are trained to perform advanced tasks instead of being programmed with software. They operate using light instead of electricity, and use microscopic crystals to form logic circuits for the light to pass through. New connections are made over time by the computer and allow it to learn new instructions. This factor leads the ONNet computer to develop traits, instincts, and habits over time based on the pilots that operate with them. Some functions become automatic as the computer tries to predict what the pilot wants and has used in the past in similar situations. This allows faster reactions in most situations, but can sometimes also cause indecision on the ONNet's part if tactics or patterns change in an unusual situation. Heavy Gear pilots tend to form a bond with their Gears' ONNets, or at least recognize the efficiency that an experienced ONNet provides; pilots forced to abandon a damaged or disabled Gear often take with them the ONNet unit from beneath their seats.
The weaponry of the Heavy Gear is usually lighter and less powerful than a main battle tank, as Gears themselves typically weigh only a fifth (or less) the weight of a tank. They typically have one automatic cannon carried as a Gear sized hand held assault rifle. They also typically have a shoulder mounted multiple-launch missile launcher rack, as well as a small anti-personnel fragmentation grenade launcher for use against infantry. However, variants of many machines, especially heavier models, can carry or mount a wide variety of weapons, such as heavy mortars, bazookas, guided missiles, larger hand-held grenade launchers, field guns or cannons, and even advanced directed energy weapons.
Heavy Gears can walk, run, crawl, and generally mimic most of the mobility of the human form, on which they are patterned. This flexibility affords the Heavy Gear many of the advantages of an infantryman, such as the ability to traverse difficult terrain and make effective use of cover, while at the same time having the resilience and firepower of a light armored vehicle. Most Gears also have a secondary movement system consisting of wheels (or tracks for heavier gears) fitted to the soles of their feet, powered either by efficient electric motors or a drive train connected to the V-Engine. The use of the alternate movement systems afford a higher speed and increased fuel efficiency on roads or flat terrain, and reduce wear on leg joints when traveling long distances. However, the wheels sacrifice maneuverability and cannot be used in heavy terrain due to their relatively small size, requiring the Gear to switch back to walker mode which excels at the task.
Artwork & Design[edit]
The Heavy Gear books are notable for their heavily illustrated content. Each book features highly detailed plans and cutaways of the machines, along with flags, insignias, maps and other visual information to help players' immersion. Most of the artwork was done by illustrator Ghislain Barbe, who was also responsible for the artwork of Jovian Chronicles, another Dream Pod 9 game line with similar anime inspirations. Although he left Dream Pod 9, Ghislain produced book covers for the Heavy Gear franchise until Heavy Gear Blitz! Locked & Loaded. Currently, artwork is provided by a team of individuals; Avelardo Paredes, Mariko Shimamoto and David Tauzia, among others.
The main themes of many artworks include the Heavy Gears themselves, with distinctive backpacks for the V-engine, single eye head units, and at least a small area of the machine painted with an alternating yellow and black warning stripe paint scheme.
Northern military combat machines are typically shaped with square armor plates, and are usually named for predatory mammals such as bears and large cats.
Southern military units are likewise given a distinctive look. They usually include numerous rounded and spherical shaped armor plates. They are usually named for reptiles, often snakes.
All editions of Heavy Gear use some variation of Dream Pod 9's own Silhouette game system. The first and second editions of the game contain both Role-playing and Tactical Wargame Rules. "Tactical" Heavy Gear calls for the use of hex maps and paper counters or miniatures.
The third edition of the Heavy Gear RPG uses a separate Silhouette CORE Rulebook, which is needed for play. The Heavy Gear 3rd Edition book contains useful summaries from many 2nd edition products, combined with some detailed statistics for both the SilCORE and OGL D20 systems.
