TEXT:  
  
  ADDITIONS 
   
   
   
  1 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  (RULES ADDITION) 
   
   
   
  2 
   
  WARSTRIDERS 
   
  Who doesn’t love giant robots, piloted by frail humans and 
  fighting each other to the detriment of the surrounding (often 
  urban) battlefield? Well, if you don’t, this isn’t the Mastercraft 
  supplement for you. 
  CONSTRUCTION 
  RULES 
   
  Building a warstrider (or simply “strider”) is a fairly simple 
  process, consisting of five steps. 
  STEP 1: CHOOSE WEIGHT 
  CLASS & DRIVE UPGRADES 
  There are five weight classes for striders – scout, light, 
  medium, heavy, and assault. Each class assumes a level of 
  minimum operations that is already built in. A scout class 
  strider that had had none of its 15 design points spent is 
  still a working robotic vehicle – it can move (due to its 
  inherent power plant and speed & handling), and 
  perform basic operations – it’s practically something 
  akin to the power loader from the movie Aliens. It’s 
  the addition of Drive Upgrades, Limbs, Features, 
  Armor, and Systems that really makes a basic 
  strider into a specific combat model admired 
  around the world. 
  Basic Strider Attributes 
  Each weight class determines a number of attributes for the 
  strider due to frame space, engineering tolerances, and weight 
  limitations. These are all listed on Table 1.1. 
  After you choose your strider’s weight class, remember to 
  consider purchasing any Drive upgrades you desire for your new 
  strider. Drive upgrades can boost the strider’s Speed or Handling 
  which not only enhances the strider’s basic performance, it also 
  affects the strider’s defense (if the pilot’s Dextery mode is higher 
  than the strider’s Handling, you use the lower of the two. 
  Design Points: This is the number of basic design points that a 
  strider of the given weight class can utilize. This acts both as a 
  pool of points granted for modifying the strider and as a limit to 
  the number of modifications or additions that may be 
  made to the strider. 
  Maximum Armor: This is the maximum number 
  of design points that can be assigned to armor for 
  striders of this weight class. 
  Power Plant: This determines the number of power points the 
  strider gains at the start of its initiative count. Unused power points 
  are transferred to the power storage system at the end of the round. 
  The maximum number of power points the strider may store is 7. 
  Power points are not used for basic operation, but are required to 
  activate some energy-hungry gear and weapons. 
   
  Table 1.1: Strider Weight Class 
  Weight Class 
  Design Points 
  Maximum Armor 
  Power Plant 
  Speed & Handling 
  Drive Upgrades 
  Melee Damage 
  ??? 
  Scout 
  15 
  3.5 
  2/7 
  6/2 
  1.5 each (max 6) 
  1 
  ? 
  Light 
  25 
  7.0 
  3/7 
  5/2 
  3.0 each (max 5) 
  2 
  ? 
  Medium 
  35 
  10.5 
  4/7 
  4/2 
  4.5 each (max 4) 
  3 
  ? 
  Heavy 
  45 
  14.0 
  5/7 
  3/2 
  6.0 each (max 3) 
  4 
  ? 
  Assault 
  55 
  17.5 
  6/7 
  2/2 
  7.5 each (max 2) 
  5 
  ? 
   
  
  ADDITIONS 
   
   
   
  3 
   
  Speed: This is the Strider’s basic movement points. See page 
  XX for more about strider movement. 
  Handling: The strider’s Handling is the maximum number of 
  45 degree turns the strider can make during a round and is also 
  used in calculating the strider’s defense. 
  Drive Upgrades: Each drive upgrade costs the listed number 
  of design points and can boost either Speed or Handling by 1. You 
  may only purchase a total number of drive upgrades for a given 
  weight class as listed on Table 1.1. 
  Melee Damage: The strider’s base damage value for melee 
  attacks made with the Punch point black attack (see Table 1.4: 
  Strider Weapons). 
  STEP 2: CHOOSE LIMBS 
  Most striders are humanoid with 2 arms and two legs, but other 
  combinations exist. Strider legs, in particular, come in a variety of 
  styles, each with their own advantages. 
  STRIDER LEGS 
  Strider legs come in a variety of styles and configurations, each 
  with their own advantages and additional qualities. Choose one 
  from the following list for your strider. 
  BIPED 
   Battler: A relatively thick legged design often with a wide at 
  rests stance accounting both for its high carrying capacity and 
  its ability to easily sidestep/strafe in combat. The strider gains 
  design points equal to its power plant and the Crab quality. 
   Chaser: Long thin legs, possibly digitigrade as this machine is 
  built for pure speed. The rest of the body is likely to 
  incorporate streamlining and air-guides that are evocative of 
  formula racers. The strider gains +2 Speed. 
   Dancer: Slightly slender legs, generally accompanied by vane-
  like structures on torso or arms that assist in precision. Because 
  of their elegant movement they are often considered the most 
  beautify strider type. The strider gains +1 Handling and the 
  Stable quality. 
   Stocky: Even thicker than the battler and often appearing squat 
  overall, the stocky design is the most likely to evoke the 
  fantasy dwarf: - short, dense, and imperturbable. The strider 
  gains the Braced and Stable qualities. 
   Upright: Medium thickness legs. This type is as much defined 
  by the carefully centered upper body mass as by the slightly 
  oversized feet. Good traction and balance are emphasized. The 
  strider gains +1 Handling and the Braced quality. 
  QUADRUPED 
   Hound: a quadruped body with a narrow forward aspect. 
  Possibly digitigrade but less common than on Dancers. Built 
  for speed and it shows. Found in both strict quadruped and 
  centauroid designs. The strider gains +1 Speed and the Stable 
  quality. 
   Quad: A heavy-set quad leg often with a nearly square at-rest 
  footprint. This is the bear to the hound's dog or horse, able to 
  lateral shift freely. The strider gains the Crab and Stable 
  qualities. 
  VEHICULAR HYBRID  
   Hover: Built on a single-skirt or rarely dual-skirt ground effect 
  platform, they are often likened to hover-tanks with the 
  torso/arms package acting as a very elaborate turret. The strider 
  gains the Crab and Hover qualities.  
   Tracked: More akin to a tank than a strider strictly speaking. 
  Just like the hover option, the torso/arms package acts as a very 
  elaborate turret. The strider gains design points equal to its 
  power plant and the Braced quality.  
  LEG DESIGN QUALITIES 
  Braced: Unless sprawled, the strider is always considered 
  braced. 
  Crab: The strider may move directly right or left without 
  changing facing for 2 speed points. 
  Hover: Blah, blah, blah. Blah, blah, blah. Blah, blah, blah. 
  Blah, blah, Blah, blah, blah. blah. Blah, blah, blah. Blah, blah, 
  blah. Blah, blah, blah. 
  Stable: Has greatly improved chance to avoid falling 
  over/becoming sprawled. Blah, blah, blah. Blah, blah, blah.  
  STRIDER ARMS 
  Striders may be designed with 2, 1, or even no arms. Arms 
  provide the strider with additional space for systems (see page XX) 
  and are helpful for getting the vehicle's feet back under it when it 
  becomes sprawled. However each arm also requires its own armor. 
   Armless: The strider has no arm slots and does not require 
  armor to be dedicated to the arm locations. Hits on the arm 
  locations instead hit the Core or Back as appropriate. The 
  strider suffers a –X penalty on attempting maneuvers that 
  require arms, such as climbing steep hills or righting itself 
  when sprawled. The strider does not automatically gain the 
  Punch point black attack (see Table 1.4: Strider Weapons). 
   Flippered: The strider has no arm slots but does require armor 
  to be dedicated a single arm locations. Hits on the arm 
  locations instead hit the Core or Back as appropriate. The 
  strider suffers a –X penalty on attempting maneuvers that 
  require arms, such as climbing steep hills or righting itself 
  when sprawled. The strider does not automatically gain the 
  Punch point black attack (see Table 1.4: Strider Weapons). 
   One Arm (left or right): The strider has arm slots for only the 1 
  arm and does not require armor to be dedicated to the absent 
  arm location. Hits on the absent arm location instead hits the 
  Core/Back. The strider suffers a –X penalty on attempting 
  maneuvers that require arms, such as climbing steep hills or 
  righting itself when sprawled. 
   One Arm (centered): The strider has arm slots for only the 1 
  arm and does not require armor to be dedicated to the absent 
  arm location. Hit locations on Table 1.5 for center-armed 
  striders replace results on the Front/Back column with 4-7 as 
  Core/Back and the 3 and 8 as being Center Arm. On the Side 
  column a 2 becomes an additional Back result and Near Arm 
  hits being Center Arm. The strider suffers a –X penalty on 
  
  (RULES ADDITION) 
   
   
   
  4 
   
  attempting maneuvers that require arms, such as climbing steep 
  hills or righting itself when sprawled. 
   Two Arms: Normal operation. The strider has arm slots for 
  both arms and may require armor to be dedicated to both arms 
  (if desired). The strider suffers no penalty on attempting 
  maneuvers that require arms, such as climbing steep hills or 
  right itselfing when sprawled. 
  STEP 3: CHOOSE FEATURES 
  Blah, blah, blah. Blah, blah, blah. Blah, blah, blah. Blah, blah, 
  Blah, blah, blah.blah. Blah, blah, blah. Blah, blah, blah. Blah, blah, 
  blah.  
  Each Strider may include up to 3 common features or 2 
  common features & 1 trademark feature. 
  COMMON FEATURES 
   Advanced Sensors: The effective grade of this strider’s Sensor 
  gear increases by I (i.e. a Sensor II acts like an Sensor III 
  without increased design point cost or taking up a Core slot). 
  Also, the range of its Sensors increases by 5. 
   Cockpit Comforts: Long term operations & increased pilot 
  survival rate. Also enhances tail gunner stations. 
   Command Strider: Rigged as squad leader. 
   Crossfire AMS Logic: AMS points can be spent to protect allies 
  in the same or adjacent squares. 
   Drone: Remote operated. Rudimentary AI guidance when fully 
  jammed. 
   Fine Manipulators: Strider has working hands. 
   Firebrand: Roll d10s instead of d6s for damage with the Burn 
  quality. 
   Fire-safe: The strider is heat and flame resistant and gains 
  Burning Resistance 5. 
   Full Pivot: Wider firing arcs. 
   Gladiator: Optimized for Melee combat. The strider’s base 
  melee damage increases by +2 and it gains Melee Resistance 2. 
   Hardened Actuators: Retains 1 additional movement point 
  when legs are disabled. 
   Hardened Armor: The strider is ballistic weapon resistant and 
  gains Kinetic Resistance 3. 
   Hardened Comms: Difficult to jam communications. 
   Headhunter: Concentrates ranged fire on specific area. 
   Hyperlasers: The Strider may include hyperlasers in its 
  weapon systems payload. 
   Large Plant: +2 power points generated by the power plant per 
  initiative count. 
   Maintenance Friendly: Faster repairs and fewer accumulated 
  faults. 
   Modular Weapons: Can vary weapon/gear load out between 
  missions. 
   Precise Weapon: One weapon gains attack bonus. 
   Reactive Armor: The strider is explosive/missile weapon 
  resistant and gains Explosive Resistance 3. 
   Spoilsport: Strider features an explosive self-destruct system. 
   Second Seater: The Strider may include a WSO seat in its 
  systems. 
   Wild Weasel: The effective grade of this strider’s EW gear 
  increases by I (i.e. an EW II acts like an EW III without 
  increased design point cost or taking up a Core slot). Also, the 
  range of its EW increases by 2. 
   
  TRADEMARK FEATURES 
   2×4 Conversion: The strider must have either the hound or 
  upright leg type chosen as it primary leg type. The strider may 
  alternate between hound & upright leg types, gaining the 
  benefits of the leg type currently in use. Changing between leg 
  types is a FREE ACTION? HALF ACTION? FULL 
  ACTION?. 
   Amphibious: Can operate while fully submerged. 
   Capacitor Banks: The strider’s power storage system can store 
  up to 10 power points instead of only 7. Also, Gauss weapons 
  gain a +1 bonus to attack checks. 
   Direct Neural Interface: Thought control system. 
   Extra Arm Systems: Each of the strider’s arms has an additional 
  system slot. (max +2 slots total) 
   Extra Core Systems: The strider’s Core has an additional 
  system slot. 
   Fire-Blossom: The strider gains an advanced action. 
  FIRE BLOSSOM  
  1 Full Action • Attack Action • Hyve Missiles 
  Blah, blah, blah. Blah, blah, blah. Blah, blah, blah. Blah, 
  blah, Blah, blah, blah.blah. Blah, blah, blah. Blah, blah, blah. 
  Blah, blah, blah. Blah, blah, blah. Blah, blah, blah. Blah, blah, 
  blah. Blah, blah, Blah, blah, blah.blah. Blah, blah, blah. Blah, 
  blah, blah. Blah, blah, blah. 
   Gloss Armor: The strider is energy weapon resistant and gains 
  Energy Resistance 4. 
   Stealthy: The strider is difficult to target at long range. The 
  strider’s defense rises by X against Long Range attacks and by 
  XX against Extreme Range attacks. 
  STEP 4: DISTRIBUTE ARMOR 
  Design points are spent to buy a pool of Armor Points 
  according to Table 1.2, below. The strider's weight class also limits 
  the number of points that can be spent on armor as seen in Table 
  1.1. This process suffers from diminishing returns (each point 
  translates into slightly less armor than the point before it) so 
  doubling the design points does not double the protection. 
  This Armor Point pool is then distributed into up to 6 locations: 
  core, rear, left arm, right arm, left leg, right leg. Striders with less 
  than two arms may not have armor assigned to the missing 
  appendage(s). Quadruped striders have 4 leg locations and may or 
  may not include arms. 
  
  ADDITIONS 
   
   
   
  5 
   
  Some otherwise armless striders include “flippers” instead of 
  arms. Flippers are treated as a single armor area and assist the 
  strider in regaining its feet in the same fashion as a single arm, but 
  do not provide system slots (see Step 5, below). 
   
  Table 1.2: Armor Points 
  Points 
  Armor 
   
  Points 
  Armor 
   
  Points 
  Armor 
  .5 
  12 
   
  6.5 
  128 
   
  12.5 
  228 
  1 
  24 
   
  7 
  147 
   
  13 
  234 
  1.5 
  36 
   
  7.5 
  156 
   
  13.5 
  240 
  2 
  47 
   
  8 
  164 
   
  14 
  245 
  2.5 
  58 
   
  8.5 
  174 
   
  14.5 
  250 
  3 
  69 
   
  9 
  180 
   
  15 
  255 
  3.5 
  80 
   
  9.5 
  188 
   
  15.5 
  260 
  4 
  90 
   
  10 
  195 
   
  16 
  264 
  4.5 
  100 
   
  10.5 
  202 
   
  16.5 
  268 
  5 
  110 
   
  11 
  209 
   
  17 
  272 
  5.5 
  120 
   
  115 
  216 
   
  17.5 
  276 
  6 
  129 
   
  12 
  222 
   
   
   
  STEP 5: CHOOSE SYSTEMS 
  Each strider has 7 slots to carry systems - 2 Left Arm, 2 Right 
  Arm, & 3 Core. These systems can include both weapons and the 
  larger gear choices. 
  GEAR SYSTEMS 
  Gear is selected by spending design points and takes up a 
  system slot only if the is an entry in the slots column. 
  The gear table consist of the following columns. 
  Name: The name of the piece of gear. 
  Qualities: All the gear’s gear qualities are listed here.  
  Ranges (Effective, Long, Maximum): The maximum 
  respective range (in squares) for each of the gear’s range 
  increments. A value of (-) indicates that such a range is beyond the 
  gear’s maximum. 
  Slot: The location on a strider that the gear can be installed in. 
  Power: The minimum amount of power that the gear requires 
  to operate each turn. 
  Cost: The cost of the gear in design points. 
  GEAR QUALITIES 
  Anti-missile: Provides the listed Anti-missile points against 
  Missile Weapons. The incoming Missile Weapon’s AM (I-V) 
  weapon quality effect determines the Anti-missiles success. 
  Brace Effect: The effective range for this gear is increased by 
  10 while the strider is braced. 
  ECM: Electronic Counter Measures cancel the effects of or 
  lower grades of sensors. 
  Feature: Fielding weapons with this quality requires that the 
  appropriate Trademark or Common feature be a feature used on the 
  strider. 
  Laser Designator: After this attack is resolved, all allied 
  guided missile weapons ignore range penalties their attack checks 
  to hit the target until this unit moves or the target breaks line of 
  sight. 
  LL Ammo: May be loaded with less-than-lethal ammo for riot 
  suppression/capture missions. Hitting a strider with the (non-lethal) 
  water attack cancels pending Burn damage. 
  Networked: Blah, blah, Blah. Blah, blah, Blah. Blah, blah, 
  Blah. Blah, blah, Blah. Blah, blah, Blah. Blah, blah, Blah. Blah, 
  blah, Blah. Blah, blah, Blah. Blah, blah, Blah. Blah, blah, Blah. 
  Blah, blah, Blah. Blah, blah, Blah. 
  Personnel Carrier: Each bay may carry a squad of 10 
  standard infantry or 6 armored infantry and their support weapons. 
   
  Table 1.3: Strider Gear 
  Name 
  Qualities 
  Ranges  
  Slot 
  Power 
  Cost 
  Effective  
  Long 
  Maximum 
  AMS-B (24) 
  Anti-missile (1d6-1) 
  - 
  - 
  - 
  - 
  - 
  2 
  AMS-L 
  Anti-missile (1d6-1) 
  - 
  - 
  - 
  - 
  1 
  1 
  AMS-M (20) 
  Anti-missile (2d6-1) 
  - 
  - 
  - 
  C 
  - 
  3 
  AMS-P 
  Anti-missile (2d6-1) 
  - 
  - 
  - 
  C 
  2- 
  4 
  Blisters (6) 
  LL ammo, pop blisters 
  0 
  1 
  - 
  - 
  - 
  2 
  Campaign Pack 
  Solo mount 
  - 
  - 
  - 
  C 
  - 
  1+ 
  EW I 
  ECM, Zoom and enhance 
  2 
  - 
  - 
  - 
  1 
  1 
  EW II 
  ECM, Zoom and enhance 
  4 
  - 
  - 
  - 
  1 
  2 
  EW III 
  ECM, Zoom and enhance 
  8 
  - 
  - 
  C 
  2 
  3.5 
  Network Node 
  Networked 
  - 
  - 
  - 
  - 
  1 
  1 
  Paint Laser 
  Laser designator 
  14 
  21 
  35 
  A/C 
  1 
  1 
  Personnel Bay 
  Personnel carrier 
  - 
  - 
  - 
  - 
  - 
  5 (max 2) 
  Sensor Array I 
  Brace effect, sensors, zoom and enhance 
  5 
  - 
  - 
  - 
  1 
  1 
  Sensors Array II 
  Brace effect, sensors, zoom and enhance 
  10 
  - 
  - 
  - 
  1 
  1.5 
  Sensors Array III 
  Brace effect, sensors, zoom and enhance 
  20 
  - 
  - 
  C 
  2 
  2.5 
  Smoke Screen (8) 
  Pop smoke 
  3 
  - 
  - 
  - 
  - 
  1 
  Tail Gunner I 
  Tail Gunner (2), WSO* 
  - 
  - 
  - 
  - 
  - 
  1 
  Tail Gunner II  
  Tail Gunner (5), WSO* 
  - 
  - 
  - 
  - 
  - 
  2 
  Turret I 
  Turret (5) 
  - 
  - 
  - 
  - 
  - 
  1 
  Turret II  
  Turret (11) 
  - 
  - 
  - 
  - 
  - 
  2 
  Turret III 
  Turret (18) 
  - 
  - 
  - 
  - 
  - 
  3 
  WSO Seat 
  Feature (common, WSO), WSO 
  - 
  - 
  - 
  - 
  - 
  3 
  * Limited use. See the Tail Gunner quality for limitations on this quality. 
   
  
  (RULES ADDITION) 
   
   
   
  6 
   
  Pop Blisters: Each use totally messes up some infantry. Blah, 
  blah, Blah. Blah, blah, Blah. Blah, blah, Blah. 
  Pop Smoke: Each use draws a 3-square curtain of obscuring 
  smoke. This smoke lasts Blah, blah, Blah. Blah, blah, Blah. Blah, 
  blah, Blah. 
  Sensors: Cancel the effects of equal or lower grades of ECM.  
  Solo Mount: This gear cannot be combined into clusters; each 
  piece of gear occupies a separate system slot. 
  Tail Gunner: A tail gunner station may carry up to 2 or 5 
  points of weapons (as listed with the quality). Paint lasers and 
  smoke screens may also be assigned to a tail gunner (other gear 
  may not be associated with a tail gunner). Gear that require slots 
  and Weapons assigned to a tail gunner still count against the 
  strider's Core system slots, but use the turret firing arc instead of 
  the Core arc. Tail gunner stations neither consume nor add to the 
  number of Core slots a strider has. 
  If there a crewman is available to man the station they are 
  treated as a WSO, but may only spend their actions to use weapons 
  and/or gear mounted in the station. If it is unmanned, it is 
  considered a normal turret. 
  Turret: Turrets may carry up to the number of points of 
  weapons/gear as listed with the quality. Gear that require slots and 
  Weapons mounted in a turret still count against the strider's Core 
  system slots, but use the turret firing arc instead of the Core arc. 
  Turrets neither consume nor add to the number of Core slots a 
  strider has. 
  WSO: A WSO provides the strider with additional half actions 
  during each round. These actions can only be attack, aim, or 
  EW/ECW actions. 
  Zoom and Enhance: half action fiddling with to boost the 
  grade to defeat opponent’s EW or Sensors (as appropriate). Rules 
  are Blah, blah, Blah. Blah, blah, Blah. Blah, blah, Blah. . Blah, 
  blah, Blah. Blah, blah, Blah. Blah, blah, Blah. . Blah, blah, Blah. 
  Blah, blah, Blah. Blah, blah, Blah. 
  GEAR DESCRIPTIONS 
  Anti-Missile Systems (AMSs): Blah, blah, blah. Blah, blah, 
  blah. Blah, blah, blah. Blah, blah, Blah, blah, blah.blah. Blah, blah, 
  blah. Blah, blah, blah. Blah, blah, blah. 
  Blisters: Directional explosive clusters mounted on the lower 
  extremities to strongly discourage infantry from approaching the 
  vehicle. 
  Campaign Pack: A Campaign Pack may be linked to some or 
  all of a strider's ammo-consuming weapon/gear with a design point 
  cost equal to the number of linked items. Each weapon or gear may 
  be linked only once per campaign pack. The pack adds ammo to 
  each linked item equivalent to half the default ammo load (round 
  down).  
  EW (Electronic Warfare): Provides protection from a variety 
  of high-tech detection and attack systems. 
  Network Node: Excuses absolutely perfect multi-unit 
  coordination and total battlefield awareness/integration as they 
  share data between units of all sorts and mesh in aerial/orbital 
  reconnaissance assets. Data feeders - rigs on vehicles and even 
  infantry passing their intel up to the nodes are so compact they're 
  just assumed for any force that has a node to crunch the streams for 
  them. Think of it as your own personal "ops center-in-a-box". 
  Paint Laser: Blah, blah, blah. Blah, blah, blah. Blah, blah, 
  blah. Blah, blah, Blah, blah, blah.blah. Blah, blah, blah. Blah, blah, 
  blah. Blah, blah, blah. 
  Personnel Carrier: Blah, blah, blah. Blah, blah, blah. Blah, 
  blah, blah. Blah, blah, Blah, blah, blah.blah. Blah, blah, blah. Blah, 
  blah, blah. Blah, blah, blah. 
  Sensor Array: Blah, blah, blah. Blah, blah, blah. Blah, blah, 
  blah. Blah, blah, Blah, blah, blah.blah. Blah, blah, blah. Blah, blah, 
  blah. Blah, blah, blah. 
  Smoke Screen: smoke grenade launching cluster.  
  Tail Gunner: Blah, blah, blah. Blah, blah, blah. Blah, blah, 
  blah. Blah, blah, Blah, blah, blah.blah. Blah, blah, blah. Blah, blah, 
  blah. Blah, blah, blah. 
  Turrets: Blah, blah, blah. Blah, blah, blah. Blah, blah, blah. 
  Blah, blah, Blah, blah, blah.blah. Blah, blah, blah. Blah, blah, blah. 
  Blah, blah, blah.  
  WSO Seat: The strider includes a Weapon Systems Officer 
  seat, allowing for a second crewman to handle part of the 
  operations load, such as weapon firing and electronic warfare. 
  WEAPONS SYSTEMS 
  Weapons are selected by spending design points and always 
  occupy a slot. Multiple weapons of the exact same type in the same 
  location take up a single system slot and are considered a “cluster” 
  (e.g. a cluster of three battle lasers in the left arm takes up a single 
  slot; a cluster of two rocket launchers in the core also takes up a 
  single slot). 
  The weapon tables consist of the following columns. 
  Name: The name of the weapon. 
  Damage: The amount of damage the weapon inflicts on its 
  target. 
  Ranges (Effective, Long, Maximum): The maximum 
  respective range (in squares) for each of the weapon’s range 
  increments. A value of (-) indicates that such a range is beyond the 
  weapon’s maximum. 
  Next to the Range increment’s maximum value are two 
  numbers in parenthesis, such as (-4, -1). These are the to hit and 
  damage bonuses (or penalties) that the weapon receives for firing 
  at targets in that range increment. For example, (-4, -1) would 
  mean that the attack check receives a -4 modifier and the damage 
  (if the weapon still hit) would be reduced by 1 point. 
  Qualities: All the weapon’s weapon qualities are listed here.  
  Slot: The location on a strider that the weapon can be installed 
  in. 
  Power: The minimum amount of power that the weapon 
  requires to fire each turn. 
  Cost: The cost of the weapon in design points. 
  WEAPON QUALITIES 
  AM Effect I: For every 2 anti-missile points, cancel 4 points 
  of damage. 
   
  
  ADDITIONS 
   
   
   
  7 
   
  Table 1.4: Strider Weapons 
  Name 
  Damage 
  Ranges  
  Qualities 
  Slot 
  Power 
  Cost 
  Effective  
  Long 
  Maximum 
  Ballistic Weapons 
   
   
   
   
   
   
   
   
  Assault Cannon/8 (50) 
  3 
  8 (0, 0) 
  12 (-4, 0) 
  20 (-8, -1) 
   
  A/C 
  - 
  5.5 
  Assault Cannon/12 (30) 
  12 
  8 (0, 0) 
  12 (-4, 0) 
  20 (-8, -1) 
   
  A/C 
  - 
  8 
  Assault Cannon/16 (20) 
  16 
  8 (0, 0) 
  12 (-4, 0) 
  20 (-8, -1) 
   
  A/C 
  - 
  10.5 
  Assault Cannon/20 (15) 
  20 
  8 (0, 0) 
  12 (-4, 0) 
  20 (-8, -1) 
   
  A/C 
  - 
  14 
  Dragonfire (24) 
  4* 
  10 (0, 0) 
  15 (-4, 0) 
  25 (-8, -1) 
  Brace effect, burn, gauss 
  C 
  1 
  6 
  Electromagnum (200) 
  4 
  9 (0,0) 
  12 (-4, 0) 
  15 (-8, -1) 
  Anti-personnel. gauss 
  A/C 
  1 
  1 
  Impaler (80) 
  7 
  24 (0,0) 
  32 (-4, 0) 
  40 (-8, -1) 
  Anti-personnel, brace effect, gauss 
  A/C 
  3 
  7 
  Machinegun (150) 
  3 
  4 (0, 0) 
  6 (-4, 0) 
  10 (-8, -1) 
  Anti-personnel, LL ammo 
  A/C 
  - 
  1 
  Shotgun/10 (40) 
  1d6+4 
  4 (+1, 0) 
  6 (-4, -1) 
  10 (-8, -2) 
  LL ammo 
  A/C 
  - 
  2.5 
  Shotgun/15 (32) 
  1d8+7 
  4 (+1, 0) 
  6 (-4, -1) 
  10 (-8, -2) 
  LL ammo 
  A/C 
  - 
  4 
  Sniper Cannon/6 (45) 
  6 
  14 (0, 0) 
  21 (-3, 0) 
  35 (-6, -1) 
  Brace effect 
  A/C 
  1 
  6 
  Sniper Cannon/10 (24) 
  10 
  14 (0, 0) 
  21 (-3, 0) 
  35 (-6, -1) 
  Brace effect 
  A/C 
  1 
  11 
  Energy Weapons 
   
   
   
   
   
   
   
   
  Battle Laser 
  5 
  8 (0, 0) 
  12 (-2, -1) 
  20 (-4, -2) 
   
  A/C 
  1 
  1.5 
  Battle Hyperlaser 
  1d6+3 
  12 (0, 0) 
  18 (-2, -1) 
  30 (-4, -2) 
  Feature (common, Hyperlasers) 
  A/C 
  3 
  2 
  Field Laser 
  9 
  10 (0, 0) 
  15 (-2, -1) 
  25 (-4, -2) 
   
  A/C 
  2 
  4 
  Field Hyperlaser 
  1d6+6 
  14 (0, 0) 
  21 (-2, -1) 
  35 (-4, -2) 
  Feature (common, Hyperlasers) 
  A/C 
  4 
  4.5 
  Gatling Laser 
  2d6+8 
  10 (-1, 0) 
  15 (-2, -2) 
  25 (-4, -4) 
  Brace effect 
  A/C 
  3 
  5 
  Particle Beam 
  10 
  12 (0, 0) 
  18 (-2, -1) 
  30 (-4, -2) 
  Charge up 
  A/C 
  3 
  6 
  Stinger Alpha 
  4** 
  10 (-1, 0) 
  15 (-3, -2) 
  25 (-6, -4) 
  Brace effect, salvo, solo mount, variable 
  C 
  1-6** 
  8 
  Melee Weapons 
   
   
   
   
   
   
   
   
  Punch 
  Base  
  - 
  - 
  - 
  Melee 
  - 
  - 
  0† 
  Claws 
  Base +2 
  (+2, 0) 
  - 
  - 
  Melee 
  A 
  - 
  1 
  Tusks 
  Base†† 
  (+1, 0) 
  - 
  - 
  Melee, ram 
  C 
  - 
  1 
  Missile Weapons 
   
   
   
   
   
   
   
   
  Arrowhead II (12) 
  8  
  5 (0, 0) 
  15 (-3, 0) 
  50 (-6, 0) 
  AM effect I, stealth missiles 
  A/C 
  1 
  6 
  Buster XII (10) 
  12 
  10 (0, 0) 
  20 (-3, 0) 
  40 (-6, 0) 
  AM effect II, brace effect 
  A/C 
  - 
  12 
  Buster XV (8) 
  15 
  10 (0, 0) 
  20 (-3, 0) 
  40 (-6, 0) 
  AM effect II, brace effect 
  C 
  - 
  15 
  Buster XX (6) 
  20 
  10 (0, 0) 
  20 (-3, 0) 
  40 (-6, 0) 
  AM effect II, brace effect 
  C 
  - 
  20 
  Comet (8) 
  0* 
  6 (0, 0) 
  12 (-2, 0) 
  36 (-8, 0) 
  AM effect III, burn 
  A/C 
  - 
  3.5 
  Hyve 5 (12) 
  1d4+1 
  8 (0, 0) 
  16 (-2, 0) 
  32 (-4, -1) 
  AM effect IV 
  A/C 
  - 
  3 
  Hyve 10 (10) 
  2d4+2 
  8 (0, 0) 
  16 (-2, 0) 
  32 (-4, -1) 
  AM effect IV 
  A/C 
  - 
  6 
  Hyve 15 (8) 
  3d4+3 
  8 (0, 0) 
  16 (-2, 0) 
  32 (-4, -1) 
  AM effect IV 
  A/C 
  - 
  9 
  Hyve 20 (6) 
  4d4+4 
  8 (0, 0) 
  16 (-2, 0) 
  32 (-4, -1) 
  AM effect IV 
  A/C 
  - 
  12 
  Rocket-1 (10) 
  2*** 
  4 (0, 0) 
  6 (-2, 0) 
  10 (-8, 0) 
  LL ammo, salvo, unguided 
  A/C 
  - 
  .5 
  Rocket-2 (10) 
  4*** 
  4 (0, 0) 
  6 (-2, 0) 
  10 (-8, 0) 
  LL ammo, salvo, unguided 
  A/C 
  - 
  1 
  Rocket-3 (10) 
  6*** 
  4 (0, 0) 
  6 (-2, 0) 
  10 (-8, 0) 
  LL ammo, salvo, unguided 
  A/C 
  - 
  1.5 
  Rocket-4 (10) 
  8*** 
  4 (0, 0) 
  6 (-2, 0) 
  10 (-8, 0) 
  LL ammo, salvo, unguided 
  A/C 
  - 
  2 
  Rocket-5 (10) 
  10*** 
  4 (0, 0) 
  6 (-2, 0) 
  10 (-8, 0) 
  LL ammo, salvo, unguided 
  A/C 
  - 
  2.5 
  Rocket-6 (10) 
  12*** 
  4 (0, 0) 
  6 (-2, 0) 
  10 (-8, 0) 
  LL ammo, salvo, unguided 
  A/C 
  - 
  3 
  Rocket-7 (10) 
  14*** 
  4 (0, 0) 
  6 (-2, 0) 
  10 (-8, 0) 
  LL ammo, salvo, unguided 
  A/C 
  - 
  3.5 
  Rocket-8 (10) 
  16*** 
  4 (0, 0) 
  6 (-2, 0) 
  10 (-8, 0) 
  LL ammo, salvo, unguided 
  A/C 
  - 
  4 
  Spray Weapons 
   
   
   
   
   
   
   
   
  Flametongue 
  0* 
  3 (+2, 0) 
  5 (+1, 0) 
  7 (0, 0) 
  Burn. LL ammo 
  A/C 
  - 
  2.5 
  * This weapon’s printed damage is augmented by the Burn quality. 
  ** This weapon’s damage and power consumption is affected by the Variable quality. 
  *** Something about Rocket Damage 
  †† Something about Tusk Damage 
  † The Punch attack is only available to striders with arms (and is “free” for those striders). 
   
  AM Effect II: 5 or more anti-missile points cancels the entire 
  attack. Less than 5 anti-missile points has no effect.  
  AM Effect III: 2 anti-missile points cancels the attack. 
  AM Effect IV: Each anti-missile point cancels 1 point of 
  damage. 
  AM Effect V: Each anti-missile point cancels 2 points of 
  damage. 
  Anti-personnel: Blah, blah, blah. Blah, blah, blah. Blah, blah, 
  blah. Blah, blah, Blah, blah, blah.blah. Blah, blah, blah. Blah, blah, 
  blah. Blah, blah, blah. 
  Brace Effect: The effective range for this weapon is increased 
  by XX while the strider is braced.  
  Burn: This weapon does 1d6 thermal damage immediately and 
  again at the end of the target's next initiative count. Multiple 
  sources of Burn do not stack when inflicting damage at the end of 
  the target's round. 
  
  (RULES ADDITION) 
   
   
   
  8 
   
  Charge Up: The first attack with this weapon each round 
  inflicts +2 damage if the weapon was not fired the previous round.  
  Feature: Fielding weapons with this quality requires that the 
  appropriate Trademark or Common feature be applied to the 
  strider. 
  Gauss: This weapon’s damage benefits from the strider having 
  the Capacitor Banks Trademark feature. 
  Impact: Melee attacks with this weapon inflict an additional 
  +1 damage per square moved as part of a Ram Attack action. 
  LL Ammo: May be loaded with less-than-lethal ammo for riot 
  suppression/capture missions. Hitting a strider with the (non-lethal) 
  water attack cancels pending Burn damage. 
  Melee: The weapon can only be used to attack adjacent targets. 
  Salvo: Flip a number of coins equal to the number of rockets 
  (for a missile weapon) or the number of power points allocated to 
  this weapon (for an energy weapon) before rolling to hit. For each 
  ‘tails’ add +1 to the attack roll. For each ‘heads’ inflict +2 points 
  of damage if the attack hits. 
  Solo Mount: This weapon cannot be combined into clusters; 
  each weapon occupies a separate system slot. 
  Stealth Missiles: Each AMS engaging these missiles sufferers 
  a –2 penalty. 
  Unguided: This missile weapon may not benefit from friendly 
  painting of targets. 
  Variable: This weapon may use any number of power points 
  within the listed range when firing. The weapon’s damage is 
  inflicted a number of times equal to the number of power points 
  spent with a successful hit. 
  BALLISTIC WEAPON DESCRIPTIONS 
  This category consists of weapons that fire projectiles, 
  including bullets, explosive rounds, gauss slugs, and other kinetic 
  projectiles. Ballistic weapon damage is resisted by Hardened 
  Armor. 
  Assault Cannons: Blah, blah, blah. Blah, blah, blah. Blah, 
  blah, blah. Blah, blah, Blah, blah, blah.blah. Blah, blah, blah. Blah, 
  blah, blah. Blah, blah, blah. 
  Dragonfire: Blah, blah, blah. Blah, blah, blah. Blah, blah, 
  blah. Blah, blah, Blah, blah, blah.blah. Blah, blah, blah. Blah, blah, 
  blah. Blah, blah, blah. 
  Electromagnum: Blah, blah, blah. Blah, blah, blah. Blah, 
  blah, blah. Blah, blah, Blah, blah, blah.blah. Blah, blah, blah. Blah, 
  blah, blah. Blah, blah, blah. 
  Impaler: Blah, blah, blah. Blah, blah, blah. Blah, blah, blah. 
  Blah, blah, Blah, blah, blah.blah. Blah, blah, blah. Blah, blah, blah. 
  Blah, blah, blah. 
  Machineguns: Blah, blah, blah. Blah, blah, blah. Blah, blah, 
  blah. Blah, blah, Blah, blah, blah.blah. Blah, blah, blah. Blah, blah, 
  blah. Blah, blah, blah. 
  Shotguns: Blah, blah, blah. Blah, blah, blah. Blah, blah, blah. 
  Blah, blah, Blah, blah, blah. blah. Blah, blah, blah. Blah, blah, 
  blah. Blah, blah, blah. 
  Sniper Cannons: Blah, blah, blah. Blah, blah, blah. Blah, blah, 
  blah. Blah, blah, Blah, blah, blah. blah. Blah, blah, blah. Blah, 
  blah, blah. Blah, blah, blah. 
  ENERGY WEAPON DESCRIPTIONS 
  This category of weapon represents SF staples such as coherent 
  light lasers, charged particle projectors and plasmoid launchers. 
  Energy weapon damage is resisted by Gloss Armor. 
  Lasers: Blah, blah, blah. Blah, blah, blah. Blah, blah, blah. 
  Blah, blah, Blah, blah, blah .blah. Blah, blah, blah. Blah, blah, 
  blah. Blah, blah, blah. 
  Hyperlasers: Blah, blah, blah. Blah, blah, blah. Blah, blah, 
  blah. Blah, blah, Blah, blah, blah. blah. Blah, blah, blah. Blah, 
  blah, blah. Blah, blah, blah. 
  Gatling Laser: Blah, blah, blah. Blah, blah, blah. Blah, blah, 
  blah. Blah, blah, Blah, blah, blah. blah. Blah, blah, blah. Blah, 
  blah, blah. Blah, blah, blah. 
  Particle Beam: Blah, blah, blah. Blah, blah, blah. Blah, blah, 
  blah. Blah, blah, Blah, blah, blah. blah. Blah, blah, blah. Blah, 
  blah, blah. Blah, blah, blah. 
  Stinger Alpha: Blah, blah, blah. Blah, blah, blah. Blah, blah, 
  blah. Blah, blah, Blah, blah, blah. blah. Blah, blah, blah. Blah, 
  blah, blah. Blah, blah, blah. 
  MELEE WEAPON DESCRIPTIONS 
  This category includes weapons that are only used in melee, or 
  hand-to-hand, combat. Melee weapon damage is resisted by the 
  Gladiator design feature. 
  Fists: Blah, blah, blah. Blah, blah, blah. Blah, blah, blah. Blah, 
  blah, Blah, blah, blah .blah. Blah, blah, blah. Blah, blah, blah. 
  Blah, blah, blah. 
  Claws: Blah, blah, blah. Blah, blah, blah. Blah, blah, blah. 
  Blah, blah, Blah, blah, blah. blah. Blah, blah, blah. Blah, blah, 
  blah. Blah, blah, blah. 
  Tusks: Blah, blah, blah. Blah, blah, blah. Blah, blah, blah. 
  Blah, blah, Blah, blah, blah. blah. Blah, blah, blah. Blah, blah, 
  blah. Blah, blah, blah. 
  MISSILE WEAPON DESCRIPTIONS 
  This category of weapons covers powered projectile weapons, 
  both guided and unguided. Missile weapon damage is resisted by 
  Reactive Armor. 
  Arrowhead II: Fires stealth missiles. 
  Buster Missiles: Fires a single comparatively slow armored 
  missile. 
  Comet: Fires a single incendiary missile. 
  Hyve Missiles: Blah, blah, blah. Blah, blah, blah. Blah, blah, 
  blah. Blah, blah, Blah, blah, blah. blah. Blah, blah, blah. Blah, 
  blah, blah. Blah, blah, blah. 
  Rocket Pods: Fires waves of unguided rockets. 
  SPRAY WEAPON DESCRIPTIONS 
  This category is limited to weapons that literally spray a target 
  or target area with a liquid. As an offensive weapon, this is 
  
  ADDITIONS 
   
   
   
  9 
   
  generally a highly flammable liquid which is ignited as it is fired – 
  resulting in a flamethrower. Therefore, Spray weapon damage is 
  usually resisted by armor that is Fire-safe. 
  Flametongue: Blah, blah, blah. Blah, blah, blah. Blah, blah, 
  blah. Blah, blah, Blah, blah, blah .blah. Blah, blah, blah. Blah, 
  blah, blah. Blah, blah, blah. Pumps a stream of burning accelerant 
  (or water in LL/firefighting mode). 
  FORMATTING 
  Blah, blah, blah. Blah, blah, blah. Blah, blah, blah. Blah, blah, 
  Blah, blah, blah. blah. Blah, blah, blah. Blah, blah, blah. Blah, 
  blah, blah. Blah, blah, blah. Blah, blah, blah. Blah, blah, blah. 
  QUARTERSTAFF 
  Scout/Battler Class ((17 points)) 
  Features: Cockpit Comfort, Hardened Comms, Reactive 
  Armor 
  Power Plant: 2/7 ((0)) 
  Speed/Agility: 6/3 ((1.5)) 
  Reactive Armor: 80 ((3.5)) 
  Core: 19/13 
  Arms: 12/12 
  Legs: 12/12 
  Load Out: 
  Core: Rocket-1 
  Right Arm: Dragonfire (24) ((6)) 
  Left Arm: 2x Battle Lasers ((3)) 
  Gear: 
  Network Node ((1)) 
   
  FACING & MOVEMENT 
  Striders (and other vehicles) have definite facing in one of 8 
  directions - at all times they are pointed towards either a side or a 
  corner of their current square. 
  As a half action you gain your Strider’s listed speed points. As 
  a full action you gain double this number, or triple this number IF 
  you also took a full action to move last round. Full action 
  movement does not increase your Handling. 
  Striders spend 1 speed point to move directly forward 1 square, 
  or 2 to move backwards one square. Striders with the Crab benefit 
  from their leg design may also move directly right or left without 
  changing facing for 2 speed points. The 5-10 rule is still in effect 
  for movement across the corners of squares (first and odd diagonal 
  movements each round consume the normal number of points, 
  second and even movements take an additional point) Once per 
  round a strider may “slip” diagonally forward or diagonally 
  backward without changing facing. This allows for the simulation 
  of them facing slightly off of the 8 grid-locked directions. 
  After moving at least one square forward or backward you may 
  change facing, turning 45 degrees. If you took a full action move 
  (for double or triple speed points) to move you must move two 
  squares between each turn. The maximum number of turns you 
  may make each round is equal to the Strider’s handling. 
  If you spend no actions moving during a round you may make 
  one 45-degree facing change in place, produce 1 extra point of 
  power, and are considered "braced". 
  SPRAWLED 
  Sprawled is a very dangerous condition for striders (in some 
  ways analogous to rolling over a traditional vehicle). You may 
  attempt to recover from the sprawled condition only at the 
  beginning of your initiative count. Make a Ride check (DC 30). If 
  the check succeeds you are able to right the vehicle as a half 
  action. If it fails it requires a full action to do so. The fine 
  manipulators feature grants a +4 bonus to this check. 
  SHOOTING 
  You may fire one weapons system as a half action. Once per 
  round you may fire all readied weapons on a strider as a half 
  action. 
  FIRING ARCS 
  Core and leg mounted weapons may target enemies in a 90-
  deree cone in the direction the strider is facing and including the 
  column, row, or diagonal the strider is in. Rear-mounted weapons 
  use the equivalent 90-degree cone in the opposite direction. Arm 
  Mounted weapons have a 180 degree field, again including the 
  column, row, or diagonal the strider is in. Turret mounted weapons 
  have a full 360-degree field. 
  Strider with the full swivel feature have wider core and arm 
  arcs (reverse and leg mounted arcs are unchanged). Swivel core 
  mounted weapons have a 180-degree arc (like normal arms) and 
  swivel arm mounted weapons can hit all areas except for the rear 
  90 degrees. This is the only arc that does not include the column, 
  row, or diagonal the strider is in. 
  ATTACK CHECK 
  The basic Attack checks for Strider weapons are: 
  Range modifiers are described with each weapon type. 
   
  Ballistic, Energy, and 
  Melee Weapons: 
  BAB + Dex Modifier + d20 
  Missile Weapons: 
  BAB + Int Modifier + d20 
   
  Defense (attack DC) for a Strider is: 
  Target’s total Ride (Dex) bonus + 5. If the Strider’s Handling 
  is less than the pilot’s Dex Modifier, use the Handling instead. 
  DAMAGE 
  On a successful hit, determine where the strider was hit, then 
  subtract the weapon damage from the armor at that location. If this 
  reduces the armor to 0 on an arm or leg that location is disabled, & 
  re-roll for location applying any remaining damage there. If the 
  core is reduced to 0 armor the entire strider is disabled. 
  Against characters, Strider weapons do 1d6 lethal per point of 
  vehicle damage. The character can make a Reflex save with a DC 
  equal to the attack roll to reduce the damage to one-half (rounded 
  up). If the weapon has the anti-personnel quality it instead does 
  
  (RULES ADDITION) 
   
   
   
  10 
   
  1d8 lethal damage per point of vehicle damage and does not allow 
  a save. Yes, being shot with a cannon will likely ruin your day. 
   
   
   
   
   
   
   
   
   
  Table 1.5 Hit Locations 
  Roll (d10) 
  Front/Back 
  Side 
  1 
  Left Leg 
  Far Leg 
  2 
  Left Leg 
  Far Arm 
  3 
  Left Arm 
  Core 
  4 
  Left Arm 
  Core 
  5 
  Core/Back 
  Back 
  6 
  Core/Back 
  Near Arm 
  7 
  Right Arm 
  Near Arm 
  8 
  Right Arm 
  Near Arm 
  9 
  Right Leg 
  Near Leg 
  10 
  Right Leg 
  Near Leg 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  SIDEBAR TITLE 
  Blah, blah, blah. Blah, blah, blah. Blah, blah, blah. 
  Blah, blah, Blah, blah, blah. blah. Blah, blah, blah. Blah, 
  blah, blah. Blah, blah, blah. Blah, blah, blah. Blah, blah, 
  blah. Blah, blah, blah. Blah, blah, Blah, blah, blah. blah. 
  Blah, blah, blah. Blah, blah, blah. Blah, blah, blah. Blah, 
  blah, blah. Blah, blah, blah. Blah, blah, blah. Blah, blah, 
  Blah, blah, blah. blah. Blah, blah, blah. Blah, blah, blah. 
  Blah, blah, blah. 
  Blah, blah, blah. Blah, blah, blah. Blah, blah, blah. 
  Blah, blah, Blah, blah, blah. blah. Blah, blah, blah. Blah, 
  blah, blah. Blah, blah, blah.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  ADDITIONS 
   
   
   
  11 
   
  THE 
  STORMSURGE 
  CAMAPAIGN 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  (RULES ADDITION) 
   
   
   
  12 
   
  EARLY 2044 (TURN 1) 
  NEWS OF THE WORLD 
  Last year’s frenzy in the Dark and bloody has seen the major 
  powers pausing to reassess their tactics and assets, creating a 
  general downturn in strider sales. While the big boys lick their 
  wounds, smaller powers are looking to revamp their militaries in 
  the face of global hostilities. 
  SMALLER MANUFACTURERS IN TROUBLE 
  Dixie-based Strider manufacturer Onyx-Iron suffered severe 
  losses to its factory capability in last winter’s floods and have 
  discretely hinted their readiness to partner with other firms to bring 
  their distinctive Amphibious strider designs to market. 
  Novvy Sovet design house Red Metals continues to flounder 
  and industry experts now believe that another company is actively 
  working to absorb the well regarded company. 
  EUROWALKER SE REPORTS STEADY EARNINGS DESPITE DOWNTURN 
  The publicly traded Eurowalker is sitting on a warchest of 12.5 
  billion. 
   
  NEW CONTRACTS 
  NEW LINE UNIT 
  Client: Amazon Compact 
  Production Run: Non-exclusive 
  Contract Value: 14 billion + parts 
  Criteria 1: Handling 4 or higher 
  Criteria 2: 3 or more different weapon types. 
  Criteria 3: at least 2 dice of AMS 
  NATIONAL PRIDE UNIT 
  Client: Kingdom of Hawaii 
  Production Run: Exclusive 
  Contract Value: 9 billion + parts 
  Criteria 1: Medium class or smaller 
  Criteria 2: At least 1 burn weapon. 
  Criteria 3: Reactive Armor 
  MERCENARY SQUAD COMMANDER 
  Client: Mercenary community 
  Production Run: Non-exclusive 
  Contract Value: 4 billion + possible ongoing sales 
  Criteria 1: Command unit 
  Criteria 2: Medium or larger 
  Criteria 3: Maintenance Friendly 
   
   
   
  LATE 2044 (TURN 2) 
  It looks like the heat is rising. With trials underway in several 
  countries, the big boys are shaking off their losses from early in the 
  decade. In particular, Sovereign Australis is looking to fortify and 
  expand upon their toehold on the dark continent with multiple new 
  design orders. 
  IN THE NEWS... 
  SPACEBOURNE: LEADERS OR LUNATICS? 
  Engineering whitepapers have been leaked that show 
  Spacebourne Technologies may have moved beyond mere 
  speculation into choosing an actual candidate for their ambitious 
  asteroid capture project to enhance their main NEO facilities. 
  Reporters are seeking further comments from the company as this 
  story evolves. 
  RED METALS: WHISPERS IN THE COLD 
  Novvy Sovet born investigative reporter Peter Glazov has filed 
  reports that Red Metals continues to struggle, but has revealed 
  heretofore unknown financial stamina, continuing to cover all of its 
  obligations despite numerous setbacks both in its facilities and in 
  the markets. The Russian design house failed to come forward with 
  new designs for the current round of  strider trials, but company 
  press release point to the continued sales of the incredibly durable 
  Bruin as a sign that the company will emerge for its current 
  struggles without having to resort to a major merger. 
  RUMBLE IN THE JUNGLE 
  With fully five of the major design houses looking to capture 
  “green” market share — that is, the Amazon Compact — it’s 
  interesting to note that E-Unity giant EuroWalker SE has broken 
  ground on a new plant in the area even before trials begin. This 
  region looks to be hotly contested in more ways than one: analysts 
  reviewing the design req’s put forward note an unusual emphasis 
  on anti-missile capability. Some speculate this is a not so subtle 
  challenge to the United Republics and their long-standing 
  emphasis on missile weapons. 
  HAWAII LOVES BIG MACHINES 
  Despite an open call, it appears the Kingdom of Hawaii will be 
  looking to Mihimi Nui to fill its orders for a new strider to serve as 
  the face of the island nation’s small but growing military. The 
  Australis-based company has been extremely active in Hawaii, 
  breaking ground on a new plant and giving generously to charities 
  in the region. So far it seems to be paying off, though in our 
  interviews of the public one man on the beach did ask, “yeah, but 
  can it surf?” 
  TECH CORNER: BIG HITS, UP CLOSE 
  While striders have always made good use of their upper body 
  strength to bring the pain, its usually been by holding the bigger 
  gun. A series of clashes in the Congo region have led to shocking 
  battle footage of a three-way brawl that saw the final outcome 
  decided when one SA pilot rammed a URA strider, tipping it off of 
  a cliff. Within moments the Aussies rallied and shoved three more 
  enemy machines over the precipice. While the video is not for the 
  faint of heart, the resulting “elephant’s graveyard” of broken 
  
  ADDITIONS 
   
   
   
  13 
   
  machines has sparked a revolution in “point blank combat 
  options”. URA military experts are already making inquiries into 
  weaponized manipulators to supplement their usual stand-off load 
  out while SA pilots fresh from their victory were quoted, “What 
  we really needed were tusks. Horns. Something that pierces on 
  impact, not just a big crunch.” Expect to see Claws and Rams 
  fielded in active trials as early as 2045. 
  TECH CORNER II: MOAR PEW-PEW! 
  Hot on the heels of the European Unity's return to active 
  procurement, several munitions developers announced variations 
  on the concept of the "gatling laser". How this new concept will 
  prove out on the battlefield remains to be seen, but with many 
  components being adapted from existing, proven laser-cluster 
  configurations, this new take will enter trials at record speeds 
  (though still slightly slower than the speed of light). 
  LINKMAN & GARAULT ON THE PROWL 
  The top-notch (+4) marketing team L&G are looking to move 
  into Strider sales and merchandizing. “They [striders] have become 
  the iconic instruments of state in this age. We’ve seen a slow 
  migration into media, a trend we at L&G expect to see accelerate. 
  Now is the time to get on board and we never miss an opportunity 
  for our clients.” 
  (open lottery. No ante. Max buy-in 1 billion. Single winner. 
  Marketing teams improve media opportunities for sales and 
  goodwill) 
  RAIJIN ADVANCED TELEMETRY SEEKS PARTNERS 
  Japanese targeting system manufacturer Raijin has been hinting 
  a breakthrough with a revolutionary new defense technology but 
  currently lacks the resources to launch full field trials. Vaporware 
  or vaporized enemies? Only time will tell. 
  (Open lottery. No ante. Max buy in 2.25 billion. 2 winners. 
  Reward: ??) 
   
  NEW CONTRACTS 
  DEEP RAID STRIDER 
  Client: Sovereign Australis 
  Production Run: Exclusive 
  Contract Value: 25 billion + parts 
  Criteria 1: Network Node 
  Criteria 2: Fine manipulators 
  Criteria 3: At least 2 cannons 
  POLICE/RESCUE SERVICE STRIDER 
  Client: European Unity 
  Production Run: 4-year Exclusive 
  Contract Value: 24 billion + parts 
  Criteria 1: Handling 3 or higher (dense urban deployment) 
  Criteria 2: Fine manipulators 
  Criteria 3: Rockets (to be fitted with mixed/non-lethal 
  warheads) 
  SECURITY PATROL STRIDER 
  Client: Sovereign Australis 
  Production Run: Exclusive 
  Contract Value: 18 billion + parts 
  Criteria 1: Network node 
  Criteria 2: At least 2 cannons 
  Criteria 3: Smoke screen 
  CONTRACT ANALYSTS 
  Starting turn 3, building these teams has been placed in the 
  always available category like factories. Here's how the 
  advancement schedule works. 
  Developing a new Contract Analyst (choose either a team or 
  individual as the mood takes you - consequences to be revealed...) 
  costs 500 million. You may place 1 Analyst on each contract you 
  wish to pursue. They will provide you with one of the 2 hidden 
  criteria for that contract immediately that turn (matching that 
  criteria in your design will give you an extra lot during trials). The 
  last criteria is normally hidden unless another player shares it with 
  you or you resort to more clandestine methods (muhuwahaha...). 
  Once an individual or team is established (please name them 
  for clarity when assigning specialized analysts), each round you 
  may buy one improvement for them as follows: 
   500 million - Major bloc specialist: This team provides an 
  additional 2 lots to any prototype built for the matching client 
  (URA, EU, SA). May be taken once per country. 
   250 million - Minor bloc specialist: This team provides an 
  additional 2 lots to any prototype built for the matching client 
  (AP, KoH, NS, KQ). 
   
  Unique Analysts with +3, +4, and even +5 lot contributions 
  will occasionally appear. 
  JOINT ACTION BETWEEN MANUFACTURERS  
  If a company has more orders than it can fill in a given turn 
  (and that will be common and expected by the clients once these 
  larger contracts are running) you can bargain with your peers to 
  pick up the excess for a cut. Because of retooling costs and stuff 
  (and, well, my sanity in bookkeeping) the profits for the transferred 
  orders will be split evenly between contract holder and the 
  subcontractor. That means you can turn blocks of 500 million in 
  future orders into 250 million cash in hand for you and 250 million 
  for the other company. This will consume 500 million of the 
  partner's production capability, so don't expect companies with 
  strong orders of their own to be interested (or those with extremely 
  damp factories...). Transfers can be made as part of the assign 
  analysts/first response step and will be credited immediately if 
  both companies agree. Goodwill between companies is a bit more 
  intangible, so wheel and deal at your own risk - there is no 
  guarantee they'll scratch your back later. Your security 
  departments will take steps to ensure final assembly of trademark 
  components takes place strictly in-house prior to delivery to the 
  client, but you never know what may slip when working elbow to 
  elbow with another box full of smart engineers. 
  Companies can also team up on prototyping by each assigning 
  a design studio to the task. The composite effort will have access 
  
  (RULES ADDITION) 
   
   
   
  14 
   
  to both company's weight class and leg expertise, both companies' 
  tech pairings (still only one pair of features compressed into a 
  single slot, just more choices) and both companies' trademark 
  feature. the cost for the prototype will be either 2.5 billion or 2 
  billion, split between companies. If the design wins, the orders will 
  also be split between companies, with the parts/support tail 
  alternating between them (first season chosen randomly). Expect to 
  see NPC companies exercising this option soon. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  EARLY 2045 (TURN 3) 
  FLASH: CARNAGE IN OITA 
  A major port and factory center for Yamaga Heavy Industries, 
  the city of Oita came under savage assault yesterday by unknown 
  attackers in a pre-dawn strike. Casualties have already exceed 
  twenty thousand as emergency services flock to the region and the 
  toll is expected to rise. Warstriders of unknown design 
  spearheaded this attack and Japanese forces are on their highest 
  state of alert. Global condemnation has been swift and analysis of 
  what little video and first hand accounts escaped the carnage has 
  been ongoing (See appendix F). No organization has stepped 
  forward to claim responsibility for these actions. Allies and former 
  allies have already pledged aid to the island nation. 
  Kaede Kinomori (Oita Fire & Rescue Services Director, 
  Southern Bloc Party, JP) gave a brief statement before 
  withdrawing in tears - “We have all heard the disgusting term 
  ‘Neo-terrorism’: that flimsy banner under which the giants go 
  stomping through the playground of other sovereign states in the 
  service of mysterious agenda. We turn a blind eye to it or even 
  glamorize it rather than face our helplessness before these 
  monsters. You have heard me speak out against it before. 
  ...THIS was not neo-terrorism. THIS was barbarism executed 
  on a massive scale. For all that we have struggled to build in 
  Kyushu, for all the lives we honor bringing this island back to life, 
  there was NOTHING here that was worth taking like this. There 
  was NOTHING gained by THIS... 
  My city is burning... *sobs*” 
  Mrs. Kinomori's husband and two children are among the 
  many lives lost. 
  The city of Oita is located on Kyushu, the southwestern-most 
  of the four main islands of Japan. Kyushu was the only one of the 
  Japanese islands to suffer widespread exposure to the Red Plague 
  and was stripped nearly bare of all human life. It has since become 
  a major industrial center for the nation under specialized economic 
  recovery policies. 
  PREPARATIONS FOR MEMORIAL SERVICES CONTINUE 
  International plans are being finalized for memorials 
  commemorating the 20th anniversary of the Red Plague. No one 
  who survived the shocking events of November 2025 can forget 
  when the bird-flu variant now commonly known as the Red Plague 
  scythed across Asia. Before the end of the year 1.1 billion people 
  had died of this horrifically fast-acting disease. Few survivors 
  actually saw the plague victims personally, but around the world 
  many endured “the Cold Weeks” as the only practical solution 
  even the most developed nations could offer was for their citizens 
  to self-isolate, locking themselves away from one another for a 
  dreadful 15 day span while the disease ran its course. With no 
  vaccine ever discovered, the Red Plague disappeared only after 
  burning itself out with its incredible lethality. An estimated 840 
  million additional lives were lost in the resulting societal collapse 
  and both China and Russia ceased to exist as political entities. It 
  cannot be underestimated how the economic and political ripples 
  of this mass extinction still impact today’s cultural and political 
  landscape. 
  It has become a quieter world. But we will always remember. 
  
  ADDITIONS 
   
   
   
  15 
   
  LOOSE LIPS SINK... SUBS? 
  URA member and industrial giant Atlantis’ security breach last 
  week 
  has 
  led 
  to 
  major 
  revelations about 
  their 
  Naval 
  Redevelopment Plan. The district’s highest ranking naval officer, 
  Admiral Shaw, acknowledged to the press that the accidentally 
  revealed Jormangandr-class Submersible Assault Carrier was 
  indeed a reality, though she did not clarify how many hulls might 
  already be in service. “While we had hoped to keep this strategic 
  asset under wraps a little longer, we are pleased to be able to 
  reassure our allies that our ability to project force has never been 
  greater in these challenging times.” Leaked documents imply the 
  carrier can deliver in excess of 40 striders to nearly any coastal 
  location, but it is unknown whether these forces require the still 
  rare amphibious fittings to launch from the submarine. 
  ON YOUR SCREEN, IN YOUR HEAD 
  Linkman & Garault have signed on with Europe’s prestigious 
  Eurowalker SE in an exclusive contract to promote the company’s 
  products into secondary markets. In an uncharacteristically short 
  statement, normally gregarious James Garault had this to say: 
  “Sorry, no time to chat. We’re eager to get to work!” 
  With almost 4 billion in offers floating around the marketplace, 
  Eurowalker's offer for a reported 1 billion is going to have L&G 
  working hard to make investors happy. Unidentified sources in the 
  firm say that relocating to Europe has presented unexpected 
  logistical “SNAFUs” and the legal department is on a major hiring 
  spree. Grainy long range photos shot through the new site’s 
  windows reveal what appear to be storyboard mock-ups for new 
  advertising. It seems L&G have hit the ground running. 
  FUTURESIGHT: LIGHTING - OUT OF THE BOTTLE 
  “They said it couldn’t be done. The Fools! I’ll show them. I’ll 
  show them all” — mantra of mad scientists everywhere. 
  Backed by an infusion of billions in cash and test-platform 
  support from the armaments kings at Phoenix and Athena, Raijin’s 
  advanced targeting support is bringing one of the oldest tactics in 
  the book to one of the premier defensive technologies of our age: 
  your AMS system just learned how to set up a crossfire. 
  Science fiction writers and armor commanders alike have been 
  lusting after this dream system for decades. A dream of networked 
  target assignment and parallax-friendly tracking that would allow 
  units to reliably shoot down missiles aimed at nearby allies. In fact, 
  it’s been such a hotly sought after advance that within hours of 
  Raijin’s breathtaking AMS Crossfire release videos, other 
  companies where locking down name space for their own versions 
  like ‘umbrella’, ‘guardian’, and the almost inevitable ‘aegis’ 
  branding. Still, it seems Raijin’s breakthrough will be well 
  remembered as warbook services have already embraced 
  “Crossfire AMS Logic” as the standard nomenclature for all 
  systems of this sort and Raijin’s partners will undoubtedly benefit 
  from Raijin’s multi-year head start on field-ready hardware. 
  (Crossfire AMS Logic is a new feature available to all 
  companies. ACE and Phoenix add Crossfire AMS Logic to their 
  lists of 2-fit-in-1-choice for strider features.) 
  BEAR WITH US 
  In breaking news it has come to light that Novvy Sovet’s Red 
  Metals’ resilience comes from nearly 5 billion in aid from silent 
  partner Athena Conflict Engineering. Novvy Sovet Chief Trade 
  Manager Arkadiy Siegel extended the gratitude of the nation “It is 
  good to have friends around the world as the Russian people rise to 
  the challenges that time has dealt us. We hope Athena’s wisdom in 
  supporting our troops and factory workers is richly rewarded.” 
  Undisclosed technology exchanges almost certainly favor the 
  South American manufacturer, but signs are with global sales on 
  the rise Red Metals is likely to shake off any additional obligations 
  to the well-respected drone manufacturer. 
  THE SOUTH MAY RISE AGAIN 
  Onyx-Iron’s efforts to restore production in their main facility 
  have met with limited success in the year since the initial flooding, 
  allowing the company to meet minimal sales expectations for their 
  existing designs. Operations Director June Ford has revealed novel 
  plans to make her company’s expertise available to competitors 
  while the company rebuilds. “We make some of the finest 
  platforms available and look forward to serving the security 
  interests of the URA now and in the future... But we simply cannot 
  afford to have idle hands - or for those idle hands to jump ship. For 
  now we are reorganizing our design studios on an outwardly facing 
  service model with mid-term gains for both O-I and enlightened 
  partners around the world. Assuming we can satisfactorily resolve 
  hurdles relating to black-box components and trade secrets 
  security, you will be seeing the O-I logo popping up in a lot of new 
  places!” 
  (Open Lottery. Max buy-in 2 billion. 3 winners. Reward: able 
  to use AMPHIBEOUS trademark one time only during late 2045 
  trial or early 2046 trials.) 
  “THE RANGERS” IS GREEN-LIT 
  Archon Media’s multi-platform programming recreating the 
  early years of the recent wars in Africa is moving forward on all 
  fronts. Producers have discretely hinted at product placement 
  opportunities in exchange for technical support and possible 
  behind-the-scenes anecdotes and declassified materials from the 
  companies that defined this new breed of war. 
  (Open Lottery. Max buy-in 500 million. 2 winners. URA 
  influence and general sales buff) 
  BUSINESSWATCH: BANNER YEAR FOR STRIDERS 
  Despite relative stability in Africa for the last year, industry 
  analysts have been following a shocking up-tick in military 
  stockpiling. Estimates place combined general orders as 
  approaching 10 billion this year, NOT counting the three major 
  contracts last year or the even bigger development boom entering 
  trials now. In particular a number of third-tier interests have been 
  plusing up their forces, and the member districts of the United 
  Republics have been diversifying their forces, undoubtedly a 
  growing headache for the URDC supply chain. 
  BUSINESSWATCH UPDATE: FUN MONEY AND FUNNY MONEY 
  It’s that time of year again, when we take a peek inside the 
  publicly traded Eurowalker SE. Coming into 2045 with 7.5 billion 
  in liquidity, investors still seem confident that the giant has traded 
  cash for strong footing in future sales. It’s been a massive spending 
  spree reducing the company from its robust -- what some might 
  call ‘fat cat’ -- status of over 12 billion in reserves just 1 year ago. 
  The partnership with Linkman & Garault was deemed risky by 
  
  (RULES ADDITION) 
   
   
   
  16 
   
  many, but we’re told Yves Schneider’s inner circle have closed 
  ranks with absolute support for the global promotions firm. And 
  what else are we hearing from EwSE? Well, a little bird with 
  singed feathers whispered a word to me and we can’t wait to find 
  out more: 
  ...Carnifex... 
  In other news here at The Watch, we’re told regulators had 
  made 
  inquiries 
  when 
  strider 
  manufacturer 
  Spacebourne 
  Technologies’ accounts seemingly dipped into the red... A 
  somewhat breathtaking 1.25 billion into the red. However the 
  shortfall was deemed an accounting error as Spacebourne’s offices 
  of record are in Near Earth Orbit and the explosive decompression 
  of red ink only existed for roughly 71 milliseconds - well below 
  the expected latency for transactions at that distance. New banking 
  regulations for orbital enterprises are expected to be a topic during 
  the coming election cycle. We’re still awaiting comment from ST 
  financial officers. 
  OUR WORLD: THE LONE STAR REPUBLIC 
  One of the six daughter nations to emerge from the 
  reorganization of the United States of American (USA) into the 
  United Republics of the Americas (URA) by the Second 
  Constitutional Convention. Lone Star occupies not only the former 
  state of Texas for which it is named, but much of the American 
  South-West, northern portions of inhabited Mexico, and a segment 
  of the great plains, giving it land borders with Canada, Dixie, 
  Aztlan, and Pacifica. Atlantis could also be considered a neighbor 
  though the two nations only adjoin kitty-corner across the “new 
  four corners” (along with Canada and Dixie). 
  Re-division of the United States and its recently absorbed 
  territories to the north and south - effectively the whole of the 
  inhabitable North American continent - was performed deliberately 
  along cultural and political lines in an attempt to give each 
  daughter nation a less divisive identity (less kind historians refer to 
  the schemes emerging from of the Second Constitutional 
  Convention as “the most blatant gerrymandering of this or any 
  other century”). While perhaps envisioned as a conservative 
  political entity by Convention planners, the steady infusion of 
  population and the addition of large areas to the south of the 
  former Texas tipped the resulting balance such that Lone Star is 
  perhaps the most politically centrist of the six URA member 
  nations. 
  Undoubtedly a first world power with strong computing, 
  medical, and energy business interests, the region is often 
  characterized as having a certain good-natured aggressiveness and 
  a tendency to neither bluff nor back down. Lone Star’s 
  archetypical voter retains many of their pre-reformation biases and 
  holds a generally poor opinion of both Atlantis and Pacifica... 
  though accusations of “city-slicker foolishness vs. good common 
  sense” do ring a bit hollow with Lone Star’s own substantial 
  urbanization. Relations with Dixie remain strong but have cooled 
  somewhat as that republic has indulged a certain fondness for its 
  glory days that doesn’t sit well with Lone Star’s distinctly multi-
  ethnic base. Among URA members Lone Star's cultural affinity is 
  strongest with Canada with its similar centrist leanings. “Their 
  hearts may be a little soft, but they’re in the right place” 
  Conversely, relations with Aztlan swing from tempestuous to 
  merely icy. 
  Lone Star maintains the second largest military of the URA 
  members, making it substantially larger than the URDC’s 
  dedicated federal cadres. 
   
  NEW CONTRACTS 
  MOBILE STRIKE STRIDER 
  Client: United Republics Defense Command 
  Production Run: Exclusive 
  Contract Value: 28 billion + parts 
  Criteria 1: Speed 5 or better 
  Criteria 2: At least one each ballistic, energy, & missile 
  weapon 
  Criteria 3: Not Scout or Assault class 
   
  PATROL STRIDER (MORAY HUNTER) 
  Client: Japanese Defense Force 
  Production Run: Non-exclusive 
  Contract Value: 18 billion + parts 
  Criteria 1: Sniper cannon 
  Criteria 2: Medium or smaller 
  Criteria 3: Reactive Armor 
  TECHNOLOGY SHOWCASE 
  Client: Mercenary Community 
  Production Run: Non-Exclusive 
  Contract Value: 6.5 billion + parts 
  Criteria 1: Field Hyperlaser or Gatling Laser 
  Criteria 2: Network Node 
  Criteria 3: Max armor in class 
  Appendix F 
   
  SPECIAL REPORT 
  Warbook services leader Martin’s Marks has prepared this 
  unclassified summary of hardware specification estimates from 
  public sources including limited satellite imagery from affiliated 
  providers. This document is a “best guess” for the warcrimes scene 
  at Oita and is intended for open distribution. 
  The staff at Martin’s wish to extend their most heartfelt 
  sympathies to the survivors. 
  CONTACT ALPHA - DESIGNATE “MORAY” 
  Primary attack unit employed at Oita. Confirmed at least 14 
  units present. This one is a total cypher: nobody builds them like 
  this. 
  [HECTOR, Editor] I want to personally offer a special word of 
  respect for the Oita Police Force. Engaging a modern warstrider on 
  foot is largely considered suicide, but a single officer managed to 
  sprawl a Moray with an ambush/car crash using a confiscated truck 
  before a second officer on foot achieved a ‘magic BB’ on the 
  
  ADDITIONS 
   
   
   
  17 
   
  downed machine with nothing more than a shotgun. It is through 
  their heroism that we can confirm the spoilsport functions of these 
  machines. 
  [ALICE, Field Analyst] "Does not respond well to rear-aspect 
  fire". Heh. You got punked with a shotgun. Bastards. 
  Scout/Battler Class 
  AMPHIBIOUS, Hyperlasers, Large Plant, Spoilsport 
  Power Plant: 4/7 
  Speed/Handling: 6/2 crab 
  Armor: 69 
  Core/Rear: 18/7 
  L Arm/R Arm: 10/10 
  L Leg/R Leg: 12/12 
  Load Out 
  Left Arm 
  Rocket-6 (15) 
  Right Arm 
  Rocket-6 (15) 
  Core 
  Battle Hyperlaser 
  Campaign Pack 
  Paint Laser 
  Gear 
  AMS-B (36) 
  EW II 
  CONTACTS BRAVO/CHARLIE - “WARWOLF” (APEX ARMS) 
  Known WarWolf prototypes did not enter production. APEX 
  closed its doors in 2041, ruined by WarWolf development costs. At 
  least 6 units sighted in Oita operating in both drive configurations. 
  We thought the 2x4 technology was wasteful and a major factor in 
  APEX’s bankruptcy, but clearly somebody was able to make it 
  work... 
  [HECTOR, Editor] That weapon load out is a walking atrocity. 
  Totally under-gunned and under-ranged for strider combat, its 
  ability to kill infantry (or as we have tragically seen, civilians) at 
  close range is sickening. In a similar vein we spotted the dragonfire 
  cannon used principally against soft structures leading to 
  widespread fires. It's no wonder the two modes were initially 
  tagged as separate contact types. The handful of Yamaga security 
  striders in the factory complex didn’t have a chance as the 
  unfamiliar machines had already closed to near point blank range 
  before they knew an attack had even started. This was a massacre 
  in every sense of the word. 
  Light/2×4 Class 
  Gladiator, Spoilsport, 2×4 CONVERSION 
  Powerplant: 3/7 
  Speed/Handling: 6/3 stable (hound); 5/4 braced (upright) 
  Gladiator Armor: 138 
  Core/Rear: 40/16 
  L/R Arm-Forleg: 19/19 
  L/R Hindleg: 22/22 
  Load Out 
  Left Arm 
  Gladiator Claws 
  Right Arm 
  Gladiator Claws 
  Core 
  Machinegun (150) ×4 
  Dragonfire (24) 
  Sensors III 
  Gear 
  Smoke screen (8) 
  CONTACT DELTA - DESIGNATE “STINGRAY” 
  Another cypher, and even more disturbingly a previously 
  undocumented weapon system. 1 confirmed unit with a second 
  possibly present. Plate molding and aesthetics of the comm gear 
  strongly suggest a common designer or manufacturer with Contact 
  Alpha. 
  [HECTOR, Editor] This one we know the name of... sorta. We 
  were able to pull its name out [Redacted] captured through Oita 
  Police units responding to the attack. “Stingray” may be an 
  individual callsign. This machine carries the first working scatter-
  laser system we’ve seen, a class now referred to as “stingers” in its 
  dubious honor. Another example of an implement suited best for 
  property damage rather than combat, and clearly one that requires 
  the strider to brace as the only times Stingray was seen stopping 
  were to fire this new weapon. 
  [ALICE, Field Analyst] Look closely at that SoB. It's left-
  handed. Likely with asymmetrical armor too. When we said 
  "nobody builds them like this" about the Moray, that goes triple for 
  this one. 
  Medium/Chaser Class 
  Command Strider, Gladiator, Large Engine 
  Power Plant: 6/7 
  Speed/Handling: 6/3 
  Gladiator Armor: 188 
  Core/Rear: 54/25 
  L/R Arm: 30/25 
  L/R Leg: 27/27 
  Load Out 
  Left Arm 
  Assault Cannon/12 (45) 
  Right Arm 
  Gladiator Claw 
  Core 
  AMS-M (20) 
  Campaign Pack (assault cannon) 
  Stinger Alpha 
   
  
  (RULES ADDITION) 
   
   
   
  18 
   
  CONTACT ECHO - DESIGNATE “LOBSTER” 
  With no eye witnesses and only a single satellite image, we can 
  confirm 2 units. We hope there were three or four present, because 
  if not the depth of fire support those two provided is terrifying. 
  [HECTOR, Editor] I have to apologizing on the naming 
  scheme for this one. We only realized it was even there in the 
  video about 13 hours into the marathon session that generated this 
  report. The reality is the Lobster isn’t in any video. What is there is 
  a series of heavy missile strikes from outside the city with terminal 
  guidance provided by the Morays. We only found these things 
  upon reviewing satellite imagery of the attack, which is sparse to 
  say the least. Kyoshu is not exactly a hotbed of activity for 
  watchful space-birds. All we have is a top down smudge and that 
  smudge really does look like a lobster. They were cautious and 
  well hidden considering their size. In the next image they are gone. 
  Later investigation of their beachhead revealed the tree line where 
  they were lurking had been cleared with hyperlasers but that may 
  have been accomplished by Moray escorts. Consider this 
  assessment highly speculative amidst a field of already 
  acknowledged guesswork. 
  Assault/Quad Class 
  AMPHIBIOUS, Hyperlasers, ?? 
  Power Plant: 6/7 
  Speed/Handling: 2/2 
  Armor: 274 
  Core/Rear: 60/50 
  L/R Arm: 22/22 
  L/R Foreleg: 30/30 
  L/R Hindleg: 30/30 
  Load Out 
  Left Arm 
  Battle Hyperlaser 
  Claw 
  Right Arm 
  Battle Hyperlaser 
  Claw 
  Core 
  Arrowhead II (24) ×3 
  Campaign Pack (arrowheads) 
  Campaign Pack (arrowheads) 
  Gear 
  AMS-B (24) ×2 
  Blisters (6) 
  EW II 
   
   
   
   
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/FantasyCraft/Homebrew/07 - Mechacraft (1.4).pdf