TEXT: DANTE
  A SOURCE BOOK FOR THE
  SLA INDUSTRIES
  WAR WORLD
  VERSION - 1.20
  VERSION - 1.20
  VERSION - 1.20
  VERSION - 1.20
  War Is Hell,
  But Some Hells
        Are Worse Than Others......
  Writing & Design
  Andrew.H.Langton
  Layout & Illustrations
  A.H.Langton
  PRODUCED IN ASSOCIATION WITH
  PRODUCED IN ASSOCIATION WITH
  PRODUCED IN ASSOCIATION WITH
  PRODUCED IN ASSOCIATION WITH
  CHOCOLATE FROG ENTERPRISES
  CHOCOLATE FROG ENTERPRISES
  CHOCOLATE FROG ENTERPRISES
  CHOCOLATE FROG ENTERPRISES
  & tHE bIG pICTURE
  & tHE bIG pICTURE
  & tHE bIG pICTURE
  & tHE bIG pICTURE
  
  Dante Source Book A.H.Langton 1998
  2
  Published By;
  Chocolate Frog Enterprises
  Chocolate Frog Enterprises
  Chocolate Frog Enterprises
  Chocolate Frog Enterprises
  7 Jubilee Close
  Byfield
  Northhants
  NN11 6UZ
  WARNING - PLEASE NOTE - IMPORTANT
  This IS NOT an official Nightfall Games product. Nightfall have
  no knowledge of its production and do not in anyway endorse
  it’s contents. Nightfall Games own all copyrights and IP rights to
  all SLA Industries material and this booklet should not be seen
  as a challenge to any of those rights. This is a fan produced
  supplement, inspired by the SLA Industries game setting, and
  produced on a non-profit making basis.
  Support Nightfall Games and support SLA.
  
  Dante Source Book A.H.Langton 1998
  3
  CONTENT
  CONTENT
  CONTENT
  CONTENT
  CHAPTER- 1 
  CHAPTER- 1 
  CHAPTER- 1 
  CHAPTER- 1 
  History & Environment
  History & Environment
  History & Environment
  History & Environment
  4444
  CHAPTER - 2 
  CHAPTER - 2 
  CHAPTER - 2 
  CHAPTER - 2 
  Dante Today
  Dante Today
  Dante Today
  Dante Today
  10
  10
  10
  10
  CHAPTER - 3 
  CHAPTER - 3 
  CHAPTER - 3 
  CHAPTER - 3 
  Archangel
  Archangel
  Archangel
  Archangel
  20
  20
  20
  20
  CHAPTER - 4 
  CHAPTER - 4 
  CHAPTER - 4 
  CHAPTER - 4 
  Key Figures Of The War
  Key Figures Of The War
  Key Figures Of The War
  Key Figures Of The War
  27
  27
  27
  27
  CHAPTER - 5 
  CHAPTER - 5 
  CHAPTER - 5 
  CHAPTER - 5 
  Geography Of Dante
  Geography Of Dante
  Geography Of Dante
  Geography Of Dante
  33
  33
  33
  33
  CHAPTER - 6 
  CHAPTER - 6 
  CHAPTER - 6 
  CHAPTER - 6 
  Dante Combatants
  Dante Combatants
  Dante Combatants
  Dante Combatants
  49
  49
  49
  49
  CHAPTER - 7 
  CHAPTER - 7 
  CHAPTER - 7 
  CHAPTER - 7 
  Weapons Of The War World
  Weapons Of The War World
  Weapons Of The War World
  Weapons Of The War World
  73
  73
  73
  73
  CHAPTER - 8 
  CHAPTER - 8 
  CHAPTER - 8 
  CHAPTER - 8 
  Character Creation For Dante
  Character Creation For Dante
  Character Creation For Dante
  Character Creation For Dante
  108
  108
  108
  108
  CHAPTER- 9 
  CHAPTER- 9 
  CHAPTER- 9 
  CHAPTER- 9 
  Appendix
  Appendix
  Appendix
  Appendix
  114
  114
  114
  114
  CHAPTER 10 
  CHAPTER 10 
  CHAPTER 10 
  CHAPTER 10 
  GM Only Section
  GM Only Section
  GM Only Section
  GM Only Section
  122
  122
  122
  122
  INDEX 
  INDEX 
  INDEX 
  INDEX 
  141
  141
  141
  141
  MAPS
  MAPS
  MAPS
  MAPS
  
  Dante Source Book A.H.Langton 1998
  4
  CHAPTER- 1
  CHAPTER- 1
  CHAPTER- 1
  CHAPTER- 1
  An Introduction to Dante
  An Introduction to Dante
  An Introduction to Dante
  An Introduction to Dante
  By Major 
  By Major 
  By Major 
  By Major Carlos.N.Thorn,
  Carlos.N.Thorn,
  Carlos.N.Thorn,
  Carlos.N.Thorn,
  Operative Induction Officer
  Operative Induction Officer
  Operative Induction Officer
  Operative Induction Officer
  Archangel Central Base
  Archangel Central Base
  Archangel Central Base
  Archangel Central Base
     “ OK you meatheads listen up and listen good,
  ‘cos I’m here to introduce you to what is going to
  be your most miserable, dangerous and possibly
  shortest career move within SLA Industries,
  welcome boys and girls to ‘Dante’ the War World.
  Dante has been responsible for more of the
  heroes and villains on the streets of Mort than
  anywhere else, but then again we’ve also been
  responsible for more Operative and employee
  deaths than any other posting within the World of
  Progress. So don’t get too carried away planning
  that Media career for when you get back, and never
  underestimate this places ability to give you a quick,
  messy and painful death. Yeah you’ve all heard the
  famous quote about your life expectancy on Dante,
  well you’ll be pleased to know that it refers to
  actual time in combat rather than time on planet and
  that when you're here in Archangel or whichever
  base your posted to you should be relatively safe.
  OK so I know that Donner and Kent got wasted by
  that stealth mine when you were disembarking the
  dropship at the spaceport, but those types of
  incidents are rare and they’ll only be the
  seventeenth and eighteenth casualties within base
  boundaries this week, but then it is only Monday
  morning. Hell you should be glad, at least your ship
  made it through the Murder Mile, last two
  shipments of newbies from ‘No Hope’ got their
  engines shot up on re-entry and are currently
  decorating the desert.
                 Your next six weeks will be spent here at
  Archangel going through basic training and getting
  all that stroppy crap you learnt on the streets kicked
  out of you and replaced by some serious military
  tactics instead. Don’t think you don’t need it, Mort
  may be tough, but DarkNight and Thresher ain’t no
  bunch of street punks with CAF firearms n’ baseball
  bats. Let me tell you Thresher ain’t the half of it,
  we’ve got Soft Company Mercs, Zone Stalkers,
  Crazies, Looters and a whole buncha other people
  who’re out to kill you or worse. There are over a
  hundred ways to die on Dante and they’re still
  writing the book. You think the company gave you
  those nice Karma Implants and those shiny suits of
  Crackshot ‘cos they like you? Believe me you
  wouldn’t last long without them. The other thing
  that basic will try and teach you is how to survive
  the environment, which is just as likely to kill you
  as 
  the 
  enemy. 
  Sand 
  storms, 
  flash 
  floods,
  earthquakes, electrical storms, we’ve got the lot and
  then some, not to mention the wildlife. 10% of all
  Operative 
  deaths 
  are 
  attributed 
  to 
  ‘natural
  phenomenon’s’. Although personally I find nothing
  natural about choking to death ‘cos your suits air
  filters are so blocked with sand you can’t breath or
  getting slammed into a cliff by a 200 mph wind, but
  then nothing on Dante is very natural.
              You’ll also have noticed that your IDs have
  been changed to reflect your new military ranks,
  this is equivalent to your old SCL rating and any
  increases will be retained if you manage to finish
  your four years and return to standard Operative
  work. You also may have noticed that the Shivers
  on Dante are of equal or higher rank than most of
  you, this is because they’re MPs and here to make
  sure you grunts behave yourselves, not just the
  civilians. So don’t go messing with them and think
  you can get away with it just ‘cos your Operatives.
  We operate under military law here and that
  includes giving the Military Police the right to bust
  your heads if they need to.
           OK that’s about it, your due in the armory for
  weapons issue and suit diagnostics at 1400 hours,
  followed by a lecture on the current new
  developments in Soft Company and Thresher
  equipment, so don’t be late, I would wish you good
  luck, but here on Dante luck don’t come into
  it........”
  Dante History & Environment
  Dante History & Environment
  Dante History & Environment
  Dante History & Environment
  The initial colonists on Dante were pretty much of
  the opinion that the planet was hell even before the
  current war started. Since by the end of the first
  year on the planet there had been over 40%
  casualties among those who made the landing, from
  the weather and environment related accidents. The
  planet was one of the many worlds literally
  scrubbed clean by Slayer’s tide of genocide and
  then abandoned as the mighty war machine moved
  on to other targets, leaving behind it an
  environmental nightmare devoid of virtually all
  traces of its original inhabitants. There are many
  myths and legends that the planet was once a
  paradise, stunningly beautiful, with thousands of
  varieties of fauna and flora and a totally stable,
  clean environment, although if this were ever true
  nothing remains of it today and even the keenest of
  researchers is smart enough not to go looking for
  proof.
  The primary reason for Dante’s extremely
  hostile biosphere is that the erratic orbit of the
  planet around the sun keeps the weather systems in
  a constant state of flux, imparting to them the ability
  to brew massive storms and typhoons at a minutes
  notice. It is also suspected that the terror weapons
  that SLA used in the extermination of Dante’s
  
  Dante Source Book A.H.Langton 1998
  5
  original inhabitants may also have had a hand in
  warping its bio-sphere and even be responsible for
  the strange orbital path it follows, although no one
  can be sure and again it pays not to look too deep.
  Whatever the case these conditions are further
  aggravated by the influence of the planets five
  varying sized moons which exert their own tidal
  forces on the surface and further stir up the storm
  fronts. The planets orbit has an additional
  unpleasant side effect in that it also results in rapid
  seasonal changes with each summer/winter period
  lasting approximately forty days, a day on Dante
  being approximately thirty standard hours.
  Equally strange are the many areas which
  can become fog bound for days making navigation
  almost impossible only to suddenly clear and suffer
  a heat wave the next. Winds on Dante can reach
  unmatched speeds in some regions making travel by
  air difficult at the best of times and often suicidal at
  others. While sudden torrential rains can trigger
  flash floods in what were formally desert areas.
  Earthquakes are also common with many regions of
  Dante being plagued with constant seismic activity
  ranging from minor tremors to huge quakes
  triggering landslides and causing widespread
  destruction.
  Another phenomena of the planet is the
  way in which the electrical storms and atmosphere
  effect ground and space based sensors and
  communication systems. In some areas it’s virtually
  impossible to operate radio equipment, while in
  others sensors give false readings and radar and
  other tracking systems become completely unusable
  at anything over line of sight ranges. The rapid
  formation and dispersal of cloud fronts and storms
  makes the use of satellite based surveillance and
  tracking 
  systems 
  extremely 
  hard 
  and 
  often
  unreliable, meaning for much of the time its
  impossible to get a clear picture of what’s going on
  the ground from orbit. In other regions vast banks
  of clouds have obscured the landscape from space
  based optics since the time of the first colonists,
  remaining unmoved for hundreds of years at a time.
  The extremely harsh weather also takes it toll on
  equipment, leading to breakdowns and malfunctions
  in most items, unless they are specially sealed
  against the environment, this problem is most
  common in Dante’s two large desert regions, where
  the fine sand invades everything clogging vents and
  jamming unprotected machinery in a very short
  period of time.
  Despite these numerous problems, the rich
  deposits of minerals and possibilities for mining
  them relatively easily were enough to tempt 20,000
  colonists fleeing from the aftermath of the Conflict
  Wars to establish a base camp in one of the more
  stable areas of Dante in Year 062. All did not go
  well though and almost from the start the
  proposition of living on Dante looked doomed. By
  the end of this first year close to half the colonists
  were dead and much of their equipment and
  vehicles were inoperative or badly in need of
  replacement, fallen prey to the harsh environment,
  or victims of the numerous accidents caused by
  malfunctioning navigation systems. Despite these
  setbacks the colonists fought on, having nothing to
  return to, and at a great cost in lives and resources a
  permanent base was established and a rudimentary
  spaceport constructed on the original landing site by
  year 064.
  Now too in debt from their losses of
  personnel and equipment, the remaining colonists
  were forced to stay and struggle on in a do or die
  effort. Many of their original Ion Drive ships had
  already been cannibalized for spares to keep other
  equipment operational. While those ships that did
  remain were now vital to the colonies survival as
  they were the only means of shipping minerals off
  planet and generating vital income for the
  settlement So there was now no escape from Dante
  even if they had somewhere to go. Over the next
  five years the colonists were to start to win their
  fight against the planet and gradually losses of
  personnel fell to the point where serious mining
  operations could begin, rather than simply spending
  all their time fighting to survive.
             By Year 079 construction of Dante’s first
  city ‘New Hamilton’ had begun and most mining
  and ore processing operations were moved to this
  area along with the colonies main spaceport. The
  complex at the original landing site remaining only
  as a secondary base of operations. Over the next 48
  years the colony began to grow, if not prosper,
  despite the hostile environment and in addition to
  New Hamilton several smaller cities, towns and
  numerous mining camps had soon been completed
  in the outlying areas. The relative success of the
  Dante colony had not gone unnoticed though and in
  the Year 126 SLA stepped in and offered the colony
  its standard Three P Contract to join the Worlds Of
  Progress. Prompted by the rumors of what
  happened to Worlds who rejected SLA’s offer and
  by the numerous minor incursions by Soft
  Companies that had already occurred in previous
  years. The colonists on Dante accepted the offer
  and signed the contract officially becoming a SLA
  Industrial World at the end of 127.
  With SLA’s backing, production and
  mining output were steadily raised over the next
  nine years, while the amount of materials exported
  was also greatly increased by the construction of an
  orbital base able to accommodate Foldships.
  Success though was to have a price and with this
  higher profile came more targeting by rival
  companies keen to take a piece of Dante for
  themselves. Taking advantage of the unique weather
  conditions on Dante to help mask their activities
  several companies secretly moved personnel onto
  
  Dante Source Book A.H.Langton 1998
  6
  the planet and began to raid its outlying facilities.
  By the year 138 these incursions had reached such a
  level that SLA were forced to establish a large
  garrison on planet in addition to the existing
  Operatives and Militia personnel. For a while this
  helped to stem the tide of DarkNight and other Soft
  Companies operations, although actually finding the
  raiders was greatly hampered by the unreliability of
  orbital sensors and the Soft Companies tactic of
  hiding 
  in 
  the 
  communication 
  and 
  sensory
  blackspots. Attempts at blockading Dante from
  space also proved extremely difficult, with the
  various small moons and extensive asteroid fields in
  the system giving numerous places for enemy ships
  to hide.
  By the Year 209 SLA found that it was
  losing ground in the numerous skirmishes on Dante
  and that further action was called for to protect its
  investments on the planet. To this end it was
  decided to establish a large, purpose built, military
  base on the main continent to be used as a staging
  point for counter attacks against the raiders and as a
  command center for all Dante based operations. So
  work began on the construction of ‘Slayers Fist’, a
  vast spire of rock that was to be tunneled out to
  provide a ready made fortress and command
  complex.
  The Fist was competed in the Year 212,
  but by this point the skirmishes on Dante had
  escalated to such a point that SLA gave the planet
  official War World status and began a steady
  withdrawal of personnel from outlying areas to ones
  that were more easily defended. During this period
  there was also a steady drive to build more military
  bases and establish definite front lines. It was also at
  this point that one of FEN’s Weapons R&D
  departments started to see the potential of Dante as
  a possible proving ground for their products. With
  its vast range of environments and conditions, as
  well as being the site of a handy ongoing war,
  equipment trials could be conducted there under
  real combat conditions. So prompted by the initial
  proposal by Dr. Trenchard, one of FEN’s senior
  researchers, the company began to petition for the
  right to set up research establishments on the planet.
  In the Year 214 the first of these requests was
  granted by head office allowing FEN to establish a
  weapons development lab at Slayers Fist base. Over
  the next few years many more similar requests were
  to follow, with several of SLA Industries key sub
  companies setting up testing divisions on the planet.
  The biggest turning point in the history of
  Dante came in the Year 237 when the first of the
  Thresher Powersuit attacks was executed and from
  this moment on the war was to escalate at
  unprecedented speed. Using the cover of a series of
  particularly bad storms, Thresher were able to move
  their units on planet without being detected by the
  orbital sensors, from then on they were to mount a
  three day rein of terror against SLA military targets,
  resulting in huge losses of men and equipment, then
  slip away again leaving only a final radio message
  vowing to return. Temporarily thrown into disarray
  by the sudden and bloody attacks by Thresher, SLA
  was to pour men and equipment into Dante in an
  attempt to plug its shattered front lines and shore up
  its defenses against further raids. This situation was
  further aggravated by the developing crisis on
  Charlie’s Point as DarkNight forces attempted to
  snatch the planet from SLA using the confusion of
  the Thresher attacks.
  As promised Thresher did return six
  months after their initial raids, but this time things
  didn’t go quite so well for them with stiff opposition
  and new weapons systems hampering their attacks
  and inflicting significant losses. This time though
  rather than pulling out and slipping away, a small
  force was left behind to dig in and continue to harry
  the SLA defenders.
  So began Dante’s true descent into a living
  hell as the civilian population were gradually pulled
  out as they became ‘undefendable’ to be replaced
  by military and Militia personnel and as all
  available resources and production facilities that
  were still in areas that could be fortified were turned
  over to weapons production and research purposes.
  Most of the planets cities were also abandoned as
  they became key targets for shelling and Powersuit
  attacks and soon the only areas of habitation to
  remain were the scattering of military bases and
  production strong points. This trend was to continue
  till the Year 239 when SLA was to officially place
  Dante under totally military control and to make the
  few remaining civilians subject to martial law. The
  orbital ‘New Hope’ base also began construction in
  239 to deal with the vast amounts of space based
  traffic that was now coming to the planet due to the
  war, while the existing satellite base was taken over
  by Military Intelligence and renamed ‘Black Dawn’.
  New Hope was also to field an interceptor squadron
  to help counter the increased rival company attacks
  against inbound transports, as attempt were made by
  the enemy to cut Dante’s supply lines and restrict
  the endless flow of reinforcements and equipment
  that was streaming onto the planet.
  From Year 240 on both Thresher and
  DarkNight were to establish large permanent forces
  on Dante with which to keep up constant pressure
  on the SLA positions and the war was to sink into a
  virtual gridlock along most of its fronts. This was to
  remain unchanged for several hundred years with
  each side establishing its own strong points and
  many of the undefendable areas of the planet
  remaining strongly contested. With Dante’s decline
  into an all out permanent war, SLA were quick to
  see the benefits that this could bring in terms of
  testing and research of not only equipment and
  weapons, but of biogenetics and other biological
  
  Dante Source Book A.H.Langton 1998
  7
  weapons systems. A rush began to establish further
  purpose built research centers on the planet, most
  prominent of these being the Karma backed ‘Zodiac
  Nine’ base established at the northern pole in Year
  305. Heavy fighting during this period further
  added to the instability in the planets environment
  as the major factions limited use of nuclear weapons
  and even some aimed meteor strikes, threw more
  dust and debris into the atmosphere. All sides soon
  appeared to recognize the extremely detrimental
  effects that these types of tactics were having on
  Dante’s already 
  unstable 
  biosphere 
  and 
  by
  unwritten agreement, wide spread use of these types
  of weapons ceased in year 312. Despite this though
  there have been several more isolated incidents
  involving nuclear devices, such as the destruction of
  the Van Numman Bridge and the sinking of the
  Dreadnought SNV ‘Mawhrin’.
  In the Year 379 it was realized that Slayers
  Fist was no longer sufficient  to handle all the key
  command, control and training duties for Dante.
  Especially since it had now become a primary target
  for opposition raids resulting in it taking heavy
  damage over a period of several years. So
  construction of a new purpose built base was begun
  on the site of the original colony. This project was
  to become even more vital when later the same year
  a massed assault by Thresher units managed to
  breach the Fists security and came extremely close
  to the destruction of SLA’s entire command staff.
  The upper and particularly the lower levels of the
  base being extensively damaged in the attack, with
  many of them having to later be abandoned.
  The new base was to be christened
  ‘Archangel’ and was not only intended to handle
  most of the incoming traffic from orbit, but to take
  over the majority of tactical command and weapons
  R&D responsibilities for the planet. Completion of
  its central complex and spaceport was in 395 and
  from then on the base was to steadily grow into the
  huge fortified city it is today.
  Now in the Year 900 Dante remains as one
  of the most hostile worlds under SLA control, the
  planet is dominated by military bases, research and
  production facilities and the few non military
  personnel who remain live behind the walls of these
  fortified complexes. Dante has become a world
  dedicated to war and finding new ways to wage it,
  but SLA is never slow to exploit even what appears
  to be a hell on earth and realizing that the war is
  more valuable if it continues take every opportunity
  they can to squeeze profit out of the misery that
  Dante produces.
  ‘Dante Environment And Climate’
  ‘Dante Environment And Climate’
  ‘Dante Environment And Climate’
  ‘Dante Environment And Climate’
  From A Lecture
  From A Lecture
  From A Lecture
  From A Lecture
  By DR 
  By DR 
  By DR 
  By DR Sirus Flint
  Sirus Flint
  Sirus Flint
  Sirus Flint
  FEN Research Department Slayers
  FEN Research Department Slayers
  FEN Research Department Slayers
  FEN Research Department Slayers
  Fist Base
  Fist Base
  Fist Base
  Fist Base
  “Welcome ladies and gentlemen. As I’m sure you
  well know we at FEN have a considerable amount
  invested in our research and development facilities
  on the planet Dante and I’m here today to explain to
  you some of the unique opportunities this world
  offers as a proving ground for new products.
  Nowhere else in the World of Progress is
  able to give such a wide range of differing
  environmental regions on the same planet, while
  also having the distinct advantage of also being the
  site of a major, ongoing war. Advantages we at FEN
  were quick to see and exploit as is demonstrated by
  our claim to having the first research department on
  the planet as far back as 214. This was thanks to the
  extreme foresight of Dr. Trenchard, now head of all
  SLA Industries research on Dante, who was first to
  recognize the planets unique opportunities.
  Let me start by showing you the desert
  zones that make up roughly half the available dry
  land on Dante and offer its most harsh conditions,
  as is commonly said ‘if you can get something to
  work here it will work anywhere’. Two of the
  largest deserts are sited on the central and southern
  continents and represent thousands of kilometers of
  nothing, but sand, dotted with the occasional rocky
  outcrop. Temperatures range from well over 80
  Degrees Centigrade in the middle of the day to sub-
  zero at night making survival in the deep desert
  areas 
  virtually 
  impossible 
  without 
  specialist
  equipment. These areas are also plagued by a range
  of harsh and unpredictable weather conditions, most
  common of these being high speed sand storms
  within which the air can become almost solid with
  particles. In addition sudden flash flooding,
  electrical storms and earthquakes are all possible in
  the regions, giving the weapon our vehicle
  designers quite a headache. Apart from the weather
  the other main natural enemy is the sand which is
  able to penetrate improperly sealed items or those
  lacking specially designed filter systems and cause
  rapid breakdowns on a scale never witnessed
  anywhere else. Vehicles and suits must also be
  fitted with specialist life support systems to allow
  their users to survive this extremely tough
  environment meaning that effective air filtration and
  cooling systems are vital to prevent smothering by
  sand particles or overheating. Likewise the need for
  vehicle engine and weapons systems to have
  adequate cooling has led FEN to become a leader in
  this field through its studies conducted on Dante.
  One of the worst examples of this type of desert
  area is commonly referred to as the ‘Wasteland’ by
  the personnel who are stationed there. Here the sand
  storms are so violent that it quite easy for a whole
  regiment of tanks to be swamped and totally
  covered in a matter of minutes, sucked down by the
  almost liquid surface. For this reason the only
  vehicles deemed suitable for long term use in these
  
  Dante Source Book A.H.Langton 1998
  8
  areas are the vast KXT ‘Warbringer’ Leviathans
  literally small armoured bases mounted on multiple
  track systems and capable of movement under their
  own power. Although over the years even these
  have been known to succumb to the intensity of the
  desert storms and several have been lost to extreme
  conditions never to be seen again.
                   OK let us move onto the areas where the
  majority of the fighting is currently taking place.
  These low land regions that border nearly all of the
  deserts represent the most stable areas found on
  Dante and it was in one of these that the first
  landings by colonists took place. It was also in these
  types of areas on the central continent, where they
  established their first bases and began mining
  operations. The weather in these regions is still
  extreme, especially in winter when sever cold and
  constant heavy snowfalls prevail, but slightly more
  predictable than other parts of Dante. Most of these
  areas are made up of low mountain ranges
  interspersed with vast flat plateaus covered in
  minimal scrub vegetation and the occasional stunted
  forest. Torrential rainfall and flooding is not
  uncommon and the high moisture content in the air
  can lead to the rapid corrosion of any unprotected
  metals. As a result the waterproofing of all
  electronic equipment is essential, since even during
  the periods that pass for the summer, humidity is
  high and the damp atmosphere can cause unforeseen
  failures. The majority of these regions, especially
  the flat plains, are subjected to high wind speeds,
  tornadoes and intense thunder storm activity making
  the use of air transport dangerous at the best of
  times and impossible at others, while the electrical
  activity in the atmosphere makes reliance on radar
  and other sensor systems unwise. Thick fog and
  cloud banks cover many of the higher plateaus
  obscuring them from orbit and making land based
  travel extremely hazardous due to virtual zero
  visibility, again because of the fact you cannot rely
  on electronic navigation systems for your position,
  use 
  of 
  instrument 
  only 
  navigation 
  is 
  not
  recommended. One important factor that our design
  teams working in this area have had to come to
  terms with is the rapid changes which the climate
  can go undergo in an extremely short period of
  time, often exhibiting up to six different types of
  weather within an hour long period. This means that
  all our products must be proof against a wide
  variety of vastly different conditions, something we
  would have extreme difficulty faithfully duplicating
  in our labs here on Mort.
  As you go further above sea level the
  weather conditions gradually worsen till they reach
  a peak of ferocity in the high mountain ranges that
  make up a small region of Dante. Here the extremes
  of environment found in the low lands can
  multiplied a hundred fold, with intense cold, snow,
  high speed winds and large scale seismic activity
  being common. Air travel in these areas is
  particularly notorious and lack of air support can
  often severely effect ground units performance in
  combat. Travel by conventional, ground vehicles, is
  also made difficult due to terrain and extremely
  narrow mountain passes. This is further complicated
  by 
  constant 
  earthquakes 
  which 
  can 
  trigger
  landslides, rock falls and worse. Electrical storm
  activity is at its peak above these high mountains
  and this serves to further degrade the operational
  effectiveness of electronics systems and sensory
  arrays. Some storms such as those encountered
  around the SLA ‘Misaki’ garrison on the western
  continent have been active since the time of the first
  colony landings and still show no sign of dispersing.
           Dante boasts two polar regions, although little
  study has been done of the southern arctic as it is
  90% ice based and extremely unstable. Its few
  major land masses are constantly breaking up and
  reforming, and as a result the region is unsuitable
  for any kind of established base or research center. 
  The northern pole though is formed over a
  shelf of solid rock and is the site of several major
  battle fronts due to the abundant metal deposits
  below the ice sheet. SLA have two of its main
  mining operations in this region, Blain and Tanner
  camps, which provide the vast majority of their raw
  materials for on planet manufacturing. This again is
  extremely advantageous to us as it gives us a ready
  made proving ground with sub zero temperatures
  and extreme arctic conditions. For much of each
  year this area is in a permanent state of nightfall and
  this combined with constant blizzards, heavy
  snowfall and high winds makes great demands on
  men, vehicles and equipment. With the skills of our
  design teams is often being tested to their limits, to
  come up with items that can continue to function
  under 
  these 
  conditions. 
  At 
  these 
  sort 
  of
  temperatures many materials, such as steel, undergo
  a change in their the properties, often becoming
  extremely brittle and prone to fractures, leading to
  structural failures and even some of our ceramic
  armours and castings have been found to
  experienced similar problems. As a result FEN have
  devoted much of their effort into producing viable
  alternatives.
  Through our research at the Northern Pole
  we have also been able to develop many
  innovations in the fields of lubricants, electronics
  and other vital components which need to be able to
  resist the extremely low temperatures of the polar
  nights. So low in fact that humans are unable to
  survive without specially heated environment suits
  and even the Wraith Raiders, who claim to enjoy
  the environment, can often experience problems.
  Finally we will look at the ocean
  environment which forms another vitally important
  testing area for us. Dante has four major oceans
  surrounding its continents, all of which exhibit
  
  Dante Source Book A.H.Langton 1998
  9
  similar conditions and have similar problems. Many
  of you may struggle to see the problems inherent
  with equipment for use at sea since, as we all know,
  Mort lacks any large bodies of water, but let me
  assure you that there are many important lessons
  that can be learn in this environment and applied to
  other areas. The huge armoured Dreadnoughts and
  other ships in the companies naval fleet that operate
  on Dante’s oceans have constant problems with
  corrosion and intrusions of sea water and other
  moisture into vulnerable machinery. For these
  reasons we have been forced to develop various
  countermeasures. Salts and other compounds found
  in the oceans of Dante also greatly increase their
  corrosive properties and means that all types of
  weaponry and other equipment designed for use
  there must be specially coated and waterproofed,
  something we are now applying to items intended
  for use in less demanding environments to improve
  reliability of our products. The Dante seas suffer
  from many of the problems inherent on the rest of
  the planet, but with the added danger of vast storms
  and extreme tidal conditions that can even put ships
  as large as an Apocalypse Class Dreadnought in
  jeopardy. In the polar regions subzero temperatures
  and the hazards of floating ice masses only serve to
  increase the dangers to our shipping, situations that
  can often be compounded by the loss of radar and
  other sensor equipment in one of the planets many
  blackspots. The establishment of research facilities
  aboard the various marine craft that SLA currently
  operates on Dante is one of our main priorities, as
  often these can experience huge changes in
  conditions for day to day or even hour to hour
  during their voyages. Ships can routinely experience
  calm seas and high temperature one minute, only to
  be caught up in an extremely violent storm with
  hundred meter high waves the next. Something that
  puts a great strain on electronics systems and other
  equipment, so that special considerations must be
  made when producing products for use in these
  types of conditions. Most Dreadnoughts currently
  operate at least one squadron of attack aircraft. So
  these too must be specially adapted to operate in the
  marine environment and overcome such difficulties
  as engine operation in areas of extremely high
  moisture and unreliable electronic navigation. Since
  the submarine is the primary attack craft used by
  Thresher, and to a lesser extent DarkNight, forces,
  purpose built anti submarine tracking systems and
  weaponry has also needed to be developed. FEN
  have been able to learn much though the study of
  these problems on Dante and to make great
  advances in the areas of airframe construction,
  lightweight corrosion proof armour types and
  engine developments.
  Well that concludes my outline of the
  Dante environment and its importance to our
  company as a major testing center for new design
  concepts, but we shouldn’t forget that Dante has
  one other important factor to offer our R&D
  departments. Simulators and testing chambers are
  all very well, but we have quickly found that
  nothing can compare with actually giving a new
  product to troops in the field and having them try it
  out under real combat conditions. As well as the
  advantages of an extremely variable environment,
  Dante is also able to provide us with that other
  crucial element vital to successful field trials, the
  human factor. It is often said that ‘if the troops can’t
  break it, you’ve got it cracked’ and the value of this
  has been proved again and again through our human
  factors tests on Dante.
  Mr. Slayer, in his wisdom, has also been
  quick to see the advantages that Dante testing brings
  to the companies products and for this reason has
  generously granted us free access to use any of the
  military units currently serving on the planet for use
  in our testing. This means that potential problems
  such as recurring malfunctions, structural weakness
  and poor performance can be quickly identified and
  steps taken to rectify them.
              That concludes my lecture for today, I hope
  that it has been informative and helped you to see
  what a great resource we have in the war on Dante.
  Nowhere else offers so many unique opportunities
  on just one planet, something that we at FEN are
  extremely keen to continue to exploit, both now and
  in the future.”
  
  Dante Source Book A.H.Langton 1998
  10
  CHAPTER - 2
  CHAPTER - 2
  CHAPTER - 2
  CHAPTER - 2
  Dante Today
  Dante Today
  Dante Today
  Dante Today
  The State Of The War
  The State Of The War
  The State Of The War
  The State Of The War
  The current position of SLA industries on Dante
  today is one of deadlock. Very little has changed in
  the overall military position on the planet for the
  last several hundred years with any of the
  significant gains made by any faction usually being
  offset by some form of loss. Approximately a fifth
  of the planet is now under solid SLA control, a fifth
  is held by Thresher and DarkNight forces, plus a
  variety of ever changing minor Soft Companies,
  while the remaining territory is either currently
  being contested or is classed as ‘no mans land’ such
  as the Deep Deserts, the Northern Arctic and the
  high mountains.
  Contested areas such as New Hamilton
  City or the various battle fronts that mark the
  boundaries of company strong points are usually
  where the most intense fighting goes on. In these
  areas definite front lines have grown up over the
  years with gun emplacements, AA batteries,
  command posts, trench networks and fortifications.
  The fighting here consisting of either hit and run
  lightning raids again opposing strong points or
  massed attacks to try and extend the front lines by a
  kilometer or two. This ‘push and shove’ type of
  fighting has mostly resulted in a draw over the years
  with any side who make a major gain in territory
  usually either losing it to an all-out counterattack or
  somewhere else in the line. The cost in troops and
  equipment for this type of offensive is huge and it is
  in these areas that the heaviest losses are
  experienced by all sides. A vast majority of raw
  Militia recruits from SLA go straight to one of these
  numerous battle fronts. Most of the major fronts are
  intended by SLA to prevent rival companies from
  extending their territories and to bottle them up in
  specific areas. Occasionally these companies,
  especially Thresher, will mount assaults intended
  solely to break out of their own sectors, the main
  objective being so that the forces that manage to get
  through can then disappear into ‘no mans land’.
  These units will then be able to mount raids on
  SLA’s convoys and outlying bases, using the
  thousands of square kilometers of deserts and
  mountains to hide in.
  Fighting in the areas of Dante known as
  ‘no mans land’ is much more sporadic and apart
  from several heavily fortified strong points that act
  as re-supply and repair centers, SLA units operating
  in these regions are usually highly mobile. A
  common tactic of rival Soft Companies is to set up
  temporary bases in these areas to act as either
  training camps, repair yards or staging areas. These
  usually only remain operation for a matter of
  months before they’re moved to prevent discovery
  or destroyed. To counter these SLA will often send
  out patrols or armoured columns on Search and
  Destroy missions and much of their time is spent
  hunting out these small enclaves. All sides use these
  areas to move men and equipment between the
  various battlefronts or mount attacks on isolated
  bases. This results in numerous patrols being
  mounted with the sole aim of trying and find and
  destroy these supply routes. Size of patrols used by
  companies can vary greatly and be anything from
  ten man infantry teams, to entire tank squadrons
  comprised of vast numbers of vehicles. These units
  will criss-cross the vast empty stretches of Dante
  sometimes 
  joining 
  together 
  to 
  form 
  larger
  detachments or fragment into smaller groups as the
  situation demands. Overall coordination of these
  forces is made impossible by the unreliable
  communications and tracking, so once in the field
  they are expected to fend for themselves no matter
  what they encounter. Most bases and larger patrols
  will carry a large, specially boosted radio uplink
  which theoretically should allow them to overcome
  any interference and hook into the communications
  net via one of SLA’s many orbiting com sats, but
  even these have no guarantee of success and their
  use can be counterproductive due to the danger of
  enemy Companies homing in on the extremely
  powerful transmission that emanate from them
  while in operation.
   ‘No mans land’ is also the main area of
  operations for the wide range of looters, deserters
  and crazies who inhabit Dante, since fighting here is
  sporadic they stand less chance of discovery or
  encountering the heavy concentration of troops
  common to the front lines. Very few regions of ‘no
  mans land’ are worth devoting men and resources to
  defending permanently so it is uncommon for any
  side to attempt to open new permanent fronts in
  these sectors unless there is a good reason.
  More seasoned troops are usually assigned
  to these parts of Dante, as the need for training and
  tactics is much greater when operating in mobile
  patrols or assault forces where much more fluid
  tactics are required than when fighting from static
  fronts. Militia personnel to form these units are
  usually drawn from those who have survived several
  months of front line fighting and proved they are
  worth expending further training on. SLA High
  Command also favors the use of Operative level
  personnel in these positions as they tend to already
  have more diverse skills such as driving,
  demolition’s etc. than company grunts, making
  them better suited to working in patrols.
  Dante’s oceans could also be classed as
  ‘no mans land’ as although for the most part SLA’s
  
  Dante Source Book A.H.Langton 1998
  11
  Dreadnought fleet has the upper hand, on one could
  be said to be in complete control. Non of the other
  companies on planet currently have the capability to
  take on SLA’s fleet head to head, but this does not
  prevent them mounting small scale attacks against
  SLA convoys or lone ships. SLA mainly makes use
  of its fleet for cheap transportation of men and
  resources, something that is much safer than relying
  on aircraft in Dante’s unpredictable weather.
  Although when coastal targets can be found
  Dreadnoughts are often employed as mobile
  artillery batteries or for the staging of amphibious
  assaults using their large numbers of onboard troops
  and vehicles. Thresher and DarkNight are known to
  operate fairly extensive fleets of submarines, as well
  as several larger ships, including numerous
  Destroyers and even a handful of larger Battle
  Cruisers, while the other Soft Companies make do
  with a variety of fast patrol boats and coastal craft.
  There have been rumors recently that one of SLA’s
  Dreadnoughts the SNV ‘Morat’ which was
  reportedly sunk was in fact captured by a rival
  companies special forces. Although no proof of this
  has been forth coming as yet.
  Current Company Tactics -
  Current Company Tactics -
  Current Company Tactics -
  Current Company Tactics -
  A Report To SLA Head Office
  A Report To SLA Head Office
  A Report To SLA Head Office
  A Report To SLA Head Office
  From - Dr. Valerie 
  From - Dr. Valerie 
  From - Dr. Valerie 
  From - Dr. Valerie DeWinter SCL 2D
  DeWinter SCL 2D
  DeWinter SCL 2D
  DeWinter SCL 2D
  DANTE Office Of Statistics &
  DANTE Office Of Statistics &
  DANTE Office Of Statistics &
  DANTE Office Of Statistics &
  Resource Management
  Resource Management
  Resource Management
  Resource Management
  To - Head Office MORT
  To - Head Office MORT
  To - Head Office MORT
  To - Head Office MORT
  The following report is an assessment of the
  effectiveness 
  of 
  the 
  tactics 
  currently 
  being
  employed by the various rival companies on Dante
  when compared to our own and to determine if a
  review of the Dante situation may be necessary. The
  first part of the document is a brief outline of the
  current situation and standing of the major factions
  in the war, their aims, their current tactics and their
  success at achieving them. More comprehensive
  statistics to follow. WARNING the following
  subject is extremely sensitive and should not be
  discussed with anyone below SCL - 2...!
  SLA Industries
  SLA Industries
  SLA Industries
  SLA Industries
  Since the beginning of the war SLA’s main
  advantage has been in its use of its superior
  numbers of men, armour and vehicles to help to
  secure victories or at least prevent total defeat in
  some areas. The fact that few other companies can
  employ large scale foldship technology and no
  others have a massive orbital facility to match New
  Hope, means that there are sever restrictions on
  what SLA’s enemies can ship on planet in any
  quantity. These attempts are of course further
  complicated by the elements of the SLA space fleet
  permanently on station in the Dante system.
  The company also have the entire Worlds
  Of Progress to draw on as a recruiting base giving a
  large, steady flow of new personnel to the planet,
  something no other company is able to equal. Much
  of this success is due to the aggressive promotion of
  the War through various types of media resulting in
  numerous Operative and Militia recruits.
   To compensate for Thresher’s use of more
  technologically advanced and flight capable armour
  systems SLA uses superior numbers of troops
  employing lower cost powered armour and weapons
  systems. They also make extensive use of the
  biological enhancements developed by Karma,
  allowing their troops to have much greater physical
  strength and stamina than ordinary humans.
  Significant costs savings are also made by the
  current policy of using front-line duty as a form of
  training for Militia personnel with only those that
  survive being given more advanced courses in
  specialist subjects.
  Much of the companies success is also due
  to their superiority in sea going assets, with their
  extensive naval fleet on Dante allowing them to
  dominate the oceans and exploit a cheap form of
  mass troop and materials transportation. SLA also
  hold the upper hand in the skies above the planet
  and at present no other rival company is able to
  match the number of helicopters and conventional
  aircraft currently in use by the company. Much of
  this success is a result of SLA Industries extensive
  research and development in this area, allowing
  them to manufacture aircraft suited to operation in
  the harsh environment of the War World. Other
  companies relying on more conventional designs
  have been unable to match the performance of SLA
  products and this subsequently gives the company a
  large tactical advantage.
  Most of the main SLA assaults in the last
  three hundred years have been based around this
  concept of superior numbers/inferior weapons and
  although they are often successful, they usually
  leave the assault force severely depleted and open
  to counter attack. This of course has helped to
  contribute the advantageous deadlock on the planet
  and means no really significant victories have been
  managed for some time. Employing vast numbers of
  troops and equipment in a wide variety of roles also
  means the potential for product developments is
  great, this fact is further compounded by the great
  number of differing theaters that SLA troops are
  currently fighting in around the planet.
  After analysis of current SLA forces on
  Dante we suspect that without the restraint showed
  by Supreme Commander Julia Van Braun and her
  staff that it would be possible to destroy, or at least
  restrict to the point of being totally ineffective, all
  rival company forces on the planet within twenty
  years. Of course though, actually winning is not the
  object of the war and with luck the deadlock should
  
  Dante Source Book A.H.Langton 1998
  12
  remain in place indefinitely if the situation is
  handled correctly. In this area we must trust in Mr.
  Slayers choice of Commander Van Braun to control
  the companies interests on Dante.
  Thresher
  Thresher
  Thresher
  Thresher
  The much smaller numbers of Thresher troops on
  Dante and the difficulty of transporting large
  numbers of reinforcements on planet in a short
  period of time has been instrumental in their
  adoption of a range of significantly different tactics
  to those used by SLA. Most popular of these are the
  hit and run raids commonly conducted by Thresher
  forces. Where SLA use massed firepower, Thresher
  employ surgical strikes by small highly trained
  squads of elite troops. Their use of highly advanced
  powered armour suits is a significant factory in their
  success while using this tactic and we can theorize
  that without the advantage of flight capability many
  of Threshers victories would not have been
  possible.
  Thresher also make much use of their
  proven dropship transports to mount rapid lighting
  strikes against weak sectors in our front lines as
  well as on isolated outposts or research facilities.
  Threshers main problem with this type of attack is
  that although they may rapidly overcome localized
  defenses their strike squads are usually unable to
  hold the positions they capture for very long once
  SLA reinforcements arrive and will generally
  abandon them after inflicting maximum damage.
  This tactic has been most successful when
  employed against outlying SLA assets, often with
  entire isolated command posts being lost. Again this
  lack of the ability to take and hold significant
  portions of the SLA front lines works to our
  companies advantage as it simply perpetuates the
  ongoing stalemate with no clear advantage being
  gained.
  Thresher operate a fleet of conventional
  aircraft in addition to their dropships although their
  reliance on off world Soft Company designs means
  that these are of limited use and highly susceptible
  to harsh weather conditions and mechanical failures
  induced by environmental factors. For the most part
  the company tend to favor their proven dropship
  designs such as the ‘First Strike’, often converting
  them for use as bombers or ground attack aircraft.
  Likewise in the area of naval warfare they lag
  behind SLA unable to devote the resources to
  developing designs to match those of the massive
  SLA Dreadnoughts. Instead their tactics mirror
  those of their land based units with the use of stealth
  submarines and amphibious armoured suits to
  mount quick hard hitting strikes against targets
  before withdrawing. Secrecy is vital to these type of
  operations and it is thought that Thresher were dealt
  a heavy blow when their Red Dusk submarine base
  was captured and destroyed. Thresher do have a
  surface fleet consisting of a mixture of conventional
  warships and transports, although their use is
  severely hindered by their inability to operate far
  out to sea and in hazardous weather conditions.
  DarkNight
  DarkNight
  DarkNight
  DarkNight
  DarkNight represent the only other armed group on
  Dante who pose SLA’s forces any kind of real
  threat, even though their continued success is partly
  due to SLA’s need to divide its resources between
  Thresher and the host of smaller Soft Companies, as
  well as the contributing factors of the environment.
  Ironically DN. troop numbers actually exceed those
  of Thresher, but their effectiveness is impaired by
  lack 
  of 
  high 
  quality 
  equipment. 
  Most 
  of
  DarkNight’s forces on planet are concentrated along
  two or three fronts which act to defend areas where
  we suspect that the bulk of its assets are concealed.
  The rest of their manpower is devoted to harassing
  actions and covert operations against SLA units and
  installations in the ‘no mans land’ sectors of the
  planet. These type of units range from small scale
  infiltration and special forces groups to large
  armoured battalions and have had varying degrees
  of success in these operations, mostly falling fowl
  of either superior number or better equipped troops.
  Due to their lack of adequate powered armour types
  DarkNight make much heavier use of armoured
  vehicles than other forces on Dante. These often
  include SLA examples salvaged from the many old
  battlefields around the planet, as well as a host of
  newer designs either of DN. or Soft Company
  origins. Although many of these are simply inferior
  copies of existing SLA designs. As with Thresher a
  lack of readily available manpower and resources
  has severely affected this companies success at
  taking and holding key positions on Dante and they
  have accomplished most using hit and run tactics or
  sabotage missions. One of DN’s current key
  objectives appears to be to get undercover agents
  into the main SLA bases and disrupt them from
  within. The potential threats posed by these actions
  are currently being looked into by Archangels
  military investigation unit, the S.I.D.
  DarkNight have various naval and aerial
  assets in the war on Dante, although these see
  limited use, mainly due to their inability to compete
  with more advanced SLA products. The companies
  naval fleet mainly consists of frigates, destroyers
  and coastal assault craft of different designs and
  origins, although a few older battle cruisers are still
  in use. Like Thresher most of their aircraft have
  been purchased off planet due to their lack of home
  grown designs and currently few Soft Companies
  are able to manufacture fighters or helicopters that
  can reliably operate in Dante’s atmosphere for
  extended periods. Dropships are employed in
  
  Dante Source Book A.H.Langton 1998
  13
  various roles particularly in the transportation of
  units into the ‘no mans land’ areas while a small
  helicopter fleet composed of captured SLA designs
  is known to be in operation with DarkNight’s covert
  units.
   Another tactic that DarkNight have begun
  to employ recently is that of propaganda and
  physiological warfare, similar to the strategies
  currently used by their covert forces on Mort. Pirate
  broadcasts, leaflet drops and other methods have
  been directed at SLA troops to little avail and the
  attempts by DN’s Commander Matthews to get SLA
  Industries troops to turn against the company are
  usually seen as more humorous than dangerous by
  the High Command.
  Soft Companies
  Soft Companies
  Soft Companies
  Soft Companies
  The tactics employed by the many minor Soft
  Companies operating on Dante are numerous,
  although most can do nothing more than attack
  isolated units or installations in the outlying areas as
  they do not have the assets to construct strong
  points and adequately defend them in the manner of
  Thresher or DarkNight. Mobility is an important
  factor for these companies and the ability to rapidly
  re-deploy themselves or hide in the planets sensor
  blackspots is vital. Ironically the small size of many
  of these companies is what prevents most of them
  from being wiped out totally, as they are deemed
  not to pose enough of a threat for SLA to devote
  much in the way of resources to tracking them
  down. Many of these Soft Companies are too small
  to even field a significant number of their own
  troops and instead rely on employing mercenaries
  for protection. Analysis has determined that the
  reason for many of these companies to put forces on
  Dante is that, as SLA has done, they see it as an
  ideal testing ground for new concepts and designs
  of weapons. Others though use it as a way to
  scrounge samples of rival company technology,
  more advanced than their own, for use in the
  research and development of similar products.
  Looting of fresh battlefield can be very profitable in
  terms of acquiring equipment and weapons and
  many smaller companies are more than willing to
  commit forces to this type of activity, despite the
  many dangers.
  Equipment employed by these companies
  varies greatly, with a wide variety of designs being
  used from numerous sources. Vehicles, armour and
  aircraft of Soft Company manufacture are extremely
  diverse in quality and effectiveness and it is often
  these factors that determine their success on Dante.
  Some Soft Companies field units of comparable or
  higher quality than those seen in the hands of SLA
  or Thresher, while others rely on an assortment of
  cheap designs and salvaged battlefield wrecks.
  Companies who risking using such inferior items
  don’t usually last long on Dante though and quickly
  succumb to either the environment or encounters
  with enemy units.
  A Lecture On Fighting On
  A Lecture On Fighting On
  A Lecture On Fighting On
  A Lecture On Fighting On
  Dante To Militia Recruit Unit
  Dante To Militia Recruit Unit
  Dante To Militia Recruit Unit
  Dante To Militia Recruit Unit
  0986-77 - Dante 899
  0986-77 - Dante 899
  0986-77 - Dante 899
  0986-77 - Dante 899
  By Captain 
  By Captain 
  By Captain 
  By Captain T.R.Harcon
  T.R.Harcon
  T.R.Harcon
  T.R.Harcon
  “ OK your sorry buncha pukes it’s time to learn just
  how easy it is to die on this planet and not just with
  the help of any of the opposing company forces.
  The environment of this place doesn’t have a cause,
  it’ll just kill you for the hell of it.
  Rule One, your suit is your friend. Abuse your suit,
  forget to maintain it or change the filter cartridges
  in your helmet and it’ll kill you quicker than you
  can think. Know how many guys on the lines I’ve
  seen die ‘cos their suit systems jammed or they
  were too lazy to patch up minor damage ? Too
  many that’s what. It’s no good having a weapon if
  the feedback systems in your gloves quit on you and
  you can’t pull the trigger. You’ll fight in that
  armour, live in that armour, sleep in that armour and
  by the end of your first week on the line most of you
  will die in it, so look after it..! The company didn’t
  pay out all that money just so you could have a
  made to measure coffin. On this hell hole, that tries
  to pass itself off as habitable to humans, the
  weather, atmospheric dust and extremes of
  temperature will do all they can to try and get you
  systems to break down, freeze up or malfunction.
  So learn how to keep that Crackshot maintained
  ‘cos you won’t find many suit techs hanging around
  when your down the bottom of a shell hole up to
  your waist in mud with a systems crash. Filters are
  vital to your survival so check them daily and when
  you can afford it have your suit fitted with it’s own
  internal air system. Current standard issue filters
  ain’t catching all the biologicals in the atmosphere
  these days and anyway when your in the middle of a
  sandstorm trying to breath through your helmet
  vents feels like having a sodden towel shoved down
  your throat. Also a lot of the bio weapon and
  chemical crap from the main battle fronts stays up
  in the atmosphere, then get washed down in the rain
  these days. So keep your helmet on when it
  downpours or your really gonna know what it
  means to have a bad hair day.
  Rule Two, never lose your weapon and never
  mistreat it. Like your suit it’s the only thing between
  you getting shipped home in a box, only the
  company don’t bother going to the trouble of
  shipping you home, they’ll just kick you in the
  nearest ditch along with the other dumb ass KICs. If
  it comes down to having to rely on those 603 pea
  shooters your all carrying ‘cos your Warmonger
  
  Dante Source Book A.H.Langton 1998
  14
  quit, then you are well and truly up shit creak. Now
  I ain’t knocking the 603, it’s a great gun for the
  ladies or plugging civvies with on Mort, but you try
  one on a suit of Sarge and it ain’t even gonna feel it
  and it sure as hell won’t stop it pulling your head
  off. My advice, buy yourself a decent backup
  weapon as soon as you can, bet you’ll seen them
  Marines around the base, ever wonder why they
  carry. 50 CAL Blitzers ?? Think about it. And don’t
  just learn those weapons maintenance drills, I mean
  really learn them, you need to be able to put that
  Warmonger back together with your toes, in a force
  ten gale with the ghost of Commander Adams
  breathing down you neck if you want to survive
  here on Dante.
  Rule Three, never mess with anything that could be
  booby trapped. I ain’t just talking about the obvious
  stuff here like dud shells and out in the minefields,
  anything and I mean anything you come across on a
  battlefield could be blow up in your face. I’ve lost
  count of the number of stupid ass grunts I’ve seen
  getting themselves blown up messing with Thresher
  Tech rifles or suits ‘cos they thought they’d get a
  nice bonus from R&D. Messing with anything is
  usually not good for your health on Dante,
  especially out in the old battle zones where who
  knows what the hell your gonna find.
  Rule Four, never count on electronics, nav gear or
  com equipment functioning correctly when your in
  the field. All of the above are guaranteed to go on
  the fritz the instant your life is on the line. So don’t
  go relying on sector command getting that request
  you put for air support just when you need it and
  pulling you balls out the fire. Chances are all they
  got is static. Likewise for the most part trying to
  navigate from sat data or GPS will have you
  walking off a cliff or into a Thresher trench rather
  than where you want to be. Guys who go running
  around in zero visibility following the coordinates
  off one of them things don’t tend to last very long.
  The same goes for driving, if you can’t see where
  your going it’s probably better not to go anywhere
  and if you go blundering about in the middle of a
  sand storm chances are you’ll end up getting blown
  away by some trigger happy ‘Shark Hunter’ MBT
  crew who can’t see shit either.
  Rule Five, never count on Medevac pulling you.
  All the guys who took non fatals and though they’d
  wait it out till a nice comfy ambulance chopper
  came along are currently pushing up the KIC
  averages. In this war if you need something done,
  do it yourself and that includes patching yourself
  up. Military theory says a wounded man is more of
  a drain on resources than a dead one, well you can
  forget that one ‘cos on Dante, company policy is if
  you get wounded you get left and stuff the theory.
  I’ve seen guys amputated their own limbs in the
  field, rather than wait for medevac to arrive, and
  survive. And anyway whatever you loose Karma
  can stitch it back or grow you a new one, well most
  of the time anyway...
  Rule Six, never volunteer for anything......! It’s
  usually a bad idea....
  Dante Recruitment and
  Dante Recruitment and
  Dante Recruitment and
  Dante Recruitment and
  Training
  Training
  Training
  Training
  A Profile Of The SLA Military
  A Profile Of The SLA Military
  A Profile Of The SLA Military
  A Profile Of The SLA Military
  The training and initial duties of all new personnel
  on Dante follows a number of preset stages, the first
  of which begins off planet. Operatives and Militia
  personnel tend to follow different paths for the first
  couple of months their stationed on Dante. With the
  Militia being put through an initial test period as
  infantry at the front lines before the company will
  give them further training. This serves two purposes
  for SLA, that of keeping training expenses down
  and of having enough warm bodies to keep the
  major battle fronts manned. After this period both
  types of recruits will go into mixed units and be
  given identical duties. Alien Operatives are also
  welcome to sign up for military service with the
  company although species with certain physical
  drawbacks such as the Wraith Raiders susceptibility
  to high temperatures may mean they have
  restrictions on types of duty and available postings.
  Recruitment
  Recruitment
  Recruitment
  Recruitment
  The majority of Dante personnel are recruited from
  the general population of the Worlds of Progress
  and begin their careers in the military as Militia
  members. New Operatives are also given the
  opportunity to be assigned to Dante if they should
  so wish and any existing Operative has the right to
  ask for posting to the military. Many Operatives see
  this as a way to prove themselves or build
  themselves a media image as a veteran. Dante is
  also a way to quickly gain SCL especially if the
  Operative can get a posting in the Dante Marine
  Corps or one of the other elite military units. The
  company is quite happy to allow them to sign up for
  military service as it helps to have experienced
  personnel as well as raw recruits. The third group to
  be assigned to Dante are existing Militia members
  serving on other planets, this is only usually done in
  times of crisis, but it is not uncommon for troops to
  be drawn off more low level duties and sent to the
  War Worlds when needed. Since these personnel
  are already trained to some degree they are treated
  in much the same way as Operatives are in terms of
  training and initial assignments.
  Most who join the Militia though don’t see
  it as a way to glory, they just see it as a way to get
  
  Dante Source Book A.H.Langton 1998
  15
  away from the poverty and squalor of places like
  Downtown Mort. For those without the skills,
  intelligence 
  or 
  knowledge 
  to 
  become 
  SLA
  employees or train as Operatives, joining the Militia
  is the only way they can get into the company. SLA
  aggressively promotes the honor and riches that can
  be gained by fighting for the them on the War
  World’s and these shallow promises alone are
  enough to result in hundreds of thousands of
  applicants a day. The use of such figures as
  Supreme Commander Van Braun and Commander
  Amity Takaya, head of air forces on Dante, in these
  media campaigns is also common, as both rose from
  being Militia recruits to positions of extreme power.
  SLA will recruit almost anyone for company
  Militia, as long as their physically fit, reasonably
  mentally sound, not an obvious threat to security
  and have enough skill to be trained use a weapon.
  When you sign up for the Militia you sign
  your life away for a minimum of four years and
  once a recruit has been inducted they instantly
  become subject to military law and are immediately
  sent to the nearest SLA Military Forwarding
  Facility or MFF. From now on they will be allowed
  no contact with friends and family till they reach
  their posting. While at the Forwarding Facility they
  will be operated on to fit their new Karma implants
  and issued with uniforms, armour and equipment
  prior to shipment to one of the War World’s. There
  are several of these centers throughout the Worlds
  Of Progress mainly based on major worlds such as
  Mort. New personnel stay at these centers for three
  to four days while their implants have time to heal
  and they are fitted for their powered armour, they
  will also be given a complete course of
  immunization and booster jabs to help counter the
  many biological hazards that have developed on
  Dante and the other War World’s over the years.
  “Dante needs you !! You’ve seen it on TV, now it’s
  your chance to experience it for real.! Are you fit,
  strong and ready to fight ? Then sign up for the
  Dante Militia today, it’s an experience we promise
  you won’t forget.....”
  SLA Promotional Advert For The Dante Militia
  “ AAAAAAARGH, where are my legs, what
  happened to my legs man..? They never said
  anything about getting my legs blown off in the
  recruiting adverts. They  promised we’d get rich
  and we’d be hero’s, but nothing about getting
  HESHed 
  by 
  a 
  Thresher 
  Strike
  Squad......AAAAAAAAAAAAARGH hurry up with
  that pain blocker can’t ya........!”
  Militia Recruit ‘Hammond Grant’ SCL 11M
  Recorded 
  at 
  Front-Line 
  Command 
  Post
  00/702/Baker, Dante, by CMC
  Deemed unsuitable for transmission.
  Training
  Training
  Training
  Training
  When this initial induction period at the MFF is
  complete, the new recruits will be placed on
  military Foldships and transported to ‘New Hope’
  SLA’s orbital clearing house for everything that is
  shipped into the Dante system. These ships are
  often referred to as ‘Vomit Comets’ by the old
  hands, as for many onboard it’s their first
  experience of space travel and at this point the
  majority are also still suffering side effects from
  their Bio-Hazard shots and other immunizations.
  From New Hope they are then flown by dropship to
  Archangel for the start of their six week training
  course. These last two stages of the journey to
  Dante can be particularly hazardous as although
  Thresher and the other companies are unable to
  field anything in the way of a major space fleet in
  the Dante system, they do have enough ships to
  make attack runs on anything traveling to and from
  SLA’s satellite base. For this reason most Foldships
  are given a fighter escort once they come in system,
  but due to the limited number of interceptors
  stationed on New Hope and Black Dawn this cover
  is not extended to the large number of outgoing
  flights bound for the planets surface, which unless
  they are carrying important cargo’s or key personnel
  are left to rely on luck and the skill of the pilot.
  SLA Industries current policy concerning
  Militia recruits to Dante is that they will only go to
  the time and expense of giving them specialized
  training after they have proved themselves with two
  months on one of the companies many front lines.
  For this reason their initial training at Archangel
  will only be forty two days long and is a crash
  course in everything from operation of weapons and
  tactics, to first aid and equipment maintenance. In
  the past this training period was much longer, but
  after extensive analysis of hours in training
  compared to KIC figures, SLA concluded that six
  weeks was the, optimum, most cost effective
  duration for the induction of new personnel. Some
  Dante vets liken this intensive training period to
  being worse than going into the line itself due to the
  harsh punishments metered out by the instructors
  and the grueling physical tests newbies have to
  endure. Operatives who sign up for the Military will
  also undergo a similar rigorous course to ready
  them for their assignments on the War World,
  although they will tend to undertake their training
  separately as most will already have skills that
  Militia recruits do not. Operatives also have a
  tendency to need a certain amount of re-orientation
  for life in the military and the radical changing in
  lifestyle it represents.
  
  Dante Source Book A.H.Langton 1998
  16
  “ If I hear another one of you lowlife, scum
  sucking, newbies whine about how ‘it aint like this
  on Mort’ one more time, I’m gonna instigate a live
  fire exercise with you pukes as the targets.....got
  that, now shut up and get with it”
  Training Sergeant Karl ‘Lung Ripper’ McBanner
  Archangel Base - 879
  “Come on, move, move, move, you’ve only run ten
  miles so far, so keep going. Look, only 3% of
  recruits die in training so you aint got nothing to
  worry about....”
  Unknown Militia Training Instructor
  Dante Infantry Training School
  Initial Duties
  Initial Duties
  Initial Duties
  Initial Duties
  Initial duty for virtually all new Company Militia
  personnel on Dante is a tour on one of the main
  battle fronts. To say this is dropping new recruits in
  at the deep end is an understatement. The numerous
  static front lines that criss-cross Dante are at the
  center of many of the fiercest battles of the war as
  SLA attempts to keep its rivals bottled up and
  prevent them from extending the territory they hold.
  Here the troops are forced live constantly in their
  trenches and bunkers and thousands die everyday in
  the intensive shelling, air attacks and enemy
  assaults. Artillery batteries on both sides of the line
  pound the opposing forces night and day, churning
  the ground into an unrecognizable mass of mud,
  wreckage and bodies. Driving rain and flash floods
  are a constant threat in the forward trench positions,
  while on the occasions the sun does come out, it
  only serves to speed the rotting of the huge number
  corpses that litter the two kilometer wide free fire
  zone between the opposing forces and fill the air
  with a charnel house stink that invades even helmet
  filters and remains in the recruits memory forever. It
  is quite common after a heavy assault for the rain
  water that pours into the trenches to be red with
  blood. On some days when the wind is blowing in
  from the sea the stench from the main battle fronts
  is carried as far as the walls of Archangel Base
  several hundred miles to the south. The few animal
  species left on Dante such as jackal like ‘Skaggs’,
  thrive on the decaying corpses and at night
  hundreds come out to gorge themselves on the
  remains. They serve as a constant nuisance to the
  troops on the front-lines, scavenging in the trenches,
  tripping automated defense systems and often
  attacking personnel who try to drive them off.
  Every few days the High Command will
  issue orders for an assault on the opposing enemy
  positions and so under the cover of the forward
  batteries and with air support, if they’re lucky and
  the weather permits, men and vehicles will be
  expected to make a headlong dash through the mud
  and wreckage to try and breach the enemy
  fortifications. Mines, razor wire, auto cannons and
  the enemy gun positions all stand in their way and
  commonly losses can run at anything up to 30%
  before the assault teams can cover half the distance.
  Not surprisingly these assaults never manage to
  hold any part of the enemy front lines for very long
  and usually have to settle with destroying what they
  can before pulling back to their own lines.
  Generally within 24 hours of such an attack, the
  opposing forces will return the favor and mount
  their own offensive. This type of tit for tat fighting
  continues month in month out, with not respite and
  little advantage being gained by either side. It is
  also these assaults that gave rise to the infamous
  average survival in combat figure of just 28 hours.
  With the constant fighting in these areas many
  speculate that the free fire zones between the oldest
  trench networks now consist of nothing but a layer
  of compacted bodies, vehicles and equipment.
  several meters thick.
  Only the exceptionally tough, psychotic or
  both survive this two month nightmare on the lines
  and some are even crazy enough to try and sign up
  for further duty there when it ends. Operative
  recruits are exempt from the ordeal of this first tour,
  as their initial training on Mort is deemed to be too
  expensive to waste by getting them killed after 28
  hours. Instead they are posted straight to more
  specialist units, their assignments usually reflecting
  the training they have already received.
  “Break. Break. Break. This Charlie 07 company to
  command, we cannot, repeat cannot hold our
  position. We’ve lost most of our heavy weapons and
  the 88mm Mortars are low on ammo. If we don’t
  get reinforcements or air support, we cannot hold
  our position......Break. Brea.. OH HELL here they
  come again...”
  “BRRRRRRRTT......!”
  BZZZZZZZZZZZZZZZZZZZZZZZZZ
  Com Net Message From Forward
  Assault Company Charlie 07
  Dante Front-lines Slayers Fist Sector.
  No Survivors - 03/11/986
  “Hey man anyone know if you can die from
  olfactory overload?? Cos I think my helmet filters
  bust”
  Unknown Militia Member
  Front-Line Trenches
  Duty Reassignment
  Duty Reassignment
  Duty Reassignment
  Duty Reassignment
  The lucky few Militia who make it through their
  first tours will now receive a raise in their SCL
  
  Dante Source Book A.H.Langton 1998
  17
  ratings and rank and be returned to Archangel or
  one of the other bases offering training facilities for
  reassignment. In the eyes of the Company those
  who can survive their time on the front lines are
  worthy of the expense of further training and better
  assignments. Those who show particular promise
  will be given an intensive four month long course in
  a specialist field such as piloting, artillery, defense
  grid operation, naval duty or if they demonstrate
  exceptional talent, special forces or D.S.O. Some
  are not deemed suitable or skilled enough for
  training in these areas and will instead be given a
  further short course in infantry tactics instead and
  assigned to one of the many and varied combat
  units. Dropouts from the various specialist courses
  will also end up back in infantry school.
  After this period of further training most
  Militia will have the same ranks and privileges as
  Operatives and will be eligible for a range of
  company perks and SCL increase. These privileges
  also include access to Life Extension treatment to
  prevent 
  aging, 
  a 
  highly 
  prized 
  procedure
  unobtainable outside of the employ of SLA.
  Although all these advantages are only valid while
  the Militia member remains in the military.
  For most when they go back into combat it
  will be either posted at one of the many bases
  around the planet or to SLA’s numerous mobile
  units, including  crew on the Dreadnoughts or desert
  Leviathans. Some will be sent back to the front
  lines, although this is usually in command positions
  or on specialist duties such as vehicle crew,
  engineers and medics.
  These higher level duties are still by no
  means easy and some postings such as the Deep
  Deserts, Polar Regions and Wastelands, rival or
  surpass the front lines in terms of misery and
  danger. The KIC figures still run extremely high for
  all types of combat posting, and even if they
  managed to survive the front lines, average life
  expectancy for Militia members in an active unit is
  still only a matter of months. Operatives will also be
  assigned to these types of postings as their first
  active duty, although if they show promise they are
  more likely to be given transfers to higher profile
  units. Departments such as S.I.D and the D.S.O are
  constantly looking for highly skilled personnel from
  both Militia and Operative origins to headhunt and
  a fair amount of interdepartmental wrangling goes
  on when they both want the same people.
  Many infantry, vehicle and special forces
  units are constantly being reassigned to different
  postings around Dante as the demands for
  reinforcements and new personnel are continually
  changing. The SLA High Command perpetually has
  to shuffle its forces in response to the ever changing
  war situation and troops grow to expect frequent
  shifts between bases. Quite often units will be
  pulled off their regular duties and transferred to
  specialist assignments if an emergency arises. These
  can include high priority search and destroy
  missions, retrieval and loan to various sub
  companies for R&D testing.
  Unit Designations
  Unit Designations
  Unit Designations
  Unit Designations
  Once they have finished their secondary training
  both Militia and Operatives will be assigned to one
  of Dante’s main combat units. Each of unit these
  has its own designation, such as the ‘32nd
  Hammers’ and in a similar way to the old ‘Nitro
  Legions’ can encompasses troops from various
  specialized areas such as powered armour, air
  support, infantry, medevac and sappers. It is not
  uncommon for the larger of these units to have
  several hundred thousand personnel and many of
  the older, well established ones will also have
  divisions on other War World’s such as Cross or
  Charlie’s Point. Over the years the names and
  numbers of units on Dante has been vast with many
  having been reformed numerous times as all
  members are lost and the High Command simply
  recycles their identification.
  Common Types Of Postings
  Common Types Of Postings
  Common Types Of Postings
  Common Types Of Postings
  Base Defense Units
  Base Defense Units
  Base Defense Units
  Base Defense Units
  Troops assigned to this duty are in a similar,
  although usually less dangerous, position to those
  serving on the front lines. Base defense units are
  responsible for manning the fortifications and gun
  emplacement that surround the majority of SLA’s
  complexes on Dante and preventing both air and
  ground assaults by rival company forces. Some will
  serve on the static emplacements and in the
  trenches, while others will form part of the security
  parties that most bases operate. These consist of
  mobile armoured units and infantry squads who’s
  job it is to plug holes in the defense grids as they
  appear, as well as pursuing attacking forces beyond
  the bases perimeters. Security personnel will also
  commonly be charged with mounting routine patrols
  within the immediate area of the base and dealing
  with any local threats such as stray robotics, looters
  and Zone Stalker incursions. On smaller bases,
  where there are limited numbers of personnel, these
  defenders will often be supplemented by the use of
  minefields, automatic systems and drones.
  “Hey Sarge we’ve got a blip in sector four, looks
  like five warm bodies in low level powered armour,
  probably DarkNight commandos from the scan.
  They’re moving, inbound for the vehicle sheds near
  the perimeter wall, range about thirty meters and
  closing”
  BKOOOM
  BKOOOM
  
  Dante Source Book A.H.Langton 1998
  18
  “Scratch one assault team, thermals show nothing
  but meat, guess their mine detection skills weren’t
  up to much huh”
  Watchtower - 0345 Command Center
  Dante Wastelands
  Assault Units
  Assault Units
  Assault Units
  Assault Units
  These units can vary in size from a single squad to
  several Leviathans with air and MBT support. The
  Assault units role in combat it to go out and destroy
  or capture a specific target, usually in ‘no mans
  land’. The number and type of personnel in a
  particular Assault Force are usually tailored to the
  target they are going up against and these can vary
  from a single Zone Stalker, crazy or band of
  deserters to a major rival company base. Assault
  teams are usually stationed on a specific base for a
  period of months waiting for assignments, then be
  transferred to patrol or convoy duties, although they
  can find themselves rapidly moved around in
  response to particular threats or the need for
  manpower in other areas.
  Although where possible an assault unit
  will fight together, the chaos of Dante often
  prevents this and these forces can rapidly find
  themselves split up and fighting on a variety of
  fronts. This means that the small squad sized
  elements that makeup the majority of their
  complement can often find themselves constantly
  being shuffled around between battles and can
  receiving a vast number of differing assignments.  It
  is also not uncommon for members of a particular
  unit to end up spread all over the War World after a
  period of years, although Commanders will usually
  try and retrieve these when tasked with mounting a
  major assault.
  In some cases the High Command find it
  impractical to send replacement personnel and
  regroup scattered forces so instead will let the
  fragmented elements of a unit be totally destroyed
  or absorbed into others and reform it from fresh.
  Since they are often stationed at a base for a period
  of time Assault Units frequently get tasked with any
  odd jobs that come up such as retrieval missions,
  rescuing convoys etc. They will also be expected to
  earn their keep as additional base security if the
  complex comes under attack.
  “Damn I wished we’d get a proper assignment, this
  shooting stray Skaggs is really getting on my
  nerves, how the stupid animals get through
  perimeter defenses is beyond me.”
  Lieutenant Kia Forsyth
  12th Hawk Legion Assault Unit
  On Stop over at Blue 12 Outpost
  Patrol Units
  Patrol Units
  Patrol Units
  Patrol Units
  Patrol units are normally armoured columns of
  varying size who’s job it is to scour the vast areas of
  ‘no mans land’ hunting for enemy units, concealed
  bases and other minor threats such as looters.
  Patrols will generally stay in the field for two or
  more months or till they’re vehicles and equipment
  are too damaged or they’re too short of personnel to
  continue, at which point they will return to one of
  SLA’s many repair and re-supply facilities.
  Most patrols will usually operate to a fixed
  route plan to allow High Command to have a good
  ideas which sectors they will be in and when.
  Although 
  such 
  things 
  as 
  the 
  unpredictable
  environment and loss of equipment in combat can
  often mean that these units remain out of touch for
  long periods of time or are forced to make route
  changes. This necessitates that units must often
  survive on their own without backup or re-supply
  for months at a time, although if situations allow
  communications to be opened then air drops can
  usually be arranged. If possible patrols in an area
  where assault units have a target will be brought in
  to increased numbers and add extra firepower. Units
  will usually alternate between this type of duty and
  assignment to assault teams every few months.
  Convoy Duty
  Convoy Duty
  Convoy Duty
  Convoy Duty
  This duty simply consists of acting as protection for
  one of the numerous cargo convoys that keep SLA’s
  bases supplied all over the planet. Convoy sizes can
  vary from between five armoured trucks to vast
  numbers 
  of 
  vehicles 
  carrying 
  supplies 
  and
  replacement equipment. Level of protection and
  number of personnel assigned depends on the
  destination of the cargo and the hazardous nature of
  the areas it must pass through. Again convoy
  assignments are interspersed with periods of Assault
  or Patrol duties and units can find themselves
  rapidly reassigned if an emergency occurs. Convoy
  duty can be particularly dangerous since all vehicles
  have to move at the same speed as the transports
  and protect them, meaning they often can’t use
  speed to outrun a concerted attack. The High
  Command is also very strict when dealing with
  AFV crews who desert the trucks in their care.
  “This is the Section Leader to Land Trains three
  and four. You’d better move it or loose it cos we’ve
  got incoming bogies in all sectors and I don’t care
  what the High Command are gonna do to me when
  I get back, if I loose another MBT, I’m gonna leave
  your sorry asses in the desert to rot”
  Convoy Commander Francis Clark
  54 Vulcans
  Route 66 Dante
  
  Dante Source Book A.H.Langton 1998
  19
  R&D Testing
  R&D Testing
  R&D Testing
  R&D Testing
  This type of duty is usually given to Assault or
  Patrol units and commonly involves the field testing
  of various vehicles, weapons or other pieces of
  equipment being developed by Dante’s numerous
  labs. Most troops dislike these assignments, as they
  usually require them to be relieved of their issue
  weapons or armour and given something that is
  possibly unreliable or occasionally downright
  dangerous instead. This practice of taking the
  equivalent of whatever being tested off the group is
  now common, as researchers found they weren’t
  getting accurate data when troops simply ditched
  the malfunctioning item and went back to their old
  ones. Items that need long term testing usually go to
  patrols, while those needing more specific combat
  tests tend to be assigned to Assault Units where
  results can be rapidly obtained. The R&D lab
  involved in the testing will normally assign several
  expendable junior personnel to the unit, to record
  data and observe the equipment in action. Their job
  is to ensure that all aspects of the prototypes being
  used 
  in 
  combat 
  are 
  carefully 
  logged 
  and
  documented, usually with vid footage, to be
  returned to their superiors. Needless to say this type
  of assignment can be extremely hazardous and it’s
  not uncommon for these techs to get caught in the
  crossfire. Units who loose these techs in combat and
  also fail to return the test data to the Company
  usually suffer from rank reductions or other
  disciplinary measures, another reason for many
  troops detest these types of assignments as they see
  it as baby sitting. To counter this somewhat a bonus
  system has now been introduced in recent years, this
  is paid to the troops taking part in testing by the
  sub-company and is designed to encourage their
  cooperation.
  Since head office approves and encourages
  this type of testing, few military units are able to
  resist a request from a Company lab to take part in
  trials and a squad or unit has little choice if it’s
  assigned to an R&D department.
  BRRRRRRTTTTT
  CRUNCH.....!!!
  Click Click Click
  “ If I ever get out of here, I’m gonna kill who ever
  designed this piece of crap. Where’s my Power
  Claymore..?”
  Private Janet Turner -
  Patrol Unit 00654 Deep Deserts
  During Research Testing for General Armaments
  Copyright CMC - Unsuitable for Transmission
  “Come on Sergeant just hand it over, look here’s
  our authorization from the High Command, it says
  you’ve got to give us your Warmonger and take this
  nice new prototype instead. It’s no good growling
  like that, if you don’t hand it over right now we’ll
  just get the MPs in and they’ll sedate you and ship
  you off to psyche...”
  Field Research Team Head - Charles French
  FEN Infantry Weapons Division - Dante
  Militray Careers & Retirement
  Militray Careers & Retirement
  Militray Careers & Retirement
  Militray Careers & Retirement
  When the standard military contract with SLA
  Industries for Operatives or Militia expires, the
  recruit is then given the choice to either re-enlist for
  another four years or return to civilian life. If
  they’re an Operative they will also have the
  additional option to take up another position within
  the company. This usually meaning a return to the
  streets of Mort or if they’re lucky a desk job,
  although some will end up assigned to other worlds
  such as Artery. Certain highly skilled Militia
  members are also able to gain Operative status
  when they finish their contracts and in this way
  remain in the employment of SLA.
  The other option, open to all types of
  personnel, after completing a tour on Dante is re-
  assignment to another position within the Military,
  usually on one of the minor War Worlds or any of
  the thousands of Militia garrisons. Dante trained
  troops are always in high demand due to their skill
  and toughness and commanders on other worlds are
  often keen to recruit them.
  Some do choose to leave the militray all
  together, but as with Operative retirement, total
  retirement from the military results in the loss of the
  majority of a troopers privileges. Most importantly
  this includes the withdrawal of their life extension
  treatments, something many are not willing to turn
  down lightly. As a result very few actually quit the
  Militia after fulfilling their initial contracts and the
  re-enlistment rate after the first four years on Dante
  runs at around 97%. Many, by the end of their first
  tour, have also become addicted to the adrenaline
  rush of combat, the danger and as often as not
  company drugs and find they can’t live without the
  constant high of fighting on Dante. These troops are
  generally known as ‘lifers’ and will commonly stay
  on in the military either till their luck eventually
  runs out or their forcibly retired for other reasons.
  “Sign on for another four years on Dante ???? Are
  you Crazy ?? Oh course I’m going to sign on for
  another four years,
  where else can you have this much fun..?”
  Lieutenant Ryann ‘Mad Dog’ McMillan
  Third Dante ‘Desert Reapers’
  Copyright CMC
  
  Dante Source Book A.H.Langton 1998
  20
  CHAPTER - 3
  CHAPTER - 3
  CHAPTER - 3
  CHAPTER - 3
  Archangel
  Archangel
  Archangel
  Archangel
  The Heart Of SLA On Dante
  The Heart Of SLA On Dante
  The Heart Of SLA On Dante
  The Heart Of SLA On Dante
  SLA Industries current domination of the war on
  Dante is in no small part due to its huge central
  command, manufacturing and training facility know
  as ‘Archangel Base’. Although to call Archangel a
  military base is something of an understatement as
  in the years since its initial construct it has grown to
  take on city sized proportions and stands unequaled
  as the largest instillation on the planet, dwarfing the
  former central command bunker at Slayers Fist
  which it was built to replace. Accommodation
  blocks, training facilities, warehouses and factories
  spread out over an area so large that Archangel now
  requires its own road network and public transport
  system. For a newcomer it is often impossible to
  navigate without a map and personnel on their first
  leave there frequently get lost. A vast spaceport
  operates 24 hours a day bringing in personnel and
  equipment from ‘New Hope’, while an equally large
  number of troops leave from the bases many
  airports and on convoys each day, bound for the
  front-lines and SLA’s many outposts on Dante.
  The base is built roughly where the
  original colonists choose to construct their first
  settlement and space port, making it well placed in
  the center of Dante’s largest continent. The site also
  allows access to one of the many large rivers which
  flow to the oceans and through an extensive
  dredging and reconstruction program it is now
  possible to sail members of the SLA Dreadnought
  fleet up river to where an comprehensive port
  facility is under construction on the outer northern
  edge of the base.
  The bulk of Archangel sits at the center of
  a vast defense grid which extended several miles
  out from the city to form its perimeter and which
  comes under attack daily by various factions
  attempting to probe it for weaknesses. Mostly this is
  done using automated drones, cruise missiles and
  other airborne weapons, although occasionally
  armored columns and artillery are brought up to try
  and pound the complex. All opposing forces on
  Dante see the destruction of Archangel as the key to
  SLA’s defeat. And as a result of these constant
  attacks, over the years the exterior defenses have
  grown into a vast maze of fortified walls,
  emplacements, missile batteries and bunkers, as
  more and more items are added to shore up the
  perimeter walls against attack. Further out from this
  wall come early warning guard towers and extensive
  sensor systems which alert the defenders of
  incoming targets and allow the ‘Valhalla’ laser grid
  to be brought on line. Valhalla is able to vaporize
  instantly most supersonic targets that come into
  range, destroying them before they can detonate,
  including the many cruise missiles and boosted
  artillery rounds fired at the base by rival companies.
  The ten colossal armoured towers that hold the laser
  generators dominate the Archangel skyline, rising
  above the other buildings at regular intervals along
  its perimeter wall. Although even this system has
  proved fallible, when 100 years ago at the height of
  one of the worse communications blackouts to hit
  the base a Thresher suicide squad were able to
  hijack and re-enter an orbital freighter, which using
  its FOF transmitter to avoid the numerous anti
  aircraft batteries, they then smashed into the
  northern sector of the Archangels spaceport at
  maximum 
  velocity. 
  The 
  impact 
  caused 
  the
  destruction of several square miles of the base with
  the loss of countless lives and resulted in the
  implementation of several strict security protocols
  for inbound flights intended to prevent it ever
  happening again.
  Not only does Archangel look like a city in
  design, it also offers many facilities of a city to
  those who are stationed there or passing through
  during training. Civilian run bars, restaurants, shops
  and leisure facilities have grown up over the years
  to service the vast military population and the work
  forces from the numerous factories, manufacturing
  plants and research establishments that the base
  supports. This civilian population is controlled
  under strict martial law, but even the Dante High
  Command 
  recognizes 
  that 
  the 
  troops 
  need
  somewhere for R&R and to spend their pay. As a
  result virtually any service or item that can be
  legally purchased on Mort (and quite a few that
  can’t) can be found on offer somewhere in
  Archangel’s civilian quarter.
  The architecture of the base is mainly
  dictated by the harsh environmental conditions
  found on the planet and the constant threat of
  attack. Squat, thick walled, grey tower blocks and
  low fortified bunkers make up the majority of the
  buildings with few traces of decoration or
  embellishments. Many of these structures are
  windowless to allow better protection and those that
  do have views to the outside sport narrow strips of
  heavily armoured glass complete with thick, rapid
  closing blast shutters. Most entrances are set below
  street level and it is not uncommon for buildings to
  have several sub-basements, some even offering
  access to the vast underground complex that
  Archangel rests on. The entire base was designed
  with the intention that some day it may need to be
  defended from inside the defense grids, if the
  perimeter walls were ever breached. For this reason
  the buildings and streets are built into a complex
  pattern that would force an attacker to fight every
  
  Dante Source Book A.H.Langton 1998
  21
  inch of the way to get to its center. In the unlikely
  event that Archangel should ever come under direct
  attack everyone on the base would be expected to
  fight and this includes the civilians and military
  police stationed there. Because of this all non
  military personnel must undergo Civil Defense
  training at the age of sixteen and be ready to draw
  weapons and armour from the countless emergency
  armories and caches constructed around the
  complex in the event of a breach.
  As well as being at the center of the
  military command on Dante the base also serves
  two other important functions, as a training center
  for new Militia recruits and as a clearing house for
  much of the weaponry and equipment that is sent
  down from New Hope satellite. A third of the city
  consists of the vast training facilities where new
  personnel go through the standard six week
  induction course to become Dante infantry and
  before assignment to the line.
  Lecture halls, shooting ranges and assault
  courses are all present on the base to allow new
  recruits to be taught the rudiments of battle tactics,
  weapon usage and maintenance and a crash course
  on Dante environment and survival. SLA engineers
  have also constructed a vast area on the outskirts of
  the base known as ‘Satan’s Playground’. This is a
  faithful reproduction of several kilometers of the
  front lines where recruits go through their final ultra
  realistic simulations before being shipped out. In
  addition the sector also has many advanced training
  facilities and simulators for those who return to the
  base after their first tour to undergo tuition in such
  areas as piloting, mechanical skills and advanced
  weapons systems. Each of the main military forces
  such as the Marines, Medevac, Air Corps and
  Engineers have their own training schools at
  Archangel, including the highly specialized Dante
  Special Operations unit where potential spies and
  saboteurs are instructed.
  A Guide To Archangel
  A Guide To Archangel
  A Guide To Archangel
  A Guide To Archangel
  The Ebony Spire
  The Ebony Spire
  The Ebony Spire
  The Ebony Spire
  At the heart of Archangel stands the Ebony Spire, a
  vast imposing structure that houses the command
  and control center for the entire planet and the
  living quarters of the Supreme Commander and her
  staff.
  An immense, windowless, kilometer and a
  half tall, tower of seamless black ceramic armour
  which dominates its surroundings. The complex is
  under constant guard by a special Marine
  detachment answerable only to the War Witch
  herself and is even rumored to have its own
  miniature version of the Valhalla anti missile
  defense system. Although, if this does exist, it
  appears to be being reserved for a dire emergency,
  as the Spire armoured outer shell appears to be
  more than adequate at repelling all types of
  conventional attacks. With its sole discernible
  entrance and several meter thick walls many
  consider it the single, most heavily fortified
  building on the planet and capable of surviving
  weapons strikes even up to the mega tonne range.
   Few, apart from the military elite, ever
  have quarters in the tower and the underground
  complex it stands upon and it is widely suspected
  that there are numerous hidden entrances to the
  Spire leading into the underground tunnel systems.
  Only a very small number of ordinary troops ever
  gain access to the Ebony Spire and it is seen as a
  great honor to receive an invitation there, unless of
  course you have done something in violation of the
  Company in which case it is unlikely that you’ll
  ever come out again. The tower is also known to
  house the only Stigmata unit on the planet, who are
  rumored to even have the power to ‘retire’ the
  Supreme Commander if they see fit and act as Mr.
  Slayers eyes and ears on Dante. A key target in any
  rival company attack, the spires placing at the exact
  center of the Valhalla grid means that as yet nothing
  has even come close to testing its strength.
  The Labs
  The Labs
  The Labs
  The Labs
  Today, virtually every one of SLA Industries major
  sub companies has a lab or research facility
  established at Archangel. Many favoring the high
  security of the base which allows them to conduct
  sensitive research in relative safety compared to
  other areas of Dante. A large section of the base is
  now devoted to these centers and operates under
  tight security as each company jealously guards its
  secrets.
  Although the military and S.I.D arrange
  security personnel, many of the larger labs also
  provide their own forces from off world, apparently
  not willing to take any chances. Many of the top
  researchers also have accommodation in this area
  and it is extremely hard to get access to without
  numerous passes and authorization, not only from
  the military, but from the labs themselves. Several
  unfortunate accidents have occurred in this sector
  through the years, due to lost military personnel
  encountering patrol drones or Stormers without the
  proper authorization. Many worry what the R&D
  departments are up to at the heart of Archangel and
  that one day something is going to go seriously
  wrong. Others claim that several thing already have,
  but that they have been carefully concealed by
  SLA’s high level security and propaganda teams.
  “Hey no need to get rough, I was just looking for a
  bar and got lost, okay. Look you don’t have to keep
  pointing those guns at me like that, how was I to
  know this area was off limits. I know I don’t have
  
  Dante Source Book A.H.Langton 1998
  22
  the proper authorization, like I said I was looking
  to get drunk, not rip of research secrets...”
  Private T.K.Mullholland
  Karma Research Center - Archangel
  The Third Eye Tower
  The Third Eye Tower
  The Third Eye Tower
  The Third Eye Tower
  The tallest building in the complex baring the
  Ebony Spire, the Third Eye Tower houses the main
  Dante media and propaganda unit who are
  responsible for reporting on and promoting the war
  throughout the Worlds Of Progress. This building
  contains all the editing and production facilities
  where programs are prepared before being sent off
  planet as well as several large studios where
  portions of shows are filmed before broadcast.
  Much of Third Eyes work is in perpetuating the idea
  that SLA is winning the war on Dante and that
  despite the several centuries old deadlock is actually
  gaining ground. Numerous programs are put
  together from footage taken in the field by the CMC
  (Combat Media Corps) and after undergoing careful
  screening by various high level Internal Affairs
  Operatives is released for broadcast to the off world
  networks.
  Some of the more popular shows such as
  ‘It’s a Blast’, clips of the wars best vehicle to
  vehicle combat, ‘Mad Minute’ and ‘Maximum
  KIC’, on the spot reporting from the front lines,
  have been running for many hundreds of years with
  generation after generation tuning in to watch the
  war as it happens.
  The Tower is also at the heart of the Dante
  propaganda machine with every attempt being made
  to make the war appear sexy, courageous and just,
  and to encourage new recruits to join the Militia.
  Much of this work involving the use of well known
  media figures from the SLA Militray such as
  Commander Amity Takaya.
  Due to its height the tower has sustained
  numerous hits from munitions that got past the
  Valhalla Lasers during the many years of enemy
  attacks and hearsay abounds that Third Eye have
  been attempting to get reassigned to safer offices.
  This has apparently been rejected by the High
  Command as no other department wants to occupy
  the building either.
  “Look I don’t care if she’s busy, I want to talk to
  Commander Van Braun and I want to do it now.
  We’ve just had another cruise missile hit on the
  tenth floor and if she doesn’t look into moving us
  somewhere safer, I’m going to get onto Head Office
  about Military harassment.”
  Alistair T. Jackson
  Head Of Third Eye News Division
  Archangel Base - Dante
  The Under City
  The Under City
  The Under City
  The Under City
  Beneath Archangel exists a second city almost as
  large as its over ground counterpart. Miles of bomb
  hardened tunnels have been built under the base to
  connect the enormous subterranean storage silos,
  emergency bunkers and the immense power plants
  that keep the city alive and feed the Valhalla lasers
  and the defense grids. The network is so large that a
  complete subway system has had to be developed
  over the years to allow rapid transit around this
  underground maze. In recent years the tunnel
  system has even been extended under the perimeter
  defenses allowing rapid re-supply of munitions and
  troops to the front lines. To protect against
  infiltration by enemy units these tunnels are fitted
  with numerous booby traps, security scanners and
  populated with hunter killer drones, MPs are also
  charged with making regular patrols throughout the
  complex to check for any signs of incursions.
  Rumors circulate of further tunnels that
  still exist from the time the base was originally
  constructed and which have become sealed off from
  the main network by war damage and seismic
  activity. Many believe that there may still be ancient
  storage silos filled with old technology and
  untouched by the fighting down there waiting to be
  discovered after over four hundred years. Several
  R&D labs have sponsored expeditions into the
  damaged sectors although non to date have had any
  success and many have not returned possibly having
  fallen victim to still functioning antique security
  systems.
  A more real mystery surrounds the small
  number of crazies and deserters who are known to
  live in some of the deeper tunnels. Scrounging from
  the storage silos to stay alive and from time to time
  actually attacking maintenance personnel, these
  ghostlike figures are a constant annoyance to the
  MP force of Archangel who have had little success
  in catching them or discovering how they negotiate
  the many security measures and traps that have been
  installed.
  The Valhalla Towers
  The Valhalla Towers
  The Valhalla Towers
  The Valhalla Towers
  These huge armoured, 800 meter high, columns,
  tower above Archangels skyline and hold the key to
  its air defense systems. Each of the ten massive
  structures is crowned by an immense turret
  containing multiple high powered lasers which can
  automatically track and destroy virtually anything
  that invades the cities airspace. During nighttime air
  raids the sky is lit brighter than day as the defense
  grid pumps out millions of watts of power into the
  atmosphere knocking missiles and artillery rounds
  out of the sky before they can detonate. Evenly
  spaced along Archangels inner perimeter wall, the
  towers are a prime target for enemy sabotage and so
  
  Dante Source Book A.H.Langton 1998
  23
  apart from the Ebony Spire are among the most
  heavily defended structures on the base. Each has
  its own small garrison of specially designed
  Stormers and is surrounded by rings of gun
  emplacements, mines and fortifications. The routes
  through the under city to the Valhalla towers and
  their power generators are equally well defended
  and the tunnels around them bristle with drones,
  sensor systems and regular patrols. Despite this,
  over the years, there have been numerous attempts
  by spies and teams of commandos to gain access to
  the towers and although all ended in bloody failure
  this has not deterred rival company forces from
  trying.
  The River Styx
  The River Styx
  The River Styx
  The River Styx
  This vast three kilometer wide channel which leads
  to Dante’s ocean was originally a natural river till it
  was extensively dredged and widened to allow the
  passage of large shipping. The majority of the Styx
  flows through SLA Industries held territory, but
  near its mouth it passes through the front lines and
  for several miles is flanked by DarkNight forces on
  it western shore and Thresher on its eastern. Both
  rival companies have built extensive shore batteries
  on the channels banks and any incoming ships must
  run the gauntlet of these guns as they proceed to the
  port facilities at Archangel. Mining of the channel
  and the attempted ambush of ships is also common,
  as is use of the river to mount assaults towards SLA
  lines. As yet though no Dreadnoughts have been
  lost  journeying to and from Archangel base, with
  their immensely heavy fire power and armour
  allowing them to fight their way through. Two
  massive lock gates guard the entrance to the SLA
  Industries port and these combined with several
  heavy gun batteries on the rivers embankments
  have, as yet, deterred any determined attempt to
  attack Archangel via this route.
  The Styx gained its name through its use as
  a dumping ground for bodies from various front line
  assaults. After intense fighting thousands of bodies
  are often simply bulldozed into the river to dispose
  of them where they drift out to sea on the tied.
  During the many periods of unwavering heat that
  occur throughout the summer months the stench of
  rotting, bloated corpses is overwhelming and rivals
  that of the free fire zones at their worst. This is
  intensified by the vast number of chemicals and
  waste products that the factories and manufacturing
  plants of Archangel pour into the river each day.
  “You want to know what embankment duties like?
  Well it’s the pits man, the absolute pits. You should
  see the crap that floats past everyday, bits of
  Stormers, bits of humans, bits of just about
  everything. Hey man you sure the smell ain’t
  getting to you, you look kinda green. Piece of
  advice, if your gonna hurl for gods sake don’t take
  your helmet off to do it, last guy that did passed out
  and almost fell in....and I’m sure as hell not going
  to jump in and pull your ass out if you do..”
  Private - Hiram Dulce
  34th River Styx Artillery Battery - Dante
  Copyright CMC - Unsuitable for transmission
  Proteus Space Port
  Proteus Space Port
  Proteus Space Port
  Proteus Space Port
  The largest spaceport operated by any company on
  the planet, Proteus provides landing facilities for
  hundreds of Dropships and transports every day and
  caters for the constant flow of new personnel and
  supplies sent down by New Hope. Heavily defended
  against air attack and sabotage, a strict security
  protocol is observed for all incoming ships,
  especially 
  after 
  the 
  incident 
  in 
  year 
  800.
  Unfortunately this has also resulted in several,
  regrettable, friendly fire incidents, with incoming
  SLA transports not transmitting their FOF codes in
  time and getting shot up by the defense grids.
  A prime target in any attack to take
  Archangel, Proteus has its own large standing,
  security force and several armoured units to aid in
  its defense. The port also offers extensive repair and
  refit facilities for ships and services much of SLA’s
  current fleet of Dropships on a rota basis. In
  addition the base houses a small production facility,
  manufacturing spares for the orbital fleet and
  preventing Dante being hundred percent reliant on
  imported items.
  The space port is also the site of Dante’s
  main Glyph Pillar, which allows Ebon navigators to
  fold to the planet. Standing at the center of the
  complex it is heavily defended and under 24 hour
  guard to prevent sabotage. A task which falls to an
  elite Necanthrope/Ebon unit known as the ‘Keepers
  Of The Gate’.
          A small planet based orbital interceptor
  squadron is also stationed at the Proteus Spaceport,
  who’s main duties include VIP escorts and flying
  cover for priority cargo’s such as R&D materials or
  vital supplies. Due to the length of time required to
  attain orbit this force is unable normally to
  contribute to system defense, although they can be
  called on in an emergency. It was originally planned
  to station a much larger force at Proteus, but in the
  end these ships were diverted to New Hope and
  Black Dawn at the request of Admiral Hood.
  The Civilian Quarter
  The Civilian Quarter
  The Civilian Quarter
  The Civilian Quarter
  This section of Archangel is reserved for the
  civilian work force and non military employees who
  work at the base. It is also the center of the bases
  extensive R&R facilities and home to many of its
  bars and nightspots. Entry to this sector is only
  
  Dante Source Book A.H.Langton 1998
  24
  usually given to military personnel on leave and
  various security posts and MP patrols serve to keep
  the area off limits to troops in training or on duty.
  All civilians are kept under strict martial
  law for security reasons, although few seem to mind
  this as many are the results of several generation of
  SLA employees living on Dante, some dating back
  to the original colonists and have grown use to the
  constant supervision. The population is pretty much
  self contained and very few civilians either leave
  Dante or are allowed to move there, although some
  will be moved about between SLA’s various bases
  on the planet in response to demands for workers
  and other personnel.
  The 
  The 
  The 
  The Armitage Hospital
  Armitage Hospital
  Armitage Hospital
  Armitage Hospital
  The largest hospital facility on the Dante, Armitage
  receives thousands of casualties daily from all over
  the planet. The extensive network of buildings can
  play host to hundreds of thousands of patients at
  any one time and provides numerous LAD and
  biological replacement services to those lucky
  enough to be reached by Medevac units in time.
  Most troops unofficially refer to the hospital as the
  ‘Meat Factory’ due to the speed at which many of
  the injured are patched up and put back into the
  field. The hospital also houses the largest Karma
  research and manufacturing facility on the planet,
  outside their labs at Zodiac Nine. This unit
  undertakes numerous lines of research into
  battlefield medicine as well as providing the full
  range of Karma products and upgrades. Many of
  which are manufactured on the spot to help meet the
  constant high demands the war produces. Personnel
  who qualify for, or can afford, additional implants
  such as Marine Corps troops are also generally sent
  here for their operations and recuperation periods.
          Armitage is also known to operate a small
  Stormer production facility and this is used to
  supplement the type D-966 units produced at
  Zodiac nine and the other models shipped in from
  Artery such as the 313’s. The facility is also capable
  of producing various ‘custom models’ when needed
  and can fit upgrades and additional equipment to
  existing Stormer units.
  Many combat troops are convinced that
  Armitage also has a more sinister area deep at its
  heart commonly know as the ‘Wards’, these are
  allegedly where those who fail psyche tests or who
  crack under pressure are sent for ‘treatment’.
  Barrack room jokes abound about being sent to the
  Wards, although in reality many truly believe they
  exist. Where these rumors come from is not clear
  although they are known to date back virtually to
  the construction of the hospital itself, and the fact
  that the complex does have many restricted areas
  only seems to keep them going.
  The Manufacturing Districts
  The Manufacturing Districts
  The Manufacturing Districts
  The Manufacturing Districts
  Not all equipment, weapons and vehicles are
  shipped to Dante. Many are built on planet by the
  vast automated factories that make up a large
  proportion of Archangel base. These plants run
  night and day churning out parts, weapons and
  ammunition to feed the war effort and are only shut
  down for short periods of necessary maintenance.
  Raw materials are shipped in from the few mining
  centers still operating on the planet and these
  production facilities help to make SLA’s forces less
  reliant on imported items. Much of the sector is
  constructed underground, the factories forming part
  of the immense under city and at times of crisis it
  has not been unknown for munitions to be shipped
  straight from the factories to the perimeter defenses.
  There is always a constant and heavy MP presence
  around the sector as these factories make a prime
  target for sabotage, especially since many have
  civilian work forces and maintenance staff.
  Numerous patrols and spot checks of personnel take
  place there daily with few regular military venturing
  into the sector unless their sent there.
  The 
  The 
  The 
  The I.A. Building
  I.A. Building
  I.A. Building
  I.A. Building
  A large, squat, bunker like building in one of
  Archangels northern sectors, the I.A. Building
  houses Dante’s main Internal Affairs division and is
  center of its operations. Protected by its own
  security force, which operates independantly from
  those of the Militray the building is off limits to
  virtually everyone, even members of the High
  Command. IA has its own vehicles stored at the
  building and even has a small landing pad and
  hanger bay incorporated into its roof from which its
  fleet of private aircraft operate. Virtually all Dante’s
  Internal Affairs divisions have their quarters in the
  building and it is extremely rare for them to be seen
  outside its walls, unless on a specific mission.
  The Dump
  The Dump
  The Dump
  The Dump
  Not actually in the base proper, the area known as
  the ‘Dump’ is outside the inner defense perimeter
  and contains the waste of Archangel for the last six
  hundred years. Often returning aircraft and vehicles
  from the front lines and patrols are so far gone when
  they limp back to the base that there is no point in
  attempting to repair them and so, after being
  stripped of anything useful, they find their way to
  this vast vehicle graveyard.
  The Dump is an immense landfill site
  several kilometers in area where not only vehicles,
  but every other kind of waste from Archangel finds
  its way. Acres of rusting, rotting machinery stretch
  in every direction and it is thought that examples of
  virtually every type of weapon and piece of
  
  Dante Source Book A.H.Langton 1998
  25
  equipment ever used in the war is buried in there
  somewhere. Teams of researchers and techs climb
  all over the Dump daily in search of antiques, or
  simply trying to find hard to requisition spare parts
  or components to get a system running again in a
  hurry.
  The Dump is not without its hazards
  though, not least the large numbers of items
  deposited there from the company labs and the
  many ancient munitions that were not properly
  stripped before weapons systems were consigned
  there. The population of Skaggs, and other vermin,
  is  huge, with them hiding out in the wrecks and
  feeding on the waste, despite numerous attempts to
  drive them out. There are also suspicions that some
  of these animals have mutated due to the large
  numbers of chemicals and old radioactives that
  saturate the water table, often becoming bigger,
  stronger and more aggressive. Some ‘Crazies’ have
  also made their home in the maze of war relics and
  regular raids are conducted by the bases MPs and
  other units to try and flush them out.
  Captain Jacks
  Captain Jacks
  Captain Jacks
  Captain Jacks
  The most famous nightspot in Archangel. Captain
  Jacks Bar dates right back to the first colony and
  has the proud boast of never having closed down for
  a single night since its opening in 081. This is
  despite being relocated several times and being the
  site of numerous drunken brawls, which resulted in
  wholesale destruction of the fittings, and verged on
  becoming full blown riots.
  Over the years the club has steadily grown
  in size till it almost rivals Mort’s Pit in facilities
  offered and varied clientele. The club now occupies
  several rooms in what was once a huge fortified
  warehouse on the south side of the civilian quarter
  and its six massive bars have played host to virtual
  every type of personnel serving on the planet.
  Inter unit fights at Captain Jacks are
  common despite the bar having a door staff
  consisting mainly of retired Stormers. Many of
  these brawls have become legendary, especially
  when they resulted in MPs and even S.I.D security
  personnel needing to be brought in to break them
  up. The worst fight on record occurred in 788 when
  a Southern Wasteland Infantry Battalion on R&R
  tried to take on several squads of Kodachi Base
  Marines. This fight also holds the record for highest
  number of fatalities in one evening. Door policy at
  the club is tight and entry is usually only permitted
  to military personnel, with Research staff and sub-
  company security normally being excluded. Anyone
  with more than ten years service on Dante qualifies
  to wear a ‘Captain Jacks’ logo on their armour and
  this is a good way to spot experienced veterans.
  As a result of its success on Dante, several
  other branches of Captain Jacks, have been set up
  on other War Worlds including Cross, Charlie’s
  Point, Satan’s Tear and Hedra, over the last four
  hundred years.
  “I’m sorry sir, your not coming in. Look I’ll ask
  you once more nicely to leave and then I’m afraid
  I’m going to have to hurt you very, very badly. Not
  that I’d enjoy doing that, but it’s just house policy
  you see....”
  Ex-Militia Stormer ‘Black Death’
  Captain Jacks Doorman
  Nexus Air Base
  Nexus Air Base
  Nexus Air Base
  Nexus Air Base
  The base of operations for the majority of SLA
  Industry’s aircraft stationed at Archangel and also
  the site of its flight school and central training
  facilities. Nexus air base was constructed on the
  opposite side of the Archangel complex from
  Proteus to prevent both it and the space port being
  destroyed in a single large scale attack. Surrounded
  by heavy AA batteries and with its own personal
  security units, the High Command is keen to
  prevent the complex ever being used as a
  bridgehead for attacking airborne forces.
  Nexus is the largest of Archangels four air
  fields and houses over 20,000 aircraft of varying
  descriptions. An extensive repair and refit center
  keeps the fleet flying and there are numerous
  workshops for the upgrading and retrofitting of
  aircraft with new developments in weapons systems
  and avionics. Both FEN and GA have large labs and
  private runways on the field, where they continue to
  develop fresh concepts and improve on existing
  designs. FEN is known to currently to be working
  on an improved version of the Kilcopter at Nexus,
  attempting to give it heavier weapons and better
  armour to bring it in line with the FX66 Warbeast
  VTOLs. GA is also developing a single seat multi-
  role fighter at the air base and have been seen flying
  several prototypes from their private runway.
  Satan’s Playground
  Satan’s Playground
  Satan’s Playground
  Satan’s Playground
  The closest you can get to the Dante front lines
  without actually going there, Satan’s Playground is
  the most realistic simulator used in troop training
  and is designed to prepare Militia members for their
  initial 
  tour. 
  Carefully 
  copied 
  from 
  several
  kilometers of the worst battlefronts and populated
  by robotic, computer controlled enemies, the
  Playground can be used to recreate a variety of
  combat and environmental conditions for training
  purposes. 
  While 
  undergoing 
  these 
  combat
  simulations troops wear special laser activated, jolt
  packs which respond to fire from the various drones
  used and either stun or inflict mild burns to simulate
  weapons hits. 
  
  Dante Source Book A.H.Langton 1998
  26
  Heavily guarded, more to keep trainees in
  the than prevent unauthorized entry, the final test
  for all Militia is to live in the playground for four
  days without any kind of support. Although the
  Playground is supposedly ‘safe’ there are numerous
  casualties and even some fatalities during exercises
  there, often as a result of malfunctioning robotics or
  accidents. Real life wildlife such as Skaggs have
  also infiltrated the area over the years causing an
  additional hazard and there are even rumors of a
  small number of crazies who hide out in the vast
  training area. Although despite numerous searches
  by Archangels MPs nothing has ever officially been
  proved.
  The Glass House
  The Glass House
  The Glass House
  The Glass House
  The Glass House is the headquarters and main base
  of operations for Archangel’s extensive Militray
  Police force. One of the oldest buildings in the
  complex it gains its name from the large reflective
  panels that cover much of its outer surface, a
  strange architectural feature totally out of keeping
  with the rest of the base. The upper levels of the,
  vast, squat tower block house the forces command
  and control facilities, while the lower levels and the
  various basements are used for training facilities,
  shooting ranges and storage of the Militray Polices
  large number of patrol vehicles.
  The building also has Archangel’s largest
  militray prison incorporated into its lowest level
  where various types of criminals, from simple
  AWOLs, petty thieves and D&Ds, to murders and
  even some serial killers, are held pending judgment.
  Known commonly as the ‘Stockade’ this facility has
  extremely high security and is heavily defended
  from the outside due to the fact it is often used for
  the incarceration of low level personnel from rival
  companies.
  The roof of the Glass House has its own
  hangers and launch pads for the MPs large fleet of
  helicopters and SCAFs, as well as a small spaceport
  capable of receiving shuttles and dropships which is
  mainly used for prisoner transfers up to New Hope
  or Black Dawn.
  The Slab
  The Slab
  The Slab
  The Slab
  Headquarters 
  to 
  the 
  Militaries 
  Special
  Investigations Division, the ‘Slab’ is another one of
  Archangel’s older buildings and one which has
  stood virtually since the bases construction.
  Resembling a huge upright slab of weathered grey
  concrete, pocked with numerous munition hits, the
  building houses the control and command staff for
  all of SID’s planetary operations as well as those
  responsible for Archangel security.
  Extending as deep underground, as it is
  tall, the building has a variety of sub levels and
  numerous basements, many with access into the
  Under City. The Slab also provides training
  facilities for S.I.D officers and provides housing for
  these, and its permanent staff. The building also has
  its own, small, maximum security detonation center
  and interrogation facilities for high level prisoners.
  Like other Archangel complexes the S.I.D has its
  own highly trained security officers who guard the
  Slab and have had been forced to defends it on
  several occasions against rival company suicide
  squads attempting to free prisoners.
  Due to its relatively small size Gundancer
  Claw’s Ebon Affairs Unit also has its offices in the
  Slab with several of the upper levels being reserved
  the departments use and off limits to other
  personnel. These areas are virtually a security zone
  within a security zone and have their own
  Necanthrope and Ebon guards, security systems and
  defenses.
  In recent months the Slabs security has
  been supplemented by several teams of specially
  modified Stormers provided by Karma. This is
  rumored to be in responce to the capture of several
  high 
  ranking 
  enemy 
  personnel, 
  supposedly
  including a number of renegade Ebons who are
  currently undergoing interrogation there both by
  S.I.D and Ebon Affairs.
  The Slab also serves one further purpose,
  although not strictly an S.I.D one, in being the only
  building to have the equivalent of a BPN hall where
  personnel can go to sign up for various types of
  Hazardous Duty. This facility is open twenty four
  hours a day and has gained something of a
  notorious reputation over the years. This stems from
  the many stories in circulation telling of drunken
  troopers waking up after a hard nights R&R at
  Archangel to find they’d inadvertently signed up for
  Hazardous Duty on a dare.
  “ What do you mean I’m going to Darkside ???
  Look I told you I had a few too many cans of Slosh
  at Captain Jacks and after that everything got a bit
  fuzzy.......Hazardous Duty.. No I don’t remember
  anything about Hazardous Duty.....”
  Private Peter. T.  Walker
  Unwilling Hazardous Duty Volunteer
  S.I.D Custody
  Archangel Base
  
  Dante Source Book A.H.Langton 1998
  27
  CHAPTER - 4
  CHAPTER - 4
  CHAPTER - 4
  CHAPTER - 4
  Key Figures On Dante
  Key Figures On Dante
  Key Figures On Dante
  Key Figures On Dante
  The High Commander Of SLA On
  The High Commander Of SLA On
  The High Commander Of SLA On
  The High Commander Of SLA On
  Dante - Julia Van Braun
  Dante - Julia Van Braun
  Dante - Julia Van Braun
  Dante - Julia Van Braun
  The highest rank on Dante is that of Supreme
  Commander and those few who have ever been able
  to achieve this much vaunted position find
  themselves only answerable to Mr. Slayer himself in
  matters concerning the ongoing conflict and the
  command of the war torn planet. They also find
  themselves in charge of the single, largest, military
  force within the World of Progress, as well as being
  responsible for running a war on a planet that’s out
  of control and one that the company isn’t trying
  particularly hard to win. The Supreme Commander
  has the unenviable task of appearing to succeed in a
  conflict that has been deadlocked for the last 800
  years, so that the troops in the field and the vid
  viewer on other worlds believe that SLA is doing
  everything it can to take back Dante for the good of
  the company and don't lose moral. There have only
  been five Supreme Commanders assigned to Dante
  since the start of the war, with each ones term in
  office lasting approximately 150-200 years.
  The current Supreme Commander is Julia
  Van Braun who was promoted to the post in the
  year 876 after the death of the previous Commander
  Karl Vincent Black while leading a vital Marine
  raid against a Thresher strong point. As with the
  three Commanders who went before him Black for
  filled the destiny of Dante Commanders to be
  doomed to die in combat rather than retiring from
  their posts.
            There is much mystique attached to the
  command of SLA’s most notorious War World,
  especially by the troops who serve there, not least
  that connected to the suit of black and silver
  powered armour and its accompanying Power
  Claymore 
  which 
  represents 
  the 
  Supreme
  Commanders badges of office. Built to an ancient
  design that predates the formation of the World of
  Progress, there is only ever one of the suits in
  existence at any one time and nothing similar is
  currently known to exist. Although the commanders
  of the other major War World’s, such as Charlie’s
  Points, Katatrina Reinhart have equally distinctive
  sets of armour.
  When a Commander dies his or her suit is
  recovered no matter what the cost, to be returned to
  Mort where it is melted down and used as the basis
  of the new Commanders armour. These exquisite
  hand built suits follow no current designs and
  appear to offer protection, strength argumentation
  and maneuverability far beyond their relatively
  small size and compact bodysuit configuration.
  Often being capable of performance well beyond
  that of much bulkier heavy assault units such as the
  MAL Shock or Dogeybone. Those troops who have
  witnessed the power of one of these unique suits
  used in combat speaking in awe of their ability to
  repel high velocity 17mm rifle rounds and even
  heavier attacks while taking only minor damage and
  of their blinding speed and massive strength
  enhancement.
  Each set of the armour is custom fitted to
  its owner, appearing almost like a second skin, with
  many who have seen Julia Van Braun’s suit
  comparing it too the way that an Ebon Deathsuit
  molds itself to its user. Only in this case of the
  Dante Commanders suit is formed from flawless
  deep matte black metal, decorated with fine
  scrolling designs in silver. Once a Commander dons
  their suit they will never appear in public without it,
  apart from the helmet, till the end of their term in
  office seeming to lend credibility to the rumor that
  the suits are something more than armour and have
  some form of symbiotic relationship with their
  owners.
         The suits matching Power Claymore is also
  carried at all times by the Commander and this too
  appears to be unique with no other similar designs
  in 
  existence. 
  The 
  sword, 
  like 
  the 
  armour
  accompanies, has also had its own particular set of
  legends and superstitions attached to it by
  generations of military personnel. Many long
  serving Dante troops believe that if the sword is lost
  or destroyed the war on Dante will be lost, where
  this comes from is unknown although it’s unwise for
  new recruits to scoff at this belief, especially in any
  of the bars frequented by long timers. This 1.3
  Meter double edged blade, with a two handed grip,
  is the same one carried by Dante’s first Commander
  and rumored to have been issued to him by Mr.
  Slayer himself when he took command of the
  planet. Its black blade shows the scars of nearly 800
  years of continuous battles with nicks and scratches
  marring the intricate silver decorations that run its
  length. Like the armour it accompanies, when a
  Commander dies his sword is always brought back
  no matter what the cost.
  This was proved all too tragically in 476
  when Commander Xavier Cadman was killed while
  inspecting a forward command base that was
  suddenly overrun by a surprise Thresher Strike
  Squad of 200 troopers in Sarge Suits. Despite
  personally killing over thirty of the attackers single
  handed, Cadman was seen to go down under a mass
  of enemy troops, an attack even his armour couldn’t
  repel. As the intruders were beaten back one of the
  surviving attackers took the sword from the dead
  
  Dante Source Book A.H.Langton 1998
  28
  Commanders hand and attempted to returned with it
  to the Thresher lines. The remains of Cadman’s
  honor guard and around 30 of the posts personnel
  gave chase to retrieve it only to run into a hastily
  planned Thresher ambush from which they suffered
  over 90% casualties. Despite this during the bitter
  fighting the sword was recaptured by a Marine
  Sergeant and two Company Militia who were to
  carry it back to the SLA position despite their many
  wounds.
               All of the Supreme Commanders, bar one,
  have been drawn from the ranks of the Marines and
  a special relationship appears to exist between
  theses elite troops and the holder of Dante’s highest
  position. The Marines form the honor guard and
  protection unit for the Commander and six of their
  highest ranking officers accompanies her where
  ever she goes outside of her private quarters. If the
  Commander goes into battle or visits the front-line
  she always does so with a squad of twenty Marines
  as her Honor Guard all of whom are hand picked
  and instantly recognizable by their black and blue
  camouflage Hellstorm custom armoured suits
  decorated with inlaid silver badges of officer. These
  highly advanced sets of powered armour are
  specially manufactured for the Corps by MAL and
  issued to no other units on Dante or any other
  Worlds Of Progress apart from the Marines on
  Cross 
  and 
  Charlie’s 
  Point. 
  This 
  favoritism
  appearing to be by some form of special agreement
  between the Supreme Commander and Mr. Slayer
  himself.
              Julia Van Braun like all other Commanders
  had an extremely distinguish carrier as both a
  Marine officer and for a period a D.S.O Agent,
  before her eventual promotion to Dante’s highest
  position. 
  Joining 
  the 
  Dante 
  Militia 
  as 
  an
  infantryman in 805 she was to quickly rise to the
  rank of lieutenant, helped no doubt by several acts
  of extreme courage while serving in the field, both
  at the New Hamilton front lines and as part of a
  deep desert patrol unit.
  In 816 Van Braun was to be offered a
  position in the Marine Corps and transferred there
  to serve for five years in their elite D.S.O combat
  unit. Again throughout this period she was to
  continue to have a flawless record highlighted by
  several acts of bravery, most notable of which was
  the destruction of a crucial DarkNight fuel dump
  and repair yard several hundred miles behind enemy
  line by the then Captain Van Braun and two of her
  D.S.O lieutenants. One man was killed during the
  raid and the other critically injured, but despite this
  Van Braun was to return on foot to the SLA lines 60
  days later still carrying her wounded junior officer
  in spite of having had her own left arm almost
  completely smashed by two enemy 14mm bullets
  during their escape and suffering from sever
  malnutrition and exposure.
           On completion of her service in the D.S.O
  Julia Van Braun was to return to standard Marine
  service with a promotion to Major and from then on
  she was to conduct an unmatched rise to Dante’s
  highest 
  position. 
  Going 
  from 
  command 
  to
  prestigious command, including a tour on the staff
  of Kodachi base under General Andre Draken, her
  rise through the ranks was to be far faster than any
  of her predecessors.
  Throughout this period she was to show a
  flare for unorthodox tactics and an unnatural ability
  to snatch victories from seemingly impossible
  situations. It was also at this time that she picked up
  the nickname of ‘The War Witch Of Dante’ due to
  her almost magical ability to command and win.
  This name remains with her even today and is
  commonly used by troops in the field. This rapid
  rise up the ranks was finally completed in 876 after
  a total service on Dante of 71 years. Ironically she
  was second in command on the raid that was to take
  Supreme Commander Blacks life, returning with the
  survivors of her unit to be instantly dispatched
  along with her former superiors body and his
  armour to Mort, where she would be presented with
  her new rank by the head of the company, Mr.
  Slayer himself.
  Today Command Van Braun appears to
  perfectly match her nickname of the War Witch of
  the planet. Tall and slender with a mane of blonde,
  almost white, hair, her classic good looks and high
  cheekbones are set in a face that looks no older than
  twenty. Only her eyes betray her true age, two steel
  hard chips of storm grey, which bore into and
  through anyone they look at and which have been
  known to severely unnerve those meeting the War
  Witch for the first time. This gaze is possibly why
  the media have given up, to a large extent, using her
  image for propaganda purposes and turned to more
  acceptable icons such as Amity Takaya.
  “Jeez, I saw the Supreme Commander, you know,
  the War Witch, today. She came through our sector
  on an inspection, striding along with twenty of
  those Marines in their blue/black armour, you know
  her honor guard. Is she scary or what? She’d got a
  huge old great coat on, but you could still see her
  suit, you know, that black powered armour she
  wears. Looks kinda fluid, not like a normal suit at
  all, like it aint mechanical, like it’s something else.
  And those eyes, I never saw anything that cold
  when I did six months at the Zodiac. I’m just glad
  she’s on our side, cos Thresher aint got anything
  nearly as scary as her... “
  Defense Grid Operator - Lieutenant Faith Devrol
  Archangel Base
  Copyright CMC
  
  Dante Source Book A.H.Langton 1998
  29
  General Andrea 
  General Andrea 
  General Andrea 
  General Andrea Draken
  Draken
  Draken
  Draken
  Officially second in command on Dante and current
  head of Kodachi base, General Draken is probably
  one of the most experienced Commanders currently
  serving on the planet. Many also had Draken
  marked for the position of Supreme Commander
  when Karl Vincent Black was killed. Although it is
  thought that it was his dedication to his men at the
  Black Rose and history of questioning or
  disregarding orders by the High Command, that
  resulted in him being passed over of this post.
  Andrea Draken started his employment
  with SLA Industries as an Operative on Mort and
  after a distinguished career serving on the streets he
  put in a transfer to the Dante Military at the age of
  28. Originally a lieutenant on patrol in the
  Wastelands for five years, Draken’s toughness and
  exceptional leadership ability soon gained him a
  series of promotions and an invitation to join the
  Marine Corps. Ruthlessly efficient and dedicated to
  his unit he was to lead a series of successful raids
  behind rival company lines and was responsible for
  the assassination of DarkNight’s then Commander
  in chief on Dante, Mitchell Steele, in 785. It was
  soon after this that a position became open on the
  command staff of Kodachi base and Draken was to
  apply and be accepted for the post.
  Well suited to the tough conditions and
  somewhat anarchic attitude of the personnel of the
  Black Rose, Draken was soon to rise through the
  final SCL levels to take command of Kodachi in
  817, a position he has remained in for the last 83
  years making him the longest serving Commander
  in the bases history. Dedicated to his men and the
  preservation of the traditions of the base, Draken is
  the personification of all previous Commanders at
  the Black Rose and is more than willing to disobey
  orders from the High Command at the Ebony Spire,
  especially when they threaten the existence of his
  command.
   Many in the Company frown on these
  actions, but they are willing to turn a blind eye to
  them due to Andrea Draken’s immense military skill
  and his ability to continue to hold back rivals
  company forces from the most precarious position
  on the War World. Even so Draken has been
  investigated several times by Internal Affairs and is
  known to be one of the few people to survive such
  probing with their position and SCL rating intact.
  Despite various differences of opinion General
  Draken and Commander Van Braun are known to
  be good friends and even served together for a short
  period in the Marine Corps.
  Dr. Karl 
  Dr. Karl 
  Dr. Karl 
  Dr. Karl Trenchard
  Trenchard
  Trenchard
  Trenchard
  Head of Dante weapons research and development,
  Dr. Trenchard has held this position for several
  hundred years and was the first chief advocate of
  the use of the War World as a testing ground for
  new concepts and designs.
  In 213 Trenchard was heading up a design
  team at FEN’s infantry weapons development
  facility on Mort and was already highly placed on
  the SCL ladder for a researcher of his age. It was
  during this time that he saw the need for the
  weapons he was working on to be tested under the
  severest conditions possible in order to allow him to
  produce the best possible designs. The only feasible
  solution he saw to this problem was to take them to
  the most deadly planet in the Worlds Of Progress
  and see how they faired in the harshest
  environmental and combat conditions imaginable.
  After voicing his opinions at several high level
  meetings he was to get the backing he needed from
  FEN’s board of directors to petition Mr. Slayer
  himself for the right to set up a research and
  development department on Dante and also to allow
  the use of military personnel in the testing of
  products. This permission was duly given and in
  early 214 Dr. Trenchard and his small team of
  assistants left Mort on a military foldship for the
  hazards of Dante.
  Their first project was the development of
  the, then new, Warmonger Infantry SMG and the
  valuable data gained by its Dante field testing and
  use by troops under actual combat conditions
  allowed them to come up with an unbeatable design
  which was quickly accepted by the High Command
  for large scale standard issue. This was despite the
  losses of over 50% of Trenchard’s teams who
  accompanied troops during trials. Their success
  with the Warmonger project was quick to convince
  others in the company of Dante’s importance as a
  test center and soon the number of labs at Slayers
  Fist and other bases was growing daily. In the next
  hundred years Trenchard’s determination and first
  hand experience were to raise him to the position of
  chief coordinator for all SLA companies operating
  on the War World not just FEN.
  Trenchard has remained on Dante ever
  since and now controls the vast numbers of SLA
  Industries labs, research establishments and testing
  facilities on the planet, while also acting as a liaison
  between the various company heads and the military
  Commanders. A sometimes difficult job, as the two
  groups rarely get on. A born diplomat Trenchard is
  well respect by both military and researchers alike
  and few dare to challenge his high standing and
  long record. He is also known to have the ear of Mr.
  Slayer on many matters and this alone is enough to
  make many fear him.
  Commander 
  Commander 
  Commander 
  Commander Darius Wolf
  Darius Wolf
  Darius Wolf
  Darius Wolf
  The head of the Thresher forces on Dante, Darius
  Wolf is a shadowy figure little seen outside of the
  
  Dante Source Book A.H.Langton 1998
  30
  Grey Keep. This is possibly due to the high number
  of attempts on his life that have been made by
  SLA’s D.S.O and special forces units. Few
  photographs exist on SLA’s files, but those that do
  show a tall hawk faced man with a mane of graying
  hair and a steel gaze, perfectly fitting his image as a
  ruthless and dispassionate leader of the war against
  SLA. Little is known about his career within the
  company before his assignment to Dante, but to be
  offered such a prestigious post means that he is
  highly regarded by Threshers Commanders. SLA
  investigations place him in command of Mort
  operations prior to his transfer and he is suspected
  of being the instigator of numerous raids against the
  planet throughout 860 to 870.
  What is know is that under Wolf’s
  command there has been a marked increase in
  Threshers aggression over the last year or so, with
  an large numbers of commando raids and assaults
  on SLA’s outlying bases, as well as more concerted
  attacks on the front lines. Many at SLA High
  Command suspect that Darius Wolf has been
  brought in to give his companies forces on the
  planet a shake up and attempt to break them out of
  the deadlock that currently exists.
  Commander 
  Commander 
  Commander 
  Commander Kia Gibson
  Kia Gibson
  Kia Gibson
  Kia Gibson
  Commander of Thresher’s forces at the High
  Tower, their main arctic base, Gibson gained the
  post in late 887 when its former Commander was
  killed by an SLA Marine assault team close to the
  front lines. Previous to this transfer SLA sources
  place Gibson as one of Darius Wolfs most trusted
  advisors at the Grey Keep and it is suspected that
  due to her apparently high tactical ability and
  strategic skill she has been being groomed for
  command for several years. Certainly since she took
  over control of the High Tower, Thresher has
  become much bolder and cunning in the tactics it
  uses, even to the point of mounting several large
  scale raids from the base in the last year, something
  no other Commander before had tried before. With
  most simply being content to hold the position
  against SLA.
  SLA Industries realizes the danger that
  Gibson could present in the future and is actively
  trying to secure her assassination or the destruction
  of her command. Numerous attempts have already
  been known to have failed, falling foul of the tight
  security of the Tower and its now vastly improved
  defenses. As Gibson has escalated her activities
  from the Tower, so SLA Industries have been
  forced to greatly expand their blockade of the island
  by the Hiroshi Garrison.
  Gundancer Claw
  Gundancer Claw
  Gundancer Claw
  Gundancer Claw
  Head of Ebon Affairs on Dante, Mr. Claw is
  responsible for the small numbers of Ebons, Brain
  Wasters and Necronthropes who serve with the
  military. This includes their security and well being
  as well as the policing of Ebon activities. Claw’s
  department is small, since far fewer Ebons join the
  war on Dante than any other race, but it is known to
  operate its own internal investigation and security
  unit consisting of several high level Necronthropes
  known as the ‘Grey Dagger’. Although in mundane
  matters of minor Ebon crimes they tend to rely on
  the military S.I.D or MPs due to the departments
  shortage of personnel.
  The secondary purpose of the Ebon Affairs
  Department is the investigation of Ebon renegades
  among rival company forces. Numbers of these are
  not large, but throughout the wars history several of
  these traitors to SLA have been captured or killed
  by combat units in the field. Gundancer Claw is
  most emphatic about the need to capture these
  renegades alive, for questioning, where possible and
  a large bonus and SCL increase is perpetually on
  offer to all active military personnel who manage to
  do this. The High Command have lodged several
  complains about this to Head Office as they feel it
  encourages bounty hunting among their troops, but
  these have been rejected by both Mr. Slayer and
  Preceptor Teeth.
  Brenten Nash
  Brenten Nash
  Brenten Nash
  Brenten Nash
  Brenten Nash is the twenty year head of Company
  Security and Internal Affairs on Dante and he and
  his department are known to be both extremely
  ruthless and persistent in its pursuit of those who
  betray the company. Nash’s job is to watch the
  watchers and his division has authority over the
  Militaries S.I.D as well as powers to investigate
  anyone below the level of the Supreme Commander
  and her staff without prior authorization from
  Company head office or permission from the High
  Command.
  Julia Van Braun’s dislike of the activities
  of Internal Affairs is well known and within the
  tight security and rigid structure of the Dante
  military she has managed to limit the size of the
  department so that it has remained much smaller
  than those on other worlds. By all accounts the
  feelings of dislike are mutual and Nash’s distaste at
  the traditions and intense loyalty that exists in such
  units as the Marine Corps is widely known. He has
  expressed the view several times that such things
  are a danger to the stability of the company and
  breeds subversion of its ideals.
  Previously Brenten Nash held a post in
  Mort’s widely feared Cloak division under
  Alexander Xavia before his transfer and promotion
  
  Dante Source Book A.H.Langton 1998
  31
  to head of IA at Archangel and it is widely believed
  that he was chosen for this position due to his lack
  of links to the military and the dispassionate view of
  it he holds. He tends to run his department very
  much along the lines of Cloak Division operations
  using direct brutal methods to rooted out
  subversives and makes significantly less use of
  undercover agents and spies outside of SLA’s
  military bases. This is possibly to reduce the
  number of losses of highly trained Operatives as
  combat casualties. Officially all of the Dante
  Internal Affairs Department are Operatives and non
  hold military ranks unless they are undercover.
  Admiral Constantine Lewis
  Admiral Constantine Lewis
  Admiral Constantine Lewis
  Admiral Constantine Lewis
  Commander of the Coral Sea complex and head of
  SLA’s Naval operations, Admiral Constantine
  Lewis has direct control of the Companies fleet on
  Dante. Joining the SLA military as an Operative in
  793 Lewis immediately applied and was granted
  permission to undergo naval training from which he
  went onto serve on the SNV (SLA Naval Vehicle)
  ‘Skaffen’ as a weapons officer. A series of SCL
  increases saw him become captain of the
  Dreadnought in 836 and started his thirty year
  period as one of the most charismatic and skilled
  Commanders in the fleet.
  The high point of his career came when he
  led the amphibious assault on the, then recently
  discovered, Thresher submarine complex, code
  named ‘Red Dusk’, on the south eastern seaboard
  jointly with the Dreadnoughts ’Lady Sharrow’ and
  ‘Staberinde’. Lewis was to direct the SNV ‘Skaffen’
  against the rival companies shore batteries as cover
  to allow hovercraft born troops to breach the lower
  gun emplacements and gain entry to the base.
  Despite taking excessive damage to his ship in the
  first few minutes of the engagement Lewis was to
  remain on station and continue to attack the
  Thresher guns for over fifty more minutes allowing
  the ‘Lady Sharrow’ and ‘Staberinde’ valuable time
  to safely disembark their assault teams. The
  successful destruction of the base earned Lewis a
  commendation and direct promotion from head
  office placing him high on the SCL ladder for
  someone still on active duty.
  Reluctantly in 876 he gave up command of
  the ‘Skaffen’ to take a shore posting at Coral Sea
  and from there was to complete his rise to head of
  naval operations in the next ten years. Many suspect
  that a certain amount of pressure by the Dante High
  Command needed to be applied to make him take
  and retain this post and that given the chance he
  would return to active duty in the Dreadnought
  fleet. It is also believed that giving Lewis a desk
  job, is Julia Van Braun’s way of keeping him under
  control and preventing his successes at sea
  becoming too great and tipping the delicate balance
  of the Dante conflict
  “Give me the entire Dreadnought fleet operating
  together and stop using them as a glorified taxi
  service and freight company and I’ll go out and
  goddamn well  sink every other vessel that floats on
  Dante’s oceans before the years out.”
  Admiral Lewis Year- 891
  Commander Amity Takaya
  Commander Amity Takaya
  Commander Amity Takaya
  Commander Amity Takaya
  The 
  recently 
  promoted 
  Commander 
  of 
  air
  operations on Dante, Amity Takaya is another
  former Militia private who’s career rise SLA is keen
  to promote for media and recruiting purposes. Born
  on resource world 34567 ‘New Yen’ in 780 she
  signed up for the Militia as soon as she was able
  seeing it as the only way to escape the poverty her
  family had endured.
  After surviving her initial tour in 796 her
  superb reflexes and determination earned her a
  place at the Archangel flight training school from
  where she was to join one of the many fighter
  squadrons providing air cover to convoy on Route
  66. The addition of further Karma implants
  subsequently enhanced her performance and she
  soon became an ace with over forty enemy kills in
  her first year. Her exceptional skill with all types of
  attack aircraft and her willingness to undertake
  hazardous duty missions quickly raised her SCL and
  soon saw her promoted to captain, followed by her
  heading up her own command out of one of SLA’s
  smaller bases.
  During this time Commander Takaya is
  credited with leading one of the most successful air
  raids ever against the Thresher complex at Thunder
  Pass, when she and two of her wing men dropped
  six 1000kg ‘Bunker Buster’ laser guided bombs on
  the central command complex.
  It was also around this time that SLA
  Industries began to realize her potential as a media
  star and there are numerous Third Eye News CMC
  reports from this period detailing her exploits. Her
  success in this role was no doubt helped to no small
  extent to by her exceptional good looks and
  personality. Now seen as a valuable commodity, in
  845 the then Major Takaya was recalled to
  Archangel to act as a senior officer and training
  instructor, 
  although 
  from 
  there 
  despite 
  the
  objections of the  High Command she continued to
  fly numerous missions against Thresher and
  DarkNight targets.
  Seen by many at Third Eye as a much
  better image for the military than the ‘War Witch’,
  there was little surprise when in 892 she was given
  
  Dante Source Book A.H.Langton 1998
  32
  the job of Commander of the Dante’s air arm and
  with her high skill and long service record few
  could object. Charismatic and extremely photogenic
  Commander Takaya has appeared on numerous
  recruiting posters telling the masses of the Worlds
  Of Progress that ‘Dante Wants Them’ and of the
  rich rewards SLA has to offer. Commander
  Takaya’s is the ultimate rags to riches story and
  because of it many have been convinced by SLA’s
  slick PR to signed up for the War World’s. Despite
  her high media profile Amity Takaya still insists on
  flying in combat when she can and her willingness
  to lead from the front has only helped to enhance
  her image and keep the respect of those she
  commands.
  Commander 
  Commander 
  Commander 
  Commander Brodorick Matthews
  Brodorick Matthews
  Brodorick Matthews
  Brodorick Matthews
  Commander of DarkNight forces on Dante, the slick
  image of Matthews is widely recognized and
  despised by the front-line SLA troops subjected to
  the companies attempts at propaganda. Matthews
  appears regularly on channel ‘Free Dante’ an
  infrequent pirate broadcast that is infiltrated into the
  SLA military com nets by a heavily modified
  version of the Vent Virus. These short bursts of
  information are most common in the front line areas
  and usually revolve around attempts to get SLA
  troops to turn against their company and join
  DarkNight’s cause. This new approach to the war
  and use of terrorist style tactics seems to suggest
  Matthews background in the company is in their
  covert rather than military wing. Virtually nothing is
  known about this new Commander apart from that
  he gained the post in 895 after the death of the
  previous head of DarkNight forces. What is known
  is that since his installment DarkNight have been
  trying a wide variety of new and different tactics in
  an attempt to break out of their deadlock with SLA
  and gain some desperately needed territory in the
  front line areas.
  “Matthews, what a joke..! Came over the com nets
  last night appealing to us to ‘Join The Cause’.
  Couldn’t have had much success though cos by this
  morning those DarkNight bastards were back to
  dropping 175mm’s on us from their forward
  batteries. Here’s hoping the General goes and
  blows his head off like he did that other guy.”
  Corporal - Lee Grice
  Forward Command Post 073 - Kodachi Base
  Admiral Alexander Hood
  Admiral Alexander Hood
  Admiral Alexander Hood
  Admiral Alexander Hood
  Head of space operations for the Dante system,
  Alexander Hood is one of the few high ranking
  Commanders assigned to the War World not to
  serve on the planets surface at some time in his
  career. Hood began his life in SLA Industries in the
  companies space fleet in 765. Initially he serving a
  thirty year period on the heavy battle cruiser
  ‘Retribution’ as a tactician before returning once
  again to Mort. Here he joined the training staff at
  Orange Crush teaching and developing space based
  fighter and ship to ship tactics for the Companies
  fleets. On numerous occasions he was to test these
  theories under actual combat and served for short
  periods on active duty as an advisor with SLA’s
  various fleets. Respected by many in the space navy
  for his great strategic skills and hard nosed
  approach to problems, he was seen as an ideal
  choice for Commander of the fleet operating in the
  Dante system and managing the unorthodox
  problems of the constant stream of foldship
  transports coming in system.
  Despite his great skill and success at
  commanding the systems fleet, Hood is known to
  have fallen out several times with the High
  Command during his duty in the Dante system over
  the uses he’s made of the fighter wings on New
  Hope and Black Dawn. These disputes center on his
  lack of willingness to allow his ships to be used for
  atmospheric escorts, insisting instead that the
  Foldships are more important than military
  dropships and freighters.
  Professor Susan 
  Professor Susan 
  Professor Susan 
  Professor Susan DeVerr
  DeVerr
  DeVerr
  DeVerr
  Head of Karma research at Zodiac Nine, Professor
  DeVerr was transferred from Artery in 719 where
  she had severed under Doctor Strand for over fifty
  years. She was brought in to head up the companies
  division on Dante after the former head of the
  department was killed in a tragic field testing
  accident in 718. Susan DeVerr is an extremely
  competent and ambitious biotechnology designer
  who appears to thrive in the Dante environment and
  was one of the key instigators of the D-966 Stormer
  project for use on the planet. Unlike many of her
  staff she is credited with a five year period as a
  Mort Operative prior to her work at Karma and has
  a good if undistinguished record for working the
  streets. The driving force behind many of Karma’s
  current lines of research on Dante, much of the
  extremely tight security that exists at the base is at
  DeVerr’s request and she was responsible for the
  shipping in of Artery type security Stormers to act
  as guards in sensitive areas. Something which seems
  to suggest that another large project is underway at
  the base. Unlike many of the other researchers on
  the planet DeVerr is known to be on good terms
  with the Military High Command and to be one of
  Commander Van Braun’s few close friends, this
  relationship might account for the great number of
  Karma products now being fitted to Marine Corps
  personnel allowing them to outperform all other
  types of troops.
  
  Dante Source Book A.H.Langton 1998
  33
  CHAPTER - 5
  CHAPTER - 5
  CHAPTER - 5
  CHAPTER - 5
  A Guide To Key Locations
  A Guide To Key Locations
  A Guide To Key Locations
  A Guide To Key Locations
  On Dante
  On Dante
  On Dante
  On Dante
  This chapter details the various important places on
  Dante listing the types of personnel found there,
  environmental conditions, general background and
  history.
  Slayers Fist
  Slayers Fist
  Slayers Fist
  Slayers Fist
  The original major SLA military base on Dante and
  still one its main strongholds. The Fist is a vast five
  kilometer wide stone pillar riddled with barracks,
  command centers and training facilities, many
  dating back to the start of the war. Close to the start
  of the conflict on Dante it was decided that SLA
  Industries forces needed a central command base
  from which to conduct operations and which would
  act as a training and supply depot. The site of the
  Fist was chosen as it represented a natural fortress
  which could quickly be turned into a functioning
  command 
  center, 
  something 
  that 
  SLA 
  was
  desperately in need of as they pulled out of the
  many undefendable mining and manufacturing
  facilities. The base is built into the tallest natural
  plateau of rock on the planet, which over the years
  has been gradually hollowed out by SLA engineers
  to form a extensive network of rooms and
  interconnection tunnels. By flattening of the top of
  the pillar provision was made for the landing of
  dropships and other supply craft and to allow access
  to the base via aircraft even under siege conditions.
  Gun positions and AA batteries cover the outer
  surfaces of the rock, while the roof top spaceport is
  defended by a forerunner of the Valhalla laser
  defense system. This system though is not as
  effective as the one installed at Archangel and as a
  result the faces of the Fist are riddled with damage
  from old missile hits and artillery rounds.
  As well as tunneling upwards the engineers
  also extended the base downwards, below ground
  level, as demands for space rose. Numerous sub-
  basements and underground storage silos were
  constructed in the early years of the bases operation
  and it was here that many of the first company R&D
  departments set up on the planet were situated.
  Karma, FEN and PP are all known to have had labs
  built under the Fist and many of the initial research
  projects into new Dante weaponry, robotics and
  biomechanics took place here.
        
  By the year 379 Slayers Fist had begun to
  run out of room and was no longer sufficient to
  handle the volume of traffic coming on planet from
  orbit, or the training responsibilities for new
  recruits. The decision was then taken to move the
  High Command to the newer Archangel Facility that
  was then currently under construction. This decision
  was hastened when later that year the Fist come
  under an intensive assault by Thresher Strike
  Squads 
  and 
  long 
  range 
  artillery. 
  Before
  reinforcements could be called in, several assault
  teams were able to breach the lower seals of the
  base and attempted to fight their way through to the
  command centers on the upper levels and
  downwards to the underground labs. They were
  only stopped in their attempt by the fierce resistance
  they met from the Commanders personal guards, the
  Fists detachment of Shiver Military Police and the
  courage of many of the technical and command
  staff. This incident is now referred to as the ‘Red
  Hell’ and remains the worst breach of a SLA bases
  security on Dante.
  Much of the base was damaged during this
  assault and many of the lower sectors were sealed
  off by wreckage and roof falls in the access tunnels.
  Since the move to Archangel was already underway
  it was decided that attempts to clear out and repair
  the lowest levels of the Fist would be too costly, so
  no attempts were made to dig through to the sealed
  off areas. Today rumors abound of these lost
  sections of the base, as well as supposed ways into
  them and of forgotten technologies still surviving in
  the undamaged labs on the lowest levels. There is
  also a rumor that something got loose when one of
  these labs was hit and now roams the tunnels
  looking for prey.......
  Kodachi Base
  Kodachi Base
  Kodachi Base
  Kodachi Base
  Kodachi Base, better known as ‘The Black Rose’, is
  widely acknowledged as the worst posting on
  Dante. The base itself is built on a narrow corridor
  of land between Thresher and DarkNight held
  territories, with both sides attempting to constantly
  squeeze it out of existence. The fighting around the
  base is constant and fierce and for most assigned
  there life expectancy there is extremely low (well
  lower than the norm). Due to its extremely isolated
  position the only way for Kodachi to be re-supplied
  is either by airdrop or by sea and there are constant
  attempts by both enemies to blockade these routes
  and starve the defenders out.
  It was by this method that Thresher came
  closest to taking the Black Rose in 436 when it
  managed to prevent vessels getting through for a
  period of 36 days and reduced the defenders to a
  mere 4000 men, low on ammunition and essential
  supplies. The siege was only broken when the
  Dreadnought SNV ‘Rickenharp’ managed to run the
  blockade, with the help of air cover from the
  squadrons at Archangel and Slayers Fist, landing
  
  Dante Source Book A.H.Langton 1998
  34
  fresh troops and equipment in time to counter
  Threshers final assault.
  Only the truly talented or psychotic survive
  an initial tour at Kodachi and veterans who have
  served at the base are respected and feared by other
  military personnel. Many who serve their first duty
  at the base request permanent placement there and
  for the most part SLA are happy to accept, as it
  helps to offset the higher than average losses of new
  recruits.
  Over the years the Black Rose has become
  something of a law unto itself and to a certain
  degree its troops and their current Commander,
  Andrea Draken, are seen as outside the command of
  even Julia Van Braun. In 679 the High Command
  suggested abandoning the Kodachi Base as it was
  becoming to costly in men and resources, this is
  rumored to have resulted in a near mutiny and one
  of the rare occasions when SLA Industries backed
  down over a decision. Kodachi veterans will nearly
  universally have a large, black, rose DNA tattooed
  on their left shoulder as a mark of their service on
  the base. Some will also have this replicated on
  their armour. Many a new recruit has regretted
  picking a bar fight with personnel from the Rose
  and many other units actively avoid troops who
  wear the distinctive tattoo due to their inherent
  instability and aggressive nature.
  The Maze
  The Maze
  The Maze
  The Maze
  The Maze is a vast, secretly constructed Thresher
  underground complex that was discovered by SLA
  forces build out in one of the desert areas sometime
  in 649. Plans were immediately put into effect by
  Dante High Command to take and destroy the base
  so as to deny it to Thresher as a staging point for
  raids against  Archangel, Coral Sea and the Fist.
  This operation though has taken much longer than
  originally anticipated.
  Much of the Maze is abandoned now, but
  in its depths Thresher units still fight on, constantly
  expanding it, moving back into old sectors and
  shifting their location in the miles of tunnels and
  rooms, making it nearly impossible for SLA to wipe
  them out completely. Somehow over the years
  Thresher has been able to slip fresh troops into the
  base along with supplies and equipment, allowing
  the fight to go on despite SLA’s best efforts to
  destroy all the access points to the Maze and seal it
  forever.
  Fighting in the underground complex is a
  nightmare for troops, as since the conflict there
  began both sides have used every weapon at their
  disposal to drive the other out. Navigation and
  travel through the Maze is difficult at best and near
  hopeless at other times, since the labyrinth is
  constantly undergoing changes as cave ins, fighting
  and tunneling operations open and close different
  sectors at random, making any attempts at mapping
  impossible. Numerous biologicals and war gasses
  have been released into the tunnels and these often
  linger on, trapped in rooms or at the bottom of
  shafts, waiting for an unsuspecting infantryman with
  his helmet unsealed. While long forgotten booby
  traps and sentry guns lie in wait in the rubble
  choked corridors, ready to come back to life
  whenever anyone stumbles into the sector. These
  weapons also have the added danger that their
  unpredictable fire could cause cave ins or collapses,
  in the battle damaged roofs.
  Robotics and drones have also been
  employed throughout the Maze and many of these
  units have become lost or trapped, but still remain
  active. On most their FOF codes are long out of
  date or their receiver units have become damaged,
  so that they will now attack anything that disturbs
  them. In addition to the other hazards any Crazies
  make the complex their home, often being troops
  who could no longer take the darkened, stinking
  tunnels and simply flipped out, deserting their units
  to stumble away into the labyrinth and go quietly
  mad.
  New Hamilton AKA 
  New Hamilton AKA 
  New Hamilton AKA 
  New Hamilton AKA Murderville
  Murderville
  Murderville
  Murderville
  One of the original cities on Dante and now one of
  its most fiercely contested bits of territory. New
  Hamilton was originally constructed to take
  advantage of the rich mineral deposits in the area
  and the first colonists intended it to become the
  planets capital. When the war first began too
  intensify it was decided that the city was impossible
  to defend and having no real military significance at
  the time, its civilian population was evacuated. This
  though was before Thresher decided to set up one
  of its main bases on the continent immediately to
  the west of the deserted city and use it as a land
  route to attack SLA facilities.
  The vast, 100 kilometer wide, abandoned
  city straddles a narrow causeway of land linking the
  eastern edge of Threshers second largest stronghold
  with the mainland and which has now been
  blockaded at its eastern end by SLA. This is to
  prevent the rival company having easy access to the
  central land mass.
  Soon after the blockade began, New
  Hamilton was to rapidly become an immense, urban
  combat nightmare and forces from both sides have
  been at stalemate there ever since. Neither side has
  ever being able to gain enough ground from the
  other to make a difference in the acres of ruined
  tower blocks, abandoned factories and wrecked
  shops and most assaults towards enemy territory
  result in retreat as they become bogged down in the
  maze of wreckage choked streets.
  Offensives are also severely hampered by
  the number of mined areas, booby traps and
  
  Dante Source Book A.H.Langton 1998
  35
  automatic defense systems that have been placed by
  both sides since the start of the conflict.
  Murderville, as it has become known among the
  troops stationed there, is now the site of several
  small SLA and Thresher bases along its outer
  perimeters, from which each side constantly
  mounting forays into the contested areas of the city.
  New Hamilton is also notable as it has the highest
  population of Crazies, Scavengers and general
  weird stuff on Dante which can also often severely
  hamper the efforts of the units fighting there.
  For the last two hundred years FEN, and
  several other companies, have had small research
  centers established on the outer limits of the city
  which have been responsible for the development of
  several successful weapons designs. This is largely
  due to their use of the conflict in New Hamilton as a
  testing ground and the many unique problems it
  represents.
  Coral Sea
  Coral Sea
  Coral Sea
  Coral Sea
  The main SLA naval base on the planet, Coral Sea
  is the home of the vast ocean going Dreadnoughts,
  the only vessels capable of reliably navigating the
  storm ridden Dante seas. It also houses SLA’s
  submarine facilities and a comprehensive spaceport,
  making it SLA’s second largest base on planet after
  Archangel.
  The Coral Sea complex is constructed
  around a natural harbor which remains relatively
  calm even during the worst of Dante’s storms and
  which has been further enlarged to make room for
  the immense dry-docks needed for repairing and
  servicing the Dreadnought fleet. All training of
  naval personnel takes place at this base rather than
  Archangel, as well as providing extensive R&R
  facilities for crews of returning ships.
  The port also serves as an enormous
  supply depot from which equipment is shipped, via
  Dreadnought or other sea going transports, to the
  companies isolated bases such as Kodachi and
  Zodiac Nine. For this reason provision, in the shape
  of a large spaceport complex, has been made to
  receive the vast numbers of dropships and heavy
  freighters needed to bring these supplies down from
  New Hope and Archangel every day.
  Several SLA Industries sub companies
  such as FEN, GA and PP have facilities at the base
  and research is currently being conducted into a
  number of areas of naval warfare including the
  development of amphibious powered armour suits
  similar to those used by the Thresher ENO teams.
  Karma have also recently set up a department at
  Coral Sea, but as yet it has not been revealed
  exactly what projects they are working on and
  security has been extremely tight. This arrangement
  was at the request of Karma’s head of research on
  the planet Susan DeVerr and even extends to having
  a small detachment of custom built Stormer
  protecting the facility. What is known is that the
  complex has experienced several unexplained
  security alerts in the last year and although these
  have been quickly brought under control, the Karma
  personnel have, as yet, refused to cooperate with
  Coral Seas command staff or offered any
  explanations over these events.
  The Grey Keep
  The Grey Keep
  The Grey Keep
  The Grey Keep
  Threshers central command base on Dante and the
  heart of its war effort. The Grey Keep stands at the
  center of the largest piece of Thresher held territory
  on the central continent and has remained
  impervious to all attempt by SLA to destroy it with
  orbital and airborne weapons.
  The Keep is constructed under one of the
  planets many permanent cloud shields and this fact
  helped to keep its existence secret from SLA’s
  recon satellites for many years. Even today this
  phenomena still prevents the effective use of space
  based observation systems and greatly frustrates
  SLA’s efforts to monitor activities at the base.
  Much like Archangel on a smaller scale, the Keep is
  almost as big as some cities and is the chief training,
  manufacturing and command facility the company
  has on planet. The base derives its name from the
  vast grey fortress that lies at its heart and which
  contains the companies High Command and control
  centers.
  Ringed with defenses and operating under
  strict military rule, very few SLA agents have every
  been able to penetrate the tight security of the Keep
  and learn its secrets. One fact that is known is that
  the base operates some form of advanced air
  defense system similar in design to Archangels
  Valhalla lasers, but functioning on a different,
  unknown principle. However the system works it
  appears to be effective and is capable of knocking
  out the majority of missiles and aircraft sent against
  the Keep by SLA. Several commando raids have
  been mounted on the Grey Keep by SLA over the
  years and although damage was done to some of the
  outlying areas and manufacturing centers non have
  ever been able to breach the defenses of the central
  command buildings or control centers.
  Tiger Bay
  Tiger Bay
  Tiger Bay
  Tiger Bay
  Threshers largest naval facility on Dante, the Tiger
  Bay complex has long been a problem for SLA’s
  sea based operations since its establishment in 401
  right up to the present. Constructed on a large island
  to the south west of Dante’s main continent, the
  base is at the center of an enormous, natural, almost
  circular bay which has been heavily fortified over
  the years to prevent access to enemy shipping.
  Numerous large caliber gun emplacements, mine
  
  Dante Source Book A.H.Langton 1998
  36
  fields and missile batteries guard the entry channels,
  making the complex extremely hard to assault from
  the sea and has ensured the safety of Threshers
  submarine and surface vessels against attacks by
  SLA Dreadnoughts.
  Tiger Bay has extensive naval repair and
  re-supply facilities and is also the home of the two
  Thresher capital ships the ‘Alvarez’ and ‘Lord
  Veldron’. Theses are the largest surface vessels
  Thresher can field and have been used on numerous
  occasions to mount raids on SLA Industries
  shipping and shore installations, usually acting in
  support of submarines or ENO units. The Lord
  Veldron is currently though to be heavily damaged
  after an engagement with the SNV ‘Lady Kumiko’,
  although orbital observation has been unable to
  confirm this due to the constant atmospheric
  disturbances over the bay area.
  The Wreck Of The MCT ‘
  The Wreck Of The MCT ‘
  The Wreck Of The MCT ‘
  The Wreck Of The MCT ‘Mondragon’
  Mondragon’
  Mondragon’
  Mondragon’
     
  In mid 890 Thresher mounted a series of concerted
  attacks on SLA’s orbital assets in an attempt to
  hamper the planets re-supply. Although largely
  unsuccessful, each one of these had the effect of
  tying up the fighter wings and picket ships for
  several hours till the attacking fleets could be
  destroyed or chased off.
  Unfortunately during one of these battles
  the Military Cargo Transport ‘Mondragon’ entered
  the system on a routine supply run and without the
  customary fighter escort soon came under attack
  from several Thresher vessels. In attempting to
  escape from it pursuers the foldship passed too
  close to Dante’s gravity well and suffering heavy
  damage to its secondary ion drive engines was
  forced to undertake an emergency re-entry.
  Thanks to the skill of the crew, the
  Mondragon narrowly escaped crashing into the
  ocean and instead ended up on the northern tip of
  one of Dante’s many small islands. Although the
  majority of the remaining engine systems were
  further damaged in the impact preventing it from
  taking off again. Close to the pole this mountainous
  area is snowbound much of the year and is the site
  of many fierce storms blowing in from the sea. It
  also borders the edge of the area known as ‘The Sea
  Of Eternal Mist’ because of the vast permanent
  banks of freezing sea fog that exist there, making
  the region around the many islands extremely
  hazardous to aircraft and surface vessels. Both
  DarkNight and Thresher forces operating in the area
  realized the great wealth of equipment on the ship
  and quickly launched bids to capture it before SLA
  forces could arrive.
  As a result the Foldship’s remaining crew
  soon found themselves in the middle of a three
  sided war, as assault teams from both rival
  companies swiftly arrived. With the help of the
  ships still function gun batteries and by breaking
  into the cargo holds for weapons and equipment the
  Mondragon’s crew were to hold the ship for the five
  days needed for SLA to send the SNV ‘Rickenharp’
  to their relief. Armoured hovercraft and transport
  helicopters from the Dreadnought reached the
  wreck on the sixth day and beat off the remaining
  attackers, now severely depleted by fighting each
  other and the ships crew. In a hurried salvage
  operation most of the cargo was removed from the
  wreck, but due to the worsening weather conditions
  the ship itself had to be deserted.
  To this day the Mondragon remains
  trapped on its island, despite numerous attempts to
  salvage it by SLA. Too valuable to destroy, there is
  a constant fear that Thresher or DarkNight might
  make a bid to capture the wreck one day, as they
  have few if any Foldships of their own to match its
  size. Many suspect that if the engines and
  maneuvering thrusters could be repaired it would be
  possible to get the ship into orbit and out of the
  system using an Ebon crew.
  Red Dusk
  Red Dusk
  Red Dusk
  Red Dusk
  The vast secret submarine base constructed by
  Thresher, ‘Red Dusk’ was for many years the center
  of the companies naval operations against SLA’s
  fleet and shore installations till its discovery and
  destruction in 858. The complex had been covertly
  constructed under a vast stretch of cliffs along the
  eastern shore of Dante’s central continent and
  allowed submarines to enter and leave via sets of
  massive submerged doors. The it was also found to
  have extensive repair and re-supply facilities, with
  eight pens able to handle the largest of Threshers
  attack subs. A network of tunnels and concealed
  gun emplacements had been constructed throughout
  the upper cliffs making the attack on the base
  particularly hazardous.
  When SLA Marine assault teams, using
  hovercraft, smashed their way into Red Dusk via the
  lower defense emplacements, they were then forced
  to fight their way through the vast network of
  corridors to reach the command center and upper
  gun positions. The central operations center only
  being captured after twenty hours of intense
  fighting, which cost large number of troops on both
  sides and caused considerable damage to the
  structure of the base. The submarine pens and four
  craft stationed there fell soon after. One of these
  submarines was destroyed in its pen by its crew,
  while a second trying to escape to the open sea was
  sunk by fire from the SNV ‘Staberinde’ as it cleared
  the sea locks. The other two were captured intact by
  SLA and taken to Coral Sea for study by company
  researchers.
  After the attack SLA stripped the base of
  all valuable equipment for study and then sealed the
  
  Dante Source Book A.H.Langton 1998
  37
  complex to prevent re-occupation. This though has
  been only partially successful, as the many defense
  emplacements in the cliffs provide numerous
  possible points of access and several times various
  groups have been able to gain entry and utilized the
  base for short periods. On several occasions small
  Thresher Scout units have infiltrated Red Dusk and
  been caught excavating wreckage in the lower
  corridors as though looking for something. For this
  reason SLA continues to constantly monitor the
  complex and has been conducting regular checks
  for similar incursions, as well as installing a range
  of defense and sensory systems.
  Storm Mountain
  Storm Mountain
  Storm Mountain
  Storm Mountain
  The seat of DarkNight’s power on Dante, the base
  at Storm Mountain was established soon after their
  first attacks during the early years of the war and
  has remained a thorn in SLA’s side ever since.
  Constructed in an ancient volcanic region, the base
  is formed from both natural and man made tunnels
  which riddle one of the highest peaks on the planet.
  Perpetually shrouded in mist and lashed by
  immense storms, the environment of this area
  allowed the first DarkNight units on the planet to
  remain hidden from SLA in the multitudes of caves
  and lava tubes, while they steadily built up their
  forces. Over the years the base has been expanded
  and now contains the companies entire command
  and control staff as well as extensive manufacturing,
  training and storage facilities. Heavy defenses ring
  this natural fortress and these have successfully
  repelled the numerous several large scale assaults
  by SLA Industry forces that have taken place since
  its discovery.
  SLA 
  agents 
  have 
  penetrated 
  Storm
  Mountain on numerous occasions, although due to
  constant changes to the base and a program of
  expansion, their reports on locations of defenses,
  troop strength and layout only remain valid for short
  periods of time. The most successful use of agents
  came in 785 when Andrea Draken and a small
  special operations team managed to breach the
  defenses of Storm Mountain with the help of several
  undercover 
  D.S.O 
  agents 
  and 
  conduct 
  the
  assassination of the then DarkNight Commander
  Mitchell Steele. This daring raid resulted in the
  company having a purge of personnel at the base
  and a notable increase in security.
  New Hope Satellite
  New Hope Satellite
  New Hope Satellite
  New Hope Satellite
  More commonly refereed to as ‘No Hope’ by the
  troops who pass through it, the ‘New Hope’ satellite
  is SLA Industries immense orbital base above
  Dante and the clearing house for all personnel and
  equipment that comes in system. Thousands of
  troops pass through this port each day as military
  transports bring in new recruits from all over the
  Worlds Of Progress on their way to Archangel and
  SLA’s other training centers.
  The satellite is vital to SLA’s continued
  operations on Dante as every vehicle, spare part and
  round of ammunition not manufactured on the
  planet below passes through it to reach the surface.
  For this reason New Hope is extremely heavily
  armed and armored against attacks from rival
  company spacecraft and has several interceptor
  squadrons which attempt to prevent attacks on
  incoming Foldships or transports leaving for the
  planets surface. Although fighter cover is only
  reserved for important cargo and personnel, with
  the majority of dropships have to fend for
  themselves during their flights to the planets
  surface. For this reason these trips are commonly
  referred to as ‘doing the murder mile’ as there are
  regular ambushes by rival company airborne forces
  and ground based missile systems resulting in
  several ships a week ending up as smoking wrecks
  in Dante’s Deep Deserts.
  In addition to the interceptor squadrons
  New Hope is further protected by the four battle
  cruisers ‘De Prey’, ‘Vindicater’, ‘Typhoon’ and
  ‘Ardala’ which remain constantly on station in
  Dante orbit. Further out on picket duty are eight
  heavy cruisers and twenty smaller systems patrol
  vessels who’s job it is prevent enemy freighters
  breaking through to land troops and equipment on
  Dante, as well as hunting down assault vessels that
  threaten the inbound Foldships.
  In addition to its other duties, New Hope
  also acts as a staging point for any space based
  operations SLA conduct in the Dante system such
  as raids on Darkside and for this reason has an
  extensive orbital training facility where combat
  maneuvers in zero g can be taught. Various special
  forces units have also mounted raids on Dante itself
  from New Hope over the years using drop pods or
  stealth shuttles to get behind enemy lines.
  Darkside Base
  Darkside Base
  Darkside Base
  Darkside Base
  Not actually on Dante, Darkside is an abandoned
  alien complex on its third, and largest, moon that
  dates from before year 1. No records exist of what
  race originally built the base, although they are
  thought almost certainly long dead, swept away in
  the tide of genocide that SLA Industries wreaked on
  the galaxy. Their legacy lives on though in the
  labyrinth of tunnels and deserted rooms that spreads
  for miles under the moons surface. Packed with
  strange non operational machinery and slowly
  drifting wreckage, the purpose of the complex has
  defied 
  numerous 
  investigations 
  and 
  many
  researchers still puzzle over the apparently useless,
  non functional items recovered from it.
  
  Dante Source Book A.H.Langton 1998
  38
  Despite SLA’s efforts to prevent it
  Thresher and DarkNight units infiltrate this base
  from time to time to use it for observation purposes
  and to launch attacks on SLA space based
  operations. When this happens it necessitates an
  assault team being sent in to clear them out. Few
  troops relish fighting in the cramped airless tunnels
  or vast rubbish choked chambers of the complex
  and units sent there see it as the worst detail
  imaginable. Sharpened wreckage waits to puncture
  the suits of the unwary, while unstable tunnel
  sectors can bury them without warning. Defenders
  will also commonly seed the corridors with booby
  traps, mines and automatic defense systems, further
  adding to the hazards of hunting them down. There
  are rumors that something else survives in the
  tunnels of Darkside, something connected with the
  original inhabitants of the base and something that
  occasionally comes out to cause troops sent there to
  simply vanish without a trace.
  A number of R&D labs have sent research
  teams to Darkside to try and uncover its secrets and
  these too have suffered their fair share of missing
  personnel among both techs and their military
  escorts. These events have only served to add to the
  speculation and a whole mythology about Darkside
  has grown up over the years, despite the fact that it
  may have been simple bad luck or enemy action that
  caused the disappearances. Similar smaller bases
  have been found on the planets four other natural
  satellites, although these are far less complex. This
  means they’re far easier to navigate than Darkside
  and have been mapped to a certain extent. They also
  don’t seem to suffer the same disappearances and
  rumors as Darkside, although they are still
  occasionally used by rival company forces as
  temporary bases of operations or to conceal ships
  and equipment.
  The Graveyard
  The Graveyard
  The Graveyard
  The Graveyard
  An orbital equivalent of Archangels ‘Dump’ the
  ‘Graveyard’ is where SLA have traditionally towed
  warships, transports and other orbital craft too badly
  damaged in the systems many battles to be repaired,
  but still of possible value as a source of spare parts.
  Set in a stable geo-centric orbit around Dante’s
  second largest moon, the Graveyard now consists of
  over 100 square kilometers of wreckage and space
  born debris to which fresh items are added on an
  almost daily basis. Since not everything on the
  wrecks is scrap, to protect them from looters or
  rival company personnel three small stations,
  known as Huey. Lewy and Duey, were constructed
  on the regions perimeters in 690, each with a fighter
  squadron and several units of space borne infantry.
  The squads based at these stations are also
  tasked with conducting regular sweeps of the
  Graveyard in the hunt for infiltraters using it as an
  observation post as well as escorting the many sub
  company researchers who regularly sift through the
  wreckage in search of relics and maintenance crews
  hunting for vitally needed parts.
  Many believe that elements of the
  Graveyard were already present before SLA came
  to the planet in year 126 and that at its heart lie
  wrecks dating from before the World Of Progress
  and even some of alien origin belonging to Dante’s
  original inhabitants. SLA have never confirmed or
  denied this suggestion, but it is known that there are
  several large sectors of the Graveyard which are off
  limits to personnel supposedly due to their
  contamination with old radioactives from damaged
  engine cores and weapons systems. Few question
  this, since those areas that are accessible are already
  hazardous enough without the added threat of
  radiation.
  Despite the lumps of wreckage supposedly
  having had all their inertia removed and being
  safely ‘parked’, items still do drift and several
  troops a month are lost to collisions with lumps of
  scrap silently drifting in the pitch black. Added to
  this is the disorientating maze of old hulls and the
  ever present threat of enemy action or booby traps
  which makes the Graveyard only second to
  Darkside in its unpleasantness.
  Despite SLA’s attempt to stamp them out,
  many rumors are also in circulation about groups of
  crazies or deserters who live in the Graveyard.
  These ghostly figures supposedly survive in those
  sections of the old hulls that still remain airtight and
  only come out from time to time  to scrounge fresh
  supplies, air tanks and powercells, even if they have
  to kill SLA troops to get them.
  The 
  The 
  The 
  The Vandenberg
  Vandenberg
  Vandenberg
  Vandenberg
  The Vandenberg is a one of the Graveyards largest
  wrecks and was originally one of Thresher’s most
  important warships till the immense Battlecruiser
  was captured in year 897 during an ill fated attempt
  to run the SLA blockade and deliver reinforcements
  and supplies to the companies forces on Dante.
  Ambushed by a large force of SLA fighters and
  picket ships on route to the planet. During the fierce
  battle that ensued her engines were disabled before
  she could either reach Dante or withdraw from the
  system, effectively trapping her in high orbit.
  What happened next remains something of
  a mystery and SLA are still searching for the exact
  reasons why the Vandenberg’s crew choose to do
  what they did. Without engines and with most of her
  weapons systems either destroyed or exhausted of
  ammuntion SLA whole heartedly believed that the
  her crew would scuttle the ship rather than let it fall
  into their hands. As a result, for several days after
  the battle SLA’s fleet held back from boarding the
  Vandenberg, unwilling to risk any of its vessels
  
  Dante Source Book A.H.Langton 1998
  39
  approaching a potential death trap. Finally, as the
  ship showed no sign of either trying to escape or
  exploding, they sent in a small Hazardous Duty
  squad to investigate the wreck. As soon as the
  reconnaissance team boarded the Vandenberg it
  rapidly became clear what the surviving personnel
  had been up to.
  Beginning at the outer compartments and
  moving inwards they had gradually been turning the
  ship into a maze of traps and automated defenses
  interspersed with suicide squads made up of the
  vessels remaining powersuit units. The boarding
  party quickly found themselves under intense attack
  and unable to progress very far quickly called for
  reinforcements. These though did not help and after
  several days of losing men to a variety of
  boobytraps it was decided to tow the ship to the
  Graveyard where the problem could be studied
  more closely.
  Whether they were unable to rig the badly
  damaged engines to self destruct or whether the ship
  or its cargo were deemed to costly to destroy is not
  known, but whatever the case the Vandenberg’s
  crew appear to have opted to delay SLA taking
  control of the vessel, rather than simply blowing it
  up. Perhaps one day they hope Thresher will
  recapture the ship before SLA can discover its
  secrets. Whatever the case the attempt to take
  control of the vessel and reach its central core has
  now been going on for over three years and has cost
  SLA dearly in men and equipment.
  Over a kilometer long the ship has miles of
  corridors, hatches and crawl ways all of which
  could be, and probably are, boobytrapped or a
  hiding place for attack drones or worse. Currently
  SLA is about halfway to the core and it is believed
  that at least now most of the original crew have
  either been killed or died from lack of supplies,
  although a few hold outs are still found from time to
  time. Progress is also slowed considerably by
  SLA’s unwillingness to risk destroy any of the
  wrecks potential secrets meaning that all traps must
  be carefully disarmed and removed. Moored close
  to Station Huey, teams of researchers and  their
  militray escorts enter the wreck daily carefully
  searching out and removing its traps and hunting for
  relics.
  Black Dawn
  Black Dawn
  Black Dawn
  Black Dawn
  The second largest of the Dante defense satellites,
  ‘Black Dawn’ is mainly used for observation and
  orbital recon purposes and for this reason has a
  large compliment of high SCL level personnel and
  is something of a closed community to the rest of
  the Dante military. The satellite was originally built
  to act as a port for Foldships and allow the easy
  export of metals from the original civilian mines.
  When the war began to get underway it was put
  under military control and for a period acted as a
  transfer station for inbound troops, weapons and
  equipment. Eventually, the volume of cargo coming
  in system grew too great and resulted in the
  construct of the much larger New Hope orbital
  station. On New Hopes completion all cargo
  handling duties were transfer and the older station
  was renamed and put under the joint control of the
  various military intelligence divisions. The many
  spy sats and observations platforms that orbit Dante
  are now controlled from Black Dawn, as well as
  monitoring of the numerous battle fronts and troop
  movements when the weather and atmospheric
  conditions permit.
  Much of the base is off limits to regular
  personnel with tight security being enforced by high
  level S.I.D troops rather than MPs or Regular
  Marines. This appears to be a strong indication that
  there is more to Black Dawn than a simple
  observation post. The only regular military troops
  allowed there are a small interceptor squadron
  based on the satellite, which helps to compliment
  those stationed at New Hope.
  SLA’s main R&D labs for space based
  weapons systems are also on Black Dawn and share
  the same tight security precautions as the rest of the
  instillation. The presence of Artery security
  Stormers on the satellite raises the suspicion that
  some of the research being undertaken there is in
  the area of Biogenetics. While several visits by the
  head of Karma on Dante, Dr. Susan DeVerr seems
  to confirm this fact. Power Projects are also known
  to have an extensive lab on Black Dawn which is
  developing 
  designs 
  for 
  advanced, 
  armoured,
  environment suits for use in space.
  One secret that did become known in year
  678 is that the satellite now mounts possibly the
  largest, orbital, beam cannon instillation in the
  Worlds of Progress. Covertly constructed on the
  satellite in the years after its takeover by military
  intelligence, the immense laser cannon, nicknamed
  ‘The Hammer Of God’, was first fired at a small
  Thresher instillation on Dante’s surface in mid 678.
  All that remained after the test firing was a patch of
  fused ground about 800 meters across. Since then
  the weapon has been used several more times
  against large ground based targets when weather
  conditions and cloud cover permitted.
  Phoenix Base
  Phoenix Base
  Phoenix Base
  Phoenix Base
  Constructed in one of Dante’s vast, central desert
  regions, Phoenix Base has among the worst
  environments to fight in on the planet. The base sits
  on Dante’s equator and recorded temperatures
  exceed 
  even 
  those 
  found 
  in 
  the 
  southern
  Wastelands. The buildings at the base are
  alternatively baked and frozen through the day/night
  cycle with a two hour window in the mornings and
  
  Dante Source Book A.H.Langton 1998
  40
  evenings being the only time personnel can go
  outside without specially modified armour. For this
  reason much of Phoenix is built underground for
  added protection and a massive cooling and
  environmental control system has been installed to
  allow comfortable working conditions for its troops
  and command staff.
  The fine sand of the area gets into
  everything and failure rates on vehicles and
  equipment is high, with unsealed items breaking
  down in a matter of hours. In addition the region
  suffers from regular high velocity sand storms and
  even flash floods when the conditions are right. The
  intense heat and variable weather make it one of the
  harshest testing grounds for new pieces of
  equipment and for this reason Phoenix has
  extensive underground R&D labs representing
  numerous sub companies and has rapidly become  a
  prime site for weapons research. Wraith Raider
  personnel are exempt from duty at Phoenix due to
  the extreme strain that the high temperatures put on
  their metabolisms even when using boosted cooling
  systems and insulated suits.
  The base also serves as a repair and re-
  supply depot for the many patrols and SLA
  Leviathans operating throughout the Deep Deserts.
  This function is vital as there are few other SLA
  Industries facilities for over a thousand miles of
  Phoenix and it provides one of the few safe havens
  in the vast seas of baking sand. Several large air
  conditioned, underground bays have also been built
  at the complex, in the last twenty years, to allow
  vehicles to be repaired inside where they can be
  protected from the environment.
  Zodiac Nine
  Zodiac Nine
  Zodiac Nine
  Zodiac Nine
  Built at the heart of the northern polar regions
  Zodiac is another of SLA’s important research
  bases, it is also a particular favorite posting among
  Wraith Raider personnel who form the majority of
  its non scientific complement. For this reason it has
  earned the nickname ‘Lizard Island’ among other
  troops. To protect against the intense cold and
  violent storms that sweep the area 90% of the base
  has been constructed underground with only a
  handful of domes and defense grid installations
  showing above the surface. Most vehicles used at
  the base need to be specially adapted to handle the
  extreme environment and human personnel cannot
  last long outside without armour fitted with internal
  heating units. Much of the year the weather prevents
  the widespread use of aircraft so that supplies can
  only be brought in by sea and even this can be
  dangerous with Dreadnoughts having to brave the
  iceberg clogged striates to reach the head of the
  river where the base is sighted. Despite even the
  SLA Dreadnoughts great power and ice breaking
  ability, in 864 the SNV ‘Horza’ became trapped
  during a regular supply run and had to be blasted
  free with explosives before it could be destroyed by
  land based Thresher forces. The resulting battle
  lasted for seven day before the Horza’s engineers
  could smash the imprisoning ice and resulted in
  heavy losses on both sides.
  Zodiac Nine is also SLA Industries main
  genetic research station on the planet where
  development of new projects with a distinctly
  military slant are undertaken. Karma have their
  biggest research and manufacturing facility on the
  base and it was here that the initial work for the D-
  966 Dante Stormer project was undertaken. Rumor
  has it that Karma have several other large scale
  biogentics programs going on at the base, although
  much of this work is extremely classified and
  several areas of the Zodiac remain strictly off limits
  to low level SCL personnel. These security measure
  are enforced by a team of Artery Security Stormers
  specially shipped in and modified against the cold
  for the purpose. The base was also notable for the
  part it played in the discovery of Life After Death
  treatments, being one of the first to successfully
  replicate the procedures practiced by the pioneering
  MASH unit without the untreatable brain damage
  that other experimenters encountered. With much of
  their data and research being passed back to the
  ‘Longevity Chain’ team on Mort.
  The Devils Eye
  The Devils Eye
  The Devils Eye
  The Devils Eye
  The Devils Eye is a large natural lake which spans
  one of the major front lines between SLA and
  Thresher forces. Hideously polluted by centuries of
  run-off from the battlefields and clogged with debris
  and wreckage, the lake is strongly fortified along its
  northern and southern shores on the company battle
  lines. Occasionally the lake is also used as cover to
  mount assaults by either side, the most notable of
  these being when Thresher managed to release
  several high yield marine torpedoes into the lake
  with which they successfully blasted holes in the
  SLA defense grid on the opposing shore.
  At the center of the lake lie two small
  islands roughly equidistant between the two forces
  and these have become the site of a bizarre and
  extremely deadly game played by troops on both
  sides every few months. Where the tradition of
  ‘raising the flag’ originally came from has been lost
  in the history of Dante, needless to say it has cost
  the lives of numerous highly skilled troops over the
  years.
  The game simply consists of placing a
  Company flag at the top of the vast ruined
  communications tower which stands on the smaller
  of the two islands, a remnant from the days when
  SLA had a command complex there before it was
  abandoned. To do this the players must cross  the
  polluted lake under the gaze of the enemy gun
  
  Dante Source Book A.H.Langton 1998
  41
  positions and defense systems. They then have to
  get within the perimeter walls of the base past the
  vast number of mines and booby traps that have
  been placed on the island over the years. Men from
  both companies play the game and a strange
  unwritten set of rules appears to have grown up
  around it and be honored by both sides. These
  include never deliberately destroying the ancient
  tower or opening fire on those who gain the
  boundaries of the complex, while in return players
  take no tactical advantage of this and simply hang
  their flags and attempt to leave. Flags normally
  change every few months or are torn away in the
  storms and a score has been kept of the number of
  times personnel from each company has succeeded,
  this currently runs at Threshers 304 to SLA’s 362.
  Officially participation in the game is
  strictly forbidden by the SLA High Command,
  although they have difficulty enforcing this,
  especially as it is widely know that Commander
  Van Braun and several other high ranking officers
  took part in their youth. The War Witch is credited
  with successfully ‘raising the flag’ twice and is only
  one of four  SLA officers to do so.
  The Wastelands
  The Wastelands
  The Wastelands
  The Wastelands
   
  This large area of extremely arid desert covers most
  of the southern continent on Dante and was the site
  of the biggest pitched battles to take place on the
  planet close to the start of the war. Over a period of
  months Thresher covertly landed one of the largest
  mobile forces in the history of the war in this area
  and then attempted to push northward in a three
  pronged attack to secure the bridges at Ravenhead
  and Van Numann and blockade the Black Sword
  valley, the main routes to the central land mass. A
  maneuver which, if successful, would have
  effectively denied SLA forces easy land access to
  the whole southern continent. The plan was
  discovered in time due to a fluke change in weather
  conditions revealing one of the Threshers armoured
  columns moving up country and all available SLA
  forces were rapidly deployed to intercept.
  In the next six months a fierce running
  battle took place with SLA throwing everything it
  could muster at the Thresher advance and only
  stopping them when they reached what has now
  become known as the ‘Vale Of Tears’. The fighting
  left a five thousand mile long trail of smashed
  equipment, armour and vehicles and Thresher has
  never since been able to mount such a large raiding
  force.
  One of the most noted things about this
  region is the strange drifting sands, sudden storms
  and the considerable instability of the environment,
  with the dunes constantly shifting into new patterns,
  disappearing or reforming in different places. Not
  only do the sands drift, but they also constantly
  cover and uncover things in the desert, so that war
  wreckage that’s been buried for a hundred years can
  suddenly be dragged to the surface by a freak storm
  or a brand new vehicle can be sucked down and lost
  without trace overnight. For this reason many
  scavengers often hunt the area looking for lost
  technology and weapons, although this practice is
  not just restricted to independents as many a SLA
  researcher has scoured the Wastelands hoping to
  find something unique.
  SLA have few established bases in the
  area, instead they use huge armoured vehicles
  known as Leviathans which cruise the desert
  supporting hundreds of personnel and remaining
  immune to a certain extent to the ever changing
  environment. There are also rumors that there are
  things out in the Wastelands that are best kept
  buried and that it has been used as a dumping
  ground for some of SLA’s worst research mistakes.
  Mines and other munitions also wash up in the
  strange sand tides and this phenomenon has proved
  such a hazard to all sides that they are now rarely
  used within the boundaries of the Wastelands.
  White Heat
  White Heat
  White Heat
  White Heat
  The largest base established by SLA Industries in
  the Wastelands, White Heat stands at the head of a
  vast river system which leads directly into one of
  Dante’s oceans making it ideal for re-supply by
  Dreadnoughts. The base is actually nothing more
  than a vast fortified refueling, re-supply and repair
  station for the Companies numerous patrol vehicles
  that operate throughout the area and consists of
  various underground storage silos and machine
  shops. SLA have also constructed an immense
  covered vehicle hanger at the base which is capable
  of holding an entire Leviathan vehicle and allowing
  repair crews to work on it in a controlled
  environment without cooled suits.
  A small number of civilian facilities also
  exist at the base to provide R&R for crews waiting
  re-supply or repairs to their vehicles, most infamous
  of these being the ‘101 Degree Club’ which has
  been the scene of numerous inter unit brawls over
  the years, usually between naval and infantry crews.
  The complex is ringed by gun turrets and
  other defenses and has been the site of several fierce
  battles against rival company forces as they attempt
  to smash a key link in SLA’s supply chain.
  Although there are no established company labs at
  White Heat it does attract large numbers of
  researchers eager to venture into the surrounding
  deserts to hunt for lost technology and there are four
  or five teams from various sub companies stationed
  there most of the time. In recent years SLA has cut
  down on the number of researchers granted
  permission to enter the Wastelands due to the high
  
  Dante Source Book A.H.Langton 1998
  42
  number of losses they were experiencing from both
  the enemy activity and the environment.
  Palm Springs
  Palm Springs
  Palm Springs
  Palm Springs
  Constructed at the center of the southern
  Wastelands, Palm Springs is built on one of the few
  areas of stable rock in the region and serves as a
  vital re-supply depot and stopover point for SLA
  units. The base is also tactically important since its
  location allows the company to control one of the
  only natural water sources in the deserts.
  This huge subterranean reservoir is what
  attracted SLA Industries in the first place and over
  the years the base has been expanded and reinforced
  to deny this vital resource to the various rival
  company’s.
  Fairly small by the standards of SLA’s
  other bases, Palm Springs relies on the desert itself
  for much of its protection since it takes careful
  planning and a lot of equipment to venture this far
  into the Wastelands. Most of the bases supplies are
  brought in by air, or the occasional convoy and it
  has several huge underground silos to allow it to be
  self sufficient for long periods of time, particularly
  during the sand storm seasons. Often used as a
  staging point for raids, Palm Springs also attracts its
  fair share of company researchers keen to either
  explore the surrounding deserts or undertake
  product testing.
  The Black Isle
  The Black Isle
  The Black Isle
  The Black Isle
  A large island off the northern tip of the largest
  piece of Thresher held territory on Dante, the Black
  Isle has been systematically rendered inhabitable by
  SLA over the last three hundred years. When it was
  discovered that the island was being used as a
  stepping stone by Thresher forces to mount forays
  onto the mainland, SLA High Command instigated
  operation ‘Burning Star’ to deny its use to them.
  Burning Star consisted of multiple bombing raids
  using a host of war gasses and biological weapons
  to the point where no troops could survive extended
  periods on the island without specialist protective
  clothing and vehicles.
  Many of the weapons used leached into the
  soil and water table and over the next few years the
  whole island gradually turned into a poisonous
  swamp on which even those with using protective
  suits struggled to survive very long. Some of the
  biological weapons SLA Industries employed were
  experimental and a few of these have continued to
  survive and mutate giving rise to new undiscovered
  strains against which existing filters have little
  effect. For this reason the only way to be safe on the
  Black Isle is to use sealed suits and self contained
  life support systems. Not all the flora and fauna on
  the island were destroyed by the carpet bombing
  and many continue to exist in a range of wildly
  mutated forms that appear to change year to year.
  Despite its numerous hazards, Thresher and
  sometimes DarkNight special operations teams still
  use the island as a staging point for mainland
  campaigns and when their presence is discovered
  SLA have no choice, but to send in assault teams of
  their own to oust them.
  High Tower
  High Tower
  High Tower
  High Tower
  Threshers main base at Dante’s northern pole, the
  High Tower is situated in a naturally fortified
  position which has defied all of SLA’s attempts to
  capture it. The base is constructed on a small island
  situated in the center of a large natural lake with
  access to the mainland only being possible via a
  three kilometer wide causeway. Thresher forces
  were firmly entrenched before SLA discovered the
  bases existence and since then heavy, long range,
  artillery and missile batteries on the island have
  served to keep back any equipment brought in to
  attack the it.
  SLA 
  have 
  now 
  built 
  their 
  own
  fortifications at the mouth of the causeway
  effectively isolating the High Tower from land
  access, but somehow the defenders still seem to be
  able to get adequate supplies of food, ammunition
  and reinforcements, despite there being no obvious
  way to do so. The most widely accepted theory is
  that Thresher has been able to find a way to High
  Tower lake through a network of underground
  rivers which allows them to sail their submarine
  fleet under the pole. Despite numerous attempts to
  prove this, and close down High Towers supply
  route, all have ended in failure. In the past the High
  Tower was simply been a stronghold for Thresher,
  but recently under the control of is new and
  ambitious Commander the Tower has been
  mounting covert attacks on SLA forces much
  further afield.
  Misaki Garrison
  Misaki Garrison
  Misaki Garrison
  Misaki Garrison
  Based on the smaller western continent, the Misaki
  Garrison 
  is 
  responsible 
  for 
  securing 
  this
  mountainous region and preventing Threshers
  incursions from the north and DarkNight’s from the
  south east. The high peaks and constant electrical
  storms make communications virtually impossible
  most of the time, while much of the area is
  impassable to vehicles apart from a network of
  narrow mountain passes.
  Seismic activity in the region is also
  particularly intense and earthquakes continually
  rock the high country bringing about sudden rock
  falls and land slides which can quickly block passes
  or sweep away unlucky patrols. Mine warfare is
  particularly common in the area, with the tight
  
  Dante Source Book A.H.Langton 1998
  43
  roadways and narrow gorges making ideal targets.
  A popular tactic, when the weather permits, is to
  ‘seed’ the mountain passes with munitions from the
  air using dropships or other craft. The garrison
  provides a central command and supply center for
  the numerous smaller mountain bases dotted around
  the region and the two sets of front lines that
  contain the rival company forces within their own
  territory.
  The base has a number of repair and
  maintenance facilities for the vast fleets of vehicles
  that operate from it, as well as several small R&D
  labs from a number of SLA sub companies. Large
  scale re-supply of the base by air is not possible due
  to the variable environmental conditions, which can
  often leave aircraft grounded for weeks at a times.
  Instead Misaki relies on constant regular convoys
  making the several thousand mile trek across the
  northern edges of the Deep Deserts from Archangel.
  Thunder Pass
  Thunder Pass
  Thunder Pass
  Thunder Pass
  Threshers second largest known base on the planet.
  This massive complex is built at the heart of the
  mountain ranges north of the Misaki garrison and is
  the center of operation for both troops fighting here
  and those sent to the front-line bases close to New
  Hamilton city. The base gains its names from the
  huge number of storms that rage in the area
  effectively 
  screening 
  the 
  site 
  from 
  orbital
  observation and helping to protect it from attacks by
  aircraft 
  and 
  other 
  flight 
  capable 
  vehicles.
  Construction of Thunder Pass is on the site of an
  old SLA mining complex and Thresher have made
  good use of the numerous tunnels and other
  workings to build a heavily fortified position. The
  company are also now exploiting the great mineral
  wealth in the area and over the years this has
  become one of Threshers key manufacturing
  facilities on the planet.
   
  The 
  surrounding 
  mountains 
  make
  armoured assaults against the base extremely
  difficult with vehicles having to weave through
  miles of narrow passes, many of which are heavily
  booby trapped and mined, to even come close to the
  outer defenses. The weather and lack of suitable
  landing zones also makes air mobile forces hard to
  infiltrate into the area. Although a small Marine
  combined unit managed to break through to the base
  in late 685 and caused considerable damage before
  being forced to withdraw through lack of
  reinforcements.
  The Ice Palace
  The Ice Palace
  The Ice Palace
  The Ice Palace
  SLA Industries northern most Military and Naval
  base, the Ice Palace provides a repair and re-supply
  depot for the Dreadnought fleets as well as a center
  of operation for the numerous patrols in the polar
  region and the companies blockade against the High
  Tower. A regular supply route has now been
  established between the base and the garrisons
  currently engaged in bottling Thresher up on their
  island base and a constant flow of traffic leaves
  everyday to travel the several hundred kilometers
  across the frozen wastes to the front lines.
  Construction of the base is along similar
  lines to the one at Zodiac Nine with the majority of
  the complex being placed deep underground to
  protect it from the environment. The Ice Palace
  though has much more extensive facilities and even
  supports a small civilian population providing
  recreational services for the bases staff and the
  crews of ships visiting the port. The naval repair
  yards are not as comprehensive as Coral Seas, but a
  dry dock capable of handling a Dreadnought has
  been recently constructed and the complex
  continues to expand to meet growing demands.
   The Ice Palace also boasts a small space
  port which is capable of handling large freighters
  and other types of orbital traffic when weather
  conditions allow and which also helps to lift the
  bases reliance on sea born supplies, something that
  can become difficult during the height of the storm
  seasons or when extremely low temperatures cause
  the surrounding sea to freeze over for periods of
  several weeks. Like Zodiac Nine many of the
  personnel at the Palace are Wraith Raiders who tend
  to thrive in the cold environment.
  The Hall Of Mirrors
  The Hall Of Mirrors
  The Hall Of Mirrors
  The Hall Of Mirrors, The
  , The
  , The
  , The
  A strange natural phenomenon located at Dante’s
  northern pole, the region known as the ‘Hall Of
  Mirrors’ consists of several hundred square
  kilometers of ever changing crevasses, tunnels and
  fissures where personnel from all three of the major
  companies play a deadly games of cat and mouse
  with each other. Formed from snow and ice this
  strange maze provides endless hiding places for
  enemy units and SLA has had an almost permanent
  presence there for the last four hundred years in an
  attempt to oust them.
  Changes in the weather patterns and shifts
  in Dante’s orbit cause parts of the region to
  periodically collapse and reform at random, often
  opening up previously inaccessible routes or closing
  well established ones. This has greatly hampered
  SLA’s progress and has made any attempt at
  keeping permanent maps of the area impossible.
  Fighting in the Hall Of Mirrors is
  particularly dangerous for  several reasons, not least
  the number of boobytraps and other devices that
  have been employed there over the years, while
  sudden collapses, rock slides and the unexpected
  opening of crevasses all pose an equally serious
  threat. Too narrow and unsafe for armoured
  vehicles the vast majority of fighting in the region
  
  Dante Source Book A.H.Langton 1998
  44
  must be done by infantry which also adds an added
  unpleasant dimension for SLA troops who are
  unable to call for their customary air and AFV
  support. This chaotic environment works to the
  advantage of the rival companies who choose to
  hide there and they make good use of the rapidly
  altering layout to hide men and equipment prior to
  attacks on SLA held positions. The Hall Of Mirrors
  also attracts large numbers of company researchers
  keen to search for relics lost in the ice and perfectly
  preserved after years in the sub zero temperatures.
  The 
  The 
  The 
  The Ravenhead Bridge
  Ravenhead Bridge
  Ravenhead Bridge
  Ravenhead Bridge
  The Ravenhead Bridge was built in the early years
  of the mining colony and was intended to be a
  shortcut to the southern continent from the central
  deserts. Built to withstand the rigors of Dante’s
  coastal weather this three kilometer long bridge
  spans between the two continents at the narrowest
  point and is today another area of hotly contested
  territory. In 678 an aerial Thresher Strike Team
  managed to take and hold the southern end of the
  bridge complex, which was at the time being used
  by SLA for troop movements to and from the
  Wastelands.
  Rather than being ousted by a rapid
  counter attack the Strike Team managed to hold
  their position and dig in. Reinforced by a daring
  dropship raid, the defenders held fast and refused to
  give up their end of the bridge. Attempts at a
  counter attack were severely hampered by the fact
  the southern side of Ravenhead is ringed by a range
  of high and impenetrable mountains known as the
  ‘Sharks Teeth’ which are only accessible via a
  network of narrow passes. Once Thresher managed
  to get defenders into these they were able to stop
  any attacks from the south and have held the bridge
  complex ever since. To further cement their
  position, many of these mountain passes were
  blasted closed with explosives effectively sealing
  them against armoured vehicles or seeded with
  mines and automatic defense systems.
   
  Today as with most of the combat zones a
  stalemate exists at Ravenhead, SLA holds the
  northern shore while Thresher hold a small area on
  the southern, with each having built up a complex
  network of fortifications and gun batteries. Neither
  side has yet attempted to destroy the bridge that
  stands between them, as each sees it as too valuable
  to loose and despite being scarred by numerous
  artillery hits and heavily mined at either end it
  remains intact till the day one company manages to
  oust the other.
  SLA have come close to this several times
  mainly due to the difficulty that Thresher has in
  getting supplies to its troops. A combination of
  stealth submarines, blatantly suicidal airdrops and
  items smuggled in over the mountains have
  managed to keep their defense of the bridge intact
  for the last few years, but SLA have been gradually
  tightening the screws and many see the retaking of
  the bridge as imminent.
  Route 66
  Route 66
  Route 66
  Route 66
  The only remaining open land route between
  Dante’s northern and southern continents, Route 66
  as it has become known follows the vast hundred
  kilometer wide land bridge that joins the two and
  offers the only way to move large amount of heavy
  equipment between them. Because of the enormous
  amounts of traffic from all companies that passes
  through the area, ambushes and raids against
  convoys are common with the sector remaining a
  combat hot spot as companies attempt to both
  protect their own convoys and hunt down and
  destroy their rivals. Supply train duty in this area is
  extremely hazardous and whenever SLA send
  vehicles down the route they usually do so in large
  numbers and whenever possible with almost
  constant air cover.
  Recently several special units have been
  set up by the SLA High Command to both find and
  destroy enemy raiding parties as well as scouting
  for their supply trains. The large numbers of vehicle
  wrecks and other equipment left behind by the
  constant fighting in the region also serves to attract
  high numbers of war looters to the area, eager to
  pick over the fresh hulks and recent battle sites.
  Route 66 becomes most deadly when it
  passes through the narrowest point on the land
  bridge, known as ‘The Black Sword Valley’. Here
  there are far fewer route to choose from and heavy
  mining of these and the numerous enemy patrols
  that operate here make it particularly hazardous.
  The Veil Of Tears
  The Veil Of Tears
  The Veil Of Tears
  The Veil Of Tears
  One of the largest of the old battlefields on Dante. It
  was here that SLA Industries finally crushed
  Threshers six month offensive to take the southern
  continent. Threshers vast armoured force was
  eventually brought to a halt by the sheer numbers of
  SLA troops and the massed firepower of over half
  its fleet of Leviathans. Losses on both sides were
  huge and left the area strewn with wreckage of all
  kinds, including the burning hulks of the AMCUs
  (Armoured Mobile Command Units) ‘Obsidian
  Castle’, ‘Vortex’, ‘The Ether Stream’ and ‘The
  Mirador’. 
  Several 
  other 
  Warbringer 
  class
  Leviathans were also extremely badly damaged but
  remained salvageable.
  Even today thousands of MBTs, powered
  suits, aircraft and other vehicles dating from the
  conflict still litter the area. Many more wrecks have
  been sucked down by the Wastelands ever shifting
  sands over the years and remain hidden below the
  
  Dante Source Book A.H.Langton 1998
  45
  surface in this strange limbo till they’re dragged up
  by another storm. A prime site for looters and
  treasure hunters, the area still has many secrets yet
  to be given up by the sand. It also presents
  numerous hazards to those who go scavenging
  there, not least the high levels of pollution caused
  by damaged and leaking power cells, old reactors
  and various decaying munitions.
  The Petrified Forest
  The Petrified Forest
  The Petrified Forest
  The Petrified Forest
  Originally this reason was one of the largest
  remaining areas of vegetation on Dante till SLA
  used it as a testing site for one of their biological
  weapons systems. Up to year 790 the Petrified
  Forest consisted of several thousand square
  kilometers of low Dante hardened trees and was the
  only surviving region to do so on the planet. Known
  for having several permanent com blackspots
  various rival companies were using the region to
  conceal bases and over the years fighting in the
  forest had cost SLA large numbers of men and vast
  amounts of equipment.
  So in an attempt to deny the area as a safe
  haven to opposing forces in year 792 Karma
  scientists released the experimental 
  Resus-K
  biological defoliant over the trees. Resus-K though
  did not behave as it had in the lab and it quickly
  became clear that it was having some strange and
  unexpected effects on the vegetation. Instead of
  breaking down and destroying the trees, the
  defoliant appeared to mutate in some way soon after
  its release and instead began to convert the organic
  matter into a previously unseen, hard, crystal like
  compound. Over the next twelve months virtually
  all the trees were to undergo this strange conversion
  and transform into bizarre crystalline statues.
  Even today Karma have been unable to
  trace the cause of the Resus Mutation, although
  there are numerous possible culprits including
  pollutants in the water table, Dante’s heavily tainted
  atmosphere and the numerous biological weapons in
  use by at any one time by all sides in the conflict.
  Despite the radical  changes in the forest vegetation
  it still remains an active combat zone. Although
  now where the troops once fought amongst living
  plants they now do so among eerie black stone trees
  which often shatter and crack when hit by weapons
  fire and collapse into heaps of crystal shards.
  Unpleasant in the extreme, the petrified forest is a
  cold dead place and few relish fighting there,
  particularly since over the years it has also gained
  its fair share of rumors and stories, many
  concerning the effects that Resus-K has had on the
  areas wildlife and the troops fighting there.
  The Van 
  The Van 
  The Van 
  The Van Numann Bridge
  Numann Bridge
  Numann Bridge
  Numann Bridge
  The Van Numann was the second bridge to be
  constructed during the initial years of the colony to
  connect the northern and southern continents and
  shorten journeys between the two. Similar to the
  bridge built at Ravenhead, the Van Numann
  featured a vast span several kilometers long, heavily
  fortified against the environment and the wraith of
  Dante’s storms that sweep up the channel it crossed.
  During the early year of the war SLA held
  the bridge at both ends and large bases were
  constructed on the northern and southern shores to
  aid in its defense and keep it open for supply
  convoys crossing to the Wastelands. The site of
  fierce fighting throughout the initial war years, both
  DarkNight and Thresher failed several times to
  capture the complex and the bridge intact.
  In year 569 the Thresher  High Command
  obviously took the decision that the bridge was
  costing them to highly in resources to take,
  especially after their defeat at the ‘Veil of Tears’,
  but was too valuable to remain in SLA hands. This
  resulted in the use of one of the few nuclear
  weapons of the war when a converted Thresher
  dropship managed to break through the anti aircraft
  batteries that surrounded Van Numann and drop a
  small, and particularly dirty, tactical nuclear device
  on the center of the bridge. The detonation of the
  device obliterated the majority of the span instantly
  and 
  caused 
  considerable 
  damage 
  to 
  the
  fortifications at either end, despite their hardening
  against this form of attack. Over 12,000 SLA troops
  perished in the assault, mostly those above ground
  or manning upper defense positions at the time and
  the whole areas was heavily contaminated by
  fallout. All that remained of the bridge were two
  stumps on either bank roughly 200 meters long,
  their ends blackened and fused by the blast, which
  still remain today.
   The considerable damage and heavy
  radiation poisoning inflicted on the bridge complex
  rendered it impossible to repair and SLA Industries
  quickly took the decision to abandon the base and
  withdraw 
  their 
  surviving 
  personnel, 
  instead
  concentrating their forces at the, then still open,
  Ravenhead crossing. The remaining underground
  sections of the base were sealed with explosives and
  the rest above ground left to erode slowly in the
  fierce desert winds. SLA considering the threat of
  contamination enough to prevent rival forces re-
  occupying the site.
  This has been true to a certain extent,
  although numerous crazies and deserters have dug
  their way into the sealed tunnels over the years
  heedless of the risk of the still present fallout that
  has seeped into the rotting structures since the
  bomb. Reports also persist of a colony of half
  human mutations who live in the lowest levels of
  the deserted base and appear to be similar to the
  cannibalistic humans found in Mort’s sewer
  
  Dante Source Book A.H.Langton 1998
  46
  systems. Three patrol units have since been sent on
  exploration missions to confirm this and check the
  possibility that the base could be made functional
  again. Of these two could find nothing, while the
  third disappeared without trace shortly after leaving
  Phoenix. SLA is still investigating this, unsure
  whether it has anything to do with the rumors or
  was a result of enemy action in the deserts. What is
  known is that the tunnels are infested with several
  strains of local wildlife heavily warped and altered
  by their constant exposure to the radiation and
  through drinking from the polluted water table.
  The Steelhead Mines
  The Steelhead Mines
  The Steelhead Mines
  The Steelhead Mines
  Once the largest mining camp on the planet, the
  Steelhead complex was responsible for over 40% of
  Dante’s mineral output before the days of the war.
  Abandoned by SLA forces in 234, its tunnels were
  blasted closed and most of the over ground
  buildings destroyed. Since then the complex has
  been slowly decaying in the harsh environment and
  few things still remain above ground apart from a
  mass of rusted wreckage and the rotten stumps of
  building supports.
  Over the years the tunnels have been used
  by many different sides in the war as a covert  base
  of operations or staging point till they were driven
  out by enemy units. In 434 Thresher attempted to
  establish a permanent base at the complex, but were
  forced out by SLA assault units about seven months
  after they first began re-opening the tunnels. It is
  rumored that before they were forced out that the
  company shipped in numerous pieces of equipment
  and stored them in the lower levels of the mine.
  These areas are thought to have been cut off during
  the fighting and sealed by roof falls caused by
  SLA’s use of heavy weapons in their attack. As a
  result many researchers have petitioned the
  Company for the right to explore these areas in the
  hope of finding intact Thresher technology. The
  High Command currently have these requests under
  consideration.
  Today many crazies and deserters use the
  mines kilometers of old tunnels systems for shelter,
  scavenging from the many wrecked convoys that
  have been attacked as they pass through the area on
  their way to and from the Misaki Garrison.
  Snake Island
  Snake Island
  Snake Island
  Snake Island
  This heavily fortified offshore island is the center of
  DarkNight’s naval operations and the base from
  which many of its numerous regular raids into the
  Deep Deserts and the Wastelands are launched.
  Situated in an area known as the ‘Sea of Souls’ the
  island makes a perfect staging point for attacks on
  the mainland and so has an extensive air and sea
  port. The high cliffs and lack of beaches makes the
  complex hard to assault from the ocean and as yet
  SLA have been unable to breach the islands
  numerous defenses, although the complex is
  regularly a target for bombardments by the
  Dreadnought fleet. The heavy AA batteries that
  surround the base have prevented any serious
  damage from attacking aircraft, while over the years
  many of the repair bays and storage silos have been
  moved underground placing them beyond the reach
  of SLA’s bombs and missiles.
  The majority of DarkNight’s naval assets
  are stationed on Snake Island including numerous
  fast patrol boats, assault landing craft and
  submarines, these are used to strike at enemy
  coastal installations and for the transportation of
  troops and equipment. The base is also home to the
  companies fleet of ‘Tyrant’ Class Destroyers and
  much of the complex is devoted to the repair,
  construction and maintenance of these ships.
  Massive sea locks and a vast underground harbor
  serving to protect these facilities from SLA’s
  assaults.
  Blain & Tanner Mining Camps
  Blain & Tanner Mining Camps
  Blain & Tanner Mining Camps
  Blain & Tanner Mining Camps
  These two camps are SLA’s main mining operations
  in the northern arctic and provide the vast majority
  of the raw materials for it’s manufacturing
  complexes, both are virtually identical in design and
  have similar types of personnel stationed there.
  Heavily defended against attack each complex has
  its own garrison to protect the mines and their
  civilian work forces, since they’re a prime target for
  rival company forces due to their importance to the
  SLA war effort.
  Most of the camps facilities have been
  constructed underground in a similar fashion to the
  bases at Zodiac Nine and The Ice Palace, with
  direct access to the mine tunnels being possible
  without the need to cross the surface. The vast
  majority of the work is done by automated
  machinery where possible, due to the extreme
  environmental conditions, with large numbers of
  security and attack drones also being employed to
  guard the many tunnels against infiltration.
  Dropship landing facilities and seaports for both
  Dreadnoughts and transport ships are present at
  both camps, although like Zodiac Nine they can
  often become cut off due to extreme weather and
  storms resulting in a need for self sufficiency.
  These complexes are also one of the few
  areas in the arctic to suffer problems with Crazies
  and Deserters. Normally deserters don’t last very
  long in the arctic regions due to lack of shelter and
  the need to constantly use specially modified
  equipment, but in the older, worked out sections of
  mine tunnels an existence is just barely possible,
  especially as they’re are opportunities to scrounge
  supplies and equipment. As with those in the
  
  Dante Source Book A.H.Langton 1998
  47
  Archangel Under City, these renegades can often
  become extremely cunning and adept at hiding from
  search parties and bypassing security systems.
  Akah City
  Akah City
  Akah City
  Akah City
  Akah was originally one of the colonies largest
  coastal cities, till it was abandoned during the
  withdrawal in 212, after which it slowly decayed till
  year 602 when DarkNight established a small
  heavily fortified there base. Exploiting its easy
  access to the sea, to ship in men and equipment, the
  company began using Akah as a staging point for
  raids up the coastline and into the central deserts.
  Naturally SLA responded to this threat and
  began established their own bases along the outer
  perimeter from which to mount raiding parties into
  the city itself. This conflict continued till year 508
  when the region was suddenly, and unexpectedly,
  hit by one of Dante’s worst earthquakes in recorded
  history.
  In a seismic disturbance lasting over
  twenty hours the entire seaboard on which Akah
  was built dropped over 30 meters and the ocean
  quickly flooded in leaving the remains semi
  submerged. Estimates put the death toll on both
  sides at around 20,000 and it was assumed that with
  the extensive flooding DarkNight would be forced
  to abandon their position. This though did not
  happen and within a matter of weeks the company
  had managed to re-establish itself in the maze of
  wrecked buildings shifting their men and equipment
  into the upper floors of the many tower blocks that
  still remained above water.
  Unwilling to allow this, SLA have been in
  a constant battle ever since to clear Akah of its
  invaders and thousands are killed yearly fighting in
  the kilometers of strange flooded ruins. Unable to
  employ conventional transports, the combatants in
  Akah instead rely on small assault boats,
  hovercrafts and other amphibious vehicles. SLA
  initially brought many of these in from Charlie’s
  Point, where they are used extensively, and in Akah
  they were quickly found to be ideal for navigating
  the channels between the wrecked buildings.
  DarkNight and more recently Thresher troops play
  an endless game of cat and mouse with SLA’s
  forces throughout the city. With units constantly
  moving between the remaining buildings and
  establishing temporary bases from which to mount
  covert raids. SLA suspects that there are several
  heavily fortified blocks at the heart of Akah which
  form DarkNight’s main base, but as yet no patrols
  have managed to penetrate this far and due to poor
  atmospherics in the regions nothing has been found
  by orbital sensors.
  The city also has its fair share of deserters,
  crazies and scavengers who live in the many
  isolated blocks and semi submerged areas of the
  city and coming out from time to time to hunt for
  food and equipment.
  The Crab
  The Crab
  The Crab
  The Crab
  The Crab is SLA’s main base of operation for the
  Akah region and is one of the few of its structures to
  survive the sinking of the city. Fortunately for the
  company the bases central command tower was high
  enough to prevent it being totally flooded out during
  the disaster and the large, disc like, structure
  survived to become the basis of a new base. Using
  the tower as a core, various immense floating
  pontoons were added over the years and these have
  developed 
  into 
  a 
  vast 
  network 
  of 
  docks,
  warehouses, landing fields and barracks. The aerial
  view of these radiating out from the central tower is
  what gives the Crab its name.
   
  Kept supplied by dropships and ocean
  going ships, personnel from the base are tasked with
  mounting raids into Akah, as well as policing its
  boarders 
  to 
  prevent 
  enemy 
  units 
  getting
  reinforcements or supplies. Various sub companies
  have research establishments at the Crab and it is
  SLA’s key center on Dante for developing
  lightweight amphibious craft. The relatively calm
  waters of the flooded city being much more suitable
  for this type of testing than Dante’s oceans or
  coastal waters.
  The Shaft
  The Shaft
  The Shaft
  The Shaft
  Discovered in year 456, the structure known as ‘The
  Shaft’ is widely believed to be some sort of ancient
  geo thermal power station constructed by Dante’s
  original inhabitants. Built close to the northern
  arctic the Shaft is a massive 2000 meter wide hole
  which plunges vertical downwards for over 4
  kilometers till it reaches a large pocket of volcanic
  activity. Off the central bore runs a network of
  tunnels, pipes, air vents and access ways which
  spreads out to form a vast maze under the
  surrounding region.
  Ranging in size from those barely big
  enough for a man to squeeze through to those tens
  of meters wide through which vehicles can be
  driven, accurate mapping of these tunnels is
  virtually impossible and apart from a few small
  areas has not been attempted. On the lower levels
  are also passageways, rooms and huge chambers
  packed with acres of rotting machinery which,
  largely thanks to its subterranean location, appears
  to have escaped Dante’s original ‘cleansing’ during
  the Conflict Wars intact. The exact purpose of these
  machines continues to eluded SLA’s researchers
  and although it seems most likely that the complex
  was a power station of some kind, exactly how it
  functioned remains a mystery. Even stranger is the
  
  Dante Source Book A.H.Langton 1998
  48
  fact that in some sections, some of the Shaft’s more
  basic systems including elevators and lighting
  continue to function, although all attempts to track
  their power sources have failed.
  Soon after SLA set up a research base to
  study the Shaft it was infiltrated by units from both
  DarkNight and Thresher, drawn by the lure of the
  complex’s alien technology and ever since it has
  become another piece of hotly contested territory.
  As well as the usual problem of enemy units,
  boobytraps and drones in the Shaft’s tunnels it also
  has the additional hazard of a large, indigenous,
  wildlife population. Attracted by the warm, geo
  thermal, heat in the lower levels, Skaggs and other
  animals have made the Shaft their home and don’t
  take kindly to the intrusion of humans. The fairly
  stable environment also results in a high population
  of crazies and deserters throughout The Shaft,
  particularly as the warm, 35 degree atmosphere,
  means that specially adapted suits are not needed to
  survive there.
  Currently SLA controls the main entrance
  to the Shaft and has constructed a large base known
  as The Pit Head from which it controls its
  operations in the region. The complex though has
  numerous vents and access shafts leading to the
  surface through out the surrounding area and
  despite SLA’s best efforts it has been unable to seal
  all these or prevent enemy infiltration.
  Pit Head  base is also the staging point for
  the large numbers of expeditions into the Shaft
  mounted by company researchers, seeking either
  examples of enemy equipment or the secret of the
  alien machines. As a result of this SLA have
  installed several large elevators which run down the
  Shaft’s walls and allow men, equipment and
  vehicles to be rapidly transported to its various
  levels.
  Main Street
  Main Street
  Main Street
  Main Street
  Main Street is the nickname given to the Shaft’s
  largest tunnel and one where much of the fighting in
  the complex goes on. The tunnel is over half a
  kilometer wide and runs in a complete circle around
  the Shaft itself. It is even large enough to allow
  armoured fighting vehicles, and even some light
  helicopters, to be used effectively in its interior and
  over the years SLA has built up a large force of
  APCs and transports which they use to patrol the
  sections they control. Six smaller tunnels radiate
  outwards for roughly forty kilometers from the
  Shaft itself and connected it directly to Main Street.
  Although SLA forces hold the majority of
  the tunnel both DarkNight and Thresher control
  certain sections and it is around these that the
  fiercest fighting occurs. SLA has even gone as far as
  to construct several small bases within Main Street
  itself, with these acting as both re-supply depots for
  patrols and staging points for raids, as well as
  providing repair and medical facilities. Units
  stationed at these facilities can often spend months
  underground and being assigned to Main Street is
  another posting that many troops dread.
  Rot Water Lake
  Rot Water Lake
  Rot Water Lake
  Rot Water Lake
  The Rot Water Lake complex serves to guard the
  two main land routes between the central continents
  and the northern arctic regions. As well as
  providing repair and re-supply facilities to convoys
  and other units passing through on their way to and
  from the Pole.
  The base gains its name from the large,
  heavily polluted inland lake on who’s shores it sits
  and even operates its own small fleet of ships and
  hovercraft. These are often used to transport men
  and materials between Rot Water and the smaller
  ‘Northern Pass’ complex at the head of the lake.
  Originally SLA had a number of refineries and
  manufacturing complexes along the lakes shores
  which processed the ore and other raw materials
  from the many mines in the region and the run off
  from these has tainted the water for ever, even
  going as far as mutating some of the local wildlife.
  The concentration of pollutants is so bad that its
  lake’s water will not freeze, even in the sub zero
  temperatures found at the northern end.
  A large well defended base, Rot Water,
  also operates an extensive fleet of aircraft and is
  able to provide air cover for the various convoys
  and other units traveling in the region. Rot Water is
  also one of the few SLA installations to have a
  mixed compliment of both arctic and desert vehicles
  since it sits close to the border between the two
  enviroments.
  
  Dante Source Book A.H.Langton 1998
  49
  CHAPTER - 6
  CHAPTER - 6
  CHAPTER - 6
  CHAPTER - 6
  Personnel On Dante
  Personnel On Dante
  Personnel On Dante
  Personnel On Dante
  The following is a list of common personnel now serving on all sides in the war on Dante, as well as statistics on
  the more common types of neutrals, robotics and biomechanicals encountered in the various war zones around
  the planet. Each is given with a list of average Stats, as well as skills and any equipment they will normally have.
  All Stats, unless stated otherwise, are for standard human personnel and should be adjusted to reflect racial
  differences for Ebons, Wraith Raiders or Shaktars.
  SLA Industries
  SLA Industries
  SLA Industries
  SLA Industries
  Militia Infantry
  Militia Infantry
  Militia Infantry
  Militia Infantry
  The standard SLA infantryman serving on Dante. These are the most common type of troops SLA Industries have
  on planet and vast numbers are lost in engagements everyday despite their Karma enhanced bodies and state of
  the art weapons and powered suits. Proving that even with these advantages they are often not a match for
  Threshers vastly superior flight capable armour systems. Most begin service as company Militia and after
  minimal training are sent to serve on one of Dante’s many front lines where they either learn how to fight or
  quickly become statistics on the KIC (killed in combat) lists. Those who survive their baptism of fire become
  tough experienced troops dedicated to the company and ready to fight for its ideals as well as reap the rewards it
  promises to give its loyal employees. Those who come through their initial tour will then be given further training
  and reassigned to more specialist roles. SLA has the pick of personnel from the Worlds Of Progress and with
  thousands signing up everyday to get themselves employment with the Company there is never any shortage of
  new recruits willing to fight for the cause.
  STATS
  SKILLS
  EQUIPMENT
  STR - 11
  Rifle - 8
  Warmonger SMG
  DEX - 11
  Pistol - 6
  Crackshot +2 Armour
  DIA  - 7
  Survival - 5
  FEN 603 Pistol
  CONC -7
  Paramedic - 5
  Boopa Med Kit
  CHA - 6
  Unarmed Combat - 7
  Shock Tendons Rank 1
  COOL - 8
  Auto Support - 9
  Brace Tendons Rank 1
  PHYS - 11
  SLA Info -4
  HITS - 22
  Rival Company -5
  Weapons Maintenance - 5
  SCL - 11M
  Assault Weapons Systems - 2
  Heavy Weapon Squads
  Heavy Weapon Squads
  Heavy Weapon Squads
  Heavy Weapon Squads
  More specialized and heavier armed than the standard Grunts, HW teams are issued with MAL Shock armor
  rather than Crackshot and represent SLA’s main type of assault troops. Some older units in remote areas may be
  found using Dogeybone suits, although these have almost all been withdrawn from service on the major battle
  fronts due to their lack of protection value. Usually armed with Power Reapers, HAS Mini Guns or 17mm rifles
  these teams are used to mount rapid hard hitting raids against enemy positions along the front lines, a tactic
  modeled on that of the Thresher Strike Squads. They will also give fire support to the lighter armoured infantry
  sections when needed, usually in a ratio of one Heavy Weapons Squad to three regular infantry units. Unlike
  other specialist training, new recruits to the HW units are generally assigned to this duty while still serving their
  first tour on the line and after a two to three day crash course at a local Command Post are sent straight back in to
  receive the rest of their training on the job.
  STATS
  SKILLS
  EQUIPMENT
  STR - 12
  Rifle - 8
  12mm Power Reaper
  DEX - 12
  Pistol - 6
  MAL Shock Armour
  DIA  - 8
  Survival - 6
  FEN 603 Pistol
  CONC -7
  Paramedic - 6
  Boopa Med Kit
  CHA - 6
  Unarmed Combat - 7
  Shock Tendons Rank 2
  COOL - 10
  Auto / Support - 11
  Brace Tendons Rank 2
  
  Dante Source Book A.H.Langton 1998
  50
  PHYS - 12
  SLA Info -4
  Vibro Saber
  HITS - 24
  Rival Company -5
  Weapons Maintenance -5
  SCL - 9 A
  Blade 1 Handed - 6
  Assault Weapons Systems - 3
  “Squad one move up, we’ve got incoming targets DarkNight Infantry in lightweight armour types estimated 30
  warm bodies. Reapers to full automatic, lock n’ load, five second burst only.”
  BBBBBBRRRRRRRRTTTTTTTTT
  “Squad one to Yellow Dog 07 Command, any of those techs back there want some samples of  DarkNight
  Powered armour? Slightly used..”
  Commander - Renalt Tyson
  Raptor 33rd Heavy Weapons Squad
  Southern Wastelands
  Dante Marines
  Dante Marines
  Dante Marines
  Dante Marines
   SLA Industries crack troops on Dante, the Marine Corps gets the latest and the best in weapons and armor and
  comes under the direct command of Julia Van Braun. Heavily enhanced with numerous Karma implants Marines
  are highly trained in a variety of roles, making them a formidable force. Unfortunately due to its extremely high
  standards of recruitment the Marine Corps numbers remain small in comparison to those of Dante’s standard
  infantry units, so for the moment they continue to act in a Special Forces role, with generally only one or two
  units stationed at a base. Marine Corps personnel are easy to recognize due to their unique Hellstorm blue and
  black camouflage powered armour suits, a design which is issued to no other unit in the Worlds Of Progress.
  These suits combine with their great physical strength and stamina make Marine troops virtually unstoppable
  when pitted against rival infantry. Most Marines are SCL rating 7 or higher and for this reason detachments are
  usually given high security assignments not trusted to ordinary troops. Loyalty and traditions are fierce among the
  Corps giving rise to numerous acts of heroism and self sacrifice in their history. Although many suspect that this
  allegiance is far stronger to Commander Van Braun herself than the company.
              The Marine Corps operates its own specialist units such as medical, engineering, armoured vehicle and
  air force, although again these are much smaller than those of the regular SLA military. They also have their own
  highly trained reconnaissance division who are tasked with scouting, observation and tracking duties. These
  teams can also act as snipers when needed and specialize in destroying key rival company assets. In addition to
  regular units a large Marine rapid response unit is on standby at Archangel at all times and can be quickly
  deployed to trouble spots when the situation demands.
  STATS
  SKILLS
  EQUIPMENT
  STR - 15
  Rifle - 15
  Warmonger SMG
  DEX - 15
  Pistol - 10
  Hellstorm Armour
  DIA  - 8
  Survival - 10
  BLA 464M Blitzer Revolver
  CONC -10
  Paramedic - 8
  Boopa Med Kit
  CHA - 5
  Unarmed Combat - 10
  Shock Tendons Rank 5
  COOL - 10
  Auto / Support - 15
  Brace Tendons Rank 5
  PHYS - 15
  SLA Info - 8
  Advanced Skeletal Enhancement
  HITS - 33
  Rival Company -8
  - Total Body
  Blade 2 Handed - 15
  Power Claymore
  SCL - 3 F
  Blade 1 Handed - 8
  MAC Knife
  Pilot Military - 8
  Drive Military - 10
  Detect - 10
  Mechanical Repair - 6
  Electronic Repair - 6
  Weapons Maintenance - 10
  Running - 10
  Demolition Disposal - 6
  Demolition’s - 8
  Sneaking - 15
  Climb - 6
  Hide - 15
  
  Dante Source Book A.H.Langton 1998
  51
  Booby Trap - 7
  Marksman - 10
  Tracking - 8 
  Swim - 6 
  “Hey you want to try that again you Thresher puke, takes more than an 11mm DU round to put down a Marine.
  Now it’s my turn.....”
  Unknown Marine Corps Sergeant
  Dante Front-lines Sector 234-89
  D.S.O Agents
  D.S.O Agents
  D.S.O Agents
  D.S.O Agents
  Dante Special Operations Agents are the spies and saboteurs of SLA’s forces. Working behind the lines or in ‘no
  mans land’ they attempt to gain intelligence about enemy strengths, movements and positions prior to either
  calling in SLA forces to destroy them or mounting raids and sabotaging equipment themselves. Most D.S.O
  agents work alone or in very small teams and in order to survive they must be highly skilled at all aspects of
  espionage including disguise, acting and have intimate knowledge about rival companies. All implant surgery is
  carefully concealed and kept to a minim while few if any agents carry finance chips as they are to easy to check
  for, giving away that the person once worked for SLA. Many take on the persona of deserters or minor Soft
  Company Mercs to help gain information from the vast network of non company personnel who live on the
  fringes of the war. The D.S.O is closely linked with the Marine Corps and many agents hold positions in both
  units. Marine D.S.O officers are usually assigned to combat missions rather than deep cover work and will
  commonly form raiding parties sent behind enemy lines.
  Infiltration of enemy companies is also a primary objective of the D.S.O. In the confusion of the war it
  is sometimes possible for disguised agents to slip behind enemy lines pretending to have become separated from
  their original units and remain for a time gathering information on enemy strengths and fortifications before
  making their escape. For extreme deep cover, agents are extensively altered to resemble a captured Thresher or
  DN. trooper from a destroyed unit, then sent back behind the lines to infiltrate the rival company organization.
  These missions are seen as long term and the agent must be prepared to do many things including fight and kill
  their own company personnel to prevent discovery. This is an extremely hazardous occupation which only the
  elite of the D.S.O are suited for, since the possibility of discovery is always close, even when every possible
  precaution has been taken. If captured only the lucky get executed straight the way, with most compromised
  agents facing months or even years of interrogation before they die. Despite these risks several D.S.O Agents are
  known to have survived with Thresher or DarkNight identities intact for several years and provided valuable
  information on the rival companies activities.
  STATS
  SKILLS
  EQUIPMENT
  STR - 12
  Rifle - 12
  Rival Company Weapon
  DEX - 12
  Pistol - 10
  Rival Company Armour
  DIA  - 8
  Survival - 10
  Dragon Automatic Pistol
  CONC -10
  Paramedic - 8
  Boopa Med Kit
  CHA - 10
  Unarmed Combat - 10
  Shock Tendons Rank 2
  COOL - 10
  Auto / Support - 8
  Brace Tendons Rank 2
  PHYS - 12
  SLA Info - 8
  Disguise Kit
  HITS - 24
  Rival Company -10
  Forgers Kit
  Disguise - 10
  Explosives
  SCL - 4 D
  Blade 1 Handed - 8
  MAC Knife
  Sneaking - 12
  Scrambled Com Set
  Hide - 12
  Night Vision Equipment
  Demolition’s - 8
  Demolition’s Disposal - 5
  Running - 10
  Weapons Maintenance - 10
  Electronic Repair - 6
  Mechanical Repair - 6
  Detect - 10
  Drive Military - 10
  Pilot Military - 8
  Tracking - 8
  
  Dante Source Book A.H.Langton 1998
  52
  Booby Traps - 8
  Bribery - 8
  Navigation - 6
  Swim - 5
  Climb - 5
  “Good evening Mam, can I see your id please...Hey your not Thresh.....”
  PHUT
  PHUT
  PHUT
  “This is Nighthawk one to Nighthawk command, sentries down, your clear to proceed.”
  Marine Captain - Yuri Deviling
  D.S.O Combat Unit Baker 067
  Armor Vehicle Crew
  Armor Vehicle Crew
  Armor Vehicle Crew
  Armor Vehicle Crew
  SLA operates a vast inventory of fighting vehicles on Dante including everything from Main Battle Tanks to
  armored motorbikes and quads. Each of these requires its own specialized crew units, which include drivers,
  gunners, Commanders etc. These AFV troops are trained to be proficient in both driving and gunnery, which
  allows them to fill any the positions in the crew if needed. They must also have good infantry and survival skills
  as many vehicles are operated in the remote areas of Dante such as the Wastelands or the Northern Pole, where
  long distance movement without transportation is almost impossible. Although some will be given assignments as
  base protection units, most will spend their time in assault or patrol companies or driving the massive armoured
  Land Trains that form the backbone of SLA’s cargo convoys.
  STATS
  SKILLS
    EQUIPMENT
  STR - 10
  Rifle - 8
  Warmonger SMG
  DEX - 11
  Pistol - 4
  Crackshot +2 Armour
  DIA  - 8
  Survival - 5
  FEN 603 Pistol
  CONC -10
  Paramedic - 5
  Boopa Med Kit
  CHA - 7
  Mechanical Repair - 8
  Shock Tendons Rank 1
  COOL - 8
  Auto / Support - 11
  Brace Tendons Rank 1
  PHYS - 11
  SLA Info -4
  Tool Kit
  HITS - 21
  Rival Company -5
  Weapons Maintenance - 7
  SCL - 7B
  Drive Military - 10
  Drive Motorbike -10
  Navigation - 8
  Assault Weapons Systems - 10
  Fighter Jocks
  Fighter Jocks
  Fighter Jocks
  Fighter Jocks
  Another elite group, Dante fighter pilots have enough trouble not being killed by the weather without adding in
  the threat of enemy fire, so unless your good you don’t last long. Pilots usually specialize in one type of aircraft
  such as fighters, drop ships or transport helicopters, all of which have their own special problems and dangers.
  The ability to fly by the seat of your pants without help from instruments or electronic sensors is vital on Dante
  with pilots often forced to navigate in almost zero visibility without beacons or sat nav data because of the dire
  weather conditions and interference effecting their com gear. For this reason most pilots will be issued with
  additional Karma implants to boost their reaction times and harden them against the rigors of high G maneuvers.
  Air cover is vital to many of SLA’s operations on Dante and many air crews find themselves stationed with
  mobile forces such as the Leviathan fleets or the sea going Dreadnoughts. A number of the better pilots will
  eventually find their way into SLA’s space based forces, flying interceptors from the New Hope and Black Dawn
  satellites.
  STATS
  SKILLS
  EQUIPMENT
  STR - 8
  Rifle - 6
  FEN 10mm SMG
  DEX - 13
  Pistol - 6
  Crackshot +2 Armour  (120-HG)
  
  Dante Source Book A.H.Langton 1998
  53
  DIA  - 10
  Survival - 5
  FEN 603 Pistol
  CONC -10
  Paramedic - 5
  Brace Tendons Rank 1
  CHA - 8
  Unarmed Combat - 5
  Shock Tendons Rank 3
  COOL - 10
  Auto / Support - 13
  PHYS - 11
  SLA Info -4
  HITS - 21
  Rival Company -5
  Pilot Military - 10
  SCL - 8A
  Orbital Pilot - 10
  Assault Weapons Systems - 13
  Mechanical Repair - 4
  Electronics Repair - 4
  Navigation - 10
  “Baker one to flight leader, I’ve got multiple targets, looks like a mix of MBTs and armoured personnel carriers.
  Request permission to engage.”
  “Permission granted, but this time Baker one try and leave something for the grunts, you know how they get
  peeved when there’s nothing left to fight.”
  Lieutenant - Ellory Christoph
  54th Warbeast Recon Squadron
  White Heat Base
  Dante Stormer - D-966
  Dante Stormer - D-966
  Dante Stormer - D-966
  Dante Stormer - D-966
     
  A recent development from the labs at Zodiac Nine and one of the first, none Artery, Stormer projects. The Dante
  Stormer, as it is known, is seen as the ultimate fighting machine, although its savagery and single minded attitude
  are though to make it unsuitable for use off planet. Because of this the D-966 is still undergoing trials in the
  various war zones, although limited production is now underway and numbers are steadily increasing. Its healing
  and regeneration capabilities are identical to those of the standard 313 Stormer models although by boosting the
  D-966s metabolism these repairs can be achieved much faster, allowing these Stormers to rapidly get back into
  action. Strength and ferocity are also greatly enhanced and all units come fitted with specially altered claws and
  teeth, these are sheathed in hardened ceramics then sharpened to greatly increase their damage and penetration.
  In contrast intelligence is currently much lower than other models and the units can only respond to simple
  straightforward commands, usually given by an individual they know and trust.
             These Stormers are usually formed into small combat squads composed solely of their own type, with a
  human officer in command. This is because there have been some difficulties using D-966s in mixed units and
  even with other Stormer variants such as 313s. The D-966s tend to get carried away during intensive combat and
  will often not slow down or care if there are friendly troops between them and their targets leading to several
  regrettable incidents.
  Outwardly the D-966 resembles a standard Stormer, although much larger and heavier muscled,
  standing at around three hundred and fifty centimeter meters tall. For this reason these units need to have suits of
  powered armour specially constructed for them and carry modified Power Reapers rather than conventional
  SMGs.
  STATS
  SKILLS
    EQUIPMENT
  STR - 18
  Rifle - 10
    12mm Power Reaper
  DEX - 14
  Intimidation - 5
    Crackshot +2 Armour
  DIA  - 5
  Survival - 10
    Chainaxe
  CONC -5
  Chain Axe - 12
  CHA - 1
  Unarmed Combat - 10
  COOL - 5
  Auto / Support - 12
  PHYS - 16
  SLA Info - 3
  HITS - 32
  Rival Company -3
  Running - 10
  SCL 8
  Detect - 10
  Wrestling - 10
  “Look I told you guys before, if there are SLA Industries troops between you and the target, just go round them
  and not through them. I’m sure there was no need to trample that infantry squad like you did, although I’ll admit
  it was better than last time and there were only a couple of broken limbs this time.”
  
  Dante Source Book A.H.Langton 1998
  54
  Captain- Julius Cramer
  Commander Experimental Dante Stormer Unit ‘Fox-trot 07’
  Sector 908 Dante
  Game Notes
  The model D-966 Stormer heals at twice the rate of the standard 313 models. The enhanced teeth and claws fitted
  to all units have the following properties.
  Teeth
  DAMAGE - 6   PENETRATION - 2  ARMOUR DAMAGE  - 2
  Claws
  DAMAGE - 5   PENETRATION - 3  ARMOUR DAMAGE  - 2
  These Stormers should not ideally be allowed as Player Characters due to their low intelligence and great
  ferocity. It is also highly unlikely they would be found operating with a unit not of their own kind.
  Naval Crew
  Naval Crew
  Naval Crew
  Naval Crew
  Crew for the submarines and Dreadnoughts that operate on Dante’s seas are drawn from the ranks of the normal
  grunts, techs etc. and then retrained in a variety of specialist tasks allowing them to operate in the unique
  environment of Dante’s seas. On the large vessels that SLA operates personnel are needed for all aspects of
  combat duty including gun crews, repair technicians, pilots and infantry for vessel security and amphibious
  assaults. Some of these troops are given more advanced training in such areas as underwater operations including
  repair and demolition’s, as well as use of specialized weaponry for anti shipping and submarine warfare
  STATS
  SKILLS
  EQUIPMENT
  STR - 10
  Rifle - 8
  Warmonger SMG
  DEX - 10
  Pistol - 6
  Crackshot +2 Armour
  DIA  - 7
  Survival - 3
  FEN 603 Pistol
  CONC -10
  Paramedic - 5
  Boopa Med Kit
  CHA - 7
  Unarmed Combat - 7
  Shock Tendons Rank 1
  COOL - 8
  Auto / Support - 10
  Brace Tendons Rank 1
  PHYS - 10
  SLA Info -4
  HITS - 20
  Rival Company -5
  Weapons Maintenance - 7
  SCL - 8B
  Assault Weapons Systems - 8
  Pilot Marine -10
  Mechanical Repair - 6
  Swim - 8
  Navigation - 6
  Combat 
  Combat 
  Combat 
  Combat Techs
  Techs
  Techs
  Techs
  If things break down on the battlefield someone’s got to fix them no matter what the conditions, this is the job of
  the Dante Combat Tech and Engineer corps. Often operating under fire without proper parts or the right tools,
  combat tech are masters of improvisation and making do, allowing them to get weapons systems and vehicles
  working again however badly damaged. Schooled in the construction and repair of all equipment in the SLA
  inventory, situations have often been won or lost on the techs ability to keep a weapons system on-line and
  functioning rather than the skill of the operator. Combat Techs other duties include the construction and repair of
  strong points such as the fortifications that surround most SLA facilities on the planet and the defense grids that
  protect them. Some tech also operate in special ‘Sapper’ units who’s job it is to undertake battlefield demolition’s
  and bomb disposal duties. These teams are also skilled in deactivating security systems to gain entry to enemy
  fortifications and at salvaging data from captured computer installations.
  STATS
  SKILLS
  EQUIPMENT
  STR - 9
  Rifle - 8
  Warmonger SMG
  DEX - 9
  Pistol - 7
  Crackshot +2 Armour
  
  Dante Source Book A.H.Langton 1998
  55
  DIA  - 10
  Survival - 5
  FEN 603 Pistol
  CONC -10
  Paramedic - 4
  Boopa Med Kit
  CHA - 6
  Unarmed Combat - 5
  Shock Tendons Rank 1
  COOL - 7
  Auto / Support - 8
  Brace Tendons Rank 1
  PHYS - 9
  SLA Info -4
  Tool Kit
  HITS - 18
  Rival Company -5 
  Compact Computer Deck
  Assault Weapons Systems - 6 
  SCL - 8C
  Weapons Maintenance - 10
  Drive Military -7
  Mechanical Repair - 10
  Electronic Repair - 10
  Mechanical Industrial - 7
  SCL - 7C
  Electronic Industrial - 7
  Lockpick Manual - 6
  Electronic Lockpick - 5
  Computer Use - 8
  Computer Subterfuge - 5
   “Get that ‘Shark Hunter’ running again? You’ve got to be kidding, the transmissions all shot to hell, the power
  systems full of sand, I ain’t got the parts and those DarkNight snipers keep taking pot shots at my men. EERR
  lets say about an hour, but it’s going to cost you a case of ‘Slosh’ when we get back.”
  Corporal- Nathaniel Scott
  64th Dante Engineering Corps
  Deep Deserts Patrol
  Year 874
  Medical 
  Medical 
  Medical 
  Medical Evac & MASH Units
  Evac & MASH Units
  Evac & MASH Units
  Evac & MASH Units
  Some troops on Dante don’t die instantly and those that don’t, if they’re lucky, might get pulled out and patched
  up by a medical evacuation unit. Rival companies have little or no respect for personnel or vehicles carrying
  medical insignia and these are seen as just as legitimate targets as anything else. This means that Medevac crew
  can expect no protection from their profession. Each unit is heavily armed and armored and well prepared to fight
  their way to casualties if needed, and most units operate using either converted transport helicopters of APCs for
  speedy evacuation and added protection. Medevac personnel must be proficient in all types of medical work from
  paramedic skills to surgery, allowing them to deal with any sort of emergency in the field often without the
  proper supplies or equipment. The main objective with most casualties being to patch them up and keep them
  alive till they can reach a base offering LAD treatment. Most large assault units or patrols will be assigned their
  own medical officers who will have almost identical stats/skill to those of the Evac personnel.
                MASH units are much larger mobile hospital units which are usually set up to receive casualties from
  areas of heavy fighting, such as the aftermath of an assault team raid. These consist of numerous personnel and
  vehicles and offer on the spot surgery and Karma implants. Three of SLA’s Leviathan fleet have been turned over
  to MASH units recently for conversion into vast mobile hospitals in their own rights. MASH and Medevac teams
  have the highest proportion of Ebon personnel in the war on Dante, due to their Ebb healing abilities and are one
  of the few branches of the military that do.
  STATS
  SKILLS
    EQUIPMENT
  STR - 9
  Rifle - 7
  Warmonger SMG
  DEX - 9
  Pistol - 4
  Crackshot +2 Armour
  DIA  - 10
  Survival - 6
  FEN 603 Pistol
  CONC -10
  Pathology - 5
  Boopa Field Med Kit
  CHA - 7
  Unarmed Combat - 6
  Shock Tendons Rank 1
  COOL - 10
  Auto / Support - 5
  Brace Tendons Rank 1
  PHYS - 9
  SLA Info - 6
  Forensics Kit
  HITS - 18
  Forensics - 6
  Field Surgery Kit
  Weapons Maintenance - 3
  LAD Tracker Unit
  SCL - 6C
  Paramedic - 4
  Environment Scanner
  Drive Military -7
  Pilot Military - 6
  Medical Surgery - 10
  
  Dante Source Book A.H.Langton 1998
  56
  Medical Practice - 6
  BRRRRRRRRTTTTTTTT
  “Eat that you son of a bitch, Jeez these Thresher guys have just got no respect for a doctor when she’s trying to
  work.”
  Field Surgeon - Klare Constences
  12th Wolf Company Medevac
  Copyright CMC
  Military Police
  Military Police
  Military Police
  Military Police
  It takes a special kind of Shiver to keep order on Dante’s military bases and the MPs are as tough as they come,
  highly trained and as biologically enhanced as the troops they police. They also been granted more powers when
  dealing with high SCL level personnel than their Mort counterparts, as anyone who tries to order them about soon
  finds out. A bar room brawl among highly trained biologically enhanced troops can quickly get out of hand so
  MPs needed to be able to go in hard and fast with equal abilities if they stand any chance of breaking it up. The
  MPs job is also to investigate and deal with the low level crime that occurs on Dante’s many military bases, this
  includes theft, drug abuse, desertions, illegal pharmaceutical dealing and AWOLs. Serious crimes are left to the
  Special Investigations Division, but as on Mort the MPs will often be co-opted to work with them when more
  manpower is needed. Like the Shivers on other worlds some MPs will be trained in specialist areas such as
  forensics and pathology and are normally formed into small squads covering a variety of specialist fields.
         
  MPs are armed and armoured to the same degree as the troops and most carry KPS Mangler shotguns
  loaded with special, non lethal, riot rounds after it was found that standard GA Browbeaters were ineffective
  against enhanced personnel. These shells work in the same way as those used in the GA 994 only with a much
  greater area effect. The rounds pancake out to around 100mm from their original 20, delivering a huge kinetic
  shock intended to put even the most heavily enhanced trooper down. In addition to their riot rounds MP’s will
  also carry several magazines of, full power, 10 gauge slugs for use in emergencies or when lethal force is called
  for. A heavy riot versions of this weapon fitted with a 300 round ammunition are also available. Base patrol units
  will usually be equipped with Domino biogenetic dogs and on large bases aerial units using SCAF bikes are
  common. If the complex, or base, where the MPs are stationed comes under attack, the police forces will also be
  expected to supplement the regular defense personnel and so large stocks of lethal ammunition for their weapons
  is always on hand, while all MPs are given training in basic infantry tactics.
  STATS
  SKILLS
    EQUIPMENT
  STR - 12
  Rifle - 8
  KPS Mangler 10g Shotgun
  DEX - 12
  Pistol - 8
  Crackshot +2 Armour
  DIA  - 6
  Club 1 Handed - 10
  BLA 464M Blitzer Revolver
  CONC -5
  Paramedic - 5
  Boopa Med Kit
  CHA - 4
  Unarmed Combat - 10
  Shock Tendons Rank 2
  COOL - 8
  Auto / Support - 8
  Brace Tendons Rank 2
  PHYS - 12
  SLA Info - 6
  Pacifier Baton
  HITS - 24
  Rival Company - 3
  Riot Gas Grenades x 4
  Streetwise - 6
  Weapons Maintenance - 3
  SCL - 8A
  Drive Military - 6
  Finance Chip Scanner
  Intimidation - 6
  Special Investigation Division
  Special Investigation Division
  Special Investigation Division
  Special Investigation Division
  Staffed by highly trained Operatives, the S.I.D divisions are responsible for the more covert aspects of base
  security that fall outside the responsibility of the MPs. Their jobs including counter espionage, military
  intelligence, spy hunting and the security of SLA’s more sensitive projects on the planet such as its R&D
  departments. They are also tasked with any more serious crimes that occur at the companies bases, such as
  murders and anti company activities, which are deemed too complex to be left to the MPs. S.I.D most commonly
  recruits Operatives who have good prior Investigations records and clean, high SCLs to join their ranks as they
  tend to display the type of skills needed for working in this elite agency.
            This unit is granted a variety of unique powers for the investigation of top ranking personnel and in most
  matters is only answerable to the small Internal Affairs division that is present on the planet. They are also known
  
  Dante Source Book A.H.Langton 1998
  57
  to operate a number of undercover agents both in the field and at various bases to help gather information and
  clap down on possible security breaches. S.I.D tends to handle counter espionage duties while leaving more
  complex issues of loyalty and subversion to the non military Internal Affairs division based at Archangel. A
  certain degree of rivalry exists between the two organizations which seems to center on I.A’s dislike of the
  military structure and S.I.D’s close connections with it. S.I.D equally feel that SLA should allow them to take
  over Internal Affairs duties on Dante and let the military look after its own.
  STATS
  SKILLS
  EQUIPMENT
  STR - 9
  Rifle - 7
  BLA 464M Blitzer Revolver
  DEX - 10
  Pistol - 10
  Crackshot +2 Armour
  DIA  - 10
  Forensics - 8
  FEN 603 Pistol
  CONC -10
  Computer Use - 8
  Boopa Med Kit
  CHA - 7
  Unarmed Combat - 6
  Shock Tendons Rank 1
  COOL - 10
  Auto / Support - 7
  Brace Tendons Rank 1
  PHYS - 10
  SLA Info - 10
  Forensics Kit
  HITS - 19
  Rival Company - 10
  Laptop Computer
  Drive Military -5
  Weapons Maintenance - 3
  SCL - 5C
  Computer Subterfuge - 10
  Streetwise - 10
  Interview - 6
  Persuasion - 7
  Torture - 6
  CMC Media Crew
  CMC Media Crew
  CMC Media Crew
  CMC Media Crew
  The war on Dante is a prime media event and millions tune in every day to watch the wealth of footage shown by
  Third Eye News. Like the activities of the Operatives on Mort, SLA Industries are keen to promote its image
  through in depth looks at the troops fighting in the World Of Progresses biggest war. Of course this means that
  someone actually has to go out into the battlefields of Dante and record the stuff. This dubious honor falls to the
  specially formed Combat Media Corps a joint venture between the military and Third Eye News.
  Initially normal Third Eye reporters and camera crew were used to document the war, but the losses of
  personnel in the first few years of this practice were so horrific that the High Command demanded that it cease.
  Instead they set up a training unit with Third Eye’s cooperation where gifted Operative and Militia members are
  taught a variety of media skills and formed into small, combat trained, news teams. Like medics, rival company
  forces have little respect for reporters and having a camera is no defense against being attacked, so CMC
  personnel have to be prepared to fight when they need to. For this reason they’re issued with the same equipment
  and weapons as regular troops and get the same Karma implants. Generally CMC crews are also assigned a small
  protection unit of two to three men, which is intended to keep them safe while filming and provide added
  protection in combat situations.
  STATS
  SKILLS
  EQUIPMENT
  STR - 9
  Rifle - 7
  Warmonger SMG
  DEX - 10
  Pistol - 8
  Crackshot +2 Armour
  DIA  - 7
  Photography - 8
  FEN 603 Pistol
  CONC -10
  Computer Use - 8
  Boopa Med Kit
  CHA - 9
  Unarmed Combat - 4
  Shock Tendons Rank 1
  COOL - 8
  Auto / Support - 6
  Brace Tendons Rank 1
  PHYS - 10
  SLA Info - 5
  Third Eye Vidi-Cam(Dante Issue)
  HITS - 19
  Rival Company - 6
  Laptop Computer
  Streetwise - 8
  Weapons Maintenance - 3
  SCL - 6B
  Drive Military -5
  Spare Data Slugs/Power Packs
  Interview - 9
  Night Vision Equipment
  Computer Subterfuge - 2
  Communiqué - 9
  Persuasion - 7
  “Look will you stop shooting those DarkNight guys so far away, it looks really boring on camera. Can’t you let
  the next wave get a bit closer so I can some reaction shots as they get hit by the HEAPs. No one wants to see
  some guy fall over a couple of hundred yards away, this is news man, it need blood, guts and human interest..”
  
  Dante Source Book A.H.Langton 1998
  58
  Corporal- Trenten Wilks
  CMC Team- 032
  Dante Front-lines
  THRESHER
  THRESHER
  THRESHER
  THRESHER
  Virtually all of Threshers personnel on Dante are human, although they are thought to have a few renegade Ebons
  working for them, but data on actual numbers is sketchy. Many company personnel are directly related to the
  original deserters who joined Commander Adam, albeit in the last few hundred years there have been more and
  more mercenaries in Threshers ranks as the need for a constant flow of new recruits increases.
  Thresher Infantry
  Thresher Infantry
  Thresher Infantry
  Thresher Infantry
   
  The equivalent of the SLA Militia, vast number of these troops are used in a variety of roles by Threshers forces.
  What they lack in biological enhancements is made up for in the sophistication of the powered armor and
  weapons they use. The flight capabilities of their suits allows them to out perform SLA infantry in equally
  matched encounters, although this ability is often hampered by the adverse environmental conditions on Dante
  and even their technologically advanced suits are often no match for the superior number of troops SLA can
  employ.
  STATS
  SKILLS
    EQUIPMENT
  STR - 9
  Rifle - 5
    SHEER 0023/B1 Assault Rifle
  DEX - 9
  Pistol - 5
    First Step TH. 0004 Armour
  DIA  - 7
  Survival - 5
    FLAY 1701/C6 Auto Pistol
  CONC -8
  Paramedic - 4
    Med Kit
  CHA - 6
  Unarmed Combat - 6                        
  Combat Knife
  COOL - 10
  Auto / Support - 8
  PHYS - 9
  Military Pilot - 7
  HITS - 18
  Rival Company -5
  Weapons Maintenance - 3
  Assault Weapons Systems - 4
  Drive Military -3
  Blade 1 Handed - 5
  Detect - 4
  Mechanical Repair - 4
  Electronic Repair - 3
  Strike Squads
  Strike Squads
  Strike Squads
  Strike Squads
  Fielding the best in weapons and armor that Thresher has to offer, these teams are commonly used to conduct hit
  and run raids on SLA positions wiping out everything in their path and then retreating before reinforcements can
  arrive. Considered the crack troops among Threshers forces, Strike Squads form the basis of their assaults against
  SLA lines, usually with backup being given by standard infantry units. Deadly in combat any opposition is
  literally sweep away with massed automatic fire before it has a chance to react and raids of these kinds are
  particularly feared by troops on the front-lines. Several mobile strike squads are also known to be operating
  against SLA positions and units in the ‘no mans land’ sectors.
  Most of these units consist of small five man fire teams, with a raid being made up of several of these
  squads, each with their own mission objectives and targets. Team members will also be proficient in a number of
  other areas such as demolition’s, repair and paramedic skills allowing them to operate independently from the
  main force if needed and undertake a number of tasks on a raid without the need for specialist personnel. Often
  Thresher will use these powered armour troops in preference to armoured vehicles or tanks in an assault,
  equipping them with heavier weapons and grouping them into much larger units.
  STATS
  SKILLS
  EQUIPMENT
  STR - 10
  Rifle - 7
  Sarge TH. 0005 Battle Armour
  DEX - 10
  Pistol - 6
  VAPH 0600/C12 Assault Cannon
  DIA  - 8
  Survival - 5
  FLAY 1701/C6 Auto Pistol
  CONC -8
  Paramedic - 4
  Med Kit
  CHA - 6
  Unarmed Combat - 6                        
  Vibro Saber
  
  Dante Source Book A.H.Langton 1998
  59
  COOL - 10
  Auto / Support - 9
  PHYS - 10
  Military Pilot - 8
  HITS - 20
  Rival Company -5 Drive Military -3
  Blade 1 Handed -6
  Detect - 4
  Mechanical Repair - 6
  Electronic Repair - 3
  Weapons Maintenance - 6
  Assault Weapons Systems - 4
  Dante Recon
  Dante Recon
  Dante Recon
  Dante Recon
  Recon is Thresher main intelligence gathering group and these small combat teams specialize in finding the
  position of SLA units before calling in a Strike Squad to wipe them out. Highly trained, these troops are well able
  to fight if needed and will in addition often serve in other roles such as forward artillery commanders and snipers
  as well as their scouting duties. Also used in a covert operations role similar to that of the SLA Marines Recon
  units, they’re trained in a variety of guerrilla warfare tactics including ambushes and sabotage. The main weapon
  of these teams is stealth and over the years they have become expert at hiding from SLA units sent after them,
  greatly helped by their use of advanced armour systems. Many of these Recon Units operate from cloaked
  dropships or helicopters, allowing them to slip in and out of their target areas unobserved.
  STATS
  SKILLS
  EQUIPMENT
  STR - 9
  Rifle - 8
  Close Nitt TH .0003 Armour
  DEX - 10
  Pistol - 8
  SHEER 0023/B1 Assault Rifle
  DIA  - 9
  Survival - 8
  FLAY 1701/C6 Auto Pistol
  CONC -9
  Paramedic - 5
  Med Kit
  CHA - 7
  Unarmed Combat - 6
  Vibro Saber
  COOL - 8
  Auto / Support - 9
  Rifle Sound Suppresser
  PHYS - 10
  Military Pilot - 8
  Scrambled Com Set
  HITS - 19
  Rival Company -9
  Night Vision Equipment
  Weapons Maintenance - 6
  Explosives
  Assault Weapons Systems - 4
  Drive Military -6
  Mechanical Repair - 3
  Electronic Repair - 3
  Detect - 6
  Demolition’s - 6
  Booby Traps - 5
  Tracking - 7
  Running - 5
  Sneaking - 8
  Hide - 9
  E.N.O Units
  E.N.O Units
  E.N.O Units
  E.N.O Units
  Elite Naval Operations is Threshers marine division on Dante. Unable to field the vast Dreadnoughts of SLA,
  ENO units will commonly use stealth submarines or fast patrol boats for their work as well as specially adapted
  suits of Type CP-64000 powered armor designed for use underwater. Most ENO attacks are of a covert nature, as
  Thresher do not have the equipment for head to head confrontations at sea. Several SLA ships have been lost
  recently to suspected ENO attacks and plans are currently underway to counter these threats. These units have
  also been responsible for a series of raids against SLA coastal installations approaching their targets underwater
  and then subjecting them to blistering hit and run attacks. Several teams are known to operate from converted
  submarines, while at least one unit is assigned to the Thresher battleship ‘Lord Veldron’ on a permanent basis,
  from which they have mounted a large number of raids against various targets, including an abortive attack on the
  outer defenses at Coral Sea.
  STATS
  SKILLS
  EQUIPMENT
  STR - 10
  Rifle - 9
  CP-6400 Powered Armour
  DEX - 10
  Pistol - 7
  VAPH 0600/C12 Assault Cannon
  DIA  - 8
  Survival - 5
  FLAY 1701/C6 Auto Pistol
  
  Dante Source Book A.H.Langton 1998
  60
  CONC -8
  Paramedic - 4
  Med Kit
  CHA - 6
  Unarmed Combat - 7
  Vibro Saber
  COOL - 9
  Auto / Support - 9
  Rifle Sound Suppresser
  PHYS - 10
  Military Pilot - 8
  HITS - 20
  Rival Company -6
  Weapons Maintenance - 6
  Assault Weapons Systems - 4
  Pilot Marine -6
  Mechanical Repair - 3
  Electronic Repair - 3
  Detect - 6
  Demolition’s - 6
  Booby Traps - 5
  Tracking - 7
  Swim - 10
  Sneaking - 8
  Climb - 6
  “Team leader to all members, remain at ten meters depths, cut all systems, thrusters only. Torpedo crew, target
  is at two hundred yards aim for the center of the airbag. On my mark, three, two, one...Mark.”
  “Fish are running, five seconds to impact.”
  BKOOOOOM....!
  “ENO team one to Mother, scratch one assault hovercraft, we’re coming back in”
  Thresher ENO team leader - Dimitry Varn
  Sea Of Souls
  Dante
  S.I Units
  S.I Units
  S.I Units
  S.I Units
  Special Infiltration units are the Thresher equivalent of SLA’s D.S.O agents. Working behind the lines and
  attempting to infiltrate SLA units, this job is highly specialized and extremely dangerous. SLA’s tight security
  and constant monitoring of its personnel mean that agents attempting to infiltrate the company have a very hard
  time and even when they succeed they only have a short period of time before capture. In the past S.I agents have
  used the civilian population of the larger bases such as Archangel and the Fist as cover to try and gather
  information and it is partly in a response to this that SLA set up their Special Investigations Division.
  STATS
  SKILLS
  EQUIPMENT
  STR - 9
  Rifle - 7
  SLA Armour
  DEX - 9
  Pistol - 9
  FEN Warmonger SMG
  DIA  - 8
  Survival - 8
  FEN 603 Pistol
  CONC -8
  Paramedic - 5
  Med Kit
  CHA - 10
  Unarmed Combat - 6
  Disguise Kit
  COOL - 10
  Auto / Support - 8
  Pistol Sound Suppresser
  PHYS - 9
  Military Pilot - 8
  Scrambled Com Set
  HITS - 18
  Rival Company -9
  Lockpicks
  Weapons Maintenance - 6
  Compact Computer
  Disguise - 7
  Drive Military -5
  Mechanical Repair - 3
  Electronic Repair - 3
  Detect - 5
  Demolition’s - 6
  Booby Traps - 5
  Hide - 7
  Forgery - 7
  Computer Subterfuge - 5
  Sneaking - 9
  
  Dante Source Book A.H.Langton 1998
  61
  DARKNIGHT
  DARKNIGHT
  DARKNIGHT
  DARKNIGHT
  Like Thresher the vast majority of DarkNight company personnel on the War World are human, although they
  are thought to have a few alien renegades working for them and are always on the lookout for more. The
  company also employs Mercs and Soft Company personnel for certain tasks, although it often attracts the less
  skilled troops due to a lack of high pay as an incentive.
  General Infantry
  General Infantry
  General Infantry
  General Infantry
  The worst equipped of any mainstream company infantrymen serving on Dante. The DarkNight soldiers lack
  both the advanced powered armour that Thresher fields and the enhanced bodies and limitless resources of SLA.
  Most DN. units will be issued with standard powered suits produced by the company, although recently troops
  have been encountered using units purchased from Soft Company sources or salvaged and reconditioned from the
  battlefields. Weapons issue is also generally from company stocks although policy appear to be for troops to
  recover anything superior they come across and use that instead. For this reason many units have a mix of
  weapons types from numerous sources, including Warmongers, Thresher assault rifles and Soft Company heavy
  weapons. Dark Night General Infantry serve in a variety of roles for which their training is minimal, including
  anything from the front line trenches to vehicle crewmen and as part of armoured patrols. The most promising
  recruits are given more advanced training to allow them to become pilots, naval crew or technicians. As with
  their operations on other worlds the company often struggles to attract high quality personnel and its low level,
  often fanatical, recruits are sometimes little better trained than gang members.
  STATS
  SKILLS
  EQUIPMENT
  STR - 10
  Rifle - 7
  DN. 01000. Powered Armour
  DEX - 8
  Pistol - 6
  DN100 10mm Assault Rifle
  DIA  - 6
  Survival - 3
  DN74 Automatic Pistol
  CONC -6
  Paramedic - 4
  Med Kit
  CHA - 5
  Unarmed Combat - 4                       
  Combat Knife
  COOL - 6
  Auto / Support - 7
  PHYS - 9
  Blade 1 Handed - 4
  HITS - 18
  Rival Company -4
  Weapons Maintenance - 3
  Drive Military -5
  Assault Weapons Systems - 3
  Detect - 4
  Espionage Agents
  Espionage Agents
  Espionage Agents
  Espionage Agents
  Similar to the uncover agents used on Mort and the other Worlds Of Progress, the primary aim of these units has
  been to infiltrate the civilian populations of larger bases such as Archangel or conduct sudden raids, using either
  bombings or sabotage to destroy key installations. Few of DN’s recent attempts at these sort of operation have
  been successful for very long though, as they usually fall foul of the strict security that SLA imposes under
  martial law and as a result S.I.D have managed to uncover a number of these terrorist cells before they could get
  properly organized. Perhaps the recent failure of a number of their covert operations is the reason the company
  has now begun using their agents in more of a special forces role, one similar to that of SLA’s D.S.O units. Those
  infiltrating the civilian sectors of SLA’s base will normally be issued with armoured bodysuits, while those
  operating in the field will be given captured SLA armour and weapons allowing them to pose as company
  infantry.
  STATS
  SKILLS
  EQUIPMENT
  STR - 9
  Rifle - 6
  00875. Armoured Bodysuit
  DEX - 9
  Pistol - 7
  Explosives
  DIA  - 7
  Survival - 6
  DN80 10mm SMG
  CONC -7
  Paramedic - 3
  Med Kit
  CHA - 5
  Unarmed Combat - 6
  Disguise Kit
  COOL - 6
  Auto / Support - 7
  Pistol Sound Suppresser
  PHYS - 9
  Military Pilot - 3
  Scrambled Com Set
  HITS - 18
  Rival Company -7
  Lockpicks
  Weapons Maintenance - 3
  Compact Computer
  
  Dante Source Book A.H.Langton 1998
  62
  Disguise - 5
  Drive Military -3
   
  Field Units -
  Field Units -
  Field Units -
  Field Units -
  Mechanical Repair - 3
  SLA Armour
  Electronic Repair - 3
  Warmonger SMG
  Detect - 7
  Hide - 6
  Demolition’s - 5
  Booby Traps - 4
  Forgery - 6
  Computer Subterfuge - 5
  Sneaking - 7
  Blade 1 Handed - 4
  Special Assault Forces
  Special Assault Forces
  Special Assault Forces
  Special Assault Forces
  Equipped with top of the range DN. equipment or more commonly Black Market of Soft Company items, these
  small specialist teams operate in the various ‘no mans land’ areas mounting raids against outlying outposts or
  isolated convoys. Using the many sensor blackspots to remain undetected by SLA forces, these units often evade
  capture for long periods and can sometimes become major irritants to SLA’s operations. Teams are normally
  landed by helicopter or dropship out in a remote sector and given a schedule of supply drops and meeting places
  to allow them to remain in contact with their commanders. In this way units can stay active for many months,
  moving around the vast tracks of the wilderness or desert areas. Units are often encountered using suits of
  salvaged Crackshot or First Step powered armour and armed with anything from Warmongers, SHEER Assault
  rifles or Power Reapers in preference to any of DarkNight’s home grown designs.
  STATS
  SKILLS
  EQUIPMENT
  STR - 10
  Rifle - 9
  Rival Company  Armour
  DEX - 10
  Pistol - 8
  Rival Company Weapon
  DIA  - 8
  Survival - 7
  DN74 Automatic Pistol
  CONC -7
  Paramedic - 6
  Med Kit
  CHA - 10
  Unarmed Combat - 6
  Vibro Saber
  COOL -7
  Auto / Support - 9
  Rifle Sound Suppresser
  PHYS - 10
  Military Pilot - 3
  Scrambled Com Set
  HITS - 20
  Drive Military -5
  Night Vision Equipment
  Weapons Maintenance - 6
  Compact Computer
  Blade 1 Handed - 7
  Mechanical Repair - 3
  Electronic Repair - 3
  Detect - 7
  Demolition’s - 5
  Hide - 4
  Booby Traps - 5
  Blade 2 Handed - 7
  Computer Subterfuge - 3
  Sneaking - 8
  Assault Weapons Systems - 4
  Rival Company-7
  
  Dante Source Book A.H.Langton 1998
  63
  Independents
  Independents
  Independents
  Independents
  There are never any true neutrals in the war on Dante and all those listed below will fight if they have to or if they
  think they can win against company troops. Some, like Mercs, will  usually be found in the employ of a rival
  company while other like the Scavengers are generally acting on their own for personal profit. The majority of
  these groups will be encountered in the enormous areas of wilderness and ‘no mans land’, as they tend to stay
  away from centers of intense fighting around the various static fronts. Others like the Stalkers simply seem to
  wander aimlessly across the planet with no logic to their actions, fighting and killing all they come across.
  Zone Stalkers
  Zone Stalkers
  Zone Stalkers
  Zone Stalkers
  No one is quite sure what Zone Stalkers are, or where they came from, but one things for sure they’re something
  to be avoided at all costs and no company troops ever willingly tangle with them unless they really have to. The
  basic Stalker is an approximately six meter high, biomechanical killing machine, which wanders the battlefield of
  Dante scavenging whatever weapons it can find then absorbing them into its structure and not caring who or what
  it attacks. Rumors abound of the origins of these nightmares, although a similarity to Mort’s Manchines seems to
  point to some form of failed SLA project that got out of hand and escaped (although it’s not wise to voice these
  opinions to loudly). Stalkers appear all over Dante and no one is quite sure of their exact numbers or whether
  they have the capability to reproduce. Although there has been no noticeable fall in their number in the four
  hundred years since their discovery, despite numerous reports of individual Stalkers being destroyed.
  The most common type of Zone Stalker seen resembles an immense six legged, armoured insect
  standing on its rear legs. Two of the upper limbs commonly end in claws or manipulators while the other two
  carry whatever weapons systems the Stalker has bonded to itself, this can include anything from Warmonger
  SMGs, rifles, grenade launchers and Power Reapers to hand to hand weapons and even small missile systems.
  These items appear to have been melted into the Stalkers structure and are connected and controlled by a weird
  mixture of mechanical and biological interfaces. A flat armoured head tops the torso and bristles with an array of
  sensors, some of which are electronic, while others resemble human or animal eyes. Some specimens have been
  noted to augment these sensors with additional units scrounged from wrecked power suits or vehicles. The entire
  body of the Stalker is encased in a hybrid armour formed from hardened ceramic plating and a toughened organic
  skin similar to that used on some Stormers. This is extremely tough and to a certain extent self healing allowing
  the Zone Stalkers to take extreme punishment before they are destroyed.
  STATS
  SKILLS
  EQUIPMENT
  STR - 30
  Rifle - 15
  Typical
  DEX - 30
  Pistol - 15
  10mm Power Reaper
  DIA  - 15
  Survival - 10
  Warmonger SMG
  CONC -
  Blade 1 Handed - 10
  Night Vision
  CHA - 
  Unarmed Combat - 20                      
  Thermal Imagining
  COOL - 
  Auto / Support - 15                          
  Motion Scanner
  Chainaxe - 10
  Chainaxe
  HITS - 60
  Detect -15
  Running -10
  Hide - 10
  Intimidation -10
  Mechanical Repair -8
  Electronic Repair -8
  Sneaking - 10
  Game Notes
  The outer armour of the Zone Stalker has the following properties.
     PV
   HEAD  TORSO    ARMS    LEGS
     28
     160
      320
        200        280
  Stalkers are able to regenerate themselves in much the same way that Stormers do only at a greatly increased rate
  and can quickly heal wounds and damage. In the bookkeeping phase of each round they can heal 1 Wound and 1
  Hit point of damage. The central brain of these creatures is located in their torsos, not their heads and they will
  not become fatally wounded if they lose all the hit points in this location. Although the Stalker will be
  inconvenienced at the loss of most of its sensor systems. The Zone Stalker has independent control over its four
  
  Dante Source Book A.H.Langton 1998
  64
   upper limbs and can operate these together at the same time without penalty, i.e. it can perform two hand to hand
  attacks and two projectile weapons attacks against multiple opponents. Stalkers apparently feel no pain and
  cannot be knocked unconscious.
  “Yes sir I know we shouldn’t have engaged the target without permission, but we’d hit a com black spot and
  were unable to get through. The target was in the open and we though we’d get it on the first pass with the
  30mm. Cutter hit it square on with a five second burst, but the damn thing kept going and when Frazer let it
  have it with the quads on the fly-past the thing suddenly let fly with a SAM. Luckily it ripped the left hand rudder
  off and didn’t hit the port engine so we managed to limp home. Yes, I know it was stupid sir, but non of the
  technical reports ever mentioned Stalkers with SAM capabilities.......”
  Report By Captain John Tyler
  23rd Air Wing - Phoenix Base
  Scavengers
  Scavengers
  Scavengers
  Scavengers
  There’s money to be made on Dante if your willing to take the risk, salvaging weapons and equipment from the
  war zones for resale off planet can make you very rich, if you manage to survive that is. With the ongoing wars
  and sensor blackspots it is relatively easy to land a small ship fitted with cloaking devices out in ‘no mans land’
  and from these temporary base camps looters will begin looking for fresh battle sites from which to salvage
  weapons, suits and other equipment. These are then shipped off planet where they are repaired and refurbished in
  underground workshops before eventually finding their way onto the black market. The braver (or more foolish)
  will even go as far as to hunt for items in the abandoned complexes that fringe many of the numerous company
  bases or the combat hotspots such as New Hamilton city.
  Most Scavengers are Dante Vets gone renegade from both sides and they’re often armed and armoured
  with the best of what they’ve been able to find and repair, which can include anything from current company
  issue items to relics from Dante’s past. Though Scavengers will not normally instigate hostilities against any
  Company personnel they encounter, preferring to use stealth instead, if they are discovered they will often fight to
  death if they can’t escape, knowing how much their activities are loathed by troops on all sides. It is strongly
  rumored that at least some of this trade is being backed by DarkNight and that their agents on planets such as
  Mort are the destination for many of the weapons recovered. It is common practice for these small teams of
  Scavengers to use vehicles, generally some form of light, all terrain trucks or modified APCs, heavily armed and
  adapted to operate in Dante’s harsh environment, to transport their salvage, meaning they usually have a fair
  amount of firepower on hand to escape company forces.
  STATS
  SKILLS
  EQUIPMENT
  STR - 8
  Rifle - 8
  Salvaged Powered Armour
  DEX - 9
  Pistol - 6
  Salvaged Assault Rifle
  DIA  - 8
  Survival - 7
  10mm Automatic Pistol
  CONC -7
  Paramedic - 3
  Med Kit
  CHA - 5
  Unarmed Combat - 5
  Combat Knife
  COOL - 6
  Auto / Support - 8
  Tool Kit
  PHYS - 9
  Blade 1 Handed - 4
  Night Vision Equipment
  HITS - 17
  Rival Company -7
  Weapons Maintenance - 6
  Drive Military -7
  Assault Weapons Systems - 3
  Pilot Military - 4
  Mechanical Repair - 8
  Electronics Repair - 7
  Computer Use -6
  Computer Subterfuge - 5
  Booby Traps - 6
  Detect - 4
  Sneaking - 3
  Orbital Pilot -5
  Hide - 4
  
  Dante Source Book A.H.Langton 1998
  65
  Game Notes
  If the Scavengers have previously been in the SLA Military they will have Karma implants and appropriately
  increased physical stats.
  “Psssss. Hey man wanna score a FEN Warmonger, genuine Dante issue, one slightly careless owner. Only
  20,000 Uni.”
  “What do you mean how do I know it’s genuine Dante issue? Cos I went there and got it myself that’s why...!”
  Unknown Black Marketer
  Downtown Mort
  Deserters
  Deserters
  Deserters
  Deserters
  The war on Dante is often too much for troops from all sides to take and even though they might survive combat
  physically, they can’t take it mentally and will desert their units and slip away into the war torn landscape to
  attempt to get away from the fighting. Most deserters don’t last very long either being captured by their own side
  or killed by the enemy, but small groups do sometimes survive and manage to live by scavenging food and
  weapons from the battlefields. Many of these groups of refugees also come from the remains of Soft Company
  units, all but wiped out by SLA and who are now unable to get off the planet.
  Groups of deserters are typically small, never usually more than ten or so men, and normally composed
  of personnel originally from the same company, as although most deserters will not normally attack other
  renegades from rival companies, they will not generally be willing to live with them either. Having said this a
  rough camaraderie appears to exist between these refugees and trading of knowledge and equipment does go on
  between groups. Nearly all deserters will avoid conflict with regular company units and just want to be left alone,
  but if they’re forced to they will fight and most have usually have had the common sense to keep their original
  weapons and armor or find better ones. They also frequently retain most of their original combat skills as you still
  need to be tough to survive on Dante for any length of time without support.
  Companies will not usually be willing to expend time and resources tracking these groups down, unless
  they pose a threat to their operations, but most SLA patrols have a standing order to capture any confirmed
  deserters they come across dead or alive. Anyone who is caught is charged with treason against the Company
  without trial and executed by the military S.I.D or Internal Affairs. The role of deserters is often used as a cover
  by covert units on all sides, as it allows them to travel fairly freely about the battlefield of Dante. In many cases
  these groups operate with the sole intent of finding ex-rival company troops from which they hope to gain
  strategic information.
  STATS
  SKILLS
  EQUIPMENT
  STR - 8
  Rifle - 7
  Powered Armour
  DEX - 9
  Pistol - 6
  Assault Rifle
  DIA  - 8
  Survival - 8
  10mm Automatic Pistol
  CONC -7
  Paramedic - 3
  Med Kit
  CHA - 5
  Unarmed Combat - 4
  Combat Knife
  COOL - 3
  Auto / Support - 6
  Tool Kit
  PHYS - 9
  Blade 1 Handed - 4
  HITS - 17
  Rival Company -7
  Weapons Maintenance - 6
  Drive Military - 4
  Assault Weapons Systems - 2
  Mechanical Repair - 5
  Electronics Repair - 4
  Booby Traps - 7
  Detect - 7
  Sneaking - 5
  Hide - 6
  Game Notes
  Deserters will commonly be equipped with armour and weapons from their original company, although any kind
  of commonly available equipment is possible. If they are ex SLA personnel they will probably have varying
  degrees of biogenetic argumentation and have appropriately improved physical stats. Deserters will also typically
  
  Dante Source Book A.H.Langton 1998
  66
  have additional skills not listed here reflecting their previous specialist area i.e. piloting etc.
  Mercs
  Mercs
  Mercs
  Mercs
  Mostly found with DarkNight or Thresher forces or in the employ of Soft Companies, mercenaries are fairly
  common on Dante, fighting for money and not really caring what they have to do for it (the Dante equivalent of
  Mort’s Props). Most small Soft Companies on Dante will normally employ mercenaries as they usually don’t
  have any standing military of their own and it is an easy way to get troops without needing to go to the trouble of
  recruiting and training them. Recently Thresher too has been making increased use of Mercs, although they only
  tend to hire professionals and the arrangement is seen as more permanent than most other companies short term
  contracts. Payment for fighting for Thresher often comes in the form of a suit of advanced power armor
  contracting the mercenary to fight till the cost of the suit is paid off.
  Training, equipment and level of skill vary greatly from unit to unit, ranging from crack troops almost
  the equal of  Company personnel, to cannon fodder who won’t last their first engagement and as is usually the
  case you get what you pay for. Mostly Soft Companies will expect the mercenary to provide his own weapons
  and armour, unless as with Thresher it is part of the payment and this results in a wide range of items, mostly
  coming from black market sources, being employed. Some mercenary forces are seen as Soft Companies in their
  own right and these are usually the most skilled and professional, with strict contracts covering their hiring, pay
  and conditions.
  STATS
  SKILLS
  EQUIPMENT
  STR - 8
  Rifle - 7
  Powered Armour
  DEX - 9
  Pistol - 4
  Assault Rifle
  DIA  - 6
  Survival - 5
  10mm Pistol
  CONC -7
  Paramedic - 2
  Med Kit
  CHA - 5
  Unarmed Combat - 5                        
  Combat Knife
  COOL - 6
  Auto / Support - 6
  PHYS - 9
  Blade 1 Handed -4
  HITS - 17
  Rival Company -3
  Weapons Maintenance - 3
  Assault Weapons Systems - 4
  Drive Military -2
  Mechanical Repair - 2
  Electronic Repair - 3
  “Geez look at these turkeys, that armours goto be worst than Body Blocker, you’d probably get more protection
  from a cardboard box. Look at the way those APs went straight through the chest plates and out the back, didn’t
  even slow down. Pity to waste the ammo really. Wonder what they paid this lot off with cos you’d have to pay me
  a helluva lot to wear one of those things on Dante and run around with a crappy 10mm Assault Rifle. Cheap
  bastards. Ok Sergeant grab a couple of those suits for the tech boys and saddle up, I want to be through the
  Black Sword before morning.”
  Marine Lieutenant - Christine Kitashi
  47th Deep Penetration Dante Recon
  Destruction Of Soft Company Enclave 0055/678
  Crazies
  Crazies
  Crazies
  Crazies
  Some Dante troops don’t just desert their units, they go totally insane at the same time, with the constant fighting
  and death driving them to the brink of sanity and beyond. Crazies appear all over the numerous war zones and
  present varying degrees of threat to the troops fighting there. Most don’t last very long once they leave their units
  and stagger off into the battlefield, since simply being mad is no defense against the environment and enemy
  personnel. A handful though do manage to retain their combat abilities and work their competence at fighting and
  killing into their madness. These are usually the most dangerous kind as they often decide they’re on some form
  of mission or they have become chosen to perform some special task, these delusions invariably involving
  attacking and killing troops from all sides. Drug addiction is also prominent among many insane deserters and
  they will commonly scour the battlefields looking for abandoned Med packs in preference to food. When high on
  these painkillers and combat drugs they will often be willing to openly attack company troops, acting on
  whatever twisted fantasies they’re living out
  
  Dante Source Book A.H.Langton 1998
  67
  Crazies find numerous ways to survive on Dante, the most common being by scavenging ration packs
  and other equipment from recent areas of combat, although some have been encountered who have turned to
  cannibalism or worse. SLA will usually ignore these minor irritants, but sometimes losses grow so great to these
  madmen that units will be assigned the task of tracking down and killing them. Many show extreme cunning in
  their ability to hide from anyone sent after them, while some even reach legend status, such as the ‘Head
  Collector’ of Murderville or Akah’s ‘Sergeant Blood’ and evade capture for extremely long periods of time.
  STATS
  SKILLS
  EQUIPMENT
  STR - 10
  Rifle - 8
    
  Powered Armour
  DEX - 9
  Pistol - 6
  Assault Rifle
  DIA  - 8
  Survival - 8
  Hand To Hand Weapon
  CONC -7
  Paramedic - 3
    
  Med Kit
  CHA - 2
  Unarmed Combat - 6
  Combat Knife
  COOL - 2
  Auto / Support - 7
  Surgical Kit
  PHYS - 10
  Blade 1 Handed - 9
  Night Vision Equipment
  HITS - 19
  Blade 2 Handed -7
  Combat Drugs
  Weapons Maintenance - 6
  Drive Military - 4
  Torture - 8
  Tracking - 8
  Mechanical Repair - 2
  Electronics Repair - 2
  Booby Traps - 7
  Detect - 8
  Sneaking - 9
  Hide - 9
  Climb -3
  Game Notes
  Crazies will commonly be equipped with armour and weapons from their original company and due to their
  madness few go to the trouble of scavenging better equipment for themselves. If they are ex SLA personnel they
  will probably have varying degrees of biogenetic argumentation and have appropriately improved physical stats.
  Many Crazies will be addicted to one form of combat drugs or another and have the appropriate benefits of these
  pharmaceuticals.
  “Hey man look at this, a goddamn necklace of right thumbs, must be at least twenty here. Jeez here’s some more
  in his ammo pouches, and in his back pack and in his med kit. Hey Sarge how long do you reckon he’s been
  running round cutting guys thumbs off, there must at least sixty here. He must have been getting them off
  corpses, mustn’t he? I mean he couldn’t have killed all these guys personally............Could he?.”
  “Look Private just be glad it was thumbs, there are a lot worse things he could have been cutting off and
  keeping ok.”
  Private- Dilian Harper
  12th Recon Division - New Hamilton Base
  Responsible for the termination of former SLA Militia Member ‘Axon Krocheck’ AWOL 16 Months.
  Tic Toc Killers
  Tic Toc Killers
  Tic Toc Killers
  Tic Toc Killers
  Tic Tocs are medium sized mechanical robots encountered all over Dante in differing numbers. Like the Zone
  Stalker no one is to sure which side introduced them or where they come from, although if it was either SLA or
  Thresher (though they bear little relation to the Drones manufactured by either company) then they made a
  serious mistake in their programming as Tic Tocs will attack and try to kill either sides troops with no hint of
  loyalty. The basic model appears as a large metallic spider riding on six articulated legs terminating in small
  claws. An armoured central body roughly a meter long houses the drones power unit, CPU and control systems,
  while a small head holds an array of optical, thermal and sonic sensors with which it tracks its prey. Tic Tocs are
  commonly armed with a 10mm tri-barreled, rotary cannon fed from an internal ammunition magazine, although
  other types exist and have been seen carrying heavier weapons. Sensor arrays and tactical programs also vary in
  sophistication and appear to indicate that there have been several different prototypes manufactured. These
  robots will often be encountered in small groups of three to four and in combat have been seen to work together
  and display a certain degree of coordination in their attacks.
  
  Dante Source Book A.H.Langton 1998
  68
  The name Tic Toc derives from the alarming tendency for these bots to self destruct when critically
  damaged, usually after a short delay and accompanied by a loud ticking noise. This is achieved by the drone
  overloading its central power core and many unwary troops have been caught by this trick when examining a
  fallen robot. This also means that very few examples of these bots have ever been captured intact and this has
  helped to conceal the mystery of their origins.
  STATS
  SKILLS
    EQUIPMENT
  STR - 12
  Rifle - 7
    10mm Rotary Cannon
  DEX - 12
  Auto / Support - 10
    Night Vision
  DIA  - 4
  Hide - 10
    Thermal Imaging
  CONC - 4
  Running - 5
    Sonic Detectors
  CHA -
  Unarmed Combat - 10
  COOL - 
  Detect - 4
  HITS - 24
  Sneaking - 8
  Climbing - 6
  Game Notes
  The armoured body of the drone has the following properties.
     PV
   HEAD   TORSO     ARMS   LEGS
     14
     30
       220
            -        130
  The onboard 10mm Cannon is identical to the FEN Powered Reaper of the same caliber, or whatever weapons
  system the drone has been fitted with. The head only contains the drones main sensors so its destruction although
  being inconvenient will not cause a fatal wound to the unit. The Tic Toc will explode 5 seconds after the unit has
  lost all its hit points with the following ratings.
  Blast Radius    Penetration
           12                  7
  “Hey anyone hear something???”
  “I think it’s coming from the drone we just wacked”
  “Yeah I was right it’s still ticking.......”
  BKOOOOOOOM
  Former Private - Weldon Quince
  35th Falcon Legion
  KIC - 678
  Dante Wildlife
  Dante Wildlife
  Dante Wildlife
  Dante Wildlife
  Due to the extremely harsh environment encountered on Dante there were only a few indigenous life forms on the
  planet originally and few of these were large enough to cause any problems to colonists. This small population
  has been even further reduced by the war with many species being rendered extinct by the fighting, till only the
  hardiest remain. The following is a guide to the more commonly encountered animals in various environments on
  the planet and those that will attack human or alien personnel either if provoked or when hungry.
  Skaggs
  Skaggs
  Skaggs
  Skaggs
  These are one of the more commonly encounter animal types on Dante and populations are known to exist
  throughout the desert areas and right up to the fringes of the northern arctic zone. The Skagg is a six legged
  reptile about the size of a large dog which survives by hunting small rodents when it has to, or more commonly
  scavenging. To help it survive Dante’s harsh environment this low stocky creature has developed a thick
  armoured hide which covers most of its body apart from the underside of its head and legs and which gives it
  good protection against sand storms and other hazards. The Skagg is also adept at burrowing and will commonly
  do this to escape from exceptional weather conditions or the extreme heat and cold found in the desert regions.
  Thick clawed feet allow the creatures to move rapidly over all types of terrain and for hunting has developed a
  
  Dante Source Book A.H.Langton 1998
  69
  wide tooth filled mouth and short, sharp, pointed horns. Having a cold blooded metabolism these animals will be
  extremely sluggish in cold conditions and during these periods they will normally dig a burrow and sleep. It is not
  unusual for troops digging trenches in desert areas to encounter sleeping Skaggs.
   The population of Skraggs was initially small on Dante when the first colonists arrived with lack of
  food controlling its growth, but with the coming of the war it literally exploded as the animals discovered the
  readily available food source of the battlefields. Large groups have now grown up around the major combat
  theaters scavenging on the huge numbers of dead and infesting the combat hot spots such as Raven Head and
  New Hamilton. Usually these creatures hunt in small packs of eight to twelve individuals and in these numbers
  they will often be willing to attack humans who stand between them and food, especially if they’re hungry. On
  their own though the Skaggs pose little threat to an armoured trooper and will rarely be willing to attack them
  unless on the brink of starvation.
  STATS
  SKILLS
  STR - 8
  Unarmed Combat- 10
  DEX - 7
  Swim - 4
  DIA  - 2
  Hide - 7
  CONC - 2
  Running - 5
  CHA -
  Tracking - 7
  COOL - 
  Detect - 6
  HITS - 15
  Sneaking - 6
  Game Notes
  Some of the skill ratings given are higher than their governing stats due to ‘animal instinct’. The claws and teeth
  of the Skagg have the following properties.
  Teeth
  DAMAGE - 4   PENETRATION - 2  ARMOUR DAMAGE  - 2
  Claws
  DAMAGE - 3   PENETRATION - 3  ARMOUR DAMAGE  - 2
  Horns
  DAMAGE - 2   PENETRATION -6   ARMOUR DAMAGE  - 3
  The armoured skin of the Skagg gives it an all round PV of 8 against attacks.
  “Goddamn Skraggs, I hate em, eating all that rotting meat off the battlefields and skulking about in the trenches
  at night. That’s why I’ve got my 603 fulla HP’s and fitted with a silencer, so I can shoot every one I see.”
  “What do you mean is it an obsession, cause it’s freaking not. Like I say I just can’t stand the things...Say your
  not an animal lover or something are you????”
  Private - Craig ‘Skagg Killer’ McCoy
  Sector 57 Front-Line Trenches
  Interview By CMC - Deemed Unsuitable For Transmission
  Screamers
  Screamers
  Screamers
  Screamers
  These strange beasts inhabit Dante’s northern polar region and are though to be descended from some form of
  flightless bird. The creatures stand over three meters tall when adult and propel themselves across the snow fields
  by means of two long thin muscular legs terminating in wide clawed feet which give them good traction across
  the ice. These can allow the Screamer to reach speeds of up to thirty kilometers an hour in good conditions on a
  level surface. The main body is roughly ovoid and covered in thick matted fur and shows the remnants of wings
  on both sides, these appear to no longer have a function and have atrophied to small stumps. An elongated fur
  covered neck terminates in a flat armoured head which has four small eyes deeply recessed into it to offer
  protection against wind and snow. The mouth is more of a long toothless beak, with its interior edges honed to
  razor sharpness and is more than capable of rending apart the various smaller arctic creatures which form its
  prey. Although when its forced to it can subsist on vegetation. Most Screamer tend to be solitary due to the
  limited food supply, although as with the Skaggs they have been growing in number since the start of the war and
  the introduction of new items into the food chain. The Screamer gets its name from its ability to produce long ear
  
  Dante Source Book A.H.Langton 1998
  70
  shattering bursts of sound, which troops who encounter them describes as something like an insane fire siren on
  Blaze UV. The animals will, almost always produce this noise as they attack and are capable of keeping it up
  continually for several minutes of at a time, often temporarily stunning, and disorientating, their prey.
     
  Screamers appear to have rather low intelligence as they will often be willing to attack individual troops
  or those in small groups, although they tend to shy away from bases or large vehicles. When in combat the
  Screamer will use its razor sharp claws and beak to tear at its opponent attempting to overwhelm it in the first few
  seconds of the fight and when enraged will need to be severely wounded or killed before it will break off an
  attack. The compact muscular body is very well insulated against the cold and offers surprisingly good protection
  to the creatures internal organs buried at it center. This means that Screamers have been known to go on fighting
  even after being hit by several bursts from automatic weapons.
  STATS
  SKILLS
  STR - 15
  Unarmed Combat- 10
  DEX - 10
  Swim - 3
  DIA  - 3
  Hide - 4
  CONC - 2
  Running - 7
  CHA -
  Tracking - 6
  COOL - 
  Detect - 7
  HITS - 25
  Sneaking - 4
  Game Notes
  Some of the skill ratings given are higher than their governing stats due to ‘animal instinct’. The claws and beak
  of the Screamer have the following properties.
  Beak
  DAMAGE - 4   PENETRATION - 5  ARMOUR DAMAGE  - 3
  Claws
  DAMAGE - 5   PENETRATION - 3  ARMOUR DAMAGE  - 2
  The armoured skin and thick muscles of the Screamer gives it an all round PV of 7 against attacks.
  The noise the Screamer produces while attacking is so piercing that it requires anyone within earshot has to make
  a CON roll at -5 each Round. If a character should fail this roll they will find themselves with a -3 Modifier to all
  their actions for the remainder of the Round due to the distracting, and quite painful high pitched noise the animal
  is producing.
  Bone Rippers
  Bone Rippers
  Bone Rippers
  Bone Rippers
  The largest animals on Dante, the Bone Rippers, unlike Skaggs or Screamers, are something that troops should
  see as a serious threat due to their large size, great muscle power and extreme aggression. These four legged,
  warm blooded mammals are virtually buried under numerous layers of heavy, bony armour which offer equally
  good protection against the cold of the arctic to the fierce heat of the deserts. The animals stand around three
  meters tall when fully grown and can be anything up to six meters in length. The head, shoulders and back of the
  animal are covered in large sharpened spikes and horns with which the Bone Ripper rams its prey, while its
  mouth consists of several massive slabs of sharpened bone able to crush and tear through almost anything due to
  the huge force the jaw muscles can exert, hence the animals name. Six small eyes are set deep into the head and
  give the beast virtual 360 degree vision. ‘Rippers’ survive by eating virtually anything organic they can find,
  from smaller animals to vegetation and carrion. Extremely stupid the animals simply see military troops as
  something else to attack and eat, even going as far as trying to ram armoured vehicles or transports. Surprisingly
  fast despite all their armour the Bone Ripper can reach speeds of several tens of kilometers an hour over a variety
  of terrain with its thick legs and well clawed feet. Troops should be wary before taking a Ripper on as it takes
  numerous 11.35mm rounds to put one out of action and shooting them with low caliber weapons just makes them
  angry. These beasts are most dangerous when they’re hungry, as they’ll repeatedly attack anything they see and
  then try and eat it.
  STATS
  SKILLS
  STR - 30
  Unarmed Combat- 8
  
  Dante Source Book A.H.Langton 1998
  71
  DEX - 10
  Swim - 4
  DIA  - 1
  Hide - 7
  CONC - 1
  Running - 5
  CHA -
  Tracking - 7
  COOL -20
  Detect - 6
  HITS - 80
  Sneaking - 6
  Game Notes
  Some of the skill ratings given are higher than their governing stats due to ‘animal instinct’. The claws, horns and
  teeth of the ‘Ripper’ have the following properties. The animal also has more Hit Points, than would normally be
  possible due to its great size and bulk
  Teeth
  DAMAGE - 10   PENETRATION - 6  ARMOUR DAMAGE  - 5
  Claws
  DAMAGE - 6   PENETRATION - 3  ARMOUR DAMAGE  - 2
  Horns
  DAMAGE - 6   PENETRATION -10  ARMOUR DAMAGE  - 3
  The armoured skin of the Bone Ripper gives it a PV of 20 against attacks in all locations, due to the immensely
  thick plates and hardened muscle underneath.
  “Hey find any more bits of that other guy ? I’ve found another leg and what looks like a chewed arm, but I can’t
  be sure till we get the lab to check it out. Jeez, here’s a helmet, looks like the heads still in there, you’d think
  someone took a sledgehammer to it the way it’s all bent out of shape. Yep, confirmed Bone Ripper attack, must
  have been a hungry one, five men dead, fifty rounds of 11.35mm expended, no corpse, looks like it got away.”
  Lieutenant - Casandra Pendragon
  21st Marine Recon
  Search and Rescue Mission 006789/004
  Dante Wastelands
  Scrynth
  Scrynth
  Scrynth
  Scrynth
  There is much debate on exactly what Scrynth are, with many disputing that they are native to Dante at all and
  that they’re either some form of wild mutation or a purpose built biological weapon. Whatever the case they can
  present an extreme hazard to company troops, particularly in the desert regions which appears to be their native
  habitat. Huge armoured insects, the Scrynth’s entire outer body is sheathed in plates of a chitinous, armour like
  material which appears to share many of the properties of  manufactured ceramic.
  Riding on six multi jointed legs the Scrynth has to main forms of attack, the first being its two large
  pincer like claws with which it crushes its prey. In addition to this the animals are also capable of a ranged attack
  by spitting globs of a viscous, acid like substance at an enemy. This sticky goo is even capable of burning
  through lighter armour types and is even capable of causing damage to items such as Crackshot. Many Scrynth
  have also developed the tactic of aiming for a targets head in the hopes of blinding them or impairing their vision.
  Extremely fast the Scrynth is adept at hiding prior to pouncing on its prey at close range and will attempt
  to rapidly overwhelm a target before it can respond. This combined with their armoured exoskeleton, extremely
  aggressive nature and virtually immunity to pain makes them fearsome opponents and something even heavily
  armed and armoured troops should be wary of.
  STATS
  SKILLS
  STR - 30
  Unarmed Combat- 10
  DEX - 15
  Swim - 4
  DIA  - 5
  Hide - 10
  CONC - 5
  Running - 5
  CHA -
  Tracking - 6
  COOL -20
  Detect - 8
  HITS - 70
  Sneaking - 8
  Spitting - 10
  
  Dante Source Book A.H.Langton 1998
  72
  Game Notes
  Some of the skill ratings given are higher than their governing stats due to ‘animal instinct’. The claws and
  Pincers of the Scrynth have the following properties. The Scrynth also has more Hit Points than would normally
  be possible due to its great size and bulk
  Pincers
  DAMAGE - 8   PENETRATION - 4  ARMOUR DAMAGE  - 4
  Claws
  DAMAGE - 6   PENETRATION -10  ARMOUR DAMAGE  - 3
  The armoured exo skeleton of the Scrynth gives it a PV of 25 against attacks in all locations, due to the
  immensely thick plates and.
  The Scrynths acid spitting ability has the following stats and should be treated in the same way as a normal attack
  with a projectile weapon. The animal is only capable of ten shots before its supply of acid is exhausted, but this
  will be regenerated at a rate of one shot every five minutes.
  CLIP    CAL        ROF     RCL      RANGE
    40           -               1           -             30m
  Acid Glob
  DAMAGE - 12
  PENETRATION - 6
  AD - 6
  
  Dante Source Book A.H.Langton 1998
  73
  CHAPTER - 7
  CHAPTER - 7
  CHAPTER - 7
  CHAPTER - 7
  A vast and varied array of weaponry is employed on
  Dante by all sides, with many smaller companies
  relying on black market SLA items or home grown
  designs. The following covers some of the key
  systems being employed in the war, although the
  actual range is vast with many old and obsolete
  items turning up in the hands of minor Soft
  Companies
  SMALL ARMS
  SMALL ARMS
  SMALL ARMS
  SMALL ARMS
  FEN Model-24 Warmonger
  FEN Model-24 Warmonger
  FEN Model-24 Warmonger
  FEN Model-24 Warmonger
  11.35mm SMG
  11.35mm SMG
  11.35mm SMG
  11.35mm SMG
  Developed specially for the SLA Industries military
  in 214, the FEN 24 Warmonger project was
  intended to produce an all purpose infantry weapon
  for large scale issue to combat personnel. After
  numerous prototypes and comprehensive field tests
  by Dr. Trenchard and his team, the 24 was
  demonstrated to the Dante High Command in year
  215 and immediately accepted. This simple,
  remarkably reliable weapon is now carried by
  virtually ever SLA soldier on the planet at some
  time or another and its extreme durability and
  compact firepower have been enough to keep it in
  service for the last 800 years. Constructed from
  toughened ceramics, the Model 24 is impervious to
  most environmental factors that can cause stoppages
  in other weapons, this includes sand, dirt, mud and
  water. A specially lined barrel reduces the need for
  maintenance, while the compact design and
  telescopic folding stock make it short and handy to
  use in confined spaces. The Model 24 Warmonger
  utilizes  its own 11.35mm ammunition specifically
  developed for the project and this is available in all
  formats including HEAP and HESH. A range of
  specially designed accessories is obtainable for the
  weapons, allowing them to be adapted to serve in a
  variety of specialist roles, these included sights,
  sound suppressers, laser painters and large capacity
  100 
  round 
  drum 
  magazines 
  for 
  increased
  ammunition reserve. Older versions of the Model
  24 had a single automatic setting, but in the last 12
  months Dante High Command have instigated an
  upgrade program for all the current issue weapons
  to allow them to have full fire select. This is
  intended not only to help ammuntion expenditure,
  but to allow the Warmonger to be employed in a
  sniping role when required. All new weapons also
  have this improvement, but there is still estimated to
  be several hundred thousand Model 24 that have yet
  to be upgraded.
  CLIP   CAL        ROF     RCL      RANGE    COST
   40    11.35mm    5/3/1    8/7/6         27m         N/A
  WEIGHT:2.6kg
  11.35mm SMG Ammunition
                 STD       AP          HP          HEAP    HESH
  DAM
  9
   5           13 
     11
      18
  PEN
  7
  10
   3
      9
       2
  AD
  2
   1
   4
      3
       5
  PRICE 3c
  4c
  4c
      5c
       6c
  Game Notes
  Although the Warmonger is described as an SMG
  with its folding stock extended it may be fired using
  Rifle skill.
  “The FEN M-24 Warmonger ?? Best damn gun you
  can get. I’ve killed just about everything that fights
  in this war with mine. Thresher, DarkNight, Soft
  Company toe-rags, you name it the M-24 will take
  it down.”
  Lieutenant - Freeman Grace
  72nd ‘Hammers’ Infantry
  On the M-24 Warmonger SMG
  FEN MODEL-04 40mm
  FEN MODEL-04 40mm
  FEN MODEL-04 40mm
  FEN MODEL-04 40mm
  Under Barrel Grenade Launcher
  Under Barrel Grenade Launcher
  Under Barrel Grenade Launcher
  Under Barrel Grenade Launcher
  To greatly increase the firepower of an individual
  infantryman and give incomparable flexibility on
  the battlefield, each Warmonger can be upgraded to
  a Model 25 with the fitting of a Model 04 40mm
  Grenade Launcher. Developed in tandem with the
  original M-24, this electro magnetic, gauss operated
  weapon is easily attached to the underside of the
  SMG and allows the operator to launch a variety of
  munitions including HE and FRAG. Feeding from a
  compact four round clip, the units are as reliable as
  their parent weapon and able to share any sighting
  or targeting systems fitted. Used as a low cost force
  multiplier, several personnel in each squad will be
  issued Model 25s enabling them to give heavy
  weapons support. A mounting kit is now available
  from FEN allowing the M-04 to be retro fitted to a
  variety of other rifle sized weapons including the
  MAL Assault Cannon, Power Reapers and KPS
  Mangler Shotgun.
  CLIP     CAL         ROF     RCL   RANGE    COST
  
  Dante Source Book A.H.Langton 1998
  74
     4        40mm          1          6          10m         NA
  WEIGHT:1.2kg
  40mm High Explosive Grenade
  BLAST RATING - 9     PENETRATION - 4
  40mm Impact Fragmentation Grenade
  BLAST RATING - 5     PENETRATION - 7
  Game Notes
  The 40mm Grenade Launcher can be fired using
  Rifle skill due to its small size and simple operation.
  Due to it being an area effect weapon, players are at
  a -3 penalty to hit individual man sized targets.
  Larger targets such as vehicles can be aimed at in
  the normal way. The weapon is also capable of
  indirect fire and can be used to lob grenades over
  barricades or walls.
  “Hey, it ain’t gonna do you no good hiding behind
  that wall....Eat this...!”
  PHUMP
  BKOOM
  Unknown M-25 Gunner
  Dante- Front-Lines
  MAL T90 Incinerator
  MAL T90 Incinerator
  MAL T90 Incinerator
  MAL T90 Incinerator
  An upgraded and improved version of the older
  Model T70 flame-thrower which is now being
  relegated to the surplus market in large numbers,
  although still on issue to many units, the MAL T90
  is SLA’s primary military incinerator used on
  Dante. The weapon is intended for use against
  organic or lightly armoured targets and is capable of
  firing a high pressure jet of jellied fuel up to 30
  meters from the user via an enhanced, high
  pressure, boosted nozzle system. The jellied
  petroleum ‘napalm’ fuel fired by the T90 is ignited
  as it leaves the weapon via a smaller secondary
  burner and becomes a thin, high intensity shaft of
  flame which will then stick to a target and continue
  to burn. This effect can often last for several
  seconds and allows the napalm to inflicting even
  greater damage. The Incinerator unit is cast in
  rugged ceramics to protect it from the harsh
  environment and fitted with special heat baffles to
  protect the user as well as numerous safety features
  to prevent accidental detonation in the fuel system.
  All T90s have an internal power pack good for
  7000 user hour which runs both the fuel pressure
  booster and ignition system. For ease of aiming all
  models are currently fitted with an adapted laser
  painting unit. For military duties all T90s come with
  large capacity fuel tanks capable of giving up to 20
  shots, while a backpack tank with an enhanced 60
  shot capacity is also available.
  CLIP      CAL      ROF     RCL    RANGE      COST
    20         n/a           1          2           10m         1400c
  WEIGHT:8.5kg
  Game Notes
  Although the MAL T90 Incinerator is aimed and
  fired using rifle/shotgun skill it has several special
  rules for range and damage. The total effective
  range of the weapon is 30 meters and it is unable to
  inflict damage over any greater distance, although
  due to the highly visible jet it gains a +2 to hit
  bonus.
        When an armoured target is successfully hit the
  jellied fuel gives no automatic wound and has no
  penetration, it will though damage the armours ID.
  The initial hit will reduce the armours ID by 8
  points and will then continue to burn for a further 4
  actions, reducing the ID by a further 3 points per
  action unless it is extinguished. If during any of
  these actions the armours ID is reduced to 0 then
  the jellied fuel will cause 8 hits damage and a
  wound and then go out. If the Incinerator should hit
  an unarmoured target or one that has lost all its ID
  previously it will inflict 12 hits damage and a
  wound the first action it hits and then a further 4 hit
  point damage and a wound per action for the next
  three actions. Any armour type with a PV lower
  than 2 offers no protection against an attack with
  the T90.
   The victim may attempt to beat out the
  burning fuel after the initial hit by rolling a D10, a
  roll of 1-2 means the flames go out. If this is
  attempted with bare hands the person trying will
  receive 4 hit points damage and a wound on that
  area, this does not apply if they have armour or
  gloves the GM deems thick enough to prevent
  injury. During this time the character may perform
  no other actions. An SLA fire extinguisher or
  similar type of product will put out the flames
  instantly after the initial hit. The actual area of
  effect of the T90 is fairly small and will only effect
  one body location at a time. Also remember it is
  possible that missed shots with this weapon in will
  cause fires in certain environments.
  FEN 808 12mm
  FEN 808 12mm
  FEN 808 12mm
  FEN 808 12mm
  Power Reaper 2.4000
  Power Reaper 2.4000
  Power Reaper 2.4000
  Power Reaper 2.4000
  The big brother to the standard 10mm Power
  Reaper, the larger caliber 12mm model is standard
  issue on all the War World’s where increased
  firepower and better armour penetration is required.
  The weapon is used in numerous roles throughout
  the military, from a squad assault weapon and light
  machine-gun, to mounting on vehicles and defense
  works. Featuring the same innovations as the 10mm
  version, the 808 is issued in huge numbers all across
  
  Dante Source Book A.H.Langton 1998
  75
  Dante where its reliability and resistance to the
  environment is almost legendary. Much of this is
  due to its all ceramic construction and easy to
  maintain design. Specially manufactured, hardened
  ceramic lined barrels allow the 12mm Reaper to be
  used for long periods of suppressive fire without
  undue heating or damage to the mechanism, an
  important feature during prolonged combat. The
  standard light infantry version of the weapon comes
  fitted with an onboard waldo mounting for ease of
  handling and a compact 80 round drum magazine.
  Most of the weapons used on Dante though,
  particularly those going to assault units, are
  upgraded with the addition of an electro magnetic
  belt feed and a back mounted 500 or 1000
  ammunition bin. The weapon is able to accept
  standard accessories including sound suppressers
  and sighting units and all types of 12mm caliber
  rounds can be fired from the gun such as HP, HEAP
  and HESH making it extremely versatile.
  CLIP   CAL     ROF      RCL      RANGE      COST
   80    12mm      10/5       13/8         30m          1850c
  WEIGHT:15.1kg
  FEN 960 HAS 8mm Mini Gun
  FEN 960 HAS 8mm Mini Gun
  FEN 960 HAS 8mm Mini Gun
  FEN 960 HAS 8mm Mini Gun
  Designed by FEN in 865 as a possible replacement
  for the 10 and 12mm Power Reapers, the 960
  project was conceived as an offshoot from the
  development of a rapid fire gun for use in
  helicopters and other aircraft. This Waldo mounted
  electrically powered mini gun pushes automatic fire
  to its limits with a complete burst select system
  allowing the user fine control over the rate of fire.
  The 960’s triple air-cooled ceramic barrels are
  driven by a 4000 hour onboard power pack
  allowing the user to lay down continuous
  suppressive fire for prolonged periods, while the
  large capacity 500 and 1000 round electromagnetic
  belt feed ammunition bins give an ample reserve for
  extended engagements. The HAS comes with full
  laser painting and is factory fitted with 40% recoil
  baffling. Unfortunately due to its triple revolving
  barrels the 960 is unable to mount either silencers
  or flash suppression systems, but can readily accept
  optical sights or a bipod for use in its infantry role.
  Now that it has finished its final combat testing on
  Dante, the FEN 960 HAS is being used in
  increasing numbers by a variety of troops. Ideal for
  anti powered armour engagements due to its use of
  high velocity ammunition, the weapon is now being
  issued to SLA Heavy Weapons Squads on
  numerous fronts in roughly equal numbers to the
  older 12mm Power Reapers. FEN is also making
  extensive use of the weapon in a vehicle mounted
  role and 960’s are now commonly being retrofitted
  to such units as the GA UH-606 Redhawk
  helicopters chin turret to replace the former lower
  powered 10mm Reapers. The infantry version of the
  gun comes complete with a waldo mounting, 500
  round ammunition bin, electro mag belt feed and a
  1000 meter UV capable optical sight.
  CLIP     CAL     ROF       RCL      RANGE    COST
   500      8mm   10/5/3     12/9/7        60m        2100c
  WEIGHT:20.5kg
  FEN TRX-60 ‘Steel Rain
  FEN TRX-60 ‘Steel Rain
  FEN TRX-60 ‘Steel Rain
  FEN TRX-60 ‘Steel Rain
  40mm Auto Grenade Launcher
  40mm Auto Grenade Launcher
  40mm Auto Grenade Launcher
  40mm Auto Grenade Launcher
                                                   
  Conceived as an offshoot of the Warmonger SMG
  project this man portable automatic grenade launcher
  is fully compatible with the 40mm ammunition
  developed for the M-04 project and is intended to
  give small units lacking heavy weapons support,
  increased firepower at a low cost. The ‘Steel Rain’
  resembles an extremely large caliber, short barreled
  shotgun in profile and comes fitted with a forward
  pistol grip allowing good controllability. Able to
  utilize the full range of 40mm Grenades the TRX-60
  is equipped with a compact 50 round drum magazine
  in its infantry role and is capable of fully automatic
  fire, allowing the user to lay down a deadly barrage
  against enemy infantry and lightly armored vehicles.
  This weapon is usually only carried by heavy
  powered armor troops or Stormers due to its size and
  weight, although it is possible for it to be handled by
  a particularly strong human or fitted with a waldo
  mount. For use in a defensive role a tripod and belt
  feed are available allowing up to 150 grenades to be
  fired from a specially designed ammunition bin. A
  vehicle mounting kit and larger capacity 500 round
  bin have also been developed allowing the weapon to
  be fitted onto most universal turret rings. Extremely
  rugged and designed to withstand the rigors of
  Dante’s environment the TRX-60 makes extensive
  use of ceramic components in its manufacture, while
  simple mechanism and electro magnetic, gauss
  operation action, help to prevent malfunctions.
  Several accessories are available for the Steel Rain
  including a UV capable 400 meter optical sight, a
  folding bipod for the infantry version and a laser
  painting unit. The integral power pack is sufficient to
  fire over 4000 rounds before it needs recharging.
  CLIP  CAL        ROF       RCL      RANGE    COST
    50   40mm         5/1       14/10         50m        1500c
  WEIGHT:22.5kg
  Game Notes
  The 40mm Grenade Launcher can be fired using
  Rifle skill in single shot mode and Auto/Support
  skill when on five round burst due to its small man
  portable size. Due to its intention as an area effect
   weapon, players are at a -3 penalty to hit individual
  man sized targets. Like the smaller M-04 the Steel
  
  Dante Source Book A.H.Langton 1998
  76
   Rain is capable of indirect fire over obstacles such
  as walls.
  GA 70mm LAPW
  GA 70mm LAPW
  GA 70mm LAPW
  GA 70mm LAPW
  The LAPW or Light Anti Powered Armor Weapon is
  a single shot line of sight rocket launcher intended
  for use against Thresher powered armor troops and
  armored vehicles. Rather dated now the LAPW has
  been in service on Dante since the beginning of the
  war, but despite having suffered a loss in
  effectiveness as armour types improved, the weapons
  low cost and ease of use have kept it in service well
  past its replacement date. These rockets are shoulder
  fired from a lightweight disposable launcher and it is
  usual for several to be carried by an infantry or patrol
  unit. The light alloy launcher tube comes fitted with
  sealed end caps to prevent dust, sand or moisture
  entering the mechanism, while an integral safety
  catch is incorporated to prevent accidental triggering
  with these in place. Once the end caps have been
  removed a second safety switch is activated to arm
  the weapon and drop down the folding trigger and
  pistol grip. The launcher is then placed on the firer’s
  shoulder and aimed using the 600 meter built in
  optical sight, these sights are cheaply built and
  intended to be discarded with the launcher. When the
  trigger is pulled a compressed air charge in the
  launch tube propels the rocket to a distance of ten
  meters where its rocket engine can be safely engaged,
  this system allows the LAPW to be safely used in
  confined spaces such as vehicle interiors without fear
  of back blast. The warhead carried is multi purpose
  blast/penetration allowing flexibility in how the
  weapon is used, this means that LAPWs have the
  capability to engage multiple infantry targets rather
  like a grenade as well as being used for aimed fire
  against vehicles. Although primarily intended for anti
  armour use, the 70mm LAPWs is actually employed
  in numerous roles, including attacking fortifications,
  anti personnel fire and as the basis for booby traps. A
  DarkNight copy of the weapon is known to exist and
  is virtually identical in size and operation to the ones
  manufactured by SLA Industries.
  CLIP     CAL     ROF      RCL      RANGE    COST
    1         70mm      1           5           100m         50c
  WEIGHT:2.kg
  70mm LAPW Warhead
  BLAST RADIUS         PEN
             10
            10
  Game Notes
  The LAWP is fired using Rifle skill, but has a -4 to
  hit penalty against individual man sized targets and
  below due to the inaccuracy of the launcher and size
   of the target. The warhead operates as a grenade
  with a direct  hit on a target placing them at the
  epicenter of the blast. To get the unit ready to fire
  takes 3 actions (2 on a DEX roll). The warhead
  cannot detonate unless it has traveled more than ten
  meters from the launcher due to the onboard safety
  systems.
  FEN Model 20 88mm HV Mortar
  FEN Model 20 88mm HV Mortar
  FEN Model 20 88mm HV Mortar
  FEN Model 20 88mm HV Mortar
  The 88mm High Velocity Mortar has been a standard
  SLA infantry weapon on Dante since the start of the
  war, originally appearing as the model 15 and since
  then undergoing several upgrades and redesigns. The
  latest Model 20 has an onboard five round magazine
  and is capable of auto loading and firing all of its
  shells in a matter of seconds allowing extremely
  heavy barrages to be laid down. The Mortar comes
  fitted with its own integral fire control computer
  allowing for pre-programmed automatic routines to
  be run without the need of an operator. This means
  that several mortars can be operated by minimum
  crew. The system also allows for a number of mortars
  to be linked via their computers to a central control
  board to give coordinated barrages. The 88mm can
  fire a variety of high velocity shell types including
  HE, Blast, Concussion and Fragmentation up to 600
  meters making it an ideal multipurpose weapon. The
  units are also capable of indirect fire over obstacles
  making them invaluable when attacking defense
  works. For transport the Model 20 can be broken
  down into two easily man portable loads consisting
  of the main barrel and magazine and the baseplate
  and mounting, this makes it a popular item among
  small patrols. The hardened ceramic barrel is
  extremely resistant to wear while all control systems
  and electronics are specially sealed against the
  environment allowing the weapons use in various
  combat zones from the Deep Deserts to the Polar Ice
  cap. The M20 and its older predecessors are found in
  the hands of countless units all over Dante and large
  number are employed at the front lines to give short
  range battery fire against assaults. The weapons
  simplicity and versatility mean that it unlikely to be
  replaced for a long time.
  CLIP     CAL     ROF       RCL      RANGE    COST
    5          88mm     1            -             60m        1500c
  WEIGHT:7.5kg
  88mm HV Hi-Ex AP Shells
  BLAST RADIUS      PEN       AD
              10
         26          15
  88mm HV Concussion Shells
  
  Dante Source Book A.H.Langton 1998
  77
  BLAST RADIUS       PEN       AD
  30
           0           5
  Game Notes
  The Model 20 mortar is fired using Assault Weapons
  Systems skill. Due to the nature of the units and their
  intention as an area effect weapon, it is virtually
  impossible to score direct hits on individual targets.
  Unlike the smaller grenade launchers the Mortar
  always lobs its shells in an arc and cannot be used for
  direct fire.
  DN.-006 Proximity Mine
  DN.-006 Proximity Mine
  DN.-006 Proximity Mine
  DN.-006 Proximity Mine
  A fairly sophisticated explosive device often used
  by DarkNight forces to ambushes SLA troops or as
  the basis for a variety of boobytraps. The DN. 006
  is modeled on a similar device often employed on
  Mort and instead of relying on tripwires or pressure
  plates for activation it has a small built in proximity
  sensor which reacts to a pre-set target size and
  detonates the device when they are within range.
  Most mines that have been recovered intact for
  study used thermal signatures to effect this, but
  some experimental models using other types of
  sensor have also been found, possibly since the
  standard units can be unreliable in Dante’s
  environment. The sensor unit is generally attached
  to a fairly large cylindrical, shrapnel charge and is
  usually concealed somehow or in some cases
  partially buried. The main problem with the devices
  is that they are indiscriminate and once activated
  cannot be disarmed remotely, this means that if they
  miss their intended target they can lie active for
  years till someone else comes along. Another
  problem which has been noted by SLA researchers
  is that the thermal based proximity sensors can
  often malfunction in extremely low or high
  temperatures resulting in premature, late, or non
  detonation, which is a particular problem on Dante
  were environmental changes can be swift and
  unpredictable.
  BLAST - 6      PENETRATION - 4      AD - 12
  Game Notes
  The Proximity mine has two pre-set factors which
  determine its detonation. The first of these is the
  approximate target size and can be set from anything
  from a small animal to a large humanoid such as a
  such as a Shaktar or Stormer. The mine can either be
  set to detonate on this size only or this size or above.
  The second is the proximity of the target to the mine
  and this can be between 20 and 300 centimeters. In
  conditions above 60 degrees centigrade or below 5
  the mine may malfunction, roll 1 D10 and consult the
  table below.
  Roll 
  Result
  1-7
  Mine Functions Correctly
  8
  Mine Detonates Prematurely
  9
  Mine Detonates Late
  10
  Mine does not Detonate
  The mine’s systems may also be confused in a similar
  way by anyone wearing an ECM suit or cape or a set
  of powered armour with thermal shielding of some
  kind.
  Thresher TSH-669 60mm Multiple
  Thresher TSH-669 60mm Multiple
  Thresher TSH-669 60mm Multiple
  Thresher TSH-669 60mm Multiple
  Rocket Launcher
  Rocket Launcher
  Rocket Launcher
  Rocket Launcher
  An extremely deadly weapon in the right hands, the
  TSH-669 MRL is a semi automatic rocket launcher
  with an 8 round magazine, designed for use in anti
  armour engagements. This weapon is generally found
  only in use by Strike Squads and by the heavier types
  of Thresher powered armor, due to its not
  inconsiderable size and weight. The TSH-669 comes
  in over the shoulder format and features a special
  molded fore grip and pistol grip to aid controllability
  and 
  reduce 
  the 
  weapons 
  recoil. 
  Firing 
  in
  semiautomatic mode only the 60mm MRL is still
  able to rapidly empty its magazine allowing heavy
  fire to concentrated on a target such as an armoured
  vehicle. Most captured example have displayed both
  laser painting and optical sights to aid aiming at
  extended ranges. It is thought that the TSH-669 was
  originally conceived for use in anti-tank warfare, but
  as composite ceramic armours have improved it has
  been re-assigned to an anti-light vehicle role and for
  use against fortifications. The unit also appears to be
  considerably cheaper to manufacture than the 17mm
  Thresher Cannon, with its much simpler design and
  straight forward operation. The warheads fired by the
  unit are depleted uranium armour piercing rounds
  primarily intended for penetration rather than blast,
  this makes the MRL unsuitable for engagements of
  multiple targets as all force is concentrated at the
  point of aim.
  CLIP     CAL     ROF       RCL      RANGE    COST
     8       60mm       1            5            300m       2000c
  WEIGHT:25.5kg
  60mm HI-EX AP Missile
  DAM       PEN         AD
    35
     25           10
  “Break, Break, Break. This is Marine Recon unit
  0072 requesting air support. from any available unit,
  some asshole just put two 60mm Missiles through the
  port side of our L18, while another one wasted the
  transmission on the FAV, we are now unable to
  withdraw. We have incoming rocket fire from several
  
  Dante Source Book A.H.Langton 1998
  78
  well dug in positions and would appreciate if
  someone could come and toast these trigger happy
  sons of bitches.”
  Major Jennifer Van Keseling
  0072 Marine Recon Unit
  Misaki Garrison
  SLA DA-560
  SLA DA-560
  SLA DA-560
  SLA DA-560
  Anti Personnel Land Mine
  Anti Personnel Land Mine
  Anti Personnel Land Mine
  Anti Personnel Land Mine
  A cheap and reliable way to deny an area to enemy
  infantry, the DA-560 and its variants are in
  widespread use throughout Dante. A small compact
  unit constructed totally from special plastics and
  alloys to reduce the chance of detection, the mine is
  triggered by a simple pressure activated detonator,
  which is sensitive enough to allow the unit to be
  concealed under several centimeters of surface
  material. When triggered a small charge of plastic
  explosive in the mines body fires around two
  hundred hardened ceramic ball bearings upwards into
  the victim and the surrounding area. Either hand
  planted or via a special vehicle towed dispenser, use
  of this munition can quickly render an area
  impassable to those in mid ranged powered armour.
  Both DN. and Thresher produce similar types of
  mine and large areas of Dante are now littered with
  these unexploded items. This situation is not helped
  by the fact that over years many maps to where mine
  fields were placed have been lost
  Game Notes
  The mine operates on the same rules as a standard
  grenade, with the person who activates it being at the
  epicenter of the blast. Those within the blast radius
  will also receive much reduced damage. The DA-560
  has the following ratings. Detonation is instantaneous
  as soon as the device is stepped on and there is not
  period of delay.
  BLAST - 4      PENETRATION - 4      AD - 10
  “Ok squad one move up to the perimeter, follow the
  line of the building and stay low out of their sensor
  range.”
  “Hey lieutenant, do you think this is safe? seems a
  bit to easy to me.”
  “Cause it’s safe, they can’t see us from here and
  we’ll be all over them before they get a chance.”
  CLICK
  BOOM
  Ex DarkNight Lieutenant - Charles Pincher
  Failed Attack on SLA Outpost 004/222
  DRONES & ROBOTICS
  DRONES & ROBOTICS
  DRONES & ROBOTICS
  DRONES & ROBOTICS
  GA MK-V Patrol Drone
  GA MK-V Patrol Drone
  GA MK-V Patrol Drone
  GA MK-V Patrol Drone
  An old design and one no longer in production due to
  its inadequate armour, relatively poor sensors and
  low powered weapon, the GA MK-V is a small
  tracked drone unit intended for anti-personnel use
  and the guarding of low security areas. A caterpillar
  tracked chassis unit contains the units CPU,
  ammunition supply and power systems, while a small
  turret on the top of the unit houses its sensor systems
  and main armourment. The weapon fitted to these
  units is a modified GA-Finisher 10mm Auto rifle fed
  from a 100 round ammunition bin, which is aimed
  using a simple optical and thermal imaging fire
  control system. The tactical programs used in the
  MK-V are simplistic and usually consist of patrolling
  a pre-programmed area due to the drones notorious
  habit of getting stuck when faced with complicated
  unexplored terrain. Friend or Foe identification is via
  a basic coded radio signal. The standard MK-V
  stands 80cm tall and has been liken by many to a
  mobile wastebin, due to its cylindrical armoured
  body. Most of these drones have been put in storage
  or shipped to outlying bases, although a few are still
  in service guarding sewers or other non essential
  areas. An extended power pack fitted to the units
  give them a 10,000 Hour operational life. Due to
  their simple design, many of these drones have been
  captured and reprogrammed by rival companies over
  the years.
  STR - 6
  Auto/Support - 5
  DEX - 5
  Run - 5
  Sneak - 8
  HITS - 10
  Detect - 5
  PV - 8
  Hide - 4
  ID - 40
  Equipment/Sensors
  GA-Finisher
  10mm Rifle
  Thermal Imaging
  Optical Sensors
  Game Notes
  The Drone will attack the target it detects first and
  has a sensory range of around fifty meters. It will
  continue to attack targets till destroyed or it runs out
  of ammunition. Operation of the Finisher rifle is
  identical to the standard model.
  “Tech team three to control. Confirm there is no
  enemy action in tunnel sector 5, one of the Mark
  V’s got stuck again. Damn things got itself wedged
  between some pipes and burnt it’s drive motors out
  
  Dante Source Book A.H.Langton 1998
  79
  trying to get free. Freaking piece of crap, better put
  in another request for some ‘Stalkers’, cos I don’t
  reckon this things worth repairing.”
  Captain Harris Bruce 3rd Engineering Division
  Hummingbird 06 Outpost
  FEN 0078 ‘Stalker’
  FEN 0078 ‘Stalker’
  FEN 0078 ‘Stalker’
  FEN 0078 ‘Stalker’
  Security Drone
  Security Drone
  Security Drone
  Security Drone
  In widespread use throughout SLA’s major bases
  the Stalker is designed to be an easy to manufacture,
  cheap effective way to guard sectors such as tunnel
  complexes and warehouses. Intended as a multi-role
  unit it can also be used for personnel hunting and
  extermination purposes, and for this reason many
  have been released into the ‘Maze’ and ‘New
  Hamilton’ city. Constructed round two small
  thruster prop units allowing it to be flight capable,
  the 0078 has mid range armour and weapons
  making it suitable for use against enemy infantry. A
  central circular pod contains all the drones major
  components while its flight systems are mounted in
  two smaller pods which extend from the body a
  short distance. The Stalker is armed with twin
  11.35mm SMGs firing the full range of available
  ammunition, which are fed from an onboard 300
  round magazine. The drones armament is linked to
  a complex sensory array including IR., thermal
  imagining, 
  sonic 
  and 
  optical 
  inputs, 
  which
  combined with its sophisticated targeting software
  allows it to have good accuracy over extended
  ranges. Tactical programs are good and the Stalker
  gets its name from its ability to move virtually
  soundlessly and sneak up on opponents before
  attacking. FOF is via switchable radio codes and an
  onboard 12,000 hour power pack is fitted as
  standard. Found all over Dante on many bases, the
  Stalker is particularly popular for guarding
  industrial complexes and areas where there is little
  human activity.
  STR - 8
  Auto/Support - 7
  DEX - 8
  Piloting - 8
  Max Speed - 24m/phase
  Sneak - 9
  Detect - 7
  HITS - 15
  Hide - 6
  PV - 10
  ID - 60
  Equipment/Sensors
  2 x 11.35mm SMGs
  Thermal Imaging
  Optical Sensors
  Infer Red
  Sonic Detectors
  Game Notes
  The Drone will normally attack the target it detects
  first and has a sensory range equivalent to that of a
  human being. Whenever possible it will attempt to
  get within about 20-30 meters before it opens fire.
  If there are multiple targets within range the Drone
  will usually attempt to spray fire them, aiming at the
  largest group. Like the GA MK-V it will continue to
  attack available targets till destroyed or it runs out
  of ammunition. Operation of the SMGs is identical
  to that of the Model 24 Warmonger and both guns
  will fire together at the same target.
  GA MK-VII ‘
  GA MK-VII ‘
  GA MK-VII ‘
  GA MK-VII ‘Deathwish’
  Deathwish’
  Deathwish’
  Deathwish’
  Hunter Killer Drone
  Hunter Killer Drone
  Hunter Killer Drone
  Hunter Killer Drone
  Designed primarily as a Search and Destroy unit for
  clearing enemy bunkers and complexes, as well as
  guarding high security areas, the Deathwish represent
  the peak of SLA drone technology. Heavily armed
  and armoured, this flight capable unit is lifted by two
  large thruster pods mounted on either side of its
  streamlined 
  body. 
  These 
  give 
  it 
  unmatched
  maneuverability and high flight speeds when
  operating over open terrain. Armament is provided
  by two 12mm Power Reapers heavily modified to fit
  into the drones casing and fed from a large capacity
  500 round ammunition bin in the main body. Both
  these guns are fitted with flash hiders and sound
  suppressers to aid the drone in covert operation.
  Detection systems are housed in both a small
  rotateable head unit and a specially designed sensor
  arm which the drone can extend over and around
  obstacles without exposing itself. A full sensory suite
  is fitted, as are highly sophisticated stealth and
  tactical programs making the Deathwish deadly in
  such places as the jet black tunnels of the Maze. Use
  of a innovative olfactory tracking system allows the
  MK-VII to find targets by smell in addition to its
  other sensors. Each drone has an onboard long
  duration power pack allowing it to remain
  operational for over 12,000 hours before needing to
  be recharged. FOF identification is by a coded radio
  signal system and troops going into areas patrolled
  by the MK-VII are always careful to make sure that
  they have the correct set. Covered in matte black non
  reflective ceramic armour these drones are a common
  sight around areas such as the Ebony Spire and high
  level research labs, many more patrol the tunnel
  systems under Archangel.
  STR - 10
  Auto/Support - 8
  DEX - 10
  Piloting - 10
  Max Speed - 35m/phase
  Sneak - 10
  Detect - 12
  HITS - 20
  Hide - 5
  PV - 15
  ID - 80
  Equipment/Sensors
  2 x 12mm Power Reapers
  
  Dante Source Book A.H.Langton 1998
  80
  Thermal Imaging
  Optical Sensors
  Infra Red
  Olfactory Sensors
  Sonic Detectors
  2 x Sound Suppressers.
  Game Notes
  The Drone has limited target acquisition ability and
  will attack the target it thinks poses the most threat
  to it first. This decision is usually based on the
  targets size and the type weapons its carrying. If
  there are multiple targets within range the Drone
  will usually attempt to spray fire them, aiming at the
  largest group. Unlike simpler drones the MK-VII
  will not press a hopeless attack and if sufficiently
  damaged will attempt to retreat. Operation of the
  12mm Power Reapers is identical to that of the
  infantry model, apart from the fact that the standard
  range is reduced to 15m due to shortening of the
  barrels. Both guns will fire together at the same
  target, although the drone is able to select the burst
  sizes it uses to conserve ammunition.
  Thresher PTX-60
  Thresher PTX-60
  Thresher PTX-60
  Thresher PTX-60
  With its extensive use of flight capable armour it
  was unsurprising that Thresher developed an
  effective air mobile drone for anti-personnel and
  defense use. The PTX-60 is an old, but effective
  design and large numbers of these units are
  encountered all over Dante. Shaped like a flattened
  disk the drones single thruster is mounted in its
  center, with its control systems, power plant,
  weapons and smaller maneuvering jets built into its
  edge. Special gyro-stabilizers also allow the PTX-
  60 to fire its duel 11mm SMGs while moving at
  high speed without problems. An 11,000 hour
  power plant is standard as is duel 100 round
  ammunition magazines for the primary armament.
  Tactical programming and an array of sensors allow
  the effective tracking of targets and it can be
  programmed to patrol or guard specific areas as
  needed. Weapons accuracy is good due to a
  sophisticated fire control system and the unit is
  ideal for hunting infantry in confined spaces. For
  this reason operational noise is kept to a minimum
  and addition stealth programs have been added in
  recent years. This has been aided by the use of
  sound suppressers in a similar manner to SLA’s
  ‘Deathwish’ drone, allowing the units to open fire
  from range with a reduced chance of immediate
  detection.
  STR - 8
  Auto/Support - 7
  DEX - 7
  Piloting - 8
  Max Speed - 30m/phase
  Sneak - 9
  HITS - 14
  Detect - 7
  PV - 12
  Hide - 3
  ID - 65
  Equipment/Sensors
  2 x 11mm SMGs
  2 x Sound Suppressers
  Thermal Imaging
  Optical Sensors
  Infra Red
  Sonic Detectors
  Game Notes
  The drone will attack the target it thinks poses the
  most threat, usually the closest or the largest. If
  there are multiple targets within range the drone
  will usually attempt to spray fire them, aiming at the
  largest group. The drone will continue to fight till it
  runs out of ammunition or till its systems are
  destroyed. The 11mm SMGs use the same DU
  rounds as the Flay Auto pistols, with a rate of fire of
  5 and a range of 15 meters. Both weapons fire in
  synch and at the same target.
  “This is Recon team three, have found your missing
  bodies, three of them, looks like they got
  bushwhacked by something. Might have been a
  drone of some kind, they’ve all got multiple small
  caliber hits to the head and chest, but their ain’t no
  sign of enemy footprints. Alert all units in the
  vicinity.”
  Corporal - Jay Powell
  12th Infantry Recon
  Sector 0023 - The Maze
  Thresher PTX-20 ‘Buzz Bomb’
  Thresher PTX-20 ‘Buzz Bomb’
  Thresher PTX-20 ‘Buzz Bomb’
  Thresher PTX-20 ‘Buzz Bomb’
  The Buzz Bomb is a simple device used in vast
  numbers by Thresher as a cheap anti-personnel
  weapon. The unit consists of a miniature thruster jet
  and rudimentary sensor and fight systems attached
  to a small charge of explosives about the size of a
  grenade. The objective of the weapon is to home in
  on a targets thermal image and then detonate itself
  in a suicide attack. The cheap targeting computer
  has just enough intelligence to recognize a human
  thermal outline and a proximity fuse allows the unit
  to explode when it gets to within about 60 cm. A
  fairly minor threat on their own, Buzz Bombs can
  often be found placed in groups to greatly increase
  their effect. A long duration powerpack allow the
  drone to operate for around 20,000 hours, with
  much of this time being spent sitting on the ground
  or wherever they are placed and the units will only
  lift off when they detect something. FOF
  identification is by a very crude broadcast code
  system with several switchable combinations.
  
  Dante Source Book A.H.Langton 1998
  81
  STR - 1
  Hide - 5
  DEX - 3
  Piloting - 5
  Max Speed - 15m/phase
  Sneak - 7
  HITS - 5
  Detect - 5
  PV - 3
  ID - 15
  Thermal Imaging
  Game Notes
  The Buzz Bomb has the following stats when it
  explodes near to a target, this blast is treated in
  exactly the same way as a grenade and will effect
  personnel in the surrounding area.
  BLAST - 10       PENETRATION - 4      AD - 5
  The drone is at -4 to hit due to its small size. These
  units will simply attack the first thing that comes
  within their twenty meter sensor range and have no
  discretion circuits.
  Thresher 
  Thresher 
  Thresher 
  Thresher Kilgore Sentry Gun
  Kilgore Sentry Gun
  Kilgore Sentry Gun
  Kilgore Sentry Gun
  Used for a variety of roles from perimeter defense to
  ambushes, the Kilgore is a compact, computer
  controlled, automatic weapon in its own armored
  casing. Thresher make great use of these units when
  attempting to defend positions with limited numbers
  of troops or for covering retreats in confined combat
  areas such as the Maze. The standard sentry gun is an
  armoured cylinder roughly 80cm tall and 40cm in
  diameter, the top third of this cylinder forms a
  rotatable turret and contains the units weapon and
  sensory systems. The lower two thirds of the Kilgore
  contain its power supply, control systems and a 500
  round ammunition bin. The weapon employed in the
  unit is a modified and shortened ‘SHEER’ rifle,
  presumably to allow for easy manufacturing and a
  reliable supply of ammunition, this can be rotated
  through 360 degrees and elevated through +60 and
  depressed through -30 degrees by the onboard
  systems. Sensors fitted to current models include IR.,
  optical and thermal imaging, which allow the
  onboard fire control computer to have good accuracy
  at short ranges. Target parameters can be pre-
  programmed and include silhouette, size and heat
  radiance. Power comes from a 10,000 hour long
  duration pack and this can be extended by the use of
  a ‘sleep circuit’ which shuts down all major functions
  in the gun, leaving 
  only 
  minimum 
  sensors
  functioning. In this way guns can remain operational
  for many years quietly waiting till something comes
  close enough to trigger their reactivation sequence.
  When the gun detects enemy personnel it will
  continue to fire while it has live targets to engage, or
  till it runs out of ammunition or is destroyed.
  Friend or foe identification is via a coded
  radio signal which are changed constantly to prevent
  decryption, although this means that the codes for
  many older guns have been lost over the years
  making them as hazardous to their original builders
  as to everyone else. The heavy ceramic armour
  casing of the Kilgore makes it hard to destroy
  especially if well placed in cover. Thresher troops
  commonly group these units together so that they
  have interlocking fields of fire and in this way
  tunnels or narrow passes can be made extremely hard
  to attack. Recently reports have come in of a new
  type of Kilgore intended for parachute drops so that
  an area can be ‘seeded’ with multiple units. These
  guns have the addition of stabilizing legs which stand
  the unit upright on landing and allow it to position
  itself firmly. SLA are currently trying to obtain
  intact, preferably deactivated rather than destroyed
  examples of this new design.
  CLIP     CAL     ROF       RCL      RANGE    COST
   500       11mm     5             -             20m       2000c
  WEIGHT:30.5kg
  Game Notes
  The sentry gun has an auto support skill of 8 with its
  main weapon. Guns will open fire at a preset range
  when they detect targets, this is preprogrammed and
  can be anything from 10-200 meters, although at
  extended ranges all to hit penalties apply. The gun
  will continue to fire at targets within the given range
  till its either destroyed or runs out ammunition.
  Target priority is usually based on the closest
  enemy. If multiple targets are close together then
  the gun will spray fire at them.
  The armoured capsule of the Sentry Gun has the
  following properties.
   PV        ID          HITS
   20
  400
     30
  When the Kilgores hits are reduced to 4 it will be to
  damaged to function and shut down.
  “Damn where are those reinforcements? Hey Burns
  you get through to sector command yet? We need
  some heavy weapons up here fast. Tell em we’ve got
  multiple sentry guns, well dug in and with
  interlocking fields of fire. We can’t push up the pass
  if we don’t get some support and I ain’t moving till
  we do.”
  Lieutenant- Jo Castle
  78th Eagles Infantry
  Misaki Garrison
  
  Dante Source Book A.H.Langton 1998
  82
  VEHICLES & ARMOUR
  VEHICLES & ARMOUR
  VEHICLES & ARMOUR
  VEHICLES & ARMOUR
  PP-120 Dante Issue
  PP-120 Dante Issue
  PP-120 Dante Issue
  PP-120 Dante Issue
  ‘Crackshot’ Armour
  ‘Crackshot’ Armour
  ‘Crackshot’ Armour
  ‘Crackshot’ Armour
  Developed from the original Crackshot suits, widely
  issued on Mort and the other worlds of progress, the
  military version of this armour has been specially
  adapted to cope with the rigors of the War World’s,
  particularly Dante. Several specialist version of the
  suits exist, although all have the same basic
  protection value and damage taking capacities as the
  standard infantry variant, which is also the most
  common and flexible of the range. Most rival
  companies have copied the design of SLA’s onboard
  environmental systems for their own powered suits,
  although many, such as those produced by
  DarkNight, are inferior. Fitted with additional armour
  panels to raise its damage taking abilities, all Dante
  issue suits also have the advantage of special heating
  and cooling units which allow the user to control
  their environment and remain comfortable in
  extremes of heat or cold. The basic suit is capable of
  withstanding temperatures from -60 to +60 degrees C
  without undue stress to the wearer. To compliment
  this two other extreme environment versions of
  Crackshot have been developed for use in the Deep
  Deserts and the Arctic Region. The desert version,
  known as the 120-D, has a much larger cooling unit
  than normal and also features a recycling system for
  capturing and filtering the users waste moisture.
  When completely sealed the units are capable of
  sustaining the wearers in air temperatures of up to 95
  degrees C. Arctic issue suits, which carry the 120-A
  designation, feature several layers of ultra efficient
  insulation throughout their construction, with a
  boosted onboard heating system permitting a
  standard human to operate in temperatures as low as
  -120 degrees C. Both types of suit carry extra power
  packs to keep their operational lives at 6000 hours,
  and have adjustable anti-dazzle, tinted visors to
  protect the users eyesight against the harsh sunlight
  encountered in both regions. In addition the Arctic
  variant has duel 400w spot lamps rather than the
  standard 140w for use in the arctic night. The other
  common version of Crackshot used on Dante is the
  model 120-HG issued to air crews and fighter pilots,
  this has all the features of the standard infantry
  model, but with the addition of an internal, hydraulic,
  ‘G-Suit’ for use during high speed maneuvers. The
  armour is linked to an onboard computer system
  when the aircraft is in flight and compresses the
  wearers body during high G turns to prevent their
  blood pooling or loss of conciseness, this feature has
  quickly earned them the name ‘Ball Crushers’ among
  the fighter jocks. All the different Crackshot variants
  are also capable of  being fitted with an special
  emergency floatation pack for use at sea or near any
  deep water. This system is designed to offset the
  weight of the suit and wearer using inflatable air bags
  and keep them afloat if they ever forced to ditch into
  the sea.
  PV      HEAD  TORSO   ARMS    LEGS         COST
  17          25
  85           65          75             5000c
  MAL MC-1842 ‘
  MAL MC-1842 ‘
  MAL MC-1842 ‘
  MAL MC-1842 ‘Hellstorm’ Marine
  Hellstorm’ Marine
  Hellstorm’ Marine
  Hellstorm’ Marine
  Corps Armour
  Corps Armour
  Corps Armour
  Corps Armour
  Specially developed and manufacture by MAL for
  the Marine corps, the Hellstorm suits are only issued
  to these units and unavailable to other military or
  Operative troops. Using special lightweight high
  density ceramic plating and an enhanced power
  skeleton, the suits give much greater protection and
  increased strength than any other type of personal
  armour available. The Hellstorm’s small size also
  allows it to have much greater mobility when used in
  confined spaces and means it suffers non of the
  restrictions of the large battlefield suits such as MAL
  Shock or Dogeybone. All suits come with full air
  filtration, anti dazzle visors fitted with IR. and UV
  night vision and an internal life support system
  capable of providing the user with up to six hours of
  suit only oxygen. A long duration 7000 hour power
  unit is fitted to all MC-1842 as standard as are twin
  shoulder 
  mounted 
  200w 
  spotlights 
  to 
  allow
  additional 
  illumination 
  in 
  poor 
  environmental
  conditions. For close combat a twin barreled 10
  gauge automatic shotgun is built into the suits right
  forearm, while a modified DPB GASH Fist with
  retractable blades is situated in the left. Ammunition
  for the shotgun comes from a specially designed
  magazine that clips under the forearm and the
  weapon has a built in laser painting unit to aid in
  aiming. These onboard weapons systems combined
  with the greatly enhanced physiques of Marine
  personnel, allow the suits to become extremely
  deadly in combat. Like infantry issue Crackshot,
  several versions of these suits exist and utilize a
  similar environmental control system allowing them
  to operate in extremes of temperature. A separate
  division of MAL has been set up specially to further
  develop the Hellstorm project and exploit the design
  breakthroughs 
  it 
  represents. 
  There 
  are 
  also
  possibilities of a modified version being made
  available to the Operative market at some time in the
  future.
   PV       HEAD  TORSO  ARMS  LEGS        COST
    20          40        140          70          80
  15,000c
  
  Dante Source Book A.H.Langton 1998
  83
  Hellstorm Dual 10 Gauge Shotgun
  CLIP      CAL     ROF       RCL      RANGE
    10         10g         1            12            5m
  Game Notes
  The Hellstorm suit allows a +3 increase in the users
  strength at no penalty to DEX due to its enhanced
  power chassis. The forearm shotguns fire together
  and are treated as a single weapon for purposes of
  aiming. The weapon can use both 10 gauge rifle
  slugs and shot shells. Although the clip holds ten
  shells the gun will only fire five times due to its
  double barrels. The DPB Gash Fist is identical in
  operation to the standard model.
  PP-2001 ‘Omega’
  PP-2001 ‘Omega’
  PP-2001 ‘Omega’
  PP-2001 ‘Omega’
  Armoured Environment Suit
  Armoured Environment Suit
  Armoured Environment Suit
  Armoured Environment Suit
  Standard issue to SLA space borne militray forces
  for the last three hundred years, the Omega
  Armoured Environment Suit has proved itself both
  reliable and extremely durable in a variety
  situations from assaults on rival company vessels
  and space based structures to exploration and
  reconnaissance tasks. The suit is constructed around
  a modified version of the well known Crackshot
  powered armour chassis unit and exo skeleton
  which has had several additional systems added to it
  to allow it to function in the vacuum of space.
  Primary of these is the special multi-layered
  pressure garment which replaces the usual interior
  of the suit, and which not only allows the wearer to
  operate comfortably in a range of low or zero
  atmosphere enviroments but also incorporates its
  own computer controlled heating and cooling
  system which is able to automatically adjust to
  external conditions. Constructed from special high
  density flak fiber weave, the outer shell of this
  garment also contains a thin layer of sealant gel
  which automatically hardens on contact with
  vacuum and is capable plugging any breaches in the
  suits integrity before they become life threatening.
  Life support and power are provided by a compact
  backpack unit which incorporates an advanced
  oxygen re-breather unit and filter system capable of
  providing air to the user for up to 24 hours without
  the need to recharge. A large capacity power cell
  also comes as standard and can run the 2001’s
  systems continuously for over 8000 hours. In
  addition to the main backpack the suit comes fitted
  with an additional emergency chest pack containing
  a two hour oxygen supply and backup 100 hour
  power cell. All Omegas come with UV/IR. capable,
  anti-dazzle visors as standard as well as two 600
  watt shoulder mounted spot lights and a 140 watt
  helmet light. For use in zero g enviroments small
  micro maneuvering thrusters are also provided
  which help prevent the wearer becoming stranded
  and unable to change their orientation or velocity.
  These though are only really intended for short
  jumps between handholds and are not designed for
  traveling any great distance. Since it is primarily
  intended for use in low or zero gravity enviroments
  the Omega also has the advantage of being able to
  carry heavier armour than the standard version of
  Dante Issue Crackshot. This not only improves its
  protection factor and makes its stronger and more
  resilient, but also capable of repelling hits from a
  range of small caliber weapons. This combined with
  compact bodysuit format makes it ideal for use in
  the cramped tunnels of Darkside or when operating
  in such areas as the Graveyard where larger suits,
  such as the MAL ‘Bowman’, can become stuck or
  hard to maneuver.
  PV
  HEAD   TORSO   ARMS   LEGS     COST
  18
     30
     90
      70          80
     8000c
  FEN 0327 Quad Bike
  FEN 0327 Quad Bike
  FEN 0327 Quad Bike
  FEN 0327 Quad Bike
  A fairly new form of transport now in use by SLA
  Special Forces and Scouts on Dante, the  FEN Quad
  offers the light weight and speed of a motorbike
  with all the rugged reliability of a 4X4 vehicle.
  Ideal for use in rough terrain, the 0327 makes an
  excellent military reconnaissance vehicle with its
  four wheel drive chassis giving it strength and
  stability beyond that of a trike or motorbike. The
  Quads power plant is good for 50,000 hours use,
  while it has the capacity to carry a driver and
  passenger, plus a small amount of cargo with ease.
  For military duties each 0327 Quad is fitted with
  either a Power Reaper or Heavy Assault System on
  a special powered bracket mounted on the overhead
  roll bar, this gives it a 180 degree forward field of
  fire. The weapon is either operated by the passenger
  acting as a gunner or by the driver via a HUD
  system mounted on the firer’s helmet, this allow for
  solo use of the vehicle. Ammunition is fed from a
  large capacity 500 round ammunition bin situated at
  the rear of the vehicle.
  Type:4X4 Quad
  Max Speed:260km/hour:41.6m/phase
  Movement: Wheeled/Quad-axle independent drive
  Dimensions:2m length, 1.6m width, 1.6m height
  Weight:1.2 tonne
  Crew:l driver
  Passengers:l gunner
  Skill:Drive, Civilian
  Armament:12mm Power Reaper or 8mm HAS Mini
  gun
  Cost:2500c
  P.V.16, I.D.250
  Acceleration Rate:2.2
  
  Dante Source Book A.H.Langton 1998
  84
  Turning Circle:3
  FEN RAT L20 IFV / L18 APC
  FEN RAT L20 IFV / L18 APC
  FEN RAT L20 IFV / L18 APC
  FEN RAT L20 IFV / L18 APC
  The RAT L20 Infantry Fighting Vehicle has a
  proven combat record on Dante and is in
  widespread use as a reliable and effective military
  assault and transport unit. These vehicles present a
  good compromise between a standard APC and a
  light tank making them extremely flexible when
  used on patrols. All RATs are fitted with full 6x6
  wheel drive, all terrain tires and specially
  constructed suspension units allowing rapid and
  trouble free cross country travel, an important factor
  when in the many wilderness sectors of Dante such
  as the Deep Deserts. In addition to a crew of three,
  the L20 can also be utilized in a personnel carrying
  capacity and hold up to seven fully armoured
  troops. Deployment is either via the folding rear
  ramp or by either of the two sliding side doors the
  RAT comes equipped with. The RAT’s standard
  crew consists of a driver, a gunner and a
  commander or radio operator. Both Commander
  and driver sit in forward positions and have small
  roof access hatches above them while the gunner
  occupies a centrally mounted powered turret
  position, also fitted with a hatch. Typical armament
  for these vehicles is a rapid fire 30mm ‘Harbinger’
  cannon in the turret with an additional co-axial
  12mm Power Reaper. Ammunition capacity in the
  onboard magazines is 300 rounds for the 30mm and
  2000 rounds for the 12mm. Most L20s will also
  have three vision slits and weapons ports on each
  side of the troop compartment allowing the
  passengers to employ hand weapons and give the
  unit additional firepower. Power comes from an
  under floor, 25,000 hour unit and the RAT is ideally
  suited to conversion to such tasks as a mobile
  command base, armoured medical unit or as a
  platform for heavy weapons systems. Also still in
  use in some areas of Dante is an older version of the
  RAT known as the L18, this variant lacks the
  powered turret and 30mm cannon of the L20 and
  was designed to be used in a purely APC capacity.
  Instead of the turret the L18 has a standard roof
  hatch above the passenger bay fitted with a
  universal turret ring and twin 12mm Power Reapers.
  The L18 weighs approximately 4 tonnes less than
  the Infantry Fighting Vehicle and this reduction in
  weight allows its overall top speed to be raised by
  20 Km per hour, it also lowers the vehicles profile
  by 60 cm. Many of Dante’s RAT L18’s have been
  passed onto the surplus market in favor of the
  heavier armed L20 variant, although large numbers
  still remain and some units such as the Marines
  favor them for their better performance.
  Type:Infantry Fighting Vehicle / APC
  Max Speed:180km/hour:28.8m/phase
   (200km/hour:32m/phase - L18 variant)
  Movement:Six Wheeled Independent Drive
  Dimensions:7.3m length, 2.7m width, 3.10m height
  (2.5m height - L18 variant)
  Weight:15 tonnes (Weight:11 tonnes - L18 variant)
  Crew:l driver/l gunner/l radio operator
  Passengers:7
  Skill:Drive Military
  Armament: 30mm Cannon, 12mm Power Reaper
  (Duel 12mm Power Reapers - L18 variant)
  Cost:110,000c (100,000 - L18 Variant)
  P.V.24, I.D.700
  Acceleration Rate:1.6 (1.8 - L18 variant)
  Turning Circle:8
  FEN T7300 Tracked APC
  FEN T7300 Tracked APC
  FEN T7300 Tracked APC
  FEN T7300 Tracked APC
  FEN developed the T7300 tracked personnel carrier
  as an alternative to their wheeled APCs and with the
  varied combat conditions of Dante in mind. What
  the vehicles lose in overall speed, they make up for
  in armour and maneuverability, criteria which often
  take precedence in areas of poor terrain. This battle
  proven vehicle rides on a set of special high grip
  tracks allowing good handling on a variety of
  surfaces from paved roads to cross country, sand
  and ice. The T7300 is fitted out to carry nine
  personnel with full combat equipment. In addition
  the vehicle has seating for a driver, a gunner, and a
  infantry squad commanders position. The gunners
  position is provided with a small powered turret
  with a roof hatch, allowing the mounting of a
  variety of weapons to match specific mission needs,
  although most commonly this will be a duel 12mm
  Reapers with an 8000 round ammunition bin
  intended for extended patrols. Older versions had a
  simple turret ring, but these have mostly been
  passed to the surplus market. Additional hatches are
  provided above the driver and commanders seats to
  allow them easy access. To help to improve the
  strength in the T7300’s side armour only a rear
  troop deployment ramp is fitted although after
  testing FEN found that this was more than adequate
  for rapid off loading of personnel under fire. This
  also allows the entire air system in the vehicle to be
  filtered making it impervious to a variety of
  chemical and biological attacks something that the
  older wheeled APCs lack. Current Dante versions of
  the personnel carrier come with full amphibious kits
  allowing them to ford rivers and have limited
  operation on inland lakes. Motive power on liquids
  is provided by two small marine thrusters which
  allow a top speed through water of 8km/hour. The
  under floor power plant gives the APC an effective
  25,000 hour operational life. The T7300 is also now
  available in command, re-supply and Medevac
  configurations and FEN are currently investigating
  the possibility of fitting a larger powered turret,
  
  Dante Source Book A.H.Langton 1998
  85
  similar to that of the RAT L20 to upgrade the units
  to Infantry Fighting Vehicles.
  An arctic warfare variant of the T7300 also
  exists, known as the ‘T7400-A’ and is widely used
  in the polar regions where its specially widened
  tracks and insulated cabin make it far superior to
  wheeled vehicles in the snow and ice. T7400-A’s
  also carry a small bulldozer blade on their fronts to
  use as a snowplow.
  Type:APC
  Max Speed:140km/hour:22.4m/phase
  Movement:Tracked independent drive
  Dimensions:6m length, 2.9m width, 2.5m height
  Weight:16 tonnes
  Crew:l driver /1 gunner
  Passengers:10
  Skill:Drive Military
  Armament: 2 x 12mm Power Reapers
  Cost:130,000c
  P.V.26, I.D.850
  Acceleration Rate:1.2
  Turning Circle:0 Stationary, 10 at speed
  DarkNight TD-087 ‘
  DarkNight TD-087 ‘
  DarkNight TD-087 ‘
  DarkNight TD-087 ‘Jagger’
  Jagger’
  Jagger’
  Jagger’
  Tank Destroyer
  Tank Destroyer
  Tank Destroyer
  Tank Destroyer
  Use in large numbers by DarkNight’s armoured
  units, the TD-087 Jagger is a cheap, but effective
  vehicle intended for tank hunting and anti-armour
  duties. Built on a basic tracked chassis the vehicle
  mounts a fixed 95mm High Velocity artillery piece
  originally designed by a now defunct Soft
  Company, but now manufactured by DN. itself.
  Although of smaller caliber than the SLA 106mm,
  the DarkNight weapon uses specially boosted
  rounds to achieve comparable velocities and almost
  identical penetration and damage. The front of the
  vehicle contains the drivers position, engine,
  transmission and 15,000 hour duration power
  systems, while the rear is an open topped, armoured
  box which forms the fighting compartment around
  the main gun. Crew consists of a driver, gunner and
  commander, although only the driver has an interior
  seating position with a roof hatch. The main gun
  can be hydraulically elevated and depressed, but is
  unable to traverse, so must be aimed by turning the
  vehicle. A six round rotary magazine and autoloader
  feeds the weapon and allows it to be ‘topped up’ by
  the gun crew between period of firing, 60 spare
  rounds are carried in a rear cargo compartment for
  easy access. The fighting compartment is also fitted
  with a ring mounted 10mm machine-gun for local
  defense and anti aircraft use, which is provided with
  a 2000 round ammunition bin and belt feed system.
  Due to its simple layout and lack of a powered
  turret the Jagger is much cheaper to produce than an
  equivalent MBT, the main drawbacks of the vehicle
  are its relatively weak armour, non traversal main
  weapon and open topped design. Despite this when
  used in large numbers the TD-087 has had
  numerous successes against smaller numbers of
  SLA MBTs such as the Rolling Thunder. The units
  are also often used in mobile artillery role when
  needed.
  Type:Tracked Tank Destroyer
  Max Speed:140km/hour:22.4m/phase
  Movement:Tracked independent drive
  Dimensions:7m length, 2.9m width, 2.5m height
  Weight:16 tonnes
  Crew:l driver /1 gunner / 1 commander
  Passengers:0
  Skill:Drive Military
  Armament: 1 x 95mm HV Anti Tank Gun, 1 x
  10mm Machine gun
  Cost:130,000c
  P.V.23, I.D.950
  Acceleration Rate:1.2
  Turning Circle:0 Stationary, 10 at speed
  FEN FV103 Recon Vehicle
  FEN FV103 Recon Vehicle
  FEN FV103 Recon Vehicle
  FEN FV103 Recon Vehicle
  Intended for small patrol and scouting purposes, the
  FV103 is a tracked recon unit which is seeing
  increasing use on the Dante battlefields. This
  lightweight armoured vehicle can tackle almost any
  type of terrain with ease and its tracks offer much
  better cross country performance than its wheeled
  counterparts. 
  Specially 
  toughened 
  panels
  constructed from ceramics and flak armour weave
  are incorporated on all the FV103’s outer surfaces.
  In addition to this the entire vehicle can be sealed
  against either biological or chemical attack using air
  filters or alternatively an internal life support system
  which is capable of keeping the crew alive for up to
  72 hours. Due to its primary function as a
  reconnaissance vehicle the FV103 is only able to
  carry two passengers in addition to a driver and
  gunner although ample equipment stowage space is
  provided allowing it to operate at extended ranges.
  Two crew hatches are fitted to the vehicle one
  above the drivers position and the second larger one
  in the top of the units powered revolving turret.
  This turret is normally supplied with a light 17mm
  ‘Retribution’ Chain Gun to reflect its role as a recon
  vehicle although heavier weapons such as the 30mm
  Harbinger or missile pods can be retro fitted if
  needed. An additional co-axial 12mm Power Reaper
  is also now being fitted to boost combat
  effectiveness. The addition of marine thrusters and
  floatation tanks to Dante issue vehicles allows the
  FV103 to cross small bodies of water at up to
  8km/hour. Power comes from an under floor 35000
  hour reactor giving the vehicle good range and twin
  1000 round magnetic belt feeds and ammunition
  bins are installed to feed the turret weapons. Rumor
  has it that FEN are currently testing a stealth
  
  Dante Source Book A.H.Langton 1998
  86
  version of the FV103 with reduced IR., thermal
  shielding and optical camouflage.
  Type : Tracked Recon Vehicle
  Max Speed:200km/hour:32m/phase
  Movement:Tracked Independent Drive
  Dimensions:5.2m length, 2.3m width, 2.2m height
  Weight:8 tonnes
  Crew:l driver /1 gunner
  Passengers:2
  Skill:Drive Military
  Armament: 17mm Rapier Chain Gun, 12mm Power
  Reaper
  Cost:90,000c
  P.V.24, I.D.600
  Acceleration Rate:1.8
  Turning Circle:0 Stationary, 7 at speed
  GA RAM V-12 LAT
  GA RAM V-12 LAT
  GA RAM V-12 LAT
  GA RAM V-12 LAT
  The RAM V-12 Light Armoured Transport is
  intended as a low cost, easy to manufacture, military
  vehicle capable of functioning in a wide range of
  applications 
  including 
  routine 
  patrol,
  reconnaissance and low level combat duties. The
  RAM rides on a 4x4 all wheel drive chassis unit
  complete with all terrain run flat tires, while the
  body is constructed from lightweight high impact
  ceramic armour panels which are easily replaced
  when damaged. All RAM V-12 vehicles come fitted
  with both side and rear access doors allowing rapid
  deployment of troops, while each comes with
  seating for up to four passengers in addition to a
  driver and gunner. Both driver and gunners
  positions have their own roof mounted hatches, the
  gunners having a turret ring and universal weapons
  mount for a 12mm Powered Reaper. Fast, rugged
  and built to last all vehicles are outfitted with power
  units giving 30,000 hour user lives, while an
  onboard magazine for the Reaper can carry up to
  3000 rounds. RAM’s are usually used as light recon
  and command vehicles in small patrol units,
  although they have seen some special forces use.
  There is currently a research program being
  undertaken to look into a heavy weapons carrying
  variant and a light AA version mounting SAM
  missiles.
  Type:Light Armoured Transport
  Max Speed:200km/hour:32m/phase
  Movement:Wheeled/Quad-Axle Independent Drive
  Dimensions:5.2m length, 2.lm width 1.7m height
  Weight:5 tonnes
  Crew:l driver /1 gunner
  Passengers:4
  Skill:Drive Military
  Armament: 12mm Power Reaper
  Cost:16,000c
  P.V.17, I.D.380
  Acceleration Rate:1.8
  Turning Circle:5
  BLA AX-50 ‘
  BLA AX-50 ‘
  BLA AX-50 ‘
  BLA AX-50 ‘Griffon’
  Griffon’
  Griffon’
  Griffon’
  SNOWMOBILE
  SNOWMOBILE
  SNOWMOBILE
  SNOWMOBILE
  Specially designed and developed by BLA for the
  Dante militray, the AX-50 ‘Griffin’ is used
  extensively in the planets arctic regions and forefills
  the role that would normally be taken by a heavy
  motorbike. 
  Highly 
  mobile, 
  and 
  capable 
  of
  unmatched speed across snow and ice, the vehicle
  rides on a combination of tracks and skis to prevent
  it becoming stuck or bogged down. The half of the
  chassis is supported by a single, wide caterpillar
  track which is driven by the onboard fusion reactor
  and allows the Griffin to have extremely low ground
  pressure thus preventing it sinking into the snow.
  The vehicle is steered using a set of large,
  articulated skis at its front, connected to a pair of
  handlebars at front meaning anyone with motorbike
  experience can quickly master it. Tandem seating is
  provided for a driver and single passenger, while
  rear cargo racks and panniers allow the Griffin to
  carry a variety of additional supplies and
  equipment. All vehicles have their power, drive and
  control systems fully sealed and waterproofed, a
  feature which also allows them to have limited
  amphibious capability. Thanks to the special, high
  density foam packed into its chassis, the Griffon is
  virtually unsinkable and can travel at speeds of up
  to 10 Kph on calm water using its rear tread for
  propulsion. The onboard weapons system consist a
  pair of 12mm sub machine-guns mounted in the
  AX-50’s nose and aimed via a HUD link connected
  to the drivers helmet. Mounting points are also
  provided on the rear roll bar for an 8mm HAS or
  12mm Reaper in a powered mount controlled by the
  passenger. Power for the vehicle drive systems and
  weapons comes from an onboard 15,000 hour
  fusion reactor. Ideally suited to reconnaissance or
  strike team missions in the arctic wastes, large
  numbers of Griffons are now employed by the SLA
  militray and their ruggedness and reliability makes
  them well liked by those who use them. DarkNight
  have even gone as far as to produce their own copy
  of the AX-50, known as the DN-122 ‘Husky’,
  although this is inferior to the BLA product and
  mounts smaller 10mm sub machine-guns in place of
  the Griffons heavier 12mm models.
  Type:Snowmobile
  Max Speed: 220km/hour: 35.2m/phase
  Movement: Tracked
  Dimensions:2.5 m length, 1.2 m width, 1.5m height
  Weight: 1.5 tonne
  Crew: l
  Passengers: 1
  Skill:Drive Motorcycle
  
  Dante Source Book A.H.Langton 1998
  87
  Armament: 2 x 12mm Sub Machine-guns
  Cost: 2800c
  P.V.14, I.D.180
  Acceleration Rate: 3
  Turning Circle:1
  Game Notes
  The 12mm SMGs fitted to the Griffon have the
  following stats. They are linked via the HUD
  system and both fire at the same target.
  CLIP    CAL       ROF     RCL    RANGE
   200     12mm       5/3       N/A       20m
  GA EEX-3 Scout Car
  GA EEX-3 Scout Car
  GA EEX-3 Scout Car
  GA EEX-3 Scout Car
  Small, fast and moderately well armoured the new
  EEX-3 Scout Car from General Armaments has
  now been approved for full production after its
  rigorous combat testing on Dante. These vehicles
  are designed as a cheaper alternative to the FEN
  FV103 and intended for use in recon or special
  forces roles. Built on a rugged four wheeled, 4X4
  wheel drive chassis and fitted with all terrain tires
  the EEX-3 is equally at home in the Deep Deserts as
  the northern mountains. While its use of a wheeled
  chassis allows it high speeds on flat surfaces, such
  as paved roads. All round ceramic armour gives
  good small arms fire protection, with a specially
  designed multi layer system allowing a greater
  damage capacity than other vehicles in its class.
  Two side hatches are provided on opposite flanks of
  the vehicle intended for the driver and single
  passenger, while a large roof hatch is installed
  above a gunners position at the rear of the EEX-3.
  This hatch is outfitted with a multi role turret ring
  allowing the mounting of a variety of mid range
  weapons systems, standard equipment currently
  being an 8mm mini gun. Despite limited seating
  there is enough room for additional equipment to be
  carried and a 4000 round magazine feeding the
  onboard weapon, making it a suitable vehicle for
  long range patrols. There is also enough room for a
  35000 
  hour 
  high 
  capacity 
  power 
  supply
  incorporated under the floor of the unit. GA are
  currently testing several modified EEX-3s where
  the rear gunners seat and turret ring are replaced by
  a powered turret controlled via a HUD by the
  passenger acting as gunner. This allows the vehicle
  to carry a larger caliber weapon such as a 17mm
  ‘Retribution’ auto cannon or multiple Power
  Reapers and a greater ammunition load.
  Type:Scout Car
  Max Speed:240km/hour:38.4m/phase
  Movement:Wheeled/Quad-axle independent drive
  Dimensions:4.2m length, 2.2m width, 1.7m height
  Weight:5 tonnes
  Crew:l driver/l gunner
  Passengers:l
  Skill:Drive Military/Civilian
  Armament: 8mm HAS Mini Gun
  Cost:40,000c
  P.V.20, I.D.500
  Acceleration Rate:1.8
  Turning Circle:5
  GA M3A100 Half Track
  GA M3A100 Half Track
  GA M3A100 Half Track
  GA M3A100 Half Track
  One of the oldest vehicles in SLA’s inventory on
  Dante the M3A100 Armoured Half Track is still in
  common use as a transport vehicle and a heavy
  weapons platform. Large numbers of these units are
  held in reserve at many of SLA’s bases although
  recently there has been a move to sell these off on
  the surplus market as the M3A100 is phased out in
  favor of more modern designs. This rugged combat
  vehicle rides on a combination of both wheels and
  tracks to give high mobility and enhanced
  performance over a variety of terrain, while
  reinforced ceramic armour panels give the M3A100
  good protection against a variety of attacks,
  including small arms fire. The Half Track can also
  be utilized in an armoured personnel carrier
  capacity with ample room for up to six combat
  troops and their equipment. A powered folding ram
  at the rear of the vehicle allows the quick
  deployment or loading of personnel. In addition to
  troops the M3A100 has positions for a driver, a co
  driver / radio operator and a gunner. Both the
  gunner and co driver have roof hatches above their
  positions, the gunners being larger and centrally
  placed above the crew compartment. This hatch has
  provision for mounting a variety of weapons
  systems should the situation demand, although when
  used in its APC role this will generally be twin
  12mm Powered Reapers, each with a 3000 round
  ammunition bin. In addition to these there are two
  smaller hatches fitted on opposite sides of the
  vehicle. Proven in a variety of combat conditions
  the M3A100 is rugged and built to last with a
  30,000 hour power unit giving it a long user life.
  Over the years many of these half-tracks have had
  their troop bays modified to allow the mounting of
  various weapons systems, such as missile launchers,
  mortars, twin 30mm Harbinger cannons or quad
  12mm Power Reapers for use in an anti aircraft
  role. In these conversions most of the passenger
  seating is removed to make room for the control
  systems and enlarged ammunition magazines
  reducing capacity to two.
  Half tracks are also widely used in the
  arctic regions and many have been specially
  converted for use in the snow and ice by replacing
  their front wheels with large ski like runners.
  Known as M3A200-AVs, the vehicles work like
  giant snowmobiles with the rear tracks providing
  power and the front runners being used to steer.
  
  Dante Source Book A.H.Langton 1998
  88
  Surprisingly successful the M3A200-AVs are much
  less prone to getting stuck than wheeled vehicles
  and in recent years many older half tracks have been
  shipped to the Ice Palace for conversion.
  Type:Half Track APC
  Max Speed: 180km/hour:28.8m/phase
  Movement:Wheeled and Tracked independent drive
  Dimensions:6.5m length, 2.3m width, 2.7m height
  Weight:9 tonnes
  Crew:l driver /1 co driver /1 gunner
  Passengers:6
  Skill:Drive Military
  Armament: Duel 12mm Power Reapers
  Cost:80,000c
  P.V.22, I.D.600
  Acceleration Rate:1.5
  Turning Circle:8
  GA AMX 300 ARV
  GA AMX 300 ARV
  GA AMX 300 ARV
  GA AMX 300 ARV
  This Armoured Recover Vehicle is used in large
  numbers throughout Dante’s various theaters of war
  and is standard issue to SLA’s engineering corps
  and sappers. A multi role vehicle, it is designed to
  be able to cope with a variety of recovery, rescue or
  construction tasks and carries the wide range of
  portable tools and equipment needed for these when
  operating in the field. Built around a heavily
  armoured tracked hull the AMX comes fitted with
  two internal winches, the first with a 35 tonne
  pulling capacity and a 100 meter cable drum and the
  second smaller unit with a 10 tonne capacity and
  fitted with 200 meters of cable. In addition the
  AMX 300 has a retractable deck mounted crane
  able to lift up to 15 tonnes. All winches draw power
  from the units main engine. To aid in construction
  or rescue tasks the ARV is also equipped with a
  front mounted bulldozer blade, hydraulically driven
  and measuring 3.5x1.8 meters. The AMX 300 ARV
  carries a driver, a gunner and up to four additional
  crew. Two roof hatches are fitted to the unit, one
  above the drivers position and a second in the roof
  of the crew compartment, both come with controls
  for the crane and winches, while the driver has
  control of the dozer blade. The crew hatch generally
  has a universal mounting ring permitting the ARV
  to be armed with an 8mm HAS Mini gun, in
  addition there is a ball mounted 10mm Power
  Reaper with HUD remote controls fitted to the
  drivers position allowing a 60 degree arc of fire. A
  30,000 hour power reactor is standard, as is all
  round reinforced ceramic armour, allowing the units
  to operate while under fire. Onboard magazines
  carry 3000 rounds for the Mini Gun and 2000 for
  the hull machine gun. All recovery vehicles used on
  Dante are fitted with amphibious kits similar to
  those used on the T7300 APC allowing them have
  limited operation on water and fording capabilities.
  Type:Armoured Recovery Vehicle
  Max Speed:140km/hour:22.4m/phase
  Movement:Tracked Independent Drive
  Dimensions:8.3m length, 3.5m width, 2.8m height
  Weight:35 tonnes
  Crew:l driver, 1 gunner
  Passengers:4
  Skill:Drive Military
  Armament: 8mm HAS, 10mm Power Reaper
  Cost:150,000c
  P.V.26, I.D.950  Bulldozer Blade-P.V.30, I.D.600
  Acceleration Rate:l
  Turning Circle:0 Stationary, 12 at Speed
  DarkNight PV-081
  DarkNight PV-081
  DarkNight PV-081
  DarkNight PV-081
  Light Armoured Transport
  Light Armoured Transport
  Light Armoured Transport
  Light Armoured Transport
  A common sight among DarkNight mobile forces,
  the PV-081 is an extremely long lived design and
  one of the companies main light armoured vehicles.
  The chassis unit is based on a commercial 6X6 light
  cargo truck which has been heavily adapted and
  upgraded to allow it to carry an armoured body
  shell. Originally this was done as a stop gap
  measure at a time when the company had a pressing
  need for armoured vehicles of any type, but has
  since gone into full production in its own right. The
  all wheel drive chassis unit and all terrain tires give
  it good maneuverability on a variety of surfaces,
  although the vehicle is somewhat slow due to the
  heavy armour it carries. The interior has bench
  seating for up to six troops, while there are also
  forwards positions for a driver and a gunner. The
  gunner has a hatch above him fitted with a turret
  ring and twin 10mm light machine guns intended
  for local and air defense, while side and rear doors
  provide access for the rest of the crew. Onboard
  power comes from a 20,000 hour plant while each
  machine-gun comes with its own belt feed and 1000
  round ammunition bin. The PV-081 LAT appears in
  vast numbers all over Dante, mainly in its APC role,
  although some attack version are seen carrying
  heavier weapons and better armour. A fairly easy
  kill for other AFVs, despite this the transport has
  been known to cause problems for unsupported
  infantry.  SLA is known to have a number of
  captured examples of this vehicle that have been
  improved and upgraded with better armourment and
  enhanced power plants to allow higher speeds.
  These are then issued to many of SLA’s covert and
  special forces units such as the D.S.O and the
  Marines for use in infiltration missions.
  Type:Light Armoured Transport
  Max Speed: 140km/hour:22.4m/phase
  Movement:Wheeled/Quad-Axle Independent Drive
  Dimensions:6.2m length, 2.5m width 1.8m height
  
  Dante Source Book A.H.Langton 1998
  89
  Weight:6 tonnes
  Crew:l driver /1 gunner
  Passengers:6
  Skill:Drive Military
  Armament: 2 x 10mm Light Machine Guns
  Cost:11,000c
  P.V.15, I.D.420
  Acceleration Rate:1.4
  Turning Circle:6
  GA XM30 FAV
  GA XM30 FAV
  GA XM30 FAV
  GA XM30 FAV
  Fresh from its final development the GA XM30
  lightweight Fast Attack Vehicle is now being issued
  to various Recon and Special Forces units on Dante.
  Primarily designed as an extremely low cost
  weapons carrying system for use in hit and run
  tactics or as a reconnaissance vehicle, the XM30 is
  now available in a number of configurations and
  weapons formats to suit a variety of mission
  profiles. 
  A 
  revolutionary 
  design 
  the 
  FAV
  incorporates a high output 30,000 hour power plant
  and rugged rear wheel drive transmission system
  into an open tubular chassis unit allowing easy
  transportation by dropship or helicopter. Portions of
  this chassis around the driver and gunner are
  covered in specially developed light armour panels
  which can give good protection against a variety of
  small arms attacks. All terrain run flat tires come as
  standard, as does a full roll cage and safety
  harness’s on each of the crews seats. The XM30 can
  be used on a variety of terrain’s with ease and due
  to its extremely light weight and large, high output
  engine can reach extremely high speeds on smooth
  surfaces. Unfortunately to conserve weight there is
  only room for a driver and gunner in the vehicle,
  but a powered mounting unit and HUD system is
  provided to allow the fitting of weapons to the
  FAV’s central roll bar and firing over the crews
  heads, typically a 8mm HAS Mini Gun with an
  onboard 2000 round ammunition bin is used.
  Additional firepower is given by a short barreled
  40mm ‘Steel Rain’ automatic grenade launcher
  mounted in tandem with the Mini Gun. This weapon
  is aimed with the HAS and both guns can be set to
  fire together, the launcher comes with a 500 rounds
  of ammunition. Cargo space is also limited, but this
  problem can be solved by using the special clips
  provided to tie gear to the FAV’s chassis
  framework.
  Type:Fast Attack Vehicle
  Max Speed:320km/hour:51.2m/phase,
  Movement:Wheeled/Quad axle rear wheel drive
  Dimensions:4.3m length, 1.9m width, 1.6m height
  Weight:2.5 tonnes
  Crew:l driver /1 gunner
  Passengers:0
  Skill:Drive Civilian
  Armament: 8mm HAS Mini Gun, 40mm Grenade
  Launcher
  Coss:8500c
  P.V.14 /I.D.180
  Acceleration Rate:2
  Turning Circle:4
  GA AMD750
  GA AMD750
  GA AMD750
  GA AMD750
  ‘Rolling Thunder’ MBT
  ‘Rolling Thunder’ MBT
  ‘Rolling Thunder’ MBT
  ‘Rolling Thunder’ MBT
                                
  Now showing its age, the ‘Thunder’ was once the
  ultimate combat vehicle on Dante and is still fully
  capable of taking on most types of Thresher powered
  armour or DarkNight vehicles. These units are now
  slowly being replaced by the more modern ‘Shark
  Hunter’ MBTs although vast numbers are still in use
  all over the planet and its unsuitability as a surplus
  item means that it will probably remain in service or
  in reserve till these stocks are depleted. Relatively
  fast and heavily armoured the AMD750 rides on a
  conventional tracked chassis which gives it good
  performance over a variety of terrain and allows high
  mobility on the battlefield. The driver and
  communications officer ride forward of the rear
  mounted power unit in the hull, while the commander
  and gunnery officer have positions in the main turret.
  All crew seating is provided with its own access
  hatches.  The commanders hatch is situated on top of
  a sub-turret mounted over his position and which
  contains the tanks secondary armament. The primary
  weapon of the Rolling Thunder is the 106mm High
  Velocity cannon which is fully stabilized for firing
  while the tank is in motion and features an onboard
  autoloader which means there is no need for an
  additional crew member. Full night sighting, thermal
  imaging and laser range finding comes as standard
  and a complete sensory suite is provided for
  detection and navigation purposes. Secondary
  armament is provided by twin 12mm Power Reapers
  in 
  the 
  commanders 
  sub-turret, 
  while 
  the
  communications officer has an additional 12mm
  Reaper firing forward from his position through the
  hull via a ball mount. The outer hull is constructed
  from composite ceramic armours and is fully sealable
  from a variety of nuclear, biological and chemical
  weapons, on board life support systems are good for
  a 100 hours on internal air supply and unlimited
  periods using air filtration. The sealed hull allows the
  AMD750 to be fully amphibious, with multiple small
  thrusters on the hull giving a speed on water of
  around 10km/hour in good conditions. A large
  capacity fusion unit gives over 40,000 hours
  continual operation and also provides power for the
  special ‘Dante issue’ heating and cooling units fitted
  to all Rolling Thunder MBTs. These allow the
  vehicles to operate in a variety of extreme
  environmental conditions without the need for
  conversion. Special blast proof bins carry 150 rounds
  of ammunition for the AMD750s main gun while
  
  Dante Source Book A.H.Langton 1998
  90
  each of the secondary weapons comes with 4000
  rounds. DarkNight is know to operate several
  squadrons of this type of tank, either capture
  examples or ones salvaged from the battlefield.
  Type:Main Battle Tank
  Max Speed:140km/hour:22.4m/phase
  Movement:Tracked Independent Drive
  Dimensions:9.3m length, 3.5m width, 2.8m height
  Weight:52 tonnes
  Crew:l driver, 1 gunner, 1 Communications
  Officer/Co Gunner, 1 Commander
  Passengers:0
  Skill:Drive Military
  Armament: 106mm  HV Cannon, 3 x 12mm Power
  Reaper
  Cost:250,000c
  P.V. 50, I.D.1250
  Acceleration Rate: l
  Turning Circle:0 Stationary, 12 at Speed
  FEN LX-6000
  FEN LX-6000
  FEN LX-6000
  FEN LX-6000
  ‘Shark Hunter’ MBT
  ‘Shark Hunter’ MBT
  ‘Shark Hunter’ MBT
  ‘Shark Hunter’ MBT
  SLA’s latest attempt to combat Threshers powered
  armor suits, the ‘Shark Hunter’ Main Battle Tank
  combines high battle field mobility with greatly
  improved armor and a sophisticated fire control
  system designed specifically to lock onto high speed
  targets. Currently going into service all over Dante
  after its initial trial period the LX-6000 represents the
  height of SLA’s MBT technology. A forward
  mounted drive system and power unit offer greater
  head on protection to the four man crew, while
  improved reactive composite armour types give
  increased defense against all forms of attack. FEN
  have designed the chassis, drive system and
  suspension to considerably enhance off road
  performance and allow higher top speeds than those
  achieved in other previous designs. Probably most
  revolutionary though is the ‘Shark Hunters’ primary
  weapons system and fire control suite. This replaces
  the standard HV gun with an advanced electro
  magnetic rail gun unit allowing rapid fire and higher
  velocities from smaller projectiles. Feed for these
  90mm projectiles is via an autoloader system from
  the magazines in the turret of the vehicle, while
  additional rounds are carried in a main storage
  magazine. Since the shells for the weapon need no
  propellant they also save considerable weight and
  space allowing a much greater ammunition reserve to
  be carried. The guns tracking and fire control system
  allow the operator to engage high speed targets with
  the much greater degrees of success, while the
  sophisticated software package permit the main
  armament to lock onto enemies traveling at up to 100
  Kilometers per hour. Seating layout is similar to that
  of the Rolling Thunder MBT, with the driver and
  communications officer in the hull and the
  commander and gunnery officer in the turret. Both
  gunner and driver have standard access hatches while
  the other two personnel have sub turrets above their
  positions from which they can operate the tanks
  secondary armament systems. The commanders turret
  is fitted with a short barreled 30mm ‘Retribution’
  auto cannon while the communications officer has
  control of an 8mm HAS Mini Gun and a 40mm
  automatic 
  grenade 
  launcher. 
  Additional 
  anti
  personnel protection is provided by a second HAS
  co-axially mounted with the main gun and under the
  control of the gunnery officer. Due to the Shark
  Hunters greater size and reduced ammunition bins
  there is provision for either seating for two extra
  personnel in the hull or additional equipment and
  supplies, this allows for a much greater patrol range.
  A full internal air system is fitted, as are
  environmental controls allowing the tank to operate
  in extremes of heat or cold. Sealed life support is
  good for 120 hours with a standard crew or unlimited
  periods when using the tanks air filters. The Shark
  Hunter is fitted with an identical amphibious kit to
  the GA Rolling Thunder MBT. The power system
  has a duration of 30,000 hours continuos use. The
  turret magazine for the 90mm gun contains two 50
  round bins allowing switching between ammunition
  types, two other bins in the main chassis hold an
  additional 100 rounds each, while each 8mm HAS
  carries 3000 rounds. The 30mm Auto cannon has a
  turret mounted bin containing 1000 rounds of
  ammunition, while the forward firing grenade
  launcher in the hull sub-turret is provided with 500
  40mm shells. Designed and built specifically for the
  rigorous combat and intense environmental problems
  of Dante, the Shark Hunter is already proving its
  worth as a worthy successor to the Rolling Thunder
  MBT.
  Type: Main Battle Tank
  Max Speed: 140km/hour:22.4m/phase
  Movement:Tracked Independent Drive
  Dimensions:10.5m length, 4.5m width, 2.8m height
  Weight:65 tonnes
  Crew:l driver/ commander / gunner / com officer/co
  gunner
  Passengers:2
  Skill:Drive Military
  Armament: 90mm MLA Rail Gun, 30mm auto
  cannon, 2 x HAS Mini Guns, 40mm Grenade
  launcher
  Cost:550,000c
  P.V.60, I.D. 1950
  Acceleration Rate:l
  Turning Circle:0 Stationary, 14 at Speed
  Game Notes
  The special tracking system fitted to the Shark
  Hunters main gun will compensate for the speed of
  fast moving objects up to 100 Kph, this means that
  
  Dante Source Book A.H.Langton 1998
  91
  there is no adjustment of the players weapons skill
  if the target is operating at under this speed.
   With targets traveling above 100 Kph the normal
  modifier of -1 per 20 Kph applies i.e. a Thresher
  powered suit traveling at 140 Kph would have a -2
  to hit penalty when using the 90mm MLA. These
  bonuses can also be applied to fast moving ground
  vehicles.
  FEN RAV-12 ‘Sky Strike’
  FEN RAV-12 ‘Sky Strike’
  FEN RAV-12 ‘Sky Strike’
  FEN RAV-12 ‘Sky Strike’
  AA System
  AA System
  AA System
  AA System
  Designed to give troops on the ground a modicum of
  protection against Threshers flight capable suits, the
  ‘Sky Strike’ combines a fast firing multi-barrel
  cannon with a high speed tracking system mounted
  on a lightweight high mobility tracked body. More
  often than not though Sky Strikes are used in a
  variety of roles and they have been found to be
  particularly effective against lightly armoured
  infantry units with the weapons high volume of fire
  literally tearing their powered armour apart. The
  chassis utilized is a forerunner of the one used for
  FEN’s FAV Recon vehicle and allows good mobility
  over all types of terrain. The gun mounting is
  centrally placed on the hull and allows for rapid
  traverses and evaluation against flight capable
  targets. The gun developed for the Sky Strike system
  is a six barreled rotary type using standard 12.7mm
  ammunition known as the ‘Hatchet’ and which
  capable of extremely high rates of fire due to its
  electrically driven firing mechanism. This weapon is
  cooled by a special forced air system and its
  toughened 
  ceramic 
  barrels 
  allow 
  it 
  to 
  fire
  continuously 
  for 
  several 
  minutes 
  without
  overheating. Only two crew are required to operate
  the vehicle and there is little room for anyone else
  due to the large capacity duel feed ammunition bins
  which takes up the majority of the space in the hull.
  The driver and gunnery officer sit in the middle of
  the vehicle sandwiched between the gun mount and
  magazines and the forward mounted power and drive
  systems, each has their own access hatch. Gun
  control is via a computer controlled tracking system
  which uses sophisticated software routines to
  compensate for the high speed of aerial objects being
  targeted. This allows the gunner to lock onto aircraft
  or powered suits even when they are traveling at over
  a hundred kilometers per hour. For ground use this
  system can be unlocked and the main weapon used as
  a conventional heavy machine-gun against troops or
  armoured vehicles. Power for the gun and drive
  systems comes from an onboard 30,000 hour unit,
  while ammunition capacity is 5000 rounds in each
  bin. This allow the weapon to be switched between
  two different types of 12.7mm rounds to suit the
  target choice. Lightweight ceramic armour gives
  medium projection to the crew and there are
  currently plans underway to upgrade the vehicles
  with full internal life support rather than the current
  air filters.
  Type:Mobile Anti Aircraft Battery
  Max Speed:140km/hour:22.4m/phase
  Movement:Tracked Independent Drive
  Dimensions:6.5m length, 2.85m width, 2.06m
  height
  Weight:19 tonnes
  Crew:l driver, 1 gunner
  Passengers:0
  Skill:Drive Military
  Armament: 12.7mm Multi Barrel ‘Hatchet’ Cannon
  Cost:150,000c
  P.V.20, I.D.750
  Acceleration Rate:l
  Turning Circle:0 Stationary, 10 at Speed
  Game Notes
  The AA Gun is fired with ‘Assault Weapons’ skill
  due to its turret mounting and targeting system. The
  special tracking system will compensate for the
  speed of fast moving objects up to 150 Kph, this
  means that there is no adjustment of the players
  weapons skill if the target is operating at under this
  speed. With targets traveling above 150 Kph the
  normal modifier of -1 per 20 Kph applies i.e. a
  Thresher powered suit traveling at 190 Kph would
  have a -2 to hit penalty when using the Sky Strike
  AA Gun. The ‘Hatchet’ is identical to the standard
  12.7mm machine gun listed in the mounted
  weapons section, apart from it has a rate of fire of
  15.
  FEN RAV-909 ‘Red Death’
  FEN RAV-909 ‘Red Death’
  FEN RAV-909 ‘Red Death’
  FEN RAV-909 ‘Red Death’
  Mobile SAM Launcher
  Mobile SAM Launcher
  Mobile SAM Launcher
  Mobile SAM Launcher
  For use against the big stuff like Thresher drop ships
  and transports, the ‘Red Death’ still has a high kill
  rate despite its several hundred year old age. Since
  numbers of aircraft operated by rival companies on
  Dante is fairly small due to environmental conditions
  there has as yet been no demands for a better Surface
  to Air Missile system. This tracked vehicle is
  generally used in conjunction with other armor types
  to cover for its lack of anti-infantry weapons,
  something that makes lone RAV-900’s extremely
  vulnerable. Constructed on flat hulled tank chassis
  the Red Death mounts a six tube surface to air
  missile launcher loaded with FEN ‘Star Wing’ smart
  missiles, connected to an electronic detection and
  identification suite. The Star Wing is a fire and forget
  unit and once it has locked onto a target and been
  authorized for launch by the gunner it will home in
  and attempt to destroy the enemy aircraft using its
  own internal guidance and sensor systems. This
  allows the RAV-909 to quickly engage and fire
  missiles at multiple targets via a computer controlled
  fire select procedure. Several vehicles can be set up
  
  Dante Source Book A.H.Langton 1998
  92
  as battery with each of their onboard systems being
  linked by short range microwave transmitters
  allowing a number of launchers to be controlled by a
  single crew. Seating is provided for three crew
  members, a driver, commander/ communications
  officer and a gunnery officer. Access to the vehicle is
  gained via a large central hatch at the rear and it is
  this lack of a roof hatch that means no anti-personnel
  weapons can be easily carried. Being of an older
  design the Red Death lacks a sealed life support
  system and instead relies on filtered air. Armour is
  adequate, but not outstanding, again due the units
  long serving design, while power for all systems
  comes from an under floor mounted 30,000 hour
  power unit. Travel over rough terrain is good if slow
  and the tracks allow for good mobility on most
  surfaces including sand and snow. Armoured cargo
  panniers on the exterior of the vehicle contain an
  additional twelve missiles, bringing the compliment
  carried up to eighteen. These must be manually
  loaded into the Red Deaths launch tubes when the six
  ready to use units are depleted. When on convoy or
  patrol duties it is common for other vehicles in the
  unit to carry additional missiles to increase the
  available supply. A static version of the RAV-909
  SAM Launcher is employed on many of SLA’s
  fortifications and on numerous front lines.
  Type:Mobile Surface To Air Missile Launcher
  Max Speed:140km/hour:22.4m/phase
  Movement:Tracked Independent Drive
  Dimensions:6.6m length, 3.1m width, 2.9m height
  Weight:22 tonnes
  Crew:l driver, commander, gunnery officer
  Passengers:0
  Skill:Drive Military
  Armament: 6 Tube SAM Star Wing Launcher
  Cost:100,000c
  P.V.20, I.D.650
  Acceleration Rate:l
  Turning Circle:0 Stationary, 20 at Speed
  Game Notes
  The SAM launcher is fired using Assault Weapons
  System skill to lock the unit on to aerial targets. The
  sophisticated 
  tracking 
  and 
  targeting 
  computer
  allowing the launcher to engage targets traveling at
  high speeds without penalty. A successful roll means
  that the missile has been locked onto the target
  vehicle and can be fired the next round. Once in
  flight the missile operates on it own internal systems
  to home in on the target. For further details of the
  Star Wing see the entry in the mounted weapons
  systems section.
  GA ATV-50 ‘Land Train’
  GA ATV-50 ‘Land Train’
  GA ATV-50 ‘Land Train’
  GA ATV-50 ‘Land Train’
  Armoured Cargo Transport
  Armoured Cargo Transport
  Armoured Cargo Transport
  Armoured Cargo Transport
  With the increase in hostilities on Dante it was found
  that standard Military trucks were no longer capable
  of handling the large scale overland transport duties
  required to keep SLA’s outlying bases supplied. This
  prompted GA to begin the Land Train project in year
  267, with the first prototype being successfully field
  tested in 269. Soon after this the ATV-50’s were put
  into full production and are now the standard cargo
  vehicle assigned to convoy duties. The basic ATV-50
  is a six wheeled heavily armoured tractor unit which
  can pull up to three articulated cargo trailers behind
  it. A complex computer controlled steering and
  suspension system allows the complete train to travel
  at reasonably high speeds and 
  still 
  remain
  maneuverable even when fully loaded. The Land
  Train is also outfitted with numerous layers of heavy
  composite ceramic armour, which allow it to
  withstand a variety of heavy weapons attacks, since
  due to the great size and weight of the units, they
  have little chance of out running an enemy if
  attacked. Each trailer unit has its own onboard power
  plants and all of its eight, all terrain tires is
  independently driven to give good cross country
  performance. These power units are good for 20,000
  hours while the tractor units plant can last for up to
  30,000. There is also a small control system fitted to
  each cargo unit allowing them to be moved without
  connection to the towing tractor, this is intended to
  simplify marshaling procedures when Land Trains
  are being loaded or unloaded. The tractor crew
  consists of a driver, co-driver and a gunner and three
  hatches are provided, two in the vehicles sides and
  on top of the centrally mounted powered turret. This
  turret is fitted with dual 12.7mm machine-guns while,
  a smaller remote controlled turret operated by the co-
  driver contains twin 40mm Grenade Launchers, a
  recent addition to help boost the units firepower.
  Each of the massive trailers is fitted with two further
  powered turrets, one at either end, which are each
  controlled by a gunner. These turrets also mount dual
  12.7mm machine-guns as standard equipment,
  although other weapon types can be fitted, and are
  intended for both anti-aircraft and anti-personnel use.
  Each gun mounted on the Land Train comes with a
  large capacity 6000 round magazine, while the dual
  automatic grenade launcher is fitted with two 300
  round ammunition bins to permit switching between
  ammuntion types.
  Type:Armoured Cargo Tractor
  Max Speed: 100km/hour: 16m/phase
  Movement: Six Wheeled/Independent drive
  Dimensions:9.2m length, 3.05m width, 2.98m
  height
  Weight:45 tonnes
  Crew:l driver/ Co-Driver /l gunner
  Passengers:0
  Skill:Drive Military
  
  Dante Source Book A.H.Langton 1998
  93
  Armament: 2 x 12.7mm Machine-Guns, 2 x 40mm
  Automatic Grenade Launcher
  Cost:230,000c
  P.V.40, I.D.1000
  Acceleration Rate:.5
  Turning Circle:50
  Type:Transport Trailer
  Max Speed: 100km/hour: 16m/phase - When
  Connected To Tractor Unit
  Movement: Eight Wheeled - independent drive
  Dimensions:4.2m length, 2.2m width, 1.7m height
  Weight:30 tonnes (empty)
  Crew:2 gunners
  Cargo Capacity : 55,000
  Skill:Drive Military
  Armament: 4 x 12.7mm Machine-guns
  Cost:140,000c
  P.V.35, I.D.2000
  Acceleration Rate:.5
  Turning Circle:50
  “Land Train Five to Convoy Leader, Land Train
  Five to Convoy Leader. Wish to report destruction of
  one DarkNight light transport. He was hiding behind
  a dune and was to close to use the 40mm’s, so
  Conner rammed him. Slight damage to our tractor
  unit, but nothing else. Crew want to know if we get a
  bonus for saving ammo, this is Land Train Five out.”
  Lieutenant- Steve Vladimer
  Co-Driver Land Train Five
  62nd Deep Desert Convoy Unit
  GA AVD-770 Armored
  GA AVD-770 Armored
  GA AVD-770 Armored
  GA AVD-770 Armored
  Assault Hovercraft
  Assault Hovercraft
  Assault Hovercraft
  Assault Hovercraft
  A fairly new, and very successful, multi role vehicle
  from GA, the AVD-770 Hovercraft is fast and highly
  maneuverable both on land and sea and this
  combined with multiple onboard weapons turrets
  makes it ideal for rapid troop transportation in the
  hostile weather of Dante. Developed from the earlier
  AVD-505 hovercraft design by GA, the AVD-770
  incorporates many years of research into the needs of
  multi role amphibious armoured vehicles and gives
  an unmatched performance in its roles as both an
  assault unit and a large capacity troop transporter.
  Riding on a large heavily armoured ground effects
  chassis the AVD-770 is propelled by two high
  capacity turbo prop thrusters with fusion assist
  mounted at the rear of its fuselage and giving it
  extreme maneuverability. These engine units also
  provide lift for the vehicles reinforced skirt allowing
  it to skim across level surfaces at extremely high
  speed, best results have been obtained on desert sand,
  water and the snows of the polar regions. The
  amphibious nature of the craft allows it to operate
  several kilometers out to sea or on any of Dante’s
  large rivers. The basic design of the AVD-770
  consists of a small forward control cabin above a
  large cargo compartment that runs the length of the
  craft terminating between the engine nacelles, this is
  armoured on the standard troop version, but other
  variants designed to transport vehicles have open
  cargo decks. On either side of the control room are
  sited the primary weapons turrets each mounting a
  tri-barreled 17mm rotary chain cannon. These give
  covering fire to the forward opening cargo ramp
  situated under the bridge which is used during beach
  landings. A further two remote control turrets flank
  the rear cargo ramp, each equipped with twin
  12.7mm machine guns and both are capable of 180
  degree arcs of fire along the vehicles flanks. The
  remote turrets are either controlled from the
  command bridge or via a hand held unit clipped next
  to the ramp controls. Air defense is provided by a six
  tube SAM launcher centrally mounted on the cargo
  compartment. For additional covering fire during
  assaults on fortified positions, each hovercraft
  mounts twin automatic 88mm High Velocity mortars
  on a rotatable mount fitted behind the bridge module,
  these have a 360 degree arc of fire and are fed via a
  special electromagnetic belt system. A crew of nine
  is carried consisting of a pilot, a commander, a
  navigation and communications officer and six
  gunnery officers. Two of the gunners have positions
  in the port and starboard 17mm turrets while the
  others are situated in the main cabin with the rest of
  the crew and have command of the rear turrets, SAM
  launcher and 88mms.
  Further armament such as additional SAMs,
  missile artillery and larger caliber guns can be added
  to the craft depending on mission profiles. The rear
  cargo bay has seating for up to two hundred fully
  equipped troops in standard armour, although this
  number is reduced for larger armour formats. Power
  comes from a large long duration 30,000 hour unit
  and NBC air filtration units are fitted to both crew
  cabins and cargo bay. Composite ceramic reactive
  armour panels give good all round protection from a
  variety of weaponry, while all outer surfaces receive
  an anti corrosion treatment to counteract the
  extremely hostile ocean environment. Most of the
  current production run of AVD-770s has gone to the
  Dreadnought fleet to replace their aging units and to
  the Marine corps, although Medevac and infantry
  versions are starting to appear as the vehicle's
  popularity and versatility grow.
  Type:Armoured Assault Hovercraft
  Max Speed:180km/hour:28.8m/phase
  Movement:Ground Effect Air Lift
  Dimensions:48.3m length, 18m width, 10.8m height
  Weight:135 tonnes
  Crew:l pilot, 1 Commander, 1 Navigator,  6 x
  Gunners
  
  Dante Source Book A.H.Langton 1998
  94
  Passengers: 200 troops or 5 Light Armoured
  Vehicles or 3 MBTs
  Skill:Drive Military/Drive Marine
  Armament: 2 x 17mm Tri-barreled cannons,  2 x
  Twin 12.7mm Machine Guns, 6 Tube SAM
  Launcher, 2 x 88mm HV Automatic Mortars
  Cost:350,000c
  P.V.35, I.D.2950
  Acceleration Rate:l
  Turning Circle:0 Stationary, 50 at Speed
  GA UH-606 
  GA UH-606 
  GA UH-606 
  GA UH-606 Redhawk AAH
  Redhawk AAH
  Redhawk AAH
  Redhawk AAH
  Although currently being phased out in its attack
  role in favor of the newer Kilcopter designs, the
  Redhawk Armoured Assault Helicopter is still seen
  by many as the ultimate in lightweight airborne
  troop transportation. The fact that large numbers are
  still held in reserve on Dante has assured its
  continued use and even limited production runs of
  new models. This fusion assisted, turbo prop copter
  is capable of a variety of applications from cargo
  lifting to assault and anti armour roles and can be
  outfitted with a wide range of weaponry and
  equipment. The hull is covered in specially
  developed lightweight ceramic armour panels, while
  all 606s have large side doors as standard to aid in
  rapid troop deployment and can carry up to ten
  personnel with full battle armour. For use either as a
  gunship or to give support fire for troops deploying
  into a hot LZ, the Redhawk is outfitted with two
  sets of door mounted duel 12mm Power Reapers
  which are operated by gunners, while in addition the
  pilot has an 8mm HAS Mini Gun slaved to his
  helmet via a HUD system and firing from a chin
  mounted powered turret. All weapons come with
  electro mag feeds and 6000 round ammunition bins.
  There is also provision to mount a further two sets
  of Reapers or Mini Guns on the doors when
  additional firepower is needed, although this is only
  normally done when the Redhawk is used in its
  Gunship role. All aircraft come with full night
  sighting equipment and sensory arrays as well as IR.
  baffling and ECM systems to aid in stealth
  missions. Perhaps not as fast or maneuverable as a
  Kilcopter, the UH-606 Redhawk mores than makes
  up for this in overall firepower and cargo capacity,
  meaning it will probably remain in service for at
  least the foreseeable future.
  Type : Helicopter
  Max Speed:600km/hour:96m/phase
  Movement:Quad Blade Turbine (fusion Assisted)
  Dimensions:16m length, 3m width, 5m height
  Weight:6.5 tonnes
  Crew:l Pilot /1 Copilot /2 Door Gunners
  Passengers:10
  Skill:Pilot Military
  Armament:X2 Duel 12mm Power Reapers / 8mm
  Mini Gun
  Cost:650,000c
  P.V.22, I.D.720
  Acceleration Rate:8
  Turning Circle:0 Stationary, 90 at speed
  Madison Inc. RXC-460
  Madison Inc. RXC-460
  Madison Inc. RXC-460
  Madison Inc. RXC-460
  ‘Wild Weasel’ Fighter
  ‘Wild Weasel’ Fighter
  ‘Wild Weasel’ Fighter
  ‘Wild Weasel’ Fighter
  Manufactured by the Soft Company ‘Madison Inc.’
  the RXC-460 is a conventional, atmospheric, jet
  fighter used by both DarkNight and Thresher
  forces. One of the more advance and reliable of the
  Soft Company aircraft available, the Wild Weasel is
  used in all of Dante’s combat theaters, although it
  has been found to experience difficulties when
  operated in extremes of heat or cold. A twin seat
  design, the standard crew consists of a pilot and a
  weapons officer, although the weapons officer is
  provided with a duplicate set of flight controls for
  emergency use. Capable of supersonic speeds the
  RXC-460 has limited VTOL capabilities allowing it
  to be used on short runways, although unlike SLA’s
  more advanced Warbeast it is incapable of
  hovering. Standard weaponry on the aircraft is four,
  forward firing, 12mm cannons, with the addition of
  2000kgs of disposable stores mounted on hard
  points under the wings, these can include rocket
  pods, missiles, conventional bombs and additional
  cannons. This allows the RXC-460 to be outfitted
  for a variety of roles, including escort duties,
  ground attack and interception. Thresher will
  commonly refit the Weasels they use with 11 or
  14mm cannons of their own manufacture to allow
  an easy supply of ammunition and the use of DU
  rounds. Onboard magazines are usually 1500
  rounds per gun. Armour is adequate using a mix of
  carbon fiber and lightweight ceramics to protect the
  aircraft’s vital components and this allows the
  Weasel to be more maneuverable than the much
  heavier SLA fighters. One major deficiency of the
  design has been found to be its lack of rear facing
  ordinance, something that makes it vulnerable to
  attacks from behind. Power for the single boosted,
  turbojet engine comes from an onboard unit giving
  over 10,000 hours of flight time, while an ECM
  suite, anti missile decoys and flares are fitted as
  standard. The modular airframe of the Wild Weasel
  lends itself well to modifications and numerous
  experimental versions and prototypes have been
  seen over the years. These include refits for heavier
  weapons such as the 17mm Thresher Cannon and
  inclusion of extra seating for transport and courier
  roles. Singularly the Weasel is no match for the
  much heavier armoured, multi gunned SLA FX-66
  Warbeast VTOL, but when employed in superior
  numbers it can have considerable success.
  
  Dante Source Book A.H.Langton 1998
  95
  Type : Limited VTOL Assault Aircraft
  Max Speed:1000km/hour, 160m/Phase
  Movement: Single fusion assisted semi-vectored
  thrust turbofan
  Dimensions: 13.5m length,  8.2m width,  4.5m
  height
  Weight: 4.5 tonnes
  Crew: l Pilot, 1 Co-pilot/Weapons Officer
  Passengers:0
  Skill:Pilot Military
  Armament: 4 x 12mm Machine-guns, 2000kg
  munitions load
  Cost:250,000c
  P.V.20, I.D.720
  Acceleration Rate:12
  Turning Circle: 110 at speed
  FEN CX-50 ‘
  FEN CX-50 ‘
  FEN CX-50 ‘
  FEN CX-50 ‘Warhawk’
  Warhawk’
  Warhawk’
  Warhawk’
  Transport Helicopter
  Transport Helicopter
  Transport Helicopter
  Transport Helicopter
  The main, non dropship, troop and material
  transporter on Dante, the ‘Warhawk’ has had a long
  and distinguished career filling many roles from
  Medevac duty to use as an aerial assault platform.
  Like other older Dante issue vehicles the large
  numbers still remaining in storage and the constant
  need for transports of all kinds due to losses means
  that the current fleet of Warhawk’s is still flying well
  past its replacement date. Capable of lifting fifty,
  fully equipped troops into combat, the CX-50 is a
  cheap alternative to using dropships for passenger
  transportation and movement of cargo. Heavily
  armoured to allow its use in hostile LZs, the
  Warhawk utilizes an early version of the fusion
  assisted turbine power unit seen in other SLA aircraft
  to permit high speeds and ample lifting power. A
  large rear powered cargo ramp and two side doors
  allow rapid troop deployment, minimizing time the
  ship stays on the ground, while a sophisticated,
  although now rather dated, ECM suite gives good
  protection against homing missiles and other self
  guided anti aircraft weaponry. The crew consists of
  four personnel, a pilot, co pilot /gunner and two door
  gunners. The pilot has control of the forward firing
  weaponry which consists of a HUD controlled, chin
  mounted powered turret armed with two 12.7mm
  rapid fire cannons. Addition ground support fire is
  given by twin 40mm automatic grenade launchers
  firing from a small remote control belly turret and
  under the command of the co pilot, when the aircraft
  is in flight this is capable of a 360 degree arc of fire.
  Each door gunner has a position at the side hatches
  and operates a mounted 12.7mm tri-barreled, power
  driven, Gatling gun to give covering fire to
  disembarking troops. On some versions further
  mounted weaponry and gun crews are carried
  depending on the mission profile. The unit is
  powered by a long duration 30,000 hour unit housed
  under the rear cargo deck. Onboard magazines carry
  3000 rounds for each 12.7mm gun, while a 600
  round ammunition bin is fitted to the 40mm
  launchers. Numerous versions of the Warhawk exist
  including variants outfitted for desert and polar use,
  while a  model with an adapted cargo hold capable of
  transporting light armoured vehicles is used by
  numerous special forces units.
  Type : Helicopter
  Max Speed:450km/hour:72m/phase
  Movement:Quad Blade Turbine (fusion Assisted)
  Dimensions:42m length, 5m width,  9.5m height
  Weight:6.5 tonnes 60lbs
  Crew:l Pilot /1 Copilot /2 Door Gunners
  Passengers:50
  Skill:Pilot Military
  Armament: 4 x 12.7mm Machine Guns, 2 x 40mm
  Grenade Launchers,
  Cost:850,000c
  P.V.25, I.D.920
  Acceleration Rate:5
  Turning Circle:0 Stationary, 120 at speed
  “Ok you damn Grunts. Move, Move Move, you’ve
  got thirty seconds to hit the dirt or I’m lifting off, like
  it or not and if any of those DarkNight mortars put
  another hole in my ship I ain’t going to bother
  coming back to get you.”
  Flight Sergeant- Rian Wiseman
  32nd Assault Transport Unit
  North Artic Sector 00321
  Copywrite CMC
  Madison Inc MX-5000
  Madison Inc MX-5000
  Madison Inc MX-5000
  Madison Inc MX-5000
  Attack Helicopter
  Attack Helicopter
  Attack Helicopter
  Attack Helicopter
  Another common aircraft on Dante produced by the
  Soft Company ‘Madison Inc.’, the MX-5000 is in
  use by a variety of forces, primarily DarkNight, but
  also many other smaller independent units. The
  helicopter is a mid-sized design able to carry both
  attack weapons and a small number of passengers or
  cargo making it ideal for raiding parties or air
  mobile assaults. Heavily modified by Madison to
  make it airworthy in Dante’s environment the craft
  still experiences problems with harsh weather and
  extremes of temperature, but remains the best of the
  current designs available, hence its popularity. The
  helicopter is designed to carry a pilot and co-pilot
  /gunner with up to six passengers in the rear
  compartment, although on some versions this
  seating has been stripped out to allow the
  transportation of large items. Armourment is usually
  fitted by the purchasing company to suit their own
  spare part/ammunition supply. Commonly this
  consists of a 10 or 12mm Mini gun fitted in a chin
  mounted turret and controlled via a HUD link, plus
  between two and four additional guns in pods
  
  Dante Source Book A.H.Langton 1998
  96
  mounted on the landing skids. Another two hard
  points are provided on the airframe for more pod
  mounted weapons, generally missiles or grenade
  launchers. The MX-5000’s armour is adequate and
  like Madison’s other products the aircraft lends
  itself well to modification and after purchase
  upgrades, generally for heavier weapons and better
  electronics. Although more maneuverable than
  SLA’s transport helicopters  top speed is not great
  and the single engine is seen by many as long
  overdue for replacement with something better,
  possibly with fusion assist. The standard model
  comes with a 20,000 hour power pack and is fitted
  with onboard bins containing 1200 rounds for each
  weapon. The MX-5000 sees much use by
  DarkNight’s special forces units and desert raiders,
  usually with the addition of stealth technology,
  ECM systems and night vision equipment. Some
  have also been seen in the arctic zones, although
  they are only of limited use in this theater as the
  sub-zero temperatures appear to have a detrimental
  effect on the crafts flight systems. SLA Industries is
  also known to have acquired a thousand MX-5000s
  late in 790 through a bogus front company and after
  refitting with SLA power plants and weapons these
  have been used with some success by their various
  covert operations groups.
  Type : Assault Helicopter
  Max Speed:450km/hour:72m/phase
  Movement:Quad Blade Turbine
  Dimensions:8.2m length, 2.5m width,  2.8m height
  Weight:6.5 tonnes 60lbs
  Crew:l Pilot /1 Copilot
  Passengers:6
  Skill:Pilot Military
  Armament:12mm Mini Gun, 4 x 10mm Machine
  Guns
  Cost:450,000c
  P.V.18, I.D.520
  Acceleration Rate:5
  Turning Circle:0 Stationary, 120 at speed
  GA FX-66 ‘
  GA FX-66 ‘
  GA FX-66 ‘
  GA FX-66 ‘Warbeast’
  Warbeast’
  Warbeast’
  Warbeast’
  Heavy Assault VTOL
  Heavy Assault VTOL
  Heavy Assault VTOL
  Heavy Assault VTOL
  This combined fighter, bomber and ground attack
  VTOL was for many years the ultimate aircraft in
  SLA’s inventory on Dante. Despite the marked rise
  in the use of Kilcopters by front-line units many still
  use the FX-66 and due to large stocks and
  unsuitability for resale as surplus off planet it is
  likely to remain in service for the foreseeable future.
  There are suspicions that Commander Amity Takaya
  has a hand in the Warbeasts continued use as this was
  the aircraft she did her initial training in and flew for
  much of her career. Others too have resisted the High
  Commands attempts to re-equip their units with
  Kilcopters as the fast heavily armed FX-66 is held in
  high regard by many Dante pilots and its unmatched
  ability to bulldoze its way through anything the
  environment can throw at it is legendary. The
  Warbeast is capable of vertical take off and landings,
  reducing its need for purpose built airstrips and its
  use of large maneuverable thrusters also allow it to
  hover in a similar way to a helicopter. Using the
  aircraft in VTOL mode though makes it difficult to
  operate it with any degree of stealth due to the large
  amounts of heat and noise generated by the huge
  engines needed to lift the craft. To compensated for
  this deficiency, the Warbeast has been given
  extremely heavy composite ceramic armour over its
  entire fuselage and numerous offensive and defensive
  weapons which serve to turn it into a super sonic
  capable, flying tank. Each standard configuration
  VTOL has a crew of three consisting of a pilot, co-
  pilot come bombardier and a tail gunner. The pilot
  and bombardier are situated in the forward cockpit,
  while the tail gunner has a secondary weapons pod at
  the rear of the aircraft, accessible through a narrow
  crawl way in the bomb bay. All crew positions come
  fitted with ejector seats. The main forward firing
  weapon is a tri-barreled 30mm ‘Grendal’ rotary
  cannon capable of using HEAP or HESH rounds for
  anti armour engagements, secondary firepower being
  supplied by two small remote control turrets on the
  top and underside of the fuselage each containing
  twin 12.7mm machine guns. The rear gunner has
  control of the aircraft’s comprehensive ECM and
  defensive measures suite and a set of turret mounted
  quad 12.7mm cannons firing from the tail section.
  Anti aircraft capabilities are provided by two wing
  mounted pods each containing three FEN ‘Star
  Wing’ smart missiles adapted for a AAM use and
  under the control of the pilot. Various missile and
  bomb loads can also be carried by the FX-66 with an
  internal central bay and several exterior hard points
  allowing up to 3000 Kg of disposable stores to be
  fitted. This permits it to be outfitted for numerous
  mission roles, including dropship interception, dive
  bombing and armour hunting in the Deep Deserts.
  Full life support is provided allowing the aircraft to
  operate at high altitudes, while complete NBC
  protection is incorporated into the airframe. The
  Warbeast’s engines come specially modified to allow
  reliable operation in any of Dante’s Theaters
  including 
  the 
  polar 
  regions 
  and 
  deserts.
  Comprehensive computer controls and fly by wire
  technology also allow the aircraft to be handled in
  hostile weather conditions that would ground other
  types. Power for the twin, fusion assisted, vectored
  thrust, turbofan engines comes from an onboard long
  duration 20,000 hour power plant. Specially
  armoured, internal magazines hold 1000 rounds of
  ammunition for the 30mm cannon and 1600 rounds
  each for each of the 12.7mm machine-guns. Various
  sub-versions of the Warbeast exist including a recon
  and aerial observation variant and a command
  
  Dante Source Book A.H.Langton 1998
  97
  version with the addition of four seats placed in the
  bomb bay cavity and additional communication
  equipment. These are often used for VIP transports
  due to their high speed and armour. The most
  common variant is the naval version of the FX-66,
  known as the ‘Seabeast’, these are employed by the
  Dreadnought fleet and are specially treated with anti-
  corrosives for use in this environment.
  Type : VTOL Assault Aircraft
  Max Speed:1500km/hour:240m/phase
  Movement: Twin fusion assisted vectored thrust
  turbofans
  Dimensions:22m length,  14m width,  5.2m height
  Weight:6.5 tonnes
  Crew:l Pilot, 1 Copilot / Gunner, 1 Tail Gunner
  Passengers:0
  Skill:Pilot Military
  Armament: 30mm Tri-Barrelled Cannon, 2 x Twin
  12.7mm Machine-guns, 1 x Quad 12.7mm
  Machine-guns, 2 x Triple Tube SAM Launchers,
  3000kg Bomb load
  Cost:950,000c
  P.V.25, I.D.720
  Acceleration Rate:10
  Turning Circle:0 Stationary, 150 at speed
  “We caught the Dropships coming in from re-entry
  over Sector 00245. The flight leader took one and we
  took the other. On the first pass weapons officer
  Grange riddled the cargo doors with the ‘Grendal’
  and the turret mounted .50 cals. Then as we swung
  about we let them have it with a couple of Star
  Wingss. We must have hit the door hydraulics or
  something cos next thing we know it’s raining
  bodies. The Thresher grunts didn’t have flight
  capable suits and we damn near sucked one of them
  into the engine intake, while another took the tip off
  the right wing. The wing commander will confirm the
  kill he followed both the ships down and saw them
  hit the deserts, no survivors.”
  Report By Captain- Fiona Reece
  37th Warbeast Interceptor Wing
  Phoenix Base
  Thresher CP-6400 ENO
  Thresher CP-6400 ENO
  Thresher CP-6400 ENO
  Thresher CP-6400 ENO
  Powered Armor
  Powered Armor
  Powered Armor
  Powered Armor
  A specially adapted suit of Thresher powered armor
  designed for use underwater, the CP-6400 has had its
  jump jets replaced with high mobility, marine
  thrusters allowing unparalleled movement through
  liquid, although this means that the units are no
  longer flight capable. The suit also features a sonar
  unit and special long duration life support unit
  allowing it remain submerged for long periods of
  time. Constructed from a heavily modified set of
  Sarge powered armour the CP-6400 has been
  rendered totally waterproof by sealing its joins and
  all venerable onboard components. This allows the
  unit to dive to considerable depths without structural
  failure and makes it ideal for numerous types of
  aquatic warfare. Large capacity air tanks and a
  advanced re-breather unit have also been added
  giving over 90 hours operation without needing to be
  recharged or the suit to surface. The thrusters are
  combined with a sophisticated computer controlled
  buoyancy management system which allows the suits
  extremely high mobility in water, something that has
  been described as ‘like flying through air’ by SLA
  test pilots who’ve used captured example of the
  armour. All suits carry IR., UV and high intensity
  head lamps in addition to their sonar navigation
  systems to allow visibility in the often pitch black
  environment of Dante’s oceans. Weaponry mounted
  depends on the mission profile, but can include naval
  limpet mines, micro torpedoes, anti shipping missiles
  and a range of conventional weapons adapted to
  underwater use. SLA is currently keen to produce its
  own version of this type of armour and intact
  versions of the ENO suits are being highly sort by
  researchers at MAL and Power Projects. Due to its
  extremely high cost and extensive work in converting
  the suits, the CP-6400 is only ever encounter in small
  numbers in the hands of highly trained Thresher
  special forces units.
   PV
  HEAD
   TORSO     ARMS   LEGS
   18
    100
      240
         170        200
  Thresher KKX-70 ‘First Strike’
  Thresher KKX-70 ‘First Strike’
  Thresher KKX-70 ‘First Strike’
  Thresher KKX-70 ‘First Strike’
  Assault 
  Assault 
  Assault 
  Assault Dropship
  Dropship
  Dropship
  Dropship
  Threshers main troop transporter for use in long
  range missions where it’s unfeasible for troops to use
  their suit jets, the First Strike Dropship can also
  double as a heavy attack aircraft and bomber when
  needed. The KKX-70 is an old design, but still
  remains unmatched in weapons and armor by
  anything else in Threshers current inventory and is
  likely to remain in service till something better can
  be developed. One aspects of this design is its ability
  to launch its payload of troops while still airborne,
  this makes it particularly deadly when used in a
  Strike Squad role with no need for the ship to land to
  allow its passengers to disembark. These aerial
  launches are achieved via a special set of powered
  cargo ramps in the dropships sides which permit
  rapid deployment of airborne squads. The ships have
  a crew of eight which includes a pilot, copilot, and
  six gunnery officers, all who sit on the command
  bridge situated above and forward of the main cargo
  bays. The co-pilot normally acts as a navigator and
  operates the ships comprehensive ECM suite and
  defense systems. The gunners operate the ships
  weaponry via a fire control system and remote links,
  allowing them to direct the six powered turrets fitted
  
  Dante Source Book A.H.Langton 1998
  98
  on the exterior of the First Strikes hull. Five of the
  turrets mount twin 11mm auto cannons and fire from
  the sides, base, rear and top of the ship, the
  additional turret holds a 14mm six barreled rotary
  cannon, which fires forward from a chin mount under
  the ships nose. Further offensive weaponry can be
  added as needed and includes missile pods, laser
  guided munitions,  AAM missiles and additional gun
  pods. Interior seating on standard versions of the
  First Strike is for up to thirty suits of, full equipped,
  Sarge armour, although more troops can be carried if
  they are wearing smaller armour types. Six fusion
  assisted, vectored thrust, turbofan engines provide
  lift and maneuverability for the ship allowing it to
  operate in VTOL mode when within planetary
  atmospheres. While its four main rear mounted
  engines provide enough power for it to escape
  gravity wells and operate for limited period in space,
  enough to link up with a mother ship or transport.
  Full life support is provide for crew and passengers
  as is NBC protection and as well as high density heat
  shielding for rapid atmosphere re-entry, an important
  factor on Dante as it is during this period ships are
  most vulnerable to enemy fighters. Over the years
  many sub-versions and variants of the First Strike
  have appeared on Dante including cargo lifters,
  airborne command posts and bombers. The most
  famous of these being the ‘Robert Adams’ which was
  converted to carry the thermo nuclear device dropped
  on the Van Numman bridge. A similarly converted
  First Strike was used to sink the Dreadnought SNV
  ‘Mawhrin’ in the same way.
  Type : Dropship
  Max Speed:1000km/hour: 160m/phase
  Movement: Fusion assisted vectored thrust
  turbofan, Ion Space Drive
  Dimensions:28m length, 15m width, 10m height
  Weight: 160 tonnes
  Crew:l Pilot /1 Copilot /6 x Gunners
  Passengers:30 - Sarge Armour 50 - Standard
  Infantry
  Skill:Pilot Military
  Armament: 5 x twin 11mm machine guns, 1 x
  14mm Rotary Cannon
  Cost:650,000c
  P.V.28,  I.D.2720
  Acceleration Rate:5
  Turning Circle:0 Stationary, 90 at speed
  GA TR-1100 ‘
  GA TR-1100 ‘
  GA TR-1100 ‘
  GA TR-1100 ‘Blackshadow’
  Blackshadow’
  Blackshadow’
  Blackshadow’
  Militray Motorbike
  Militray Motorbike
  Militray Motorbike
  Militray Motorbike
  The GA Blackshadow is a purpose built militray
  motorbike designed specifically for use on the
  company War Worlds and is widely used by various
  combat units on Dante. Featuring a rugged all
  terrain design, run flat tires, a ceramic armoured
  fairing and a one of the largest cold fusion plants
  ever fitted to a bike, the TR-1100 has a combination
  of speed, protection and maneuverability that can’t
  be beaten. Despite its weight and armoured chassis
  the Blackshadow features unmatched performance
  on a variety of terrain’s, including the deserts and
  arctic, and thanks to its use of ‘fly by wire’
  technology and power assisted steering handles like
  a bike half its size. Large capacity storage panniers
  comes as standard making it ideal for patrol use,
  while armourment consists of  twin 12mm heavy
  SMGs. 
  These 
  guns 
  are 
  fitted 
  inside 
  the
  Blackshadow’s forward fairing and feature powered
  servo mountings with a HUD uplink to the riders
  helmet, with ammuntion being provided by two
  compact 200 round bins. The onboard reactor has a
  40,000 hour user life and all of the onboard
  electronics 
  and 
  power 
  systems 
  are 
  fully
  waterproofed and battle hardened. Ideal for
  reconnaissance or as a fast pursuit vehicle, the TR-
  1100 Blackshadow is not only extremely versatile,
  but has a long and proven track record on the Dante
  battlefields. Many long range patrols will carry one
  or more Blackshadows on exterior racks on their
  APCs to provide additional scouting vehicles when
  needed and they have become a particularly favorite
  of small raiding parties, often being ‘up-gunned’
  with heavier weapons.
  Type:Motorcycle
  Max Speed: 340km/hour: 54.4m/phase
  Movement: Bi-magna cable ball joint
  Dimensions:2.2 m length, 1.1 m width, .9m height
  Weight: 1 tonne
  Crew: l
  Passengers: 1
  Skill:Drive Motorcycle
  Armament: 2 x 12mm Sub Machine-guns
  Cost: 2600c
  P.V.14, I.D.150
  Acceleration Rate: 3
  Turning Circle:1
  Game Notes
  The 12mm SMGs fitted to the Blackshadow have
  the following stats. They are linked via the HUD
  system and both fire at the same target.
  CLIP    CAL       ROF     RCL    RANGE
   200     12mm       5/3       N/A       20m
  Thresher KG-105
  Thresher KG-105
  Thresher KG-105
  Thresher KG-105
  Mobile Artillery
  Mobile Artillery
  Mobile Artillery
  Mobile Artillery
  One of the few Thresher ground vehicles used in any
  numbers, the KG-105 is a tracked mobile artillery
  gun which can be rapidly deployed to barrage SLA
  positions then moved to a new location to avoid
  counter strikes. The KG-105 is needed as its role is
  
  Dante Source Book A.H.Langton 1998
  99
  one that cannot be filled by powered armour units
  and the use of these long range guns to pound SLA
  positions prior to attacks is well known. The gun is
  unique in the respect that it is a totally home grown
  design that doesn’t rely on rival company technology
  or items taken from the Blue Dawn complex. The
  large 120mm artillery piece is mounted on a tracked
  flat topped chassis unit, where a revolving powered
  mount allows it to move through up to 40 degrees off
  center and elevated without the need for the vehicle
  to be moved. When the gun is readied to fire
  stabilizing legs are lowered from this chassis to
  counteract the enormous recoil produced. The gun
  can also be stowed flat to the hull, allowing the
  vehicle to be transported in a modified First Strike
  Dropship. The crew consist of a driver, a commander
  and a gunnery officer, the inclusion of an autoloader
  system and computer fire control mean that no other
  personnel are needed. Crew seating is in the hull
  forward of the gun mount and accessible via two roof
  hatches, the commanders hatch comes with a
  mounting for an 11mm machine-gun for localized
  anti-personnel defense. When used in conjunction
  with forward artillery observers the bombardment
  from these weapons can be extremely deadly and
  accurate, quickly reducing targets to rubble with their
  salvos. Commonly five of this vehicles will operate
  together as a battery with their fire control systems
  being linked to a central command vehicle for
  coordinated fire. The most common tactic used with
  the KG-105 by Thresher is to ‘shoot and scoot’,
  where after a short period of intense fire the units
  will move off to another pre-arranged location to
  avoid enemy counter battery fire. Units come with an
  onboard 30,000 hour power units and in testing of
  captured examples were found to have good cross
  country mobility on a variety of terrain. Six ready to
  fire rounds are held in the guns magazine while a
  further thirty rounds are normally carried in aft cargo
  compartments on the vehicle. It is not uncommon for
  batteries to be accompanied by a supply truck
  carrying further ammunition, particularly if the units
  are operating in ‘no mans land’. Some KG-105s have
  also been modified with additional recoil baffles on
  their gun mounts allowing them to fire their main
  armament while on the move. This allows them to
  operate as Tank Destroyers in a similar manner to the
  DarkNight ‘Jagger’, although they can suffer from
  stability problems when firing.
  Type:Armoured Mobile Artillery
  Max Speed:140km/hour:22.4m/phase
  Movement:Tracked Independent Drive
  Dimensions:8.4m length, 3.4m width, 3.1m height
  Weight:33 tonnes
  Crew:l driver, Commander, Gunner
  Passengers:0
  Skill:Drive Military
  Armament: 120mm Artillery Cannon, 11mm
  Machine-gun
  Cost:150,000c
  P.V.20, I.D.950
  Acceleration Rate:l
  Turning Circle:0 Stationary, 22 at Speed
  Apocalypse Class
  Apocalypse Class
  Apocalypse Class
  Apocalypse Class
  Dante Dreadnought
  Dante Dreadnought
  Dante Dreadnought
  Dante Dreadnought
  The undisputed masters of Dante’s seas, the
  Dreadnoughts of SLA Industries are unmatched in
  firepower and armour. These huge armoured
  battleships represent the largest vehicles produced by
  SLA, excluding elements of their space fleet and the
  only Super Dreadnought remaining from the Conflict
  Wars, the SNV ‘Thunderchild’ which is currently on
  Charlie’s Point. Crewed by over a thousand
  personnel, the massive ships are used in a variety of
  roles, from long range artillery batteries to floating
  airfields with their comprehensive fleets of aircraft.
  They also act as cheap mass troop and cargo
  transports and in many cases are the only things that
  can keep SLA Industries remote bases on Dante
  supplied. Over half a kilometer in length and clad in
  ceramic armour several meters thick in places, the
  Dreadnoughts are an old design dating back to the
  Conflict Wars and beyond. When the need for ships
  able to survive the hostile seas of Dante arose, SLA
  resurrected the blueprints from its archives and the
  most powerful naval fleet to exist in several hundred
  years 
  was 
  constructed. 
  Originally 
  twenty
  Dreadnoughts were built in 260, of which now fifteen
  survive, four have been sunk and one has
  disappeared. The SNV ‘Morat’, is presumed
  destroyed by rival company forces, but as yet this is
  unconfirmed. The remaining vessels have seen a lot
  of action in their years on Dante and a constant
  program of refits and upgrades is needed to keep
  them operational. Propelled by huge quad naval
  screws, the Apocalypse class Dreadnought has the
  largest fusion power plants ever produced by the
  company for a land based vehicle and these in
  conjunction with numerous maneuvering thrusters
  allow the vast ships to ride out the storms and
  gigantic waves of Dante’s oceans which would sink
  lesser vessels. The primary armament of the
  Dreadnought consists of five turrets, each containing
  three massive 610mm naval guns, three of these are
  placed forward of the central bridge and command
  center, while the remaining two are sighted aft of the
  flight deck and aircraft hanger on the rear deck.
  These weapons are capable of launching a one and a
  half tonne shell over 60 kilometers, making them
  devastating against naval targets and shore defenses.
  An automated loading and ammunition handling
  system for each turrets allows a steady rate of fire to
  be maintained while the guns are in action.
  Additional firepower is provided by a further ten
  
  Dante Source Book A.H.Langton 1998
  100
  smaller turrets, five on each side of the central
  superstructure, these mount twin 106mm artillery
  pieces and are used for short range bombardments
  and close range anti-shipping duties. Primary anti
  aircraft and counter missile fire is provided by 25
  powered turrets mounting dual six barreled 30mm
  Gatling type weapons. These guns have extremely
  high rates of fire and are linked to a sophisticated
  radar controlled tracking system which allows them
  to lock on and destroy high speed targets before they
  can close to lethal range. The system can handle
  multiple targets and is able to knock out most types
  of enemy missiles while still in flight. Addition anti
  aircraft capability is provided by four, multi tube,
  automatic, SAM launchers firing FEN Sky Strike
  missiles, which are mounted on the fore and aft
  decks. Each Dreadnought is also fitted with a large
  number of small caliber, 12.7mm and 17mm, turrets
  and gun positions for close quarters fighting and to
  supplement the primary AA systems. To counter the
  threat of enemy submarine activity all Dreadnought
  in the fleet operate a comprehensive sonar suite and
  other advanced detection equipment. These systems
  are used in conjunction with the ships multiple depth
  charge launchers and smart mines to seek and destroy
  rival company subs.
  The aft deck of the Apocalypse class
  Dreadnoughts is fitted with a flight deck and hanger
  allowing the landing and storage of all types of
  VTOLs and conventional helicopters. The ships
  normally carry a compliment of 40 attack and
  transport aircraft consisting of 30 FX-67 ‘Seabeast’
  assault VTOLs, the naval version of the FX-66
  Warbeast, and 10 FEN CX-50 ‘Warhawk’ transport
  helicopters. There have been moves to update the
  fleet with the introduction of Kilcopters, but
  currently this is being resisted by several of the
  Dreadnought captains and has yet to be instigated. A
  large sea hanger at the rear of each Dreadnought
  provides berths for four GA AVD-770 Armored
  Assault Hovercraft which can be used in a variety of
  roles including amphibious assaults, reconnaissance
  missions and for operations in areas that the larger
  Apocalypse Class is unable to enter. The SNV’s
  ‘Lady 
  Sharrow’, 
  ‘Staberinde’, 
  ‘Hood’ 
  and
  ‘Rickenharp’ are all able to carry an additional four
  hovercraft after modification of their aft cargo holds
  in year 431. This conversion was undertaken to outfit
  the vessels as assault landing ships for use in large
  scale amphibious operations.
  In addition to the Dreadnoughts naval
  personnel and air crews, accommodation for a further
  three thousand troops is available as well as over
  40,000 tonnes of cargo in the ships copious holds,
  which includes complete replacement vehicles and
  aircraft 
  for 
  SLA’s 
  bases. 
  Each 
  vessel 
  also
  permanently carries a hundred strong security
  detachment of Marines, regardless of what other
  combat personnel are onboard and a small force of
  MPs who police the crew and passengers. All vessels
  in the Dante fleet operate a continuous rota of cargo
  and troop transportation operations, interspersed with
  several months of patrol duty hunting down rival
  company 
  shipping 
  and 
  shore 
  instillation.
  Occasionally several Dreadnoughts will be formed
  into a squadron, to operate together for an attack on a
  particular heavily defended target such as Thresher
  ‘Red Dusk’ submarine complex. Few things can
  stand up to the massed firepower of one or more
  Apocalypse Dreadnoughts and no other company has
  yet been able to field a naval vessel that can take on
  SLA’s fleet head to head. Currently plans are
  underway to replace the five lost vessels and re-open
  the production lines for a limit period, the Dante
  High Command have also sent a research team to
  Charlie’s Point to study the last of the Super
  Dreadnoughts and there are rumors that it might be
  these rather than the standard Apocalypse that are
  built.
  Type: Dreadnought Battleship
  Max Speed: 70km/hour: 11.2m/phase
  Movement: Quad Marine Naval Screws
  Dimensions: 550m length,  80m width,  60m height
  Weight:160,000 tonnes
  Crew: 1500
  Passengers: 3000
  Skill:Pilot Marine
  Armament:15 x 610mm Naval Cannons, 20 x
  106mm Artillery Pieces, 16 x SAM Launchers,
  Multiple Small Calibre Turrets.
  Cost:4550,000c
  P.V.190, I.D. 19950
  Acceleration Rate:l
  Turning Circle:0 Stationary, 700 at Speed
  KXT ‘
  KXT ‘
  KXT ‘
  KXT ‘Warbringer’ Leviathan
  Warbringer’ Leviathan
  Warbringer’ Leviathan
  Warbringer’ Leviathan
  The great land ships of the southern Wastelands, the
  KXT ‘Warbringer’ is over five hundred years old in
  design, but still gives excellent service as a mobile
  base and command center. These heavily armoured
  vehicles ride on vast multiple caterpillar tracks to
  allow stability and easy transit on the unstable desert
  sand, while their great size and weight permits them
  to weather the worst of the storms without being
  buried or pulled down. Powered by a massive on
  board fusion plant, the Leviathan ride on six giant
  double tread units which allows it to bulldoze its way
  through almost any type of terrain, simply rolling
  over anything that impedes it. At over 150 meters
  long and weighing in the region of 7000 tonnes these
  immense vehicles can carry up to four hundred crew
  in addition to numerous defensive and offensive
  weapons systems including artillery, counter missile
  and anti aircraft batteries. The vehicles main
  armament consists three large powered turrets
  mounting triple 203mm rapid fire cannons, the
  
  Dante Source Book A.H.Langton 1998
  101
  design of which is a directly based on the 106mm
  model used on the Apocalypse class Dreadnoughts,
  but which have been scaled up to give greater range
  and better damage capability. These are intended for
  anti 
  tank 
  defense 
  and 
  long 
  range 
  artillery
  bombardments and can rapidly deliver multiple
  projectiles in a matter of seconds thanks to an
  automatic loading system. Eight smaller sub-turrets
  are fitted on the prow, flanks,  and bow of the
  Warbringer and mount twin 30mm Harbinger chain
  guns intended for close in fire support and anti
  aircraft duties. These can be linked to the onboard
  radar controlled fire command systems for the
  destruction of high speed targets in a similar way to
  the 
  counter 
  missile 
  system 
  employed 
  by
  Dreadnoughts or used independently by their crews
  for anti infantry and vehicle barrages. Two quad
  tube, automatic, SAM launchers on the rear deck of
  the Leviathan give additional anti aircraft fire, while
  two small remote control turrets equipped with dual
  12.7mm tri-barreled rotary cannons are used to give
  covering fire for troops disembarking from the main
  rear cargo ramp. Another 10 of these turrets are fitted
  around the hull to provide short range anti infantry
  defense.
  A large cargo bay at the rear of the
  Warbringer provides storage for the vessels two
  FEN RAT L20 Infantry Fighting Vehicles and four
  FEN FV103 Recon Vehicles, which are used in a
  variety of roles including fire support and scouting
  duties. On top of the Leviathan, set behind the
  bridge superstructure, is a powered flight deck
  which lifts the vessels small compliment of aircraft
  from their internal hanger bay. On newer units this
  is usually six Kilcopters and two GA UH-606
  Redhawk armoured assault helicopters, although
  many of the older units in the SLA fleet such as the
  AMCUs ‘Heavy Metal Hero’ and ‘Edge Of
  Forever’ still retain their original four Warbeast
  VTOLs instead of the newer Kilcopters. Two
  hundred of the Leviathans crew consists of infantry
  troops who can disembark and fight on the ground
  when needed, this allows a single KXT vessel to
  field a small and varied force of aircraft, vehicles
  and men, making it ideal for long range patrols and
  limited offensives against enemy installations or
  enclaves. All vessels come with fully controlled
  internal environments allowing their use in the
  extremely high midday temperatures encountered in
  Dante’s desert regions. The whole of the
  Warbringer’s outer hull is plated with several layers
  of specially hardened composite ceramic armour
  giving it protection of most forms of conventional
  attacks and allowing the vehicle to survive most
  things short of a direct hit with a small tactical
  nuclear device before being put out of action.
  Complete NBC protection is provided for the crew
  and the vehicle can remain ‘buttoned up’ relying on
  internal life support for up to five days without
  needing to use external air.
  The current Leviathan fleet on Dante
  stands at one hundred and thirty two active vehicles,
  with another seventeen units currently damaged and
  undergoing repairs at SLA’s many depots. A total of
  two hundred and fifty vessels have been constructed
  since the design was first originated and SLA are
  currently planning to re-open the production lines to
  replaced the lost vehicles with an updated version
  known as the KXT-02, although as yet no
  prototypes have been sent for testing. As an interim
  measure an upgrade program has been introduced to
  refit the existing vehicles with better electronics and
  ECM suites as well as improved counter missile
  capabilities. This is seen as long overdue by many,
  as several of the Leviathans are known to have been
  in constant operation for over five hundred years,  a
  testament to the durability and longevity of the
  design. Most of the current Leviathan fleet operates
  in the Deep Deserts and Wasteland areas of Dante,
  although recently thirty units have been special
  converted so that they can be used at the planets
  northern pole and have been found to be remarkably
  successful at coping with the sub zero temperatures
  and hostile arctic weather.
  Type: Leviathan Armoured Mobile Command Unit
  Max Speed: 70km/hour:11.2m/phase
  Movement: Multi Tracked Independent Drive
  Dimensions: 160m length,  20m width, 40m height
  Weight: 7000 tonnes
  Crew: 200
  Passengers: 200
  Skill:Drive Military
  Armament:9 x 203mm Artillery Guns, 16 x 30mm
  Harbinger Cannons, 8 x SAM Launchers, 24 x
  12.7mm Machine Guns
  Cost:3150,000c
  P.V.120, I.D. 6950
  Acceleration Rate:l
  Turning Circle:0 Stationary, 170 at Speed
  RS5600 ‘Tiger’ Stealth Sub
  RS5600 ‘Tiger’ Stealth Sub
  RS5600 ‘Tiger’ Stealth Sub
  RS5600 ‘Tiger’ Stealth Sub
   Unable to compete in with the vast Dreadnoughts of
  SLA, Thresher have opted for the covert approach
  for much of their sea based operations. The Tiger sub
  is possibly the most successful of its kind on Dante
  and its high mobility, special damping systems and
  deadly offensive armament make it a match even for
  a SLA Dreadnought under the right circumstances.
  First encountered by SLA forces in year 563 when
  four such vessels attacked and sank the Dreadnought
  SNV ‘Admiral Roth’ in a particularly cunning
  surprise attack, Thresher has made increasing use of
  the Tiger over the last four hundred years. The
  specially constructed dual ceramic hulls of the
  RS5600 class vessels allow them to dive to depths of
  
  Dante Source Book A.H.Langton 1998
  102
  up to 600 meters without structural damage and SLA
  researchers suspect that they may be able to reach
  even greater depths in an emergency. The submarines
  are propelled by sophisticated fusion powered
  thrusters which produce little or no detectable sound
  signature or vibration, making them extremely
  difficult to pick up using sonar or other sensory
  systems. This combined with special damper units in
  the walls of the hull which suppress electronic
  activity and other types of radiation, allow the Tiger
  sub to close within firing range of enemy vessels
  without revealing its presence. Primary armament of
  the vessel is its four forward firing 700mm missile
  tubes which are capable of launching  JX-70 ‘Sea
  Witch’ torpedoes, these can have a devastating effect
  on convention sized vessels and are even capable of
  opening hull breaches in the flanks of Dreadnoughts,
  although multiple hits are needed to put craft of this
  size in serious danger. Secondary armament is
  provided by fore and aft turrets mounted on the upper
  deck and equipped with duel 120mm naval cannons
  which can only be operated when the vessel on the
  surface. Most commanders though will not risk
  attacks with these weapons, instead preferring the use
  of stealth and torpedoes and they are generally seen
  as a last resort if the submarine is forced to surface
  because of damage. The standard attack version of
  the Tiger carries a crew of 120, although a special
  operations version of the vessel is known to exist
  which has been modified for troop transportation.
  These ships have had their torpedo armaments
  removed and instead can carry a compliment of 200
  troops with full equipment. Another recently
  discovered variant is used by the Thresher ENO
  squads and act as a mother ship for a up to 60
  personnel with CP-6400 Powered Armor. A special
  large, forward airlock compartment allowing these
  troops to be deployed underwater while the ship is
  still submerged.
  Type:Stealth Submarine
  Max Speed:70km/hour:11.2m/phase Submerged-
  54km/hour: 8.4m/ phase Surface
  Movement: Fusion Assisted Marine Thrusters
  Dimensions:160m length, 10m width, 14m height
  Weight:12,000 tonnes
  Crew:l20
  Passengers:200 On Modified Versions
  Skill: Pilot Marine
  Armament: 4 x 700mm Torpedo Tubes, 4 x 120mm
  Naval cannons
  Cost:-
  P.V.90, I.D.5950
  Acceleration Rate:l
  Turning Circle:0 Stationary, 60 at Speed
  DarkNight DX-20 ‘Tyrant’
  DarkNight DX-20 ‘Tyrant’
  DarkNight DX-20 ‘Tyrant’
  DarkNight DX-20 ‘Tyrant’
  Class Destroyer
  Class Destroyer
  Class Destroyer
  Class Destroyer
  One of the largest ships used in any numbers by
  rival companies on Dante, the Tyrant class
  destroyer has been around for the last 500 years in
  different variants. A fast moderately well armed
  vessel, the DX-20 is the mainstay of the DarkNight
  fleet and is used for a variety of roles, although the
  craft are unable to cope with deep ocean operations
  and are generally restricted to coastal waters.
  Armed with three powered turrets mounting duel
  90mm cannons as its primary weapons system, the
  Tyrants offensive firepower is further supplemented
  by eight quad 12.7mm mountings along its flanks
  and ten dual 10mm anti-aircraft emplacements.
  Additional anti-shipping ordinance is provided by
  four 500mm torpedo tubes mounted on the aft deck.
  Armour on the outer hull consists of layered
  ceramic plates, specially treated to prevent
  corrosion, a problem common on older versions of
  the DX-20. Most variants will also commonly have
  a small landing pad to the rear of the central
  superstructure allowing one or two VTOL capable
  aircraft to be launched from the vessel. The ships
  crew consists of 150 personnel with a further 100
  combat troops intended for shore landings and
  boarding parties. Some versions have also been
  converted into troop transports and can now hold
  treble their original number of passengers. The
  Tyrant relies on its speed more than anything else to
  stay out of trouble and the use of six maneuvering
  thrusters and large twin rear engines makes the
  vessels vast and agile.
  The DX-20 is rarely used in an offensive
  capacity against any vessel larger than itself unless
  there are superior numbers of DarkNight ships.
  Even this though is no proof against success as was
  shown in 767 when eight Tyrant Class Destroyers
  went up against the SLA Dreadnought SNV
  ‘Warspite’. Despite knocking out her A, C and Y
  Turrets and inflicting heavy damage on her
  superstructure, Warspite was still able to sink six of
  the destroyers before they could retreat, with the
  DNV’s ‘Perdix’, ‘Kaynard’ and ‘Lynixx’ being
  literally blown apart from broadsides launched by
  her 610mm guns. A further destroyer the ‘Talon’
  was sunk after its pursuit by the Warspite’s
  hovercraft. After these heavy losses DarkNight was
  to severely restrict the use of these ships in open
  confrontations, although this did not prevent the
  sinking of the DNV ‘Agrippa’ six months later
  when she was rammed by the Dreadnought ‘Hood’
  and cut in two. Thresher operate vessels of a similar
  design, although they tend to be better armed and
  have improved ceramic armour.
  Type: Naval Destroyer
  Max Speed: 105km/hour: 16.8m/phase
  Movement: Dual Naval Thrusters
  Dimensions: 160m length,  20m width, 40m height
  Weight: 7000 tonnes
  
  Dante Source Book A.H.Langton 1998
  103
  Crew: 150
  Passengers: 100
  Skill: Pilot Marine
  Armament:6 x 90mm Artillery Guns, 28 x 12.7mm
  Cannons, 20 x 10mm Machine-guns
  Cost: NA
  P.V.70, I.D. 3950
  Acceleration Rate:l
  Turning Circle:0 Stationary, 170 at Speed
  GA AZ-25 ‘Zodiac’
  GA AZ-25 ‘Zodiac’
  GA AZ-25 ‘Zodiac’
  GA AZ-25 ‘Zodiac’
  Light Assault Boat
  Light Assault Boat
  Light Assault Boat
  Light Assault Boat
  Developed from similar designs used on other War
  Worlds such as Charlie’s Point, the AZ-25 ‘Zodiac’
  sees extensive use in the flooded city of Akah and
  on Dante’s river networks. A semi-rigid design the
  boat can be folded flat to allow easy transportation
  or concealment and then be inflated when it reaches
  its launch site via a small onboard compressor, a
  process that takes about 2 minutes to complete. The
  extremely light weight of the craft also means that
  this can be easily moved by only two people when
  needed or carried by a small vehicle or helicopter.
  The Zodiacs hull is formed from a mixture of
  specially treated, waterproof,  ballistic weave cloth
  and lightweight ceramic armour and employs a
  system of multiple buoyancy chambers to prevent
  sinking if one section is holed. Propulsion is by twin
  hydro-jet outboard motors, which are capable of
  propelling the craft at speeds of up to 30 knots in
  ideal conditions. The powercells on the motors are
  good for about 6000 hours use before they need to
  recharging and come with a special ‘Whisper
  Mode’ and thermal baffles to help avoid detection
  when operating covertly. The Zodiac has room for a
  six man squad, in standard armour types, plus their
  equipment, although this number needs to be
  reduced if large amounts of cargo are to be carried.
  Additional equipment on the AZ-27 includes two
  300 watt headlights and a single 500 watt search
  light fitted to the prow, a buoyancy cell repair kit,
  six emergency oars and a reinforced ceramic keel
  which allows the craft to be dragged short distances
  overland when needed. Armourment is generally
  light and consists of a single 12mm Power Reaper
  or 12.7mm machine-gun fitted on a flexible mount
  on the prow with a 1000 round ammunition bin, in
  addition versions with heavier weapons such as
  grenade launchers or large caliber cannon are also
  available for specific missions.
  Type: Light Assault Boat
  Max Speed:54km/hour: 8.4m/phase,
  Movement: Hydro-Jet Motor
  Dimensions:4.5 m length, 1.6m width, .6m height
  Weight:160 kg
  Crew:l driver
  Passengers:5
  Skill:Pilot Marine
  Armament: 12mm Power Reaper
  Coss:1500c
  P.V.12 /I.D. 120
  Acceleration Rate:3
  Turning Circle:2
  GA GE-06
  GA GE-06
  GA GE-06
  GA GE-06
  Light Assault Hovercraft
  Light Assault Hovercraft
  Light Assault Hovercraft
  Light Assault Hovercraft
  Widely used in such areas as the northern polar
  region and Akah city, these small hovercraft forefill
  a variety of roles including acting as reconnaissance
  vehicles, light troop transports and assault units.
  Propelled by twin, fusion assisted turbo fan engines,
  which also provide lift for the ground effects skirt,
  the GE-06 is capable of high speeds on both land
  and water and is highly maneuverable. Standard
  crew on the craft is three and consists of two pilots
  and a gunner, while a large rear cargo area provides
  seating for up to eight passengers. The fully
  enclosed cabin offers good protection against the
  elements and employs a similar heating/cooling
  system seen on other Dante vehicles. Access to the
  craft is via two, large, side mounted hatches or the
  single roof hatch fitted above the passenger
  compartment. This hatch also acts as the gunners
  position and is fitted with a turret ring allowing
  various weapon systems to be installed. Standard
  armament on the majority of GE-06’s is a single
  12mm Power Reaper or an 8mm HAS, although
  they can accept a heavier weapons fit when needed
  and often carry auto cannons or light missile
  launchers when use in an assault role. The hull of
  the hovercraft is coated in lightweight, ceramic,
  armour panels which are specially treated against
  Dante’s corrosive sea water making them both
  strong and durable. The GE-06’s fusion plant is
  good for 20,000 hours, allowing a long user life,
  while 2000 rounds are carried in an onboard
  ammuntion bin for the crafts weapons.
  Although too light to venture to far from
  the coast, these craft are ideally suited to the
  relatively calm waters of Akah city. In the flooded
  city the GE-06’s fill the role of APCs and many are
  used to transport troops and equipment on patrol or
  during assaults. Performance is also extremely good
  in the arctic snow and ice and large numbers of the
  craft are currently being used to supplement SLA’s
  fleet of conventional vehicles in this region.
  Type: Light Hovercraft
  Max Speed:220km/hour: 35.2m/phase,
  Movement: Ground Effect Air Lift
  Dimensions:9.5 m length, 3.5m width, 3m height
  Weight: 16 tonnes
  Crew:l driver, 1 co-pilot, 1 gunner
  Passengers:8
  Skill:Pilot Marine/Drive Military
  
  Dante Source Book A.H.Langton 1998
  104
  Armament: 12mm Power Reaper
  Coss:60,000c
  P.V.24 /I.D. 520
  Acceleration Rate:3
  Turning Circle:2
  GA-077M ‘Olympus’
  GA-077M ‘Olympus’
  GA-077M ‘Olympus’
  GA-077M ‘Olympus’
  Militray Shuttle
  Militray Shuttle
  Militray Shuttle
  Militray Shuttle
  A common small orbital craft designed for militray
  use, the GA-077M is easily adapted to a variety of
  tasks and has been in use in the Dante system for
  over six hundred years. Cheap to build due to its
  modular design, the standard Olympus is capable of
  both orbital and atmospheric flight making it ideal
  for shipping cargoes between planetary surfaces and
  SLA’s many orbital stations or short in system
  flights. The interior of the  hull is split into a small
  forward bridge and a large rear cargo compartment
  which takes up over 80% of the available space.
  Thanks to special mounting points in the floor, this
  main compartment can be configure in a variety of
  ways and allows the craft to be outfitted to carry
  several different types of load including up to four
  standard SLA cargo pods or with addition seating to
  act as a passenger transport. Standard crew is two,
  although there is room in the rear bay for a further
  eight crash couches to be installed. The controls are
  simple to use and incorporates a sophisticated fly-
  by wire systems linked to the crafts onboard
  computer, this also allows the Olympus to be used
  as an unmanned drone if required and it can either
  be flown remotely or set to follow a pre-
  programmed route. For orbital and in system
  operations the 077M has a small ion drive unit, but
  for atmospheric flight it relies on two vector thrust
  turbo fan engines which have the added benefit of
  allowing the craft to operate in VTOL mode and to
  land and takeoff without a runway. The ships life
  support it good for over 150 hours with a full
  compliment of ten, while the onboard reactor is
  capable of a 30,000 hour user life. To save space
  and reduce costs the Olympus does not have a
  purpose built airlock and instead has a pressure
  tight door between the bridge and cargo area which
  allows either one to be de-pressurized when needed.
  The craft comes with four external doors consisting
  of two personnel hatches fitted on either side of the
  bridge and two larger cargo hatches, again on
  opposite side of the ship, which allow access to the
  rear bay. Standard weapons fit on the Olympus is
  four 17mm Retribution Chain Guns on the upper
  and lower hull, duel mounted in remote control
  turrets. These are aimed and fired using remote
  HUD links to either the pilot or co-pilot’s helmets,
  or if the craft has been specially outfitted, by one or
  more of the passengers acting as gunners. Each gun
  carries 1000 rounds of ammuntion. These are
  supplemented by six ‘Star Wing’ missiles in two
  three shot pods mounted under the wings. These
  weapons combined with the GA-077M’s specially
  armoured hull make it ideal for a variety of missions
  including boarding parties, reconnaissance or as
  short range militray transport.
  Type :Orbital Shuttle
  Max Speed:1000km/hour: 160m/phase
  (Atmospheric Flight)
  Movement: 
  Fusion 
  assisted 
  vectored 
  thrust
  turbofan, Ion Space Drive
  Dimensions:18m length, 7m width, 4m height
  Weight 22.5 tonnes
  Crew:l Pilot /1 Copilot
  Passengers: 8 (when properly outfitted)
  Skill:Pilot Military
  Armament:4 x 17mm Chain Cannon, 2 x 3 Star
  Wing Missiles
  Cost:280,000c
  P.V.26,  I.D.1720
  Acceleration Rate:5
  Turning Circle:0 Stationary, 50 at speed
  HEAVY & VEHICLE MOUNTED WEAPONS
  HEAVY & VEHICLE MOUNTED WEAPONS
  HEAVY & VEHICLE MOUNTED WEAPONS
  HEAVY & VEHICLE MOUNTED WEAPONS
  The fully automatic, large caliber weapons listed
  below require either ‘Auto Support’ or ‘Assault
  Weapon’ skill to operate and are classed as heavy,
  non man portable unless stated otherwise. All tank
  mounted cannons and artillery pieces need to be
  operated with Assault Weapons Systems skill
  exclusively. Weapon magazine sizes are as per the
  vehicle the weapon is mounted on. Power for those
  units with electrically operated actions will normally
  be drawn from vehicles onboard plant, although most
  will have a small backup battery giving around 50
  hours use. Most of the weapons with the exception of
  the 12.7mm Machine-guns are unsuitable for
  engaging individual, man sized targets and are
  intended for anti-vehicle or large scale anti-personnel
  use through blast damage.
  12.7mm Machine Gun
  12.7mm Machine Gun
  12.7mm Machine Gun
  12.7mm Machine Gun
  An extremely common and effective weapon found
  in numerous roles and a variety of designs
  throughout the SLA military, from fortifications and
  aircraft use to the multi barreled ‘Hatchet’ AA gun.
  There are also several tripod mounded versions
  available for infantry use. These weapons are able to
  utilize all types of 12.7mm rifle ammunition and their
  
  Dante Source Book A.H.Langton 1998
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  variable burst capability and extreme reliability make
  them popular with the troops. Most basic versions
  rely on gas powered recoil for operation, although
  some units like the Hatchet have electrically driven
  breaches for sustained fire roles. The 12.7mm
  Machine-gun can be fired using the standard
  Auto/Support skill used for lighter infantry weapons
  CLIP       CAL            ROF       RCL      RANGE
     -          12.7mm        10/5          -            200m
  17mm ‘Retribution’ Chain Gun
  17mm ‘Retribution’ Chain Gun
  17mm ‘Retribution’ Chain Gun
  17mm ‘Retribution’ Chain Gun
  A light fully automatic cannon found on small
  armoured vehicles. The single barreled ‘Retribution’
  chain gun is capable of two modes of automatic fire
  and burst size can be set by the operator. The weapon
  is able to use all types of standard 17mm rifle
  ammunition, while the electrically driven breach and
  firing mechanism helps keep jams to a minimum,
  with any cartridges that misfire simply being ejected
  by the cycle. Due to its need for vehicle mounting
  and powered operation, the Chain gun is fired using
  Assault Weapons Systems skill. FEN are currently
  working on a tripod mounted version of the system,
  designed to be carried by a two man squad and
  prototypes are expected to appear on Dante soon.
  CLIP     CAL       ROF       RCL      RANGE
     -       17mm       5/3/1         -             200m
  17mm 
  17mm 
  17mm 
  17mm Tri-Barrelled Rotary
  Tri-Barrelled Rotary
  Tri-Barrelled Rotary
  Tri-Barrelled Rotary
  Assault Cannon
  Assault Cannon
  Assault Cannon
  Assault Cannon
  A heavier version of the Chain cannon, the Assault
  Cannon is also electrically driven and has three
  hardened ceramic barrels to help minimize wear. The
  high speed rotary action allows much higher rates of
  fire than the Retribution is capable of and forced air
  cooling of the unit permits much longer periods of
  sustained fire. Like the smaller chain guns all types
  of 17mm rifle ammunition can be used in the
  weapon, including HEAP and HESH. Due to
  increased size and weigh, as well as additional power
  demands, the 17mm Assault cannon is usually only
  found on larger vehicles, generally in a powered
  turret mounting. Like the smaller single barreled
  chain gun this weapon is operated using Assault
  Weapon skill.
  CLIP     CAL         ROF        RCL      RANGE
     -       17mm        10/5/3         -           200m
  30mm ‘Harbinger’ Auto Cannon
  30mm ‘Harbinger’ Auto Cannon
  30mm ‘Harbinger’ Auto Cannon
  30mm ‘Harbinger’ Auto Cannon
  A heavy assault cannon firing specially manufactured
  30mm shells only used by the SLA military. The
  Harbinger is a scaled up version of the 17mm
  ‘Retribution’ system and is intended for use against
  heavy power armour and in an anti vehicle role.
  Capable of fully automatic fire the Harbinger can be
  extremely deadly in combat and is ideal for use
  against multiple targets or for blasting apart lightly
  armoured vehicles. Most units are found on larger
  vehicles such as the FEN Infantry Fighting Vehicle,
  due to their size and increased requirements for
  ammunition and power. While a specially shortened
  version is incorporated into the Shark Hunter main
  battle tank as a secondary weapons system.
  CLIP     CAL       ROF       RCL      RANGE
     -       30mm    
  5/3/1         -         500m
  Game Notes
  This weapon is fired using assault weapons skill and
  unlike smaller caliber rifle rounds, 30mm Shells are
  large enough to produce a blast which can effect
  personnel close to a target. The Blast/Pen rating
  given below only effects things around the target,
  for direct hits the normal Dam/Pen rules apply. This
  effect is small with Standard shells, but larger with
  explosive types.
  30mm STD  Shell
  DAM       PEN        AD
    38
     28          14
  BLAST  PENETRATION
      5
             2
  30mm Hi-Ex AP Shell
  DAM       PEN        AD
    45
      30          16
  BLAST   PENETRATION
       8
              5
  30mm ‘
  30mm ‘
  30mm ‘
  30mm ‘Grendal’
  Grendal’
  Grendal’
  Grendal’
  Tri-barreled rotary cannon
  Tri-barreled rotary cannon
  Tri-barreled rotary cannon
  Tri-barreled rotary cannon
  An extremely rapid firing cannon designed for use by
  the Warbeast VTOL, the Grendal system was
  developed from the six barreled weapons found on
  SLA’s Dreadnoughts, but with the number of barrels
  reduced to save weight in the aircraft. Electrically
  driven and air cooled the Grendal is intended as a
  Dropship killer, capable of ripping through outer hull
  armour to destroy flight systems and cargo. The gun
  has fully controllable burst size to help conserve
  ammunition and is capable of long periods of
  sustained fire allowing it to be used in a strafing role
  against ground targets. SLA are known to be
  developing a vehicle mounted version of the weapon.
  The Grendal is classed as an ‘Assault Weapon’ for
  skill purposes.
  
  Dante Source Book A.H.Langton 1998
  106
  CLIP     CAL         ROF       RCL      RANGE
     -       17mm    
   10/5/3         -           200m
  SLA -106mm Anti Tank Gun
  SLA -106mm Anti Tank Gun
  SLA -106mm Anti Tank Gun
  SLA -106mm Anti Tank Gun
  Main weapon on the Rolling Thunder MBT, the
  106mm anti tank gun is a tried and tested design
  ideal for use against enemy armour and fortifications.
  Using a powered loading system negates the need for
  extra crew members and allows rapid reloading of
  the weapon giving it an average rate of fire of one
  round a second. The hardened ceramic barrel will
  survive several thousand rounds before it needs
  maintenance and its proven reliability makes it
  popular with vehicle crews. A stationary version of
  the gun is available for use on fortifications and is
  usually fed from a large capacity magazine
  containing several hundred rounds. A towed version
  of this weapon known as the M-03 ‘TAW’ was
  produced by SLA 700 years ago, but has since been
  discontinued, although examples are still known to
  exist in storage and some are held in reserve at older
  bases. A naval version of the gun appears on the
  Apocalypse Class Dreadnoughts as their secondary
  armament while several large caliber varients have
  been developed, such as the 203mm cannons used on
  SLA’s Warbringer Leviathan fleet.
  CLIP     CAL        ROF       RCL      RANGE
     -       106mm         1            -           1000m
  106mm Hi-Ex AP Anti Tank Shell
  DAM       PEN        AD
    70
     40           16
  The Shells from the 106mm Gun have a
  ‘Blast/Fragmentation’ effect and can be used
  against multiple targets with the following stats
  BLAST - 20     PENETRATION - 16
  Thresher 120mm Artillery Gun
  Thresher 120mm Artillery Gun
  Thresher 120mm Artillery Gun
  Thresher 120mm Artillery Gun
  Used in a vast number of Threshers fortifications and
  as a basis for their mobile artillery system, the
  120mm artillery piece has served the company well
  throughout the war. Powered reloading allows the
  system to keep up a steady rate of fire and when
  several guns are used together heavy and sustained
  barrages are possible. Several versions exist,
  including a modified naval version fitted to
  submarines and warships and an older towed unit
  now rarely seen on Dante.
  CLIP     CAL        ROF       RCL      RANGE
     -       120mm        1            -           1500m
  120mm Hi-Ex AP Anti Tank Shell
  DAM       PEN         AD
    80           50            26
  The Shells from the 120mm Gun have a
  ‘Blast/Fragmentation’ effect and can be used
  against multiple targets with the following stats
  BLAST - 30     PENETRATION - 20
  90mm MLA Line Gun
  90mm MLA Line Gun
  90mm MLA Line Gun
  90mm MLA Line Gun
  A fairly new weapon from SLA, developed for use in
  the ‘Shark Hunter’ MBT project. The Magnetic
  Linear Accelerator gun uses large electro magnets to
  accelerate its 90mm ammunition to extremely high
  velocities without the need for conventional
  propellants, this permits much smaller shells to be
  used in the system and so increases the ammunition
  reserve and allows for higher rates of fire. The
  autoloader on the Line Gun is so fast that even short
  bursts are possible and these can have a devastating
  effect on enemy vehicles or strong 
  points.
  Development of a lighter 20 or 30mm system is
  currently underway, as is the possibility of a static
  sustained fire unit for use in defense works. It is also
  rumored that GA intend to produce a mounting kit to
  allow use of the MLA on their War and Seabeast
  VTOLs in place of the standard 30mm cannon.
  CLIP     CAL         ROF         RCL      RANGE
     -        90mm         3/1             -           1500m
  90mm MLA Hi-Ex AP Anti Tank Shell
  DAM       PEN        AD
     60
     30           26
  The Shells from the 90mm Gun have a
  ‘Blast/Fragmentation’ effect and can be used
  against multiple targets with the following stats,
  these are lower then more conventional artillery
  pieces due to the smaller projectile size.
  BLAST - 15     PENETRATION - 12
  FEN ‘Star Wing’ SAM Missile
  FEN ‘Star Wing’ SAM Missile
  FEN ‘Star Wing’ SAM Missile
  FEN ‘Star Wing’ SAM Missile
  The standard surface to air missile used by SLA
  Industries forces for anti aircraft defense. The Star
  Wing is found mounted on many different vehicles
  including an air to air version for mounting on
  Warbeast VTOLs, Dropships and helicopters. The
  missile uses a triple redundancy, multi sensor suite to
  guide it to its target including infra red, thermal
  signatures and radar homing. These are necessary for
  
  Dante Source Book A.H.Langton 1998
  107
  use in the unpredictable environment of Dante and
  give each missile an increased chance of retaining its
  target lock. Each unit uses a solid rocket fuel engine
  to accelerate it to intercept speed after a primary
  charge has discharged it from its launch tube. This
  secondary stage is capable of achieving a top speed
  of Mach 3 allowing the targeting of supersonic
  vehicles. Effective flight time is approximately 30
  seconds after which the unit runs out of propellant
  and self destructs, overall range of the missile is 60
  km. The Star Wing is a fire and forget system that
  allows the gunner to get a lock on the target vehicle
  and give launch authority to the system, after which
  the missiles onboard electronics take over and guide
  it to its objective. Each missile has a programmable
  FOF (friend or foe) receiver which can be used in
  conjunction with transponders on friendly aircraft to
  avoid accidents. The unit carries a HE fragmentation
  warhead weighing 80kg and capable of penetrating
  enemy dropship armour.
  110mm  Hi-FRAG SAM /AAM
  Star Wing Missile
  DAM        PEN        AD
     70
      30           30
  Game Notes
  The missile has an effective piloting skill of 8 for
  homing in on a target. The enemy aircraft can
  attempt to outmaneuver an incoming Star Wing
  based on this score and the missiles effectiveness at
  homing in on its target may be further reduced by
  enemy ECM systems or decoys.
  
  Dante Source Book A.H.Langton 1998
  108
  CHAPTER - 8
  CHAPTER - 8
  CHAPTER - 8
  CHAPTER - 8
  Character Creation
  Character Creation
  Character Creation
  Character Creation For Dante
   For Dante
   For Dante
   For Dante
  And
  And
  And
  And
  Converting Existing Characters
  Converting Existing Characters
  Converting Existing Characters
  Converting Existing Characters
  For creation of characters to be specifically used in
  the world of Dante initially the standard rules from
  SLA Industries can be used. Since Dante personnel
  are drawn from the pools of Operatives on Mort and
  the other World Of Progress, or trained Militia, the
  majority of their skills, Stats and other aspects will
  be roughly the same as those of a normal starting
  character for SLA Industries.
               Characters created for Dante may pick from
  any of the existing ‘Skill Packages’ found in the
  original rules (although some such as ‘Business’ are
  probably not very suitable) or they can use one of
  the specialist Military Packages listed below.
  Likewise they may wish to pick from the additional
  new skills in this section which reflect types of
  training only given to personnel on the War Worlds.
  Once a character has been created (or by using an
  existing character from a game set on Mort) they
  should be upgraded in the following way to reflect
  their transferee to a Dante posting and the
  advantages it can bring.
  1. The character will receive one rank of ‘Shock
  Tendons’ allowing the DEX STAT maximum to
  be increased by +1.
   
  2. The character will also be fitted with one rank of
  ‘Brace Tendons’ allowing their STRENGTH
  STAT maximum to be increased by +1.
   
  3. Each non Ebon Operative signing up for Dante
  duty will be issued with a set of enhanced Power
  Projects ‘Crackshot’ armour. This has had
  special lightweight armour panels fitted to allow
  its PV to be increased by two giving it an overall
  Protection Value of 17. The added armour also
  raises the ID of the armour by +5 in each
  location. These suits also come with special
  environmental controls intended to counter the
  extremes of heat and cold found in some areas
  of Dante (see ‘Vehicles & Armour’ section).
  These modifications will not effect the wearer's
  movement or lower her DEX and in all other
  respects the suits are identical to standard issue
  Crackshot armour that is available on Mort.
  Note - Ebon or Brain Waster Characters will not
  receive a set of powered armour, but they will
  instead be issued with a standard Deathsuit,
  unless they already own one, and receive an 8
  Flux Eternal Gem. This will allow the user to
  charge their Deathsuit to higher Stats each day
  or if they wish they can use the flux stored in the
  gem for other purposes
   
  4. All new characters will receive the standard
  SLA Equipment package as detailed in the
  character creation section of the original rule
  book, including a 603 pistol and other minor
  effects. If Dante is their first ever posting
  working for SLA the two sets of clothes + boots
  will be Military issue uniforms. Existing
  characters 
  will 
  also 
  be 
  issued 
  uniforms
  regardless of what other clothes they own and be
  expected to wear them all the time they are on
  duty.
   
  5. Regardless of any other weapons owned and in
  addition to the standard FEN 603 10mm pistol,
  each Dante recruit is issued with a FEN M-24
  Warmonger 11.35mm Sub Machine-gun or
  possibly an M-25, the same weapon, but fitted
  with an under barrel 40mm Grenade Launcher
  (these are issued on a ratio of one for every two
  standard M-24’s). Both these guns are issued as
  basic weapons, but recruits are free to fit sights,
  laser painters, etc. should they wish. There is
  also the possibility that a recruit may be
  designated squad machine-gunner and receive a
  12mm Powered Reaper GPMG, although these
  are issued on a scale of one for every nine
  Warmongers and generally go to the strongest
  squad member, most skilled at automatic fire.
   
  6. Unless they already have one, each recruit will
  be issued with a standard Boopa field medical
  kit. This will come with the basic drug's package
  and any additional items must be purchased by
  the recruit.
   
  7. All recruits will be given a Dante Issue headset
  communicator. This has all the basic functions
  of the Operative version, but in addition has a
  boosted range of 80 km to help counteract the
  effects of the planets atmosphere and a Friend or
  Foe transmitter. This secondary system is used
  to constantly  broadcast pre-programmed codes
  on a separate frequency and allows the wearer to
  be identified as friendly by SLA security
  systems or drones.
   
  8. Apart from the above, any other additional
  equipment that the player wants must be
  purchased from their own money at the standard
  list prices given in the original SLA Industries
  book and Karma source book. Note that new
  characters created for use on Dante do NOT
  receive the 1500c startup package that Mort
  Operatives do, since they have already been
  
  Dante Source Book A.H.Langton 1998
  109
  issued with far superior weapons and armour to
  those a starting Operative on Mort could afford.
  They will though receive an extra 300c
  induction bonus once the game commences as
  ‘Hazardous Duty’ money, Militia personnel will
  only receive this after their initial tour at the
  front, allowing them to purchase minor pieces of
  equipment, medical supplies etc. Players are
  also free to buy the ‘Financial Savings’
  advantage if they want extra cash prior to the
  beginning of the adventure.
  Bullet Tax
  Bullet Tax
  Bullet Tax
  Bullet Tax & Personnel Weapons
   & Personnel Weapons
   & Personnel Weapons
   & Personnel Weapons
  While on Dante STD ammunition for official
  weapons (the Warmonger and 603 and anything
  else that is issued for a specific mission such as a
  12mm Powered Reaper) will be issued free to the
  characters within reason. Personnel are also allowed
  to put in requisitions for specialist bullet types such
  as HEAP and HESH before a particular mission,
  although these will only be issued if the
  commanding officer thinks the situation warrants it,
  otherwise these types of ammunition must be
  purchased privately. Even if they are issued, the
  amount of specialist ammo will usually be restricted
  to one or two clips per person. Normally only three
  clips of four 40mm grenades will be issued to each
  Operative with a Model 25 Warmonger at a time,
  again type depends on the 
  mission 
  being
  undertaken. Anyone using excessive amounts of
  ammunition, for no good reason, may find
  themselves having to explain their actions to a
  senior officer.
               Dante personnel are also permitted to carry
  any personal weapons of their choose, as long as
  they have been privately purchased. Although, in
  the case of firearms or other projectile weapons,
  they will not be able to requisition ammunition for
  them. The Mort bullet tax is not in effect for
  purchases of ammunition made on Dante and all
  prices given in other supplements are halved
  because of this. Likewise the High Command on
  Dante has no objection to SLA military personnel
  purchasing and carrying their own choice of tools,
  electronics, medical supplies and other equipment.
  When undertaking a specific mission
  personnel may put in a requisition note for any
  additional weapons and equipment they think they
  need. If their commander agrees these items are
  necessary, they will be issued, although the person
  requesting them is then responsible any damage that
  occurs and may be held liable if the item is lost.
  Finance Chips
  Finance Chips
  Finance Chips
  Finance Chips
  The standard offer of having a Finance Chip fitted
  is given to all Dante personnel and carries a 100c
  per month bonus similar to that paid to Mort
  Operatives (the price is lower due to less use of the
  chips for Media purposes). Finance chips will
  operate in the same way as they do on Mort when a
  character is within the boundaries of one of SLA’s
  bases, although monitoring is not as extensive and
  Operatives can only expect their chips to be
  accessed around 50% of the time, this is due to the
  much more controlled environment of military bases
  and the higher number of Operatives.
  Once a character leaves a base their chip
  will suffer the same interference and unreliability of
  other communications gear on the planet, for this
  reason monitoring is often increased, sometimes to
  as high as 100% for those on a high priority
  assignment, although much of the time monitoring
  stations will still be unable to get a usable signal, so
  for most of the period personnel are in the field they
  will find themselves on their own and unable to
  contact their commanders for help. D.S.O Agents
  tend not to have chips fitted as they are a relatively
  easy way to identify a person that has once been in
  the employ of SLA Industries.
  Housing And Living Costs
  Housing And Living Costs
  Housing And Living Costs
  Housing And Living Costs
  While they remain on Dante Operatives will not
  have to pay rent or basic living costs. Most
  personnel are housed in small communal dorms of
  either five or ten beds, usually with other members
  of their units. The majority of low level Officers
  will have their own private quarters, usually a small
  cubical with bed, locker etc., although these will
  increase in size and furnishing level the higher the
  officers rank, with self contained apartments
  becoming available to very senior personnel. Basic
  food is provided in the communal mess halls to all
  ranks. Although when they’re on leave all personnel
  have the option to spend their own money and eat in
  the many restaurants and bars that exist in the
  entertainment sectors of Archangel and Dante’s
  other large bases, should they wish.
  Vehicle Ownership
  Vehicle Ownership
  Vehicle Ownership
  Vehicle Ownership
  Character either existing or newly created for Dante
  may still take the vehicle ownership advantage if
  they should wish. Most of the main bases especially
  Archangel are huge and transportation is still
  required if characters intend to travel very far within
  their borders, for this reason personally owned
  vehicles can sometimes be useful, but not at all
  essential.
  If a character previously owned a vehicle
  on Mort, this will be put in storage at the time they
  sign up for duty on Dante and on arrival they will be
  issued with an equivalent type from the central
  motor pool. Newly created characters will be issued
  with whatever vehicle they picked in the same way,
  although the GM may wish to restrict their choice to
  
  Dante Source Book A.H.Langton 1998
  110
  purely Military vehicles as it is unlikely SLA would
  be importing luxury cars to a War World.
  GM’s Note - Whether a personally owned vehicle
  will be of much use on Dante’s is questionable, as
  for the most part when transportation is needed by a
  unit operating outside of a base it will usually be
  provided. Also many duty assignments will mean
  the owner is away from whichever base the vehicle
  is stored at for long periods of time. Another
  alternative is that 
  the 
  ‘Vehicle 
  Ownership’
  advantage rather than buying a specific vehicle
  gives the taker a security pass allowing them access
  to an equivalent type of vehicle whichever base
  they’re on, although on small bases where there are
  always shortages this may not be possible or result
  in an inferior item.
  Karma Insurance & Medical Care
  Karma Insurance & Medical Care
  Karma Insurance & Medical Care
  Karma Insurance & Medical Care
  While serving on Dante no charge is made to
  personnel on active service for any medical costs
  such as reconstruction surgery, spare biological
  parts and limb replacements. This cover only
  extends to wounds received during actual combat or
  while on active duty and any non combat damage
  received on base or during leave must be covered
  by the Operative themselves.
  Although the activation of Karma LAD
  implants will sometimes result in a medical team
  being dispatched in certain situations (there is little
  hope of this happening in the height of a battle),
  Operatives should in no way expect the same
  response time as they do on Mort if they should
  become fatally wounded. Due to the nature of
  Medevac in combat conditions and the extreme
  variability of communications on planet, LAD
  responses can often by considerably longer or
  possibly non existent. For these reasons the terms of
  the LAD contract are suspended while the
  subscriber serves on Dante. Since LAD implants are
  also broadcast units they can sometimes bring
  unwanted attention to a users position and so are not
  carried by many personnel.
  Drugs
  Drugs
  Drugs
  Drugs
  The full range of SLA medical and combat
  Pharmaceuticals is available on most military bases
  for purchase by serving personnel. Combat drugs
  are popular among troops for enhancing their
  performance and most on active duty will carry a
  couple of vials of ‘RUSH’ or ‘Ultra Violence’ to
  use in an emergency. Generally medics and mobile
  units will also carry a supply of these drugs to be
  handed out in critical situations.
  The older ‘RUSH’ or the less addictive
  ‘Blaze UV’ are frequently used by units on long
  duration patrols as the problems of addiction
  associated with standard UV use can be sever if
  they run out of supplies in the middle of the desert
  with no hope of getting any more. Junkies tend not
  to last very long on Dante and getting addicted to
  anything can seriously effect your chances of
  survival.
  Use of recreational drugs such as ‘Beat’,
  ‘Flip’ and ‘Drum’ is also common and for many
  their calming effect is the only way they can get
  through Dante without becoming mentally scarred.
  Personnel are allowed to take these items during
  periods of leave or while off duty, but there are
  sever penalties for anyone caught ‘high’ while on
  duty, the most lenient being an immediate drop in
  rank.
  Other troops will also have a distinct
  distrust of anyone who regularly uses rec. drugs
  while on patrol or on the line, as they’re seen as a
  liability and likely to get themselves and other
  members of their unit killed. Beat users are
  particularly disliked as military personnel seem
  more prone than others to have psychotic episodes
  while under its influence. Most drug types other
  than the alcoholic ‘Slosh’ are hard to obtain outside
  of SLA’s main bases, a fact that tends to discourage
  their use on isolated postings where withdrawal
  symptoms can be a problem.
  Dante Skill Packages
  Dante Skill Packages
  Dante Skill Packages
  Dante Skill Packages
  The following are skill packages aimed specifically
  at Dante personnel and will normally not be
  available to Operatives on other worlds. If an
  Operative intends to take up a military career after
  leaving Orange Crush they may request one of these
  packages in preference to the standard ones on
  offer. These packages are open to all Militia recruits
  after they’ve completed their first tour as are any
  relevant ones from the original rules.
  Infantry Training Package
  Infantry Training Package
  Infantry Training Package
  Infantry Training Package
   The standard training package given to most
  Company Militia on Dante and one which gives a
  good range of weapons and survival skills essential
  to the battlefield. The package contains nothing
  specific, but gives training in use of the issued FEN
  Warmonger SMG and 603 pistol, along with a basic
  course in medical skills tailored for use in combat
  conditions.
  Rifle
  Auto / Support
  Pistol
  Paramedic
  Survival
  Unarmed Combat
  D.S.O Training Package
  D.S.O Training Package
  D.S.O Training Package
  D.S.O Training Package
  
  Dante Source Book A.H.Langton 1998
  111
  The training package taken by those planning to
  undertake 
  covert 
  missions 
  and 
  infiltration
  operations behind enemy lines. The package gives a
  mix of both combat and survival skills, as well as
  the use of explosives and stealth for when the need
  to destroy enemy assets covertly occurs. Training is
  also 
  given 
  in 
  Rival 
  Company 
  information,
  equipment and procedures to allow Operatives to
  understand and impersonate these enemies if
  needed. D.S.O Agents must often operate for long
  periods of time without re-supply or contact with
  friendly units, so the inclusion of a course in
  Wilderness Survival is vital. Agents will sometimes
  be required to operate as snipers or to attempt to
  assassinate key enemy personnel and for this reason
  basic training as a Marksmen is given as part of the
  package. These skills will usually be further
  supplemented by such things as disguise, computer
  subterfuge and a range of technical disciplines
  Demolition’s
  Survival
  Sneaking
  Paramedic
  Rival Company
  Marksman
  Medevac Package
  Medevac Package
  Medevac Package
  Medevac Package
  The training package given to Medical Evacuation
  teams and field medics on Dante. Since these units
  will often be operating in extreme conditions and
  usually under fire, their training differs considerably
  to that of the standard SLA medic. The enemy
  shows little respect for Evac teams so more often
  than not they will have to fight their way to and
  from casualties, for this reason weapons training is
  vital if they’re too survive. The need to be able to
  pilot 
  evacuation 
  helicopters 
  or 
  armoured
  ambulances on the battlefield is also important.
  Each combat squad will generally have at least one
  member trained in this package to act as their field
  medic.
  Any One Projectile Weapons Skill
  (players choice Rifle, Pistol etc.)
  Paramedic
  Medical Practice
  Medical Surgery
  Drive Military
  Pilot Military
  Combat Tech Package
  Combat Tech Package
  Combat Tech Package
  Combat Tech Package
  This package is taken by the combat engineers and
  sappers of the SLA forces on Dante and reflects
  their skill in repair and recovery of weapons,
  vehicles and other equipment on the battlefield,
  often when under fire. The package also includes
  training in the use of explosives and how to defuse
  booby trapped devices, something that is vital when
  a unit enters a captured enemy position or building.
  Training is given in the use of a variety of military
  vehicles, including those used for recovery purposes
  as well as a course in Computer Subterfuge to allow
  the recovery of Data from captured equipment or
  installations.
  Mechanical Repair
  Electronics Repair
  Demolition’s
  Demolition Disposal
  Computer Subterfuge
  Drive Military
  Additional Skills
  Additional Skills
  Additional Skills
  Additional Skills For Dante
   For Dante
   For Dante
   For Dante
  These are skills that are not normally taught to
  Operatives other than those going to Dante or other
  War World’s. They cover specific things such as
  piloting marine craft and the use of heavy weapons
  systems, things that would not normal be part of an
  Operatives training.
  Pilot Marine
  Pilot Marine
  Pilot Marine
  Pilot Marine
  (CON)
  (CON)
  (CON)
  (CON)
  This skill represents the ability to pilot all types of
  marine craft found on Dante and other worlds. This
  includes everything from light assault boats to
  submarines and even the vast Dreadnoughts that ply
  Dante’s oceans. Characters must have this skill to
  handle marine craft and drive skills cannot be
  substituted. It is also required if they intend to use
  Hovercraft on water.
  Maneuver Low Gravity Environment
  Maneuver Low Gravity Environment
  Maneuver Low Gravity Environment
  Maneuver Low Gravity Environment
  (DEX)
  (DEX)
  (DEX)
  (DEX)
  This skill is common among personnel assigned to
  orbital stations, spacecraft and other off planet
  postings where gravity is either low or non existent.
  Ranks in this skill will allow a character to live,
  operate and maneuver without problems in these
  types of environment, as well as covering the use of
  Vac Suits and other survival equipment that is
  needed in airless conditions.
  Booby Traps
  Booby Traps
  Booby Traps
  Booby Traps
  (DIAGN)
  (DIAGN)
  (DIAGN)
  (DIAGN)
  This skill is the measure of the characters
  proficiency at designing, constructing and placing
  booby trap devices. This includes everything from
  use of explosives, to mechanical devices such as
  pungy spikes. The character will also have the
  
  Dante Source Book A.H.Langton 1998
  112
  ability to adapt common materials such as small
  arms munitions, chemicals and other items into
  effective traps. Although the skill includes some use
  of explosives it does not impart knowledge covered
  by Demolition’s skill and cannot be used to perform
  tasks that require this.
  Orbital Pilot
  Orbital Pilot
  Orbital Pilot
  Orbital Pilot
  (CON)
  (CON)
  (CON)
  (CON)
  This skill covers the piloting of orbital craft above
  the size of shuttles and dropships and also allows
  the use of ion drive powered ships for interstellar
  flights. With SLA’s extensive use of Foldships this
  skill is not particularly common, but ranks in it are
  required for use of military patrol and picket ships
  within the Dante system. Ranks in this skill also
  allow the character to fly the interceptor craft
  stationed on New Hope and Black Dawn satellites.
  In addition the skill covers the piloting of dropships
  and shuttles within a planets atmosphere, but will
  NOT allow use of other types of aircraft such as
  helicopters or VTOL jets.
  Assault Weapons Systems
  Assault Weapons Systems
  Assault Weapons Systems
  Assault Weapons Systems
  (CON)
  (CON)
  (CON)
  (CON)
  This covers the use of vehicle mounted and some
  man portable heavy weapons systems. Ranks in this
  skill give the character the ability to effectively use
  artillery, heavy mortars, auto cannons, missile
  batteries and naval guns. These type of weapons are
  usually long range, large caliber guns or launchers
  intended for use against vehicles or constructs,
  rather than infantry.
  When firing fully automatic, large caliber,
  burst capable weapons capable of sprays or
  suppressive fire, Assault Weapons skill is used in
  the same way for as the Auto Support would be for
  small caliber machine-guns, SMGs and rifles.
  Dante Information
  Dante Information
  Dante Information
  Dante Information
  (KNO)
  (KNO)
  (KNO)
  (KNO)
  This skill allows the character to have an in depth
  knowledge of the SLA Militray and the history of
  the war on Dante. This includes information on the
  various strategic locations on the planet and in
  orbit, as well as planets wildlife, environment and
  climate. It also covers militray technology, both
  past and present and knowledge of a variety of
  common tactics and strategies.
  Jury Rig
  Jury Rig
  Jury Rig
  Jury Rig
  ((((Diag)
  Diag)
  Diag)
  Diag)
  The ability to improvise repairs on a variety of
  vehicles, weapons and pieces of equipment when
  the correct tools or spare parts are not available.
  This involves using whatever’s on hand to get a
  system running, be it parts salvaged from battlefield
  wrecks or cannibalized from the characters own
  equipment.
  Military Rank And SCL
  Military Rank And SCL
  Military Rank And SCL
  Military Rank And SCL
  On Dante Operatives will also hold a military rank
  along with their SCL clearance level. This rank can
  be raised in the same way as SCL can for Mort
  Operatives, with increases being awarded for
  particularly successful missions or recovery of
  important items etc. Likewise rank can be lost for
  dereliction’s of duty, mistakes or as a punishment.
  The numbers and sub section letters system works
  exactly as described in the main rule book. The
  main different is that anyone with a clear framework
  number  (i.e. no fractions or sub section letters)
  above another person has the right to issue them
  orders and take command in a situation where they
  are not outranked by another officer. For the most
  part the military don’t tend to acknowledge
  fractions of rank or sub section only the Operatives
  current ranking rounded down (never up). Most
  company Militia will begin their tour on Dante rated
  as the equivalent of SCL 11M (a rank that does not
  exist outside of the military, the M denoting their
  Militia status), but unlike Shivers and other similar
  personnel, these troops can gain ranks the same way
  Operatives do and have SCLs lower than 11. This
  rank also allows for the purchase and possession of
  arms other than CAF weapons, something that is
  denied to most SCL 11 employees of SLA. Any
  Militia troops who survive their initial front-line
  duty will automatically be awarded the rank of
  Private Second Class which gives them the same
  privileges as Operatives. Operatives as on Mort and
  the other Worlds Of Progress begin their tours with
  a SCL rating of 10 unless they already have a
  previous higher rating i.e. an Operative with a 7B
  rating would automatically gain the rank of
  Sergeant when joining the Dante Military.
  RANK
  SCL LEVEL
  Private Third Class
  11M (Militia Only)
  Private Second Class
  10 10A
  Private First Class
  9  9A  9B
  Corporal
  8  8A  8B  8C
  Sergeant
  7  7A  7B  7C  7D
  Lieutenant
  6  6A  6B  6C  6D  6E
  Captain
  5  5A  5B  5C  5D  5E  5F
  Major
  4  4A  4B  4C   4D  4E 4F
  Colonel
  3  3A  3B  3C  3D  3E  3F
  General/Admiral/
  2  2A  2B  2C  2D  2E  2F
  Commander
  Supreme Commander 
  1
  High SCL Operatives who sign up for military
  service are usually watched fairly closely by their
  
  Dante Source Book A.H.Langton 1998
  113
  superiors to see that they have the ability to match
  their new rank, as the transition from the streets of
  Mort to the battlefields of Dante is often not an easy
  one. For this reason these officers are often referred
  to as ‘probies’. Although the orders of probies must
  be obeyed by junior personnel, they may need to
  account for any poor decisions and will be quickly
  demoted if High Command feel they’re incompetent
  or not worthy of their status. Being a hotshot on
  Mort doesn’t necessarily mean you’ve got what it
  takes on Dante.
  Pay
  Pay
  Pay
  Pay
  The standard pay of personnel on Dante is
  determine by their rank and number of years of
  service on the planet. Unlike Mort and other Worlds
  Of Progress where Operatives receive payment per
  BPN they undertake, the majority of military
  officers are paid a fixed weekly rate. Pay is
  determined as follows
  Rank
  Pay
  Private Third Class
  No pay till completion 
  of first tour.
  Private Second Class   
  50 Credits Per Week
  Private First Class
  75 Credits Per Week
  Corporal
  100 Credits Per Week
  Sergeant
  125 Credits Per Week
  Lieutenant
  150 Credits Per Week
  Captain
  200 Credits Per Week
  Major
  300 Credits Per Week
  Colonel
  600 Credits Per week
  General
  Data Unavailable
  Commander In Chief        Data Unavailable
  Pay Increase Per Year
  Additional 10c Per Week 
  1-4 Years
  Per Year Served
  Additional 20c Per Week
  Per Year Served 
  Over 5 Years
  Bonuses and Volunteering
  Bonuses and Volunteering
  Bonuses and Volunteering
  Bonuses and Volunteering
  There are several ways in which military personnel
  are able supplement their incomes and although
  these are usually highly risky many are willing to
  take the chance. The first and most common method
  is going after bonuses.
  Bonuses
  Bonuses
  Bonuses
  Bonuses
  Bonuses are paid out by the company for numerous
  things including the recovery of enemy technology,
  the salvaging of ancient artifacts, capture of high
  ranking enemy personnel and various acts of
  bravery. Lists of current high priority, enemy items
  etc. various SLA research labs want to examine are
  posted each week at most major bases and prices
  tend to vary depending on the type of equipment
  and how common it is. Items such as top of the
  range Thresher powered armour or 17mm Cannons
  are always in high demand from the research labs,
  while weapons or equipment issued in large
  numbers, such as SHEER 14mm Rifles, carry much
  smaller rewards if any. Most commanders dislike
  troops in their units to take unnecessary risks going
  after bonus items or trying to capture rather than kill
  rival company personnel and many ban their men
  doing so unless the reward offered is over a certain
  price.
  Hazardous Duty
  Hazardous Duty
  Hazardous Duty
  Hazardous Duty
      
  The second and much more dangerous way of
  earning more money or raising your SCL rapidly is
  to put your name into the hazardous duty pool. This
  is similar to the BPN system operated for
  Operatives on other worlds, although is much
  simpler in operation. Units or individuals currently
  at a base with access to the com net put their names
  down for HD via it and if the central computer has a
  mission profile that matches their skills, they are
  simply given the assignment and issued with travel
  documents to report to the appropriate place. Unlike
  BPNs these missions cannot be turned down and
  must be fore filled by those who applied or else they
  face strict disciplinary measures and a sharp SCL
  reduction. Hazardous duty is exactly what it says
  and the missions handed out are usually those that
  most unit commanders would be unwilling give
  their men, i.e. suicidal black ops.
  It is also possible to pick up Hazardous
  Duty assignments from the S.I.D building at
  Archangel. This has a facility, similar to a BPN hall
  on Mort, where troops, either stationed at the base
  or passing through can go to sign up. Taking HD
  assignments in this way often gives a group a much
  wider choice of possible destinations, since
  missions leave from Archangel daily to go all over
  the planet as well as into orbit.
  
  Dante Source Book A.H.Langton 1998
  114
  CHAPTER- 9
  CHAPTER- 9
  CHAPTER- 9
  CHAPTER- 9
  THE MILITARY STRUCTURE ON
  THE MILITARY STRUCTURE ON
  THE MILITARY STRUCTURE ON
  THE MILITARY STRUCTURE ON
  DANTE
  DANTE
  DANTE
  DANTE
  Military Base Populations /
  Military Base Populations /
  Military Base Populations /
  Military Base Populations /
  Facilities
  Facilities
  Facilities
  Facilities
  The following is a rough guide to the various types
  of base SLA Industries operates on Dante, their
  personnel numbers and facilities. These do not give
  a complete picture of all the different types of
  instillation used by SLA, but are intended to give
  some idea of the varying numbers of personnel,
  Military, Research, Civilian etc. that can be
  typically found on the more common bases as well
  as what can be acquired or repaired there.
  ARCHANGEL
  ARCHANGEL
  ARCHANGEL
  ARCHANGEL
  The Largest of all bases on Dante, Archangel has
  huge numbers of personnel in all areas including
  training, research, manufacturing and defense. The
  base has a vast range of defenses, vehicles and
  aircraft and offers repair facilities for all types of
  weapons and equipment.
  Military Personnel
  - 14,435,582
  Civilians
  -   2,873,921
  Research Personnel
  -      795,448
  Non Military SLA Personnel
  -      569,376
  Military Police
  -        17,679
     __________
  TOTAL
     15,692,006
  LARGE BASES
  LARGE BASES
  LARGE BASES
  LARGE BASES
  & COMMAND CENTERS
  & COMMAND CENTERS
  & COMMAND CENTERS
  & COMMAND CENTERS
  (Slayers 
  Fist, 
  (Slayers 
  Fist, 
  (Slayers 
  Fist, 
  (Slayers 
  Fist, 
  Misaki 
  Garrison,
  Misaki 
  Garrison,
  Misaki 
  Garrison,
  Misaki 
  Garrison,
  Coral Sea, White Heat, Ice Palace)
  Coral Sea, White Heat, Ice Palace)
  Coral Sea, White Heat, Ice Palace)
  Coral Sea, White Heat, Ice Palace)
  The average size of most of SLA’s major bases on
  Dante, these complexes offer virtually all the same
  facilities as Archangel does, only at a reduced level.
  Full repair and refitting of nearly all types of
  vehicles 
  is 
  available, 
  including 
  those 
  for
  Dreadnoughts and other shipping if the complex is
  coastal based. Numerous defense systems protect
  these bases and the full range of weapons and
  equipment is normally present. These bases will
  also have limited manufacturing facilities for such
  things as spare parts, munitions and standard issue
  items, as well as a major hospital. Most bases will
  have spaceport facilities and at least one large
  airfield with accompanying air squadrons. R&R for
  off duty troops is also normally on offer as are a
  range of stores where equipment and weapons can
  be privately purchased.
  Military Personnel
  -      200,000
  Civilians
  -        10,000
  Research Personnel
  -        10,000
  Non Military SLA Personnel
  -          1,000
  Military Police
  -          5,000
     __________
  TOTAL
          130,000
  MEDIUM 
  SIZED 
  BASES
  MEDIUM 
  SIZED 
  BASES
  MEDIUM 
  SIZED 
  BASES
  MEDIUM 
  SIZED 
  BASES 
  AND
   
  AND
   
  AND
   
  AND
  RESEARCH CENTERS
  RESEARCH CENTERS
  RESEARCH CENTERS
  RESEARCH CENTERS
  (Zodiac Nine, 
  (Zodiac Nine, 
  (Zodiac Nine, 
  (Zodiac Nine, Ravenhead Bridge, The
  Ravenhead Bridge, The
  Ravenhead Bridge, The
  Ravenhead Bridge, The
  Crab)
  Crab)
  Crab)
  Crab)
  These type of bases normally have a specific
  purpose either of defending an area, research or in
  some cases manufacturing. The complex will
  generally feature its own airfield and large fleet of
  aircraft, although on most only very limited
  spaceport facilities for orbital freighters or small
  transport dropships are available. A fully equipped
  on base hospital with complete Karma and LAD is
  standard as are repair facilities for most types of
  vehicles, although these bases will not normally be
  able to handle large scale work such as extensive
  repairs to Dreadnoughts or Leviathans. The
  majority of complexes of this size will have also
  have at least some manufacturing capability.
  Generally this is restricted to the processing of raw
  materials for shipment and the production of
  munitions and spares for common weapons making
  them semi self sufficient. The base will usually offer
  civilian run R&R facilities, as well as equipment
  stores offering items for private purchase.
  Military Personnel
  -        30,000
  Civilians
  -          2,000
  Research Personnel
  -          8,000
  Non Military SLA Personnel
  -             500
  Military Police
  -          1,000
     __________
  TOTAL
           43,000
  SMALL BASES
  SMALL BASES
  SMALL BASES
  SMALL BASES
  Found throughout Dante many regions, these bases
  are really just smaller versions of the mid sized
  command and research complexes detailed above.
  They often have one or two company research
  establishments and can offer a range of repair and
  re-supply facilities to convoys and patrols. Each
  base has a small air force consisting of attack and
  transportation aircraft and will operate a range of
  vehicles from MBT squadrons to patrol and recon
  units, although in outlying areas these will normally
  be older or obsolete designs. No spaceport facilities
  exist other than for standard military dropships.
  
  Dante Source Book A.H.Langton 1998
  115
  Limited manufacturing goes on and many of these
  bases are constructed around the remaining viable
  mining areas with automated systems digging out
  ore for supply to the other bigger bases. They will
  also have workshops capable of manufacturing
  common spare parts and munitions when needed. A
  comprehensive hospital is installed at each base and
  a small civilian population is present to provide
  limited R&R to on site personnel and visiting units.
  There is opportunity to privately purchase items on
  these bases, but supplies are limited and usually
  restricted to common items.
  Military Personnel
  -        10,000
  Civilians
  -             300
  Research Personnel
  -          2,000
  Non Military SLA Personnel
  -             200
  Military Police
  -             100
     __________
  TOTAL
            12,900
  COMMAND POSTS
  COMMAND POSTS
  COMMAND POSTS
  COMMAND POSTS
  These type of bases are normally found at regular
  intervals along most of the major front-lines on
  Dante and in other areas where there is constant,
  heavy fighting. Command Posts are primarily
  intended to offer hospital, repair and re-supply
  facilities for front-line units as well as being strong
  points to strengthen the lines defenses. Most of the
  personnel will be responsible for operating the
  numerous gun batteries and defense systems,
  although several small vehicle units and a limited
  number of aircraft are stationed at each complex.
  The bases are capable of accepting military
  dropships, but can provide no servicing or refueling
  facilities. Most Command Posts will have a large
  medical team and extensive hospital facilities
  including full Karma biological replacement and
  LAD. This is because of the huge number of
  casualties shipped back from the trenches everyday
  and as a result these bases also act as front-line
  hospitals till the more seriously wounded can be
  evacuated to the nearest large SLA complex. In
  addition to having a powerful uplink capable of
  tying into the satellite network, Command Posts are
  usually linked to each other and the forward
  positions via a series of land lines allowing attacks
  and defense to be coordinated despite the
  atmospheric interference.
  Military Personnel
  -          5,000
  Civilians
  -        
      -
  Research Personnel
  -                -
  Non Military SLA Personnel
  -               20
  Military Police
  -               50
     __________
  TOTAL
             5,270
  OUTPOSTS
  OUTPOSTS
  OUTPOSTS
  OUTPOSTS
  Found in large numbers throughout the ‘no mans
  land’ areas of Dante these posts are intended as way
  stations for patrols and assault units where they can
  receive limited repairs and also re-establish contact
  with the High Command. Each outpost has several,
  large, storage silos for the re-supply of visiting units
  and vehicle workshops where damaged machines
  can be patched up. Often used for product testing
  most of these bases will sometimes have a small
  number of researchers from one of SLA’s sub
  companies. Each outpost has an infirmary with
  LAD facilities and Karma replacements and these
  are intended not only to deal with on base
  casualties, but to take severely wounded from
  passing units.
   As well as a defense grid and weapons
  emplacements surrounding the main complex, these
  bases can normally field around 10 MBTs and a
  selection of other vehicles such as APCs, Recon
  vehicles and light transports. They will also have a
  small stockpile of older or obsolete vehicles passed
  on from larger bases, which are intended for
  emergency use by severely depleted patrols.
  Landing pads are generally available for dropships
  and conventional aircraft and each outpost will be
  able to field four VTOLs and four Redhawk
  transport helicopters. Any specialist purchases base
  personnel wish to make, other than basic items like
  ammunition and standard issue equipment, must be
  shipped in with the regular supply trains or
  dropships.
  Military Personnel
  -              300
  Civilians
  -        
       -
  Research Personnel
  -        
      20
  Non Military SLA Personnel
  -              10
  Military Police
  -              10
     __________
  TOTAL
                 250
  STRIKE BASES
  STRIKE BASES
  STRIKE BASES
  STRIKE BASES
  Strike bases are generally set up with a specific
  reason in mind and are primarily used as a staging
  point for regular raids, either land or air, or patrols
  into such areas as the Black Sword Valley. The
  complex will usually act as a support base for
  aircraft, anything up to sixty or seventy in some
  cases, or one or more assault teams and will
  generally not be able to offer either extensive repair
  or re-supply facilities for other units.
  The majority of Strike Bases are semi-
  permanent in nature and will often be abandoned
  once located by the enemy or after they’ve served
  their intended purpose. For this reason most of the
  building and other facilities are pre-fabricated with
  
  Dante Source Book A.H.Langton 1998
  116
  few, if any, permanent fortifications or defense
  emplacements. Over the years SLA Industries have
  become past masters at rapidly assembling Strike
  Bases and using their fleets of dropships and
  transports can usually construct one in a matter of
  hours.
  Military Personnel
  -              200
  Civilians
  -        
       -
  Research Personnel
  -        
       -
  Non Military SLA Personnel
  -              10
  Military Police
  -              10
     __________
  TOTAL
                 250
  WATCHTOWERS
  WATCHTOWERS
  WATCHTOWERS
  WATCHTOWERS
  These small observation and monitoring posts are
  dotted all over the planet and rely on not being
  found for much of their defense. Camouflaged to
  blend in with their surroundings and sited at remote
  locations, these bases are only capable of fielding a
  small number of troops and vehicles if attacked.
  The Watchtowers main purpose is to
  covertly monitor enemy troop movements and
  perform reconnaissance on the surrounding area,
  although they can also be used to provide limited
  support to patrol or assault units operating in the
  area. Normal compliment for a Watchtower is 4
  MBTs and around five other armoured vehicle of
  various types, which are mainly intended to allow
  the personnel to evacuate in an emergency.
  Watchtowers will also normally have two VTOLs
  for scouting and reconnaissance purposes and a
  single Redhawk transport helicopter. A small
  infirmary with only limited Karma replacement
  biological parts is provided, as is a machine shop
  and repair facilities. Like Outposts these bases will
  generally have several large supply silos and
  possibly an emergency vehicle store for re-
  supplying patrols. Most items found at these bases
  are old designs and they’re often used as a dumping
  ground for obsolete and outdated equipment.
  Military Personnel
  -                 80
  Civilians
  -        
       -
  Research Personnel
  -        
       -
  Non Military SLA Personnel
  -               4
  Military Police
  -               2
     __________
  TOTAL
                    84
  Unit Size
  Unit Size
  Unit Size
  Unit Size
  The following is a list of the most common types of
  SLA units and their equipment, although these can
  vary greatly depending on their duty and where on
  Dante they are serving. Those given are general
  outlines as to what a normal squad will carry and
  what additional items they will have access to. In
  very isolated areas the vehicles will usually be much
  older designs, as will the mix of infantry and heavy
  weapons. Rival companies will also tend to field
  units of similar size and strength to those used by
  SLA Industries.
  Standard 10 Man Infantry Squad
  Standard 10 Man Infantry Squad
  Standard 10 Man Infantry Squad
  Standard 10 Man Infantry Squad
  6 x Infantrymen + Crackshot Armour
  - M-24 Warmonger SMGs
  - 6 x Spare Magazines STD Ammo
  3 x Infantrymen + Crackshot Armour
  - M-25 Warmonger SMGs
  - 6 x Spare Magazines STD Ammo
  - 2 x Spare Magazines Frag Grenades
  1 x Infantryman + Crackshot Armour
  - 12mm FEN Power Reaper GPMG
  - 500 Round STD Ammunition Bin
  Additional Equipment
  These are items that would normally be carried by a
  mobile unit on long range patrol or assault duty. All
  other equipment including rations and water will
  also be carried on the squads vehicle. For every two
  infantry squads in a unit, an 88mm HV Mortar will
  be issued along with about thirty rounds of
  ammunition. For extremely long duration patrols,
  stores and additional ammunition will often be
  carried by other vehicles, usually modified APCs or
  armoured transports converted to carry cargo.
  • FEN Battle Taxi APC with Driver and Gunner
  • 90 x Spare Warmonger Magazines with STD
  Ammunition
  • 36 x Spare Warmonger Magazines with HEAP
  Ammunition
  • 18 x Spare Warmonger Magazines with HESH
  Ammunition
  • 20 x Fragmentation Grenades
  • 20 x Hi Ex Grenades
  • 2 x 500 Round HEAP 12mm Ammunition Bins
  • 3 x LAPW 70mm Rocket Launchers
  Strike Squad
  Strike Squad
  Strike Squad
  Strike Squad
  4 x Infantrymen + MAL Shock Armour
  - 12mm FEN Power Reapers
  - 1000 Round HEAP Ammunition Bin
  3 x Infantrymen + MAL Shock Armour
  - 40mm -Automatic Grenade Launchers
  - 2 x Spare Magazines Frag Grenades
  - 2 x Spare Magazines Hi Ex Grenades
  
  Dante Source Book A.H.Langton 1998
  117
  3 x Infantrymen + MAL Shock Armour
  - MAL 12.7mm Assault Cannons
  - 3 x Spare Magazines HESH Ammo
  - 3 x Spare Magazines HEAP Ammo
  Additional Equipment
  Like the standard infantry squad, while on patrol or
  on a long duration mission these units will carry a
  range of additional equipment including spare
  ammunition and weapons. Due to the greater bulk
  of MAL armour and need for more ammunition
  carrying capacity, Strike Squads will commonly be
  issued with 2 APCs per unit rather than the normal
  one. Additional supplies and munitions will be
  carried by other vehicles in the unit.
  • FEN Battle Taxi APC with Driver and Gunner
  Per Five Personnel
  • 30 x Spare MAL Assault Cannon Magazines
  with HEAP Ammunition
  • 30 x Spare MAL Assault Cannon Magazines
  with HESH Ammunition
  • 6 x Spare Magazines Fragmentation Grenades
  • 6 x Spare Magazines Hi Ex Grenades
  • 4 x 1000 Round HEAP 12mm Ammunition Bins
  • 4 x LAPW 70mm Rocket Launchers (Two Per
  APC)
  Dante Marine Corps/
  Dante Marine Corps/
  Dante Marine Corps/
  Dante Marine Corps/
  Special Operations Unit
  Special Operations Unit
  Special Operations Unit
  Special Operations Unit
  4 x Marines + MAL Hellstorm Armour
  - M-25 Warmonger SMGs
  - 6 x Spare Magazines HP Ammo
  - 6 x Spare Magazines HESH Ammo
  - 2 x Spare Magazines Hi Ex Grenades
  3 x Marines + MAL Hellstorm Armour
  - 8mm FEN HAS Mini Guns
  - 500 Round HEAP Ammunition Bin
  1 x Marine + MAL Hellstorm Armour
  - 40mm Automatic Grenade Launcher
  - 1 x Spare Magazines Frag Grenades
  - 1 x Spare Magazines Hi Ex Grenades
  2 x Marines + MAL Hellstorm Armour
  - MAL 12.7mm Assault Cannons
  - 2 x Spare Magazines HP Ammo
  - 2 x Spare Magazines HEAP Ammo
  - 2 x Spare Magazines HESH Ammo
  Additional Equipment
  Although listed as using an APC this sort of unit
  might also be found using several smaller vehicles
  or transports depending on the type of mission. The
  stats given are for a standard ten man assault team,
  although other types of Marine Corps squads will be
  similarly equipped. The two Marines issued with
  MAL 12.7mm Assault Cannons are normally
  designated as the units snipers and their weapons
  will be appropriately equipped with flash hiders,
  suppressers and long range sights. For covert ops all
  the personnel will carry silenced weapons and the
  8mm HAS Mini Guns and 40mm Grenade Launcher
  will be replaced with single barreled, suppressed
  12mm Power Reapers.
  • FEN Tracked APC with Driver and Gunner
  • 40 x Spare Warmonger Magazines with HP
  Ammunition
  • 40 Spare Warmonger Magazines with HEAP
  Ammunition
  • 20 x Spare Warmonger Magazines with HESH
  Ammunition
  • 40 x Fragmentation Grenades
  • 40 x Hi Ex Grenades
  • 6 x 500 Round HEAP 8mm Ammunition Bins
  • 6 x LAPW 70mm Rocket Launchers
  • 3 x Spare 40mm Grenade Launcher Magazines
  Hi Ex Ammunition
  • 20 x Spare MAL Assault Cannon Magazines
  with HEAP Ammunition
  • 20 x Spare MAL Assault Cannon Magazines
  with HESH Ammunition
  Engineering Unit
  Engineering Unit
  Engineering Unit
  Engineering Unit
  4 x Engineers + Crackshot Armour
  - M-24 Warmonger SMGs
  - 6 x Spare Magazines STD Ammo
  1 x Computer Technician + Crackshot Armour
  - M-24 Warmonger SMG
  - 6 x Spare Magazines STD Ammo
  - Dante Issue Video Cameras
  1 x Infantryman + Crackshot Armour
  - 12mm FEN Power Reaper GPMG
  - 500 Round STD Ammunition Bin
  Additional Equipment
  Each six man engineering unit is generally equipped
  with a single GA AMX 300 armoured recover
  vehicle which is used to carry a variety of supplies,
  spare parts and equipment. Additional specialist
  tools may also be carried to suit a particular mission
  depending whether it’s recover, repair or the entry
  of enemy fortifications or complexes. Additional
  ammuntion and weapons will be carried in similar
  quantities to those of a standard infantry squad.
  
  Dante Source Book A.H.Langton 1998
  118
  CMC Mobile Media Unit
  CMC Mobile Media Unit
  CMC Mobile Media Unit
  CMC Mobile Media Unit
  1 x Frontman + Crackshot Armour
  - M-24 Warmonger SMG
  - 6 x Spare Magazines STD Ammo
  2 x Tech/Cameramen + Crackshot Armour
  - M-24 Warmonger SMGs
  - 6 x Spare Magazines STD Ammo
  - Dante Issue Video Cameras
  1 x Infantryman + Crackshot Armour
  - M-25 Warmonger SMG
  - 6 x Spare Magazines STD Ammo
  - 2 x Spare Magazines Hi Ex Grenades
  1 x Infantryman + Crackshot Armour
  - 12mm FEN Power Reaper GPMG
  - 500 Round STD Ammunition Bin
  Additional Equipment
  A standard CMC Media Unit will be equipped with
  a single APC or other type of armoured vehicle
  which is used to transport themselves and their
  equipment. These vehicles are generally specially
  outfitted with video editing facilities and a powerful
  communications uplink for the preparation and
  transmission of stories. The vehicle will also carry
  several spare cameras, power packs and other
  replacement parts for the crews equipment.
  Additional ammuntion and weapons will be carried
  in similar quantities to those of a standard infantry
  squad.
  Medical 
  Medical 
  Medical 
  Medical Evac Unit
  Evac Unit
  Evac Unit
  Evac Unit
  1 x  Doctor + Crackshot Armour
  - M-24 Warmonger SMGs
  - 6 x Spare Magazines STD Ammo
  3 x Tech/Paramedics + Crackshot Armour
  - M-24 Warmonger SMGs
  - 6 x Spare Magazines STD Ammo
  1 x Infantryman + Crackshot Armour
  - 12mm FEN Power Reaper GPMG
  - 500 Round STD Ammunition Bin
  Additional Equipment
  A Medevac team will be equipped with a single
  specially modified APC which will carry additional
  medical supplies and equipment and which can also
  be used to evacuated casualties when needed. The
  vehicle will come with a driver and gunner and also
  carry the necessary apparatus for LAD stabilization.
  Additional ammuntion and weapons will be carried
  in similar quantities to those of a standard infantry
  squad.
  Typical Mobile Military Units
  Typical Mobile Military Units
  Typical Mobile Military Units
  Typical Mobile Military Units
  The 
  following 
  is 
  a 
  list 
  of 
  typical 
  small
  Patrol/Assault units and the number of vehicles and
  types of equipment carried. In some of the outlying
  regions the vehicles listed should be changed to
  older types i.e. Half-tracks instead of APCs, to
  reflect the limited availability of modern equipment.
  They may also differ slightly depending on the
  exact mission being undertaken For vital missions
  all equipment will be the latest models, while those
  in outlying areas will usually be made up from
  what’s available on the base.
  Recon Unit
  Recon Unit
  Recon Unit
  Recon Unit
  Small units used for scouting and reconnaissance
  purposes, these are highly mobile and lightly
  armored and not usually intended to go into combat.
  All supplies are carried on the combat vehicles and
  no cargo APCs are used. In some case Recon Units
  may also be used to mount covert raids on specific
  tactically important targets and when doing so will
  carry explosives and demolition’s equipment in
  addition to their other gear.
  4 x Fast Attack Vehicles or Quad Bikes
  1 x FEN Tracked Recon Vehicle
  1 x GA RAM Light Armoured Transport
  Strike Team
  Strike Team
  Strike Team
  Strike Team
  Similar to Recon Units, Strike Teams are used to
  accomplish a specific task such as the capture of
  enemy personnel, the retrieval of equipment,
  hostage rescue or destruction of a small target such
  crazies, rouge robotics or bands of Scavengers. In
  many ways a Strike Team is the equivalent of an
  Operative squad on Mort, carrying just enough
  equipment and personnel to get the job done and
  mostly operating on their own initiative.
  1 x FEN APCs (Wheeled or Tracked)
  + Infantry Squad
  1 x GA EEX-3 Scout Car
  - acting as command vehicle
  1 x FEN Tracked Recon Vehicle
  Small Patrol Unit
  Small Patrol Unit
  Small Patrol Unit
  Small Patrol Unit
  Typically used for extended recon purposes or to go
  up against small targets such as minor Soft
  Company enclaves. These units are not usually
  equipped to deal with heavy fortifications or large
  forces of Thresher or DarkNight troops. All
  
  Dante Source Book A.H.Langton 1998
  119
  supplies are carried in the units vehicles or the
  single cargo APC.
  3 x FEN APCs (Wheeled or Tracked)
  + Infantry Squads
  1 x FEN APC outfitted for cargo carrying
  1 x Medical Unit APC
  + Five man Medevac unit, limit Karma facilities
  1 x GA EEX-3 Scout Car
  - acting as command vehicle
  1 x FEN Tracked Recon Vehicle
  1 x Tracked AA Gun
  Mid Sized Patrol Unit
  Mid Sized Patrol Unit
  Mid Sized Patrol Unit
  Mid Sized Patrol Unit
  A more general unit able to undertake a wider range
  of duties due to its increased number of infantry and
  MBTs. These type of units are also commonly used
  to escort small convoys of five or six armoured
  transport trucks. This type of patrol is one of the
  most typical used by the SLA military on Dante and
  many thousands are in operation throughout the
  areas of ‘no mans land’ all over the planet.
  4 x Main Battle Tanks
  4 x FEN APCs (Wheeled or Tracked)
  + Infantry Squads
  2 x FEN APCs outfitted for cargo carrying
  2 x FEN APCs (Wheeled or Tracked)
  + One Strike Squad
  1 x Medical Unit APC
  + Five man Medevac unit, limit Karma facilities
  1 x GA RAT Infantry Fighting Vehicle
  - acting as command vehicle
  4 x FEN Tracked Recon Vehicles
  1 x Tracked AA Gun
  1 x Mobile SAM Launcher
  Large Patrol/Assault Unit
  Large Patrol/Assault Unit
  Large Patrol/Assault Unit
  Large Patrol/Assault Unit
  Intended for serious assaults and escorts of large
  convoys consisting of 10-20 vehicles. These units
  are a forced to be reckoned with and are able to take
  on the largest units both Thresher or DarkNight are
  able to field in ‘no mans land’. These patrols are
  used in the most hostile areas of Dante and can be
  away from a major base for several months
  operating totally independently, for this reason large
  amounts of supplies and reserve ammunition is
  carried. Despite this the unit will still probably have
  to make two or three stops at larger bases during
  their patrol duration to take on extra supplies if
  possible.
  8 x Main Battle Tanks
  6 x APCs (Wheeled or Tracked)
  + Infantry Squads
  4 x APC - outfitted for cargo carrying
  4 x APCs (Wheeled or Tracked)
  + Two Strike Squads
  2 x Medical Unit APCs
  + Five man Medevac unit, full Karma facilities
  2 x GA RAT Infantry Fighting Vehicles
  - acting as command vehicles
  6 x FEN Tracked Recon Vehicles
  2 x Tracked AA Gun
  2 x Mobile SAM Launcher
  1 x Armoured Recovery Vehicle
  + Engineering Crew
  Current Company Research
  Current Company Research
  Current Company Research
  Current Company Research On
   On
   On
   On
  Dante
  Dante
  Dante
  Dante
  Research is rife on Dante and virtually every sub
  company has at least some personnel on the planet
  undertaking field trials or development work. The
  following is a brief run down of current testing and
  in what areas some of SLA’s major companies are
  working. The SLA war machine is ever hungry for
  new weapons and researchers strive daily to fulfill
  this need fielding a wide range of prototypes and
  pre-production models to be issued to the troops so
  that they can be perfected.
  FEN
  FEN
  FEN
  FEN
  The giant of SLA’s sub companies, FEN was the
  first to see Dante as an opportunity rather than a
  problem and remains today one of the biggest
  exploiters of the War World’s limitless potential for
  testing and research. All of the armament giants
  various departments are represented on Dante and
  many bases have company personnel stationed at
  them. By far the biggest of these is their Small
  Arms division and it is from such labs as the ones at
  New Hamilton City and Phoenix base that many of
  FEN’s recent successes in this field have been
  conceived. Investigations into new ammunition
  types and ballistics are high on the priority list
  particularly in the field of anti-armour munitions, as
  the company strives to be the first to come up with a
  proven competitor to the Depleted Uranium rounds
  used by many Thresher guns. There have also been
  a concentrated effort to exploit the effectiveness of
  the 11.35mm SMG rounds developed for the
  Warmonger project in 214 and FEN are currently
  known to be working on both a viable pistol to
  utilize the ammunition as well as a higher velocity
  rifle variant.
  FEN’s other major area of research on
  Dante is in the armoured vehicle field with
  numerous projects currently underway concerning
  the development of both light and heavy AFVs. The
  companies air and naval divisions are also heavily
  funded and several projects are currently entering
  their prototype stages. The most widely known of
  these is much talked about ‘Dante’ Kilcopter as the
  company attempts to upgrade and enhance the
  
  Dante Source Book A.H.Langton 1998
  120
  existing design with better weapons, armour and
  ECM systems to make it more suitable for use in the
  planets hostile atmosphere. The labs at Coral sea
  have also seen the initial trials of FEN’s new attack
  mini submersible which is being developed as a
  direct response in the increased use Thresher has
  been making of its ENO units.
  Although the companies mainstays may be
  armaments and vehicles the company have
  numerous other smaller divisions situated all over
  Dante working in a variety of  more specialized
  fields. 
  These 
  include 
  robotics 
  and 
  drones,
  battlefield electronics and communications and
  even a research team looking into the possibilities
  of FEN breaking into the highly lucrative and till
  now fairly exclusive field of powered armour.
  GA
  GA
  GA
  GA
  Although being seen by many as coming a poor
  second to FEN, General Armaments is still a major
  player in the weapons business and a prime user of
  Dante for its R&D. This has been steadily
  increasing over the last few years, perhaps as GA
  attempt to come up with new designs in an attempt
  to stave off any possible take overs by its rivals.
  One of its main aims has been to try and break
  FEN’s strangle hold on the infantry weapons market
  and work is currently underway to produce designs
  to compete with FEN’s Warmonger SMGs and
  Power Reapers. This testing is taking place at
  various locations and the company has been
  responsible for funding numerous field trials to test
  their prototypes.
   Despite its successful small arms division
  GA’s main research on Dante has been in the area
  of armoured vehicles, something that has appeared
  to pay dividend with such new designs as the XM30
  Fast Attack Vehicle and their current range of
  armoured troop transport hovercrafts. They are also
  seeking replacements for many of their older
  designs such as the venerable FX-66 Warbeast
  VTOL and Rolling Thunder MBT to prevent FEN
  and others gaining too much of a lead. At least one
  new ‘Mini Tank’ has undergone testing, but the
  results are though to have been inconclusive and
  that GA have returned to the drawing boards. There
  have also been speculative trials of what is thought
  to be GA’s first ever set of infantry powered armour
  as they obviously plan to follow FEN’s lead and
  break into new areas.
  One area that General Armaments can be
  said to be ahead of all its competitors in is that of
  cybernetics and automated defense systems. Their
  range of attack and security drones have managed to
  take the market lead and keep it, thanks in no small
  part to the MK-VII ‘Deathwish’. Although as in
  other areas they are having to fight hard to keep
  ahead and this has resulted in numerous testing
  programs being implemented both at New Hamilton
  City and The Maze as well as them gaining
  permission to conduct trials of new prototypes in
  Archangels Under City tunnels.
  Power Projects
  Power Projects
  Power Projects
  Power Projects
  The largest producer of powered armour suits in the
  Worlds Of Progress, PP have a ready made market
  in Dante and one they are keen to hold onto.
  Although Power Project suits go to virtually every
  new Dante recruit, in recent years there have been
  several attempts to impinge on their territory
  particularly by their close rival MAL. This has
  resulted in numerous research projects being set up
  around the planet in an attempt to stave off any
  competition.
  The main area of development has recently
  been an attempt to find a replacement for the aging
  Doggy Bone heavy infantry armour which although
  high effective is still no match for Threshers
  awesome ‘Sarge’ units. In recent years there have
  been numerous field trials of prototype designs, but
  as yet there have been no signs of a production
  model. There have also, perhaps prompted by the
  success of MAL’s Hellstorm units, been several
  attempts at producing suits with built in weapons
  systems. Some of these have been simple upgrades
  of existing designs such as the Crackshot, while
  others appear to have been developed from scratch
  in an attempt to find a new approach.
  Other PP labs are devoted to the
  investigation and development of designs based on
  captured Thresher technology. The largest of these
  being a division established to attempt to perfect a
  fully flight capable suit, although as yet this has
  only had limited success. The other major R&D
  project is into the design of an aquatic suit to match
  those used by Thresher ENO teams.
  The other key area PP has 
  been
  concentrating in has been in the attempt to secure
  and study many of the ancient suits found on
  Dante’s battlefields and incorporate this previously
  lost technology into their current designs. For this
  reason 
  the 
  company 
  has 
  sponsored 
  many
  archeological digs and expeditions around the
  planet in their search for samples, the majority of
  these being concentrated in the large desert areas
  such as the Wastelands.
  MAL
  MAL
  MAL
  MAL
  Although MAL only has a small product range in
  comparison with the giants of the industry it still
  holds out against its larger rivals by the sheer
  quality of its products in particular the unmatched
  Hellstorm Marine suit. Aside from its powered
  armour division the company is currently known to
  be working on a variety of infantry weapons
  
  Dante Source Book A.H.Langton 1998
  121
  including developing of its range of military
  incinerators and work on several anti-armour guns
  using 
  both 
  existing 
  and 
  newly 
  developed
  ammunition types.
  GAK
  GAK
  GAK
  GAK
  Another sub company that would dearly love to take
  FEN’s crown and secure one of its many lucrative
  military 
  contract 
  for 
  itself. 
  GAK’s 
  smaller
  manufacturing base means it’s somewhat behind the
  likes of GA, but through a rigorous and aggressive
  R&D program it appears to be trying to catch up.
  GAK are known to have a variety of armaments
  under development at its various labs and
  prototypes currently being tested include a new
  bullpup 12mm Assault Rifle, a large caliber,
  possibly 15mm, anti-armour rifle and numerous side
  arms including handguns and SMGs.
  Klip Killer
  Klip Killer
  Klip Killer
  Klip Killer
  Another fairly minor company attempting to
  develop the military side of their operations, KK
  has been using its research teams on Dante to
  develop a range of bolt on weaponry for mounting
  on existing powered armour suits. Many of these
  designs have been based on their current weapons
  systems such as the Ripper, but using larger caliber
  ammunition suitable for the Dante battlefields.
  Rumors that the testing of some of KK’s first
  prototypes did not go at all well abound and it is
  likely that, if true, there is the possibility of further
  trials in the near future.
  BLA
  BLA
  BLA
  BLA
  Not the first sub company name that springs to mind
  in connection with military hardware, although they
  are known to doing a good trade in side arms to the
  Marines and other specialist units, BLA have
  recently sent several small research teams to Dante
  and established labs at the Fist, White Heat and the
  Ice Palace. The main focus of these project appears
  to be an attempt to produce a new custom sniper
  weapon of indeterminable caliber possibly intended
  for special forces or Marine issue. As yet no
  personnel have been requested for field trials, but
  many observers see this only as a matter of time.
  BLA is also rumored to have a covert division
  working on the planet and producing special items
  to order.
  Karma
  Karma
  Karma
  Karma
  Much of Karma’s current research and development
  work is being conducted under strict security
  imposed by the head of the Dante division, Susan
  DeVerr. Although it is known they are working on
  various new Stormer designs at their labs on Black
  Dawn and at Zodiac Nine, Coral Sea and
  Archangel. There are also rumors that they have
  several further physical enhancement designs in the
  prototype stage, although as yet non have been seen
  in combat. The companies bio-chemical and
  pharmaceutical divisions also have a variety of
  projects underway both in the form of weapons
  systems and drugs for combat and medical
  purposes.
  Boopa
  Boopa
  Boopa
  Boopa
  The medical giant of SLA was one of the later
  companies to see the potential of Dante, but once
  they established the benefits of transferring
  battlefield medicine to the streets of Mort they
  rapidly set up divisions on all of the companies
  major bases.
  Current research is striving to find even
  more potent regenerative drugs than the widely used
  Kickstart as well as other new development in the
  field such as nano-technology. There are also
  rumors, as yet unsubstantiated, that Boopa and
  Karma are undertaking some form of joint project
  on the War World, the focus of which is possibly
  though to be an attempt to transfer the regenerative
  capabilities of Stormers to humans.
  
  Dante Source Book A.H.Langton 1998
  122
  CHAPTER 10
  CHAPTER 10
  CHAPTER 10
  CHAPTER 10
  GM Info
  GM Info
  GM Info
  GM Info and
   and
   and
   and
  Dante Scenario Ideas
  Dante Scenario Ideas
  Dante Scenario Ideas
  Dante Scenario Ideas
  The Dante supplement may be used in a variety of
  ways, whether you intend it to be part of an existing
  campaign with characters who have already been
  established on Mort or by starting a new campaign
  set solely on the War World. The following are
  brief suggestions on different types of scenarios for
  both these kinds of games, as well as addressing
  some of the problems of running a game set during
  a major war without the PCs getting wiped out by
  artillery barrages ever five minutes. This chapter
  also incorporates a section of GM only information
  containing things players shouldn’t initially know
  and some secrets of Dante which might be useful in
  scenarios. If you intend to play in a game set on
  Dante it is probably better if you don’t read any of
  this chapter as it may spoil the surprise element and
  your enjoyment.
  Where To Start The Campaign ?
  Where To Start The Campaign ?
  Where To Start The Campaign ?
  Where To Start The Campaign ?
  Where to begin the campaign can be problem if you
  intend to use Militia characters, as the enforced two
  month tour of duty at the front lines tends to dictate
  the tone of the start of the campaign. The best way
  round this is to begin the game after the Militia
  personnel have finished their tours and undergone
  their period of extended training. This also gives a
  reason for the characters having a range of other
  skills such as piloting, driving, demolition’s etc.
  things they probably wouldn’t have as raw recruits.
  It could also have resulted in the Characters having
  various interesting disadvantages from their time in
  the trenches. Starting at this point also allows the
  GM to begin the game with the players at any
  posting he or she likes and gives the opportunity for
  a mixed background party of Militia and Operative
  personnel.
  Dante And Party Size
  Dante And Party Size
  Dante And Party Size
  Dante And Party Size
  One problem that can occur in the Dante
  environment is that of the military structure
  effecting the size of the party. Since squads and
  units are usually fixed sizes what do you do when
  you’ve got a party that’s either too big or too small?
  The easiest thing is to have the other roles in a unit
  filled with NPCs, although this can have its
  problems, not least for the GM, who has to keep
  track of everyone and probably doesn’t want to be
  running several NPC members of the party as well
  as everything else. Another idea is to simply kill any
  excess members of an outfit off till only the PCs
  remain, this may sound a bit contrived, but
  remember there is a huge turn over of personnel on
  Dante and very few units are going to remain at full
  strength for very long once they get into combat. 
  Once a unit or squad has lost several
  members it is unlikely that it will receive fresh
  troops straight away, if ever, since its usually easier
  to allow a unit to be wiped out totally rather than try
  and juggle new recruits to fill the gaps. This
  approach would work best during a patrol or long
  range mission, as there would be little or no chance
  of a depleted unit receiving new members. As long
  as there are still a reasonable number of troops left
  (anything less than four is probably stretching it a
  bit) in a unit, it will probably remain that way. The
  GM could opt for a variation on this by having a
  constant stream of new NPCs join the group and get
  wiped out just as quickly (a la ‘Tour Of Duty’).
  A small party can be advantageous in some
  ways as its more likely to be reassigned to different
  posts in an emergency than a full strength squad. An
  good example of this is - ‘The party are assigned to
  a patrol unit in the deep deserts, they visit a small
  outlying base in the area that has taken heavy losses
  recently, particularly in fields the PCs are skilled in.
  The patrol commander decided to leave the party
  and a few others behind to fill the posts till proper
  reinforcements can be sent.’ - In this way the party
  move about doing lots of different duties and are
  not restricted to doing the similar types of
  assignments all through the campaign.
  If the party are playing Special Operations
  or D.S.O personnel this issue is less relevant since
  these type of units are usually of unconventional
  size and it is not uncommon for them to operate
  with small numbers. Although in special ops groups
  very small numbers (less than two or three
  personnel) would probably be unusual as a good
  range of skills could not be adequately covered.
  Don’t forget that a small unit doesn’t have to be
  primarily a combat one, the party could be medics,
  researchers or an engineering company. One
  alternative idea for a small unit would be a CMC
  Media crew consisting of a mix of reporters and
  cameramen with several military personnel acting as
  their protection unit. In this way the Party could end
  up getting a variety of assignments with little, or no,
  need for justification by the GM.
  Equipment & Weapons
  Equipment & Weapons
  Equipment & Weapons
  Equipment & Weapons
  The number and type of weapons currently in use
  on Dante is vast and encompasses virtually
  everything found in the Worlds Of Progress, both
  past and present. The items presented in this volume
  are only the more common or modern designs in use
  and virtually anything from any of the other books
  
  Dante Source Book A.H.Langton 1998
  123
  in the system could appear. Although all new troops
  receive standard issue Crackshot and a Warmonger,
  some units in the far flung regions are still
  employing older designs such as Powercell,
  Dogeybone, FEN