Heavy Gear: Blitz! Locked & Loaded is the most recent Heavy Gear: Blitz! rulebook, the first of which was released concurrently in 2006 with a new line of miniatures. It contains no role-playing material and is styled as a dedicated wargame; it contains a streamlined rule system, an innovative new army building system, complete army lists and background information for five factions, a basic campaign system, a painting guide, and a timeline of historic events in the Heavy Gear universe. The Heavy Gear: Blitz! rules are intended for use with 1:144 scale model terrain, but it is still possible to use hexed mapsheets and paper counters.
The Heavy Gear Blitz! ruleset was a nominee for the 2007 Origins Award for Best Miniatures Game or Expansion of the Year.
In May, 2009, Dream Pod 9 released "Return to Cat's Eye", the first expansion book for Heavy Gear Blitz!, which provides background information and army lists for three new armies.
Silhouette CORE RPG Rules[edit]
The Silhouette RPG, known in later editions as SilCORE is a simulationist system that defines characters in terms of 10 base attributes (agility, knowledge, etc.), 5 derived attributes (health, etc.), and a variety of skills. Skill rolls make up the "backbone" of the system, while basic and derived Attributes serve as modifiers to the roll.
The task resolution and tests involve rolling a number of 6-sided dice, taking the highest result, adding in modifiers for attributes and/or situation, and then comparing it to a set threshold number. If the result is higher than the threshold the test is a success; if it is lower the test is a failure. The margin by which the test succeeded (Margin of Success, MoS) or failed (Margin of Failure, MoF) helps to determine the final outcome. Characters may suffer penalty-inflicting wounds rather than depleting a set number of health points.
Some players regard the system as particularly lethal, especially for inexperienced characters. A variety of optional rules are available in the SilCORE rulebook to mitigate this lethality.
DP9 ceased producing RPGs between 2006-2008 for their entire game catalog, including Heavy Gear.
On August 27, 2008, Steve Jackson Games announced that they had entered into an agreement with Dream Pod 9 to produce a fourth edition of a Heavy Gear roleplaying game.[2] The project never got past the planning stages, however, and on August 9, 2010, Steve Jackson Games announced that they were relinquishing the rights to Heavy Gear back to DP9.[3]
Dream Pod 9 announced that they would produce a fourth edition of a Heavy Gear RPG themselves, with a tentative release date of late 2011.[4] This edition was not published.
Heavy Gear 20th Anniversary Edition[edit]
On March 5, 2014, Dream Pod 9 announced that a new Heavy Gear RPG would be produced by Arkrite Press LLC, which is co-owned by Dream Pod 9 staff members.[5]
Heavy Gear Fighter[edit]
Heavy Gear Fighter is a stand-alone two-player card game set in the Heavy Gear universe. It was published by Dream Pod 9 in 1994, and is currently out of print.
Game Description[edit]
Heavy Gear Fighter is a card-based dueling game in which two Heavy Gears duel in the Badlands. It is not a collectible card game; everything needed to play is contained in the box.
Every playing card is illustrated with a full color picture of a Gear. They are divided into Attacks of various strengths, Defenses, and Special Effects. Both players draw from the same pile.
The game does not use dice or paper. Each playable Gear has a full color record/action sheet that is used to keep track of actions/damage with small counters. Cards are dealt from a player's hand to cause damage, defend against enemy attacks, and create various special effects.
Expansion Sets[edit]
The game received an official expansion set, Equipment & Weapons, in 1995. As its name implies, it added new Equipment and Weapon cards that could be played on the Gears.
Several "mini-sets" were included as promotional material in the pages of various magazines, notably Mecha Press and White Wolf Magazine. These cards were always optional and allowed players to create special combat conditions as well as execute different maneuvers.
A set was designed that would have featured new vehicles (notably tanks and Striders), but it was never published.
Heavy Gear has had three successive lines of wargaming miniatures starting with the RAFM produced 1:87 scale line, then the in-house produced 1:144 scale Tactical Rules and varying scale Fleet line, and the current 1:144 scale resculpted line for Heavy Gear: Blitz!
The 1:87 scale RAFM line was launched in 1995. The miniatures were largely cast in lead until public safety concerns, originally raised in 1993, influenced the gaming industry to cast lead-free miniatures. The price increase from the adoption of lead-free pewter made Dream Pod 9 reconsider the size and scale of their miniatures. As a result, the RAFM line of Heavy Gear miniatures was discontinued and never expanded beyond the Northern and Southern Terra Novan factions.
The 1:144 scale (12mm) Tactical Rules line was launched in 1997. It was largely the result of a desire to decrease the production cost inherent in lead-free, pewter miniatures. The Tactical Rules line was also developed with a greater attention to the control of proportions of the various Heavy Gear designs using CAD illustrations as guides. The Heavy Gear miniature range was then expanded beyond the Northern and Southern factions to include designs from the Badlands and Colonial Earth Forces factions. The later Tactical Rules line miniatures were sculpted by Philippe Ferrier Le Clerc, who joined Dream Pod 9 in 2001. He also provided Heavy Gear limited edition resin miniatures through his boutique studio, Minimaniak.
During the same era as the Tactical Rules miniatures, Fleet Scale miniatures were also introduced which ranged from 1:350 scale for infantry, tanks, heavy gears, and striders to 1:3500 scale for landships.
The 1:144 scale (12mm) Heavy Gear: Blitz! line was launched in 2006. It preserved some of the Tactical Rules line miniatures for recasting. However, the majority of the Tactical Rules line miniatures will be resculpted. The intention of this change was that the miniatures bear a closer resemblance to the original hand drawn illustrations, that they have a greater range of possible poses, and that unit recognition is made easier for overall improved gameplay. In order to accomplish this, the difference in size between some miniatures has been exaggerated by approximately 10% and the miniatures are now cast on sprues, which allows many smaller, modular parts to be cast. Another effect of the Heavy Gear: Blitz! line of miniatures has been an appreciable increase in detail due to new sculpting and resin-master casting techniques. It has also produced the first new Heavy Gear designs in many years.
Fusion Models has also produced a 1:35 scale resin model of Heavy Gear's Kodiak heavy assault Gear.
Video games[edit]
Faced with the loss of the Battletech/MechWarrior property, Activision's Production Executive, Frank Evers (NYPH), spearheaded the acquisition of the video game license in 1995. The story of the first game, Heavy Gear, followed the crew of the CNCS landship (an enormous hovercraft carrier), 'Vigilance' as they played a cat-and-mouse game across the Badlands with a rival landship from the AST, the 'Draco'. The game was made for the Windows 95 operating system and was partly based on a game engine derived from existing MechWarrior 2: Mercenaries code. It was released in 1997.[6] Before the release of the PC game an arcade version based on the Virtuality Hardware Platforms was developed but never released. It is unknown if the dwindling interest in Virtual Reality arcade games or the high cost of manufacturing were the reasons, but from the existing footage one can assume that the game was already in a quite late stage of development since even animated instructions on how to use the Arcade hardware and an intro video were implemented as seen in the footage. The working title was "Heavy Gear Extreme".[7]
In the second game, Heavy Gear 2, an atrocity caused by the New Earth Concordat (NEC) — the destruction of the Badlands city of Peace River by an anti-matter bomb — leads to a formal cease-fire between the Northern and Southern Leagues. A team of elite Special-Ops pilots from across the planet, equipped with advanced prototype Gears and a newly unveiled intersystem assault shuttle, are sent through the interstellar Tannhauser gate to the planet Caprice, the nearest NEC base, to find out more and strike back at the enemy. The game was made for the Windows 98 operating system, though a Linux version was also released later on by Loki Software. Unlike the previous title, it used an entirely new game system, which was also used in Interstate '82. It was well received by critics, with an 81.46% average rating on gamerankings.com[8] and being considered the best game of the genre at the time by GameSpot.[9]
After years of the Heavy Gear franchise laying dormant a licensing deal was announced on August 1, 2012 between Stompy Bot Productions and the owner of the franchise Dream Pod 9. The press release indicates a new PC, console, and mobile game will be produced. Heavy Gear Assault is being developed with Epic Games Unreal Engine 4, and is now in Alpha.
TV series[edit]
In 2001, a computer-animated TV series titled Heavy Gear: The Animated Series was produced by Audu Paden at Mainframe Entertainment, Inc. and Adelaide Productions for Columbia TriStar Television. The series lasted 40 episodes (though two of these were "recap" episodes and more still were clip shows). It played in syndication in various markets worldwide.
The Dream Pod 9 creative staff had very little input in the series' content, and the animated universe differs significantly from the game's. The show was aimed at an audience much younger than the one the property had previously targeted. The producers' original intent was to start the series with a mecha-combat tournament held between the villainous Vanguard of Justice and the honorable Shadow Dragons (representatives of Terra Nova's Northern and Southern armies respectively), but after the resolution of the tournament storyline rising tensions would lead to war between the North and South, which would in turn be followed by an invasion from Earth trying to reconquer its old colony planet, forcing the North and South to join forces for their own survival. Worries that having the villains from the early episodes (the Vanguard characters) suddenly working with the heroes, and shifting from a tournament-styled competition to all-out mecha warfare, would have been too confusing for their targeted age group led to a decision to not use the war storyline. What ended up happening on the show was that they ran the tournament storyline as planned but even though the tournament had been 'won' within the first dozen or so episodes, the two teams just kept having exhibition matches and the like for the remainder of the 40 episode run.
The "in-universe" explanation for the difference between the universes is that the animated series is a Terra Novan entertainment program not unlike real-world professional wrestling.
DVD releases include two volumes released in North America in 2002 by Columbia TriStar Home Entertainment each with five episodes edited together into "feature length" stories. 2004 saw a release in the UK of a two disc Season One set including both "feature length" stories and three standalone episodes which collectively present the first thirteen episodes of the series in one form or other, but lacks the bonus content present on the North American releases. Also in 2004 Anchor Bay issued a single disc release in Canada with another five episodes from later in the series.
The entire series is currently available for streaming for free in the US and Canada on Sony owned Crackle. It's also available for streaming in Canada on Netflix.[when?]
The episodes were originally produced in widescreen and presented as such on the DVD releases, while most syndication broadcasts were of a cropped pan and scan version of each episode. The streaming versions available from Crackle and Netflix are also of these pan and scan versions.
Publication History[edit]
- Heavy Gear Fighter (1995), stock number ICF-02, card game which was released before the First Edition Rulebook.
- Heavy Gear Fighter: Weapons and Equipment (1995), stock number ICF-03, card game expansion pack.
- Heavy Gear Fighter: Booster I Card Set (1995), stock number not available, card game expansion pack.
- First Edition Rulebook (July 1995), first and second printings stock number ISG-001 (ISBN 2-921573-26-1), later printings stock number DP9-001 (ISBN 1-896776-05-1), rulebook which combined roleplaying and wargaming rules, and an early version of the game's Vehicle Construction System rules to create new Gears and conventional vehicles.
- Operation Jungle Drums (October 1995), stock number ISG-06, ISBN 2-921573-30-X, introductory adventure featuring both roleplaying and Tactical game material.
- Field Guide: Northern Vehicles 1 (December 1995), stock number DP9-009, ISBN 2-921573-28-8, expansion module with additional Gears and weapons options for the Northern faction on Terra Nova. Includes full-color counters showing the Gears in the book, for use in tabletop play.
- Field Guide: Southern Vehicles 1 (December 1995), stock number DP9-010, ISBN 2-921573-31-8, expansion module with additional Gears and weapons options for the Southern faction on Terra Nova. Includes full-color counters showing the Gears in the book, for use in tabletop play.
- First Edition Gamemaster's Screen and Counters (1996), stock number DP9-020, trifold screen for Gamemaster and full-color counters for use in tabletop play.
- Life on Terra Nova (January 1996), stock number DP9-002, ISBN 1-896776-00-0, world sourcebook for Terra Nova, the primary setting for the game.
- Into The Badlands (March 1996), stock number DP9-018, ISBN 1-896776-02-7, regional sourcebook for the Badlands, the equatorial region of Terra Nova.
- Field Guide: Northern Vehicles 2 (April 1996), stock number DP9-012, ISBN 1-896776-01-9, expansion module with additional Gears, conventional vehicles and weapons options for the Northern faction on Terra Nova. Includes full-color counters showing the Gears and vehicles in the book, for use in tabletop play.
- Field Guide: Southern Vehicles 2 (April 1996), stock number DP9-013, ISBN 1-896776-03-5, expansion module with additional Gears, conventional vehicles and weapons options for the Southern faction on Terra Nova. Includes full-color counters showing the Gears and vehicles in the book, for use in tabletop play.
- Tactical Air Support (May 1996), stock number DP9-008, ISBN 1-896776-04-3, new rules and background to include aircraft in Heavy Gear games. Includes additional rules for the First Edition Vehicle Construction system, which were replaced with the rules in the Second Edition Technical Manual.
- Technical Manual (July 1996), stock number DP9-004, ISBN 1-896776-06-X, sourcebook describing the weapons and technology of the Heavy Gear universe.
- Duelist's Handbook (August 1996), stock number DP9-005, ISBN 1-896776-07-8, sourcebook describing the gladiatorial sport of Dueling. Includes roleplaying and Tactical game material.
- Character Compendium 1 (September 1996), stock number DP9-021, ISBN 1-8967776-08-6, character sourcebook featuring influential and noteworthy characters and groups from around Terra Nova.
- Tactical Field Support: Artillery & Ground Warfare (October 1996), stock number DP9-016, ISBN 1-896776-10-8, sourcebook with new rules for minefields, artillery support and morale, along with new weapons options.
- Southern Army List One: Southern Republic (November 1996), stock number DP9-024, ISBN 1-896776-09-4, army sourcebook for the Southern Republican Army with new and expanded roleplaying and Tactical game material. Though it is labeled "Southern Army List One," no other books were published in this format.
- Northern Vehicle Compendium One: Gears & Striders (December 1996), stock number DP9-025, ISBN 1-896776-11-6, sourcebook featuring additional Gears and weapons options for the Northern faction on Terra Nova. The Vehicle Compendiums expand on the material included in the earlier Field Guides, and feature many new designs.
- Southern Vehicle Compendium One: Gears & Striders (January 1997), stock number DP9-026, ISBN 1-896776-12-4, sourcebook featuring additional Gears and weapons options for the Southern faction on Terra Nova.
- Northern Record Sheets One: Gears & Striders' (February 1997), stock number DP9-027, ISBN 1-896776-14-0, set of Tactical game record sheets for the vehicles described in Northern Vehicle Compendium One.
- Southern Record Sheets One: Gears & Striders (February 1997), stock number DP9-028, ISBN 1-896776-15-9, set of Tactical game record sheets for the vehicles described in Southern Vehicle Compendium One.
- CNCS (Northern) Leaguebook One: Northern Lights Confederacy (May 1997), stock number DP9-030, ISBN 1-896776-16-7, regional sourcebook.
- Southern Leaguebook One: Southern Republic (August 1997), stock number DP9-031, ISBN 1-896776-19-1, regional sourcebook.
- The New Breed: Battle Before The Storm (September 1997), stock number DP9-035, ISBN 1-896776-20-5, campaign sourcebook which tied into the Heavy Gear PC game produced by Activision.
- Heavy Gear Design Works: The Making of a Universe (November 1997), stock number DP9-037, ISBN 1-896776-31-0, contains artworks examples for the Heavy Gear line, from early development through the First Edition.
- Storyline Book One: Crisis of Faith (November 1997), stock number DP9-033, ISBN 1-896776-21-3, the first book detailing DP9's published metaplot for Heavy Gear, from TN 1933 to TN 1935.
- Second Edition Rulebook (December 1997), stock number DP9-101, ISBN 1-896776-32-9, updated rulebook with both roleplaying and wargaming rules. Available in both softcover and hardcover versions.
- Southern Leaguebook Two: Humanist Alliance (January 1998), stock number DP9-032, ISBN 1-896776-26-4, regional sourcebook.
- Northern Vehicles Compendium Two: Tanks & Artillery (February 1998), stock number DP9-038, ISBN 1-896776-29-9, sourcebook featuring additional conventional vehicles and weapons options for the Northern faction on Terra Nova. Includes Tactical game record sheets.
- Southern Vehicles Compendium Two: Tanks & Artillery (February 1998), stock number DP9-039, ISBN 1-896776-30-2, sourcebook featuring additional conventional vehicles and weapons options for the Southern faction on Terra Nova. Includes Tactical game record sheets.
- Gamemaster's Guide and Screen (March 1998), stock number DP9-103, ISBN 1-896776-34-5, trifold screen for Gamemasters and supplement with tips for running games.
- Campaign Setting Two: The Paxton Gambit (March 1998), stock number DP9-040, ISBN 1-896776-33-7, campaign sourcebook set in Peace River.
- Miniatures Rules and Campaigning (April 1998), stock number DP9-043, ISBN 1-896776-39-6, Tactical rules boxed set containing campaign guides, full-color maps and counters for tabletop play.
- Southern Leaguebook Three: Mekong Dominion (July 1998), stock number DP9-036, ISBN 1-896776-28-0, regional sourcebook.
- Terranovan Military Powers Book One: Northern Guard (August 1998), stock number DP9-046, ISBN 1-896776-37-X, army list sourcebook.
- Life on Terra Nova Second Edition (September 1998), stock number DP9-102, ISBN 1-896776-40-X, world sourcebook updated with new material to reflect the events in Storyline Book 1.
- Second Edition Technical Manual (December 1998), stock number DP9-104, ISBN 1-896776-43-4, includes material from the First Edition Technical Manual and an expanded version of the Vehicle Construction System rules.
- Tactical Pack One: Battle of Two Towers (December 1998), stock number DP9-050, ISBN 1-896776-42-6, expansion pack for the Tactical game rules. Includes full-color counters and maps.
- Storyline Book Two: Blood on The Wind (February 1999), stock number DP9-034, ISBN 1-896776-27-2, details DP9's published Heavy Gear metaplot from TN 1935 to TN 1939.
- Northern Leaguebook Two: United Mercantile Federation (March 1999), stock number DP9-051, ISBN 1-896776-46-9, regional sourcebook.
- Northern Leaguebook Three: Western Frontier Protectorate (March 1999), stock number DP9-052, ISBN 1-896776-53-1, regional sourcebook.
- Tactical Pack Two: Shadow War (March 1999), stock number DP9-054, ISBN 1-896776-48-5, expansion pack for the Tactical game rules. Includes full-color counters and maps.
- Southern Leaguebook Four: Eastern Sun Emirates (April 1999), stock number DP9-053, ISBN 1-896776-49-3, regional sourcebook.
- Armor Pack Volume One: Tanks and Striders (May 1999), stock number DP9-057, ISBN 1-896776-51-5, expansion pack for the Tactical game rules. Includes full-color counters.
- Terranovan Military Powers Book Two: Southern MILICIA (August 1999), stock number DP9-048, ISBN 1-896776-54-X, army list sourcebook.
- Tactical Pack Three: Operation Sudden Fire (October 1999), stock number DP9-055, ISBN 1-896776-58-2, expansion pack for the Tactical game rules. Includes full-color counters and maps.
- Storyline Book Three: Return to Cat's Eye (November 1999), stock number DP9-056, ISBN 1-896776-59-0, details DP9's published Heavy Gear metaplot from TN 1939 to TN 1941.
- Activision Game Companion: Black Talon - Mission to Caprice (January 2000), stock number DP9-059, ISBN 1-896776-63-9, campaign sourcebook which tied into the Heavy Gear 2 PC game produced by Activision.
- Tactical Space Support - Space Warfare (March 2000), stock number DP9-060, ISBN 1-896776-68-X, new rules and background material for fighting in space.
- Life on Caprice (April 2000), stock number DP9-047, ISBN 1-896776-66-3, world sourcebook for Caprice, a "hypercity" world first introduced in "Black Talon - Mission to Caprice."
- Tools and Weapons: Equipment Catalog (June 2000), stock number DP9-061, ISBN 1-896776-73-6, sourcebook featuring additional weapons and equipment for player characters.
- Storyline Book Four: Storm on the Horizon (August 2000), stock number DP9-062, ISBN 1-896776-74-4, details DP9's published Heavy Gear metaplot from TN 1941 to TN 1943.
- Caprice Book One: Corporate Sourcebook (September 2000), stock number DP9-063, ISBN 1-896776-78-7, sourcebook detailing the corporations which rule Caprice.
- Caprice Book Two: Liberati Sourcebook (October 2000), stock number DP9-064, ISBN 1-896776-80-9, sourcebook detailing the clans which inhabit the "highlands" of Caprice.
- Second Edition Duelist's Handbook (December 2000), stock number DP9-105, ISBN 1-896776-95-7, updated Dueling rules and background material.
- Tactical Miniatures Rules: The War Goes On (February 2001), stock number DP9-106, ISBN 1-896776-98-1, updated Tactical game rules featuring a condensed "datacard" record sheet for each Gear or vehicle.
- Earth Book One: Colonial Expeditionary Force (April 2001), stock number DP9-065, ISBN 1-894578-51-1, army sourcebook for the Colonial Expeditionary Force with roleplaying and Tactical game material.
- Miniatures Supplement: Raids & Raiders - Interstellar Strikes (June 2001), stock number DP9-107, ISBN 1-894578-55-4, additional Tactical game rules and background material for special forces units.
- Spaceship Compendium One: Ships of Terra Nova (July 2001), stock number DP9-066, ISBN 1-894578-57-0, sourcebook describing spacecraft and space facilities in use by the various factions on Terra Nova.
- Miniatures Supplement: Tactical Dueling - Arena Champions (October 2001), stock number DP9-108, ISBN 1-894578-62-7, rules for Dueling with Tactical game figures.
- Operation Jungle Drums Redux (November 2001), stock number DP9-109, ISBN 1-894814-07-X, updating of the original supplement for use with the Second Edition roleplaying rules and the "datacard" vehicle sheet format in Tactical Miniatures Rules.
- Storyline Book Five: Distant Shores (December 2001), stock number DP9-067, ISBN 1-894578-66-X, details DP9's published Heavy Gear metaplot from TN 1943 to TN 1948.
- Spaceship Compendium Two: Ships of The CEF (March 2002), stock number DP9-068, ISBN 1-894814-31-2, sourcebook describing spacecraft and space facilities in use by Earth and Caprice.
- Life on Atlantis (September 2002), stock number DP9-070, ISBN 1-894814-46-0, world sourcebook for Atlantis, a waterworld.
- Life on Utopia (April 2002), stock number DP9-069, ISBN 1-894814-38-X, world sourcebook for Utopia, a world devastated by nuclear war.
- Life on Eden (January 2003), stock number DP9-072, ISBN 1-894814-78-9, world sourcebook for Eden, a world recovering from a natural disaster.
- Heavy Gear Third Edition Player's Handbook (September 2003), stock number DP9-925, ISBN 1-894814-88-6, roleplaying game to be used with the Silhouette CORE rules, or the d20 OGL rules produced by Wizards of the Coast. Includes material from the Equipment Catalog.
- Heavy Gear Third Edition Vehicle Companion (January 2004), stock number DP9-927, ISBN 1-897042-00-0, updates for the Silhouette CORE rules for Gears and vehicles from previous publications. Includes OGL-compatible statistics.
- Silhouette CORE Miniature Rules (July 2005), stock number DP9-919, ISBN 1-897042-01-9, tabletop wargaming rules for the Silhouette CORE edition. Includes Dueling and "fleet scale" rules for 1/350 scale miniatures.
- Heavy Gear Blitz! (August 2006), stock number DP9-996, ISBN 1-897042-39-6, new rules for tabletop wargaming play. HGB includes no roleplaying rules.
- Heavy Gear Blitz! Hammers of Faith (December 2006), stock number DP9-9031, ISBN 1-897042-48-5, army list book detailing rules and units in the Blitz! rules for the North.
- Heavy Gear Blitz! Swords of Pride (March 2007), stock number DP9-9032, ISBN 1-897042-92-2-, army list book detailing rules and units in the Blitz! rules for the South.
- Heavy Gear Blitz! Shields of Freedom (December 2007), stock number DP9-9033, ISBN 1-897042-69-8, army list book detailing rules and units in the Blitz! rules for the Badlands.
- Heavy Gear Blitz! Locked and Loaded (May 2008), stock number DP9-9996c, ISBN 978-1-897460-92-4, updated version of the Blitz! rules. Includes new army lists.
- Heavy Gear Blitz! Black Talon - Return to Cat's Eye (May 2009), stock number DP9-9034, ISBN 1-897460-18-4, features new army lists and vehicles for the CEF and the local forces on Caprice.
- Heavy Gear Blitz! Field Manual - Core Book Revised (November 2011), stock number DP9-9997, ISBN 978-1-926790-54-1, update of the Blitz! rules.
- Heavy Gear Blitz! Perfect Storm - NuCoal Field Guide (November 2011), stock number DP9-9191, ISBN 978-1-926790-30-5, features new army lists and vehicles for the NuCoal faction.
- Heavy Gear Blitz! Forged In Fire - Southern Field Guide (December 2012), stock number DP99266e, ISBN 978-1-927334-59-1, features new army lists and vehicles for the Southern factions.
- ^ Grabianowski, Ed. "Gear Most Heavy — the Dream Pod 9 Interview, Part 1". Robot Viking. Archived from the original on 2013-04-14.
Heavy Gear's fictional storyline also takes some inspiration from Frank Herbert's Dune in terms of some of the ongoing mysteries of the universe like the Koreshi (sandriders who are rumoured to be descended from the legendary Prime Knight soldiers of Earth and live in the harshest desert of the Terra Novan equatorial badlands).
- ^ http://www.sjgames.com/ill/archives.html?y=2008&m=August&d=27
- ^ http://www.sjgames.com/ill/a/2010-08-09
- ^ http://www.robotviking.com/2010/07/28/gear-most-heavy-the-dream-pod-9-interview-part-1/
- ^ http://www.dp9.com/content/heavy-gear-roleplaying-game-press-release-0
- ^ http://www.mobygames.com/game-group/heavy-gear-series
- ^ http://www.youtube.com/watch?v=Hyl3gp_7ylY
- ^ http://www.gamerankings.com/pc/89278-heavy-gear-ii/index.html Heavy Gear II - GameRankings summary
- ^ http://www.gamespot.com/pc/sim/heavygear2/review.html Heavy Gear II - Gamespot review
External links[edit]
- Dream Pod 9 (Publisher)
- Heavy Gear: The Animated Series at the Big Cartoon DataBase
- Heavy Gear Assault (Upcomming Video Game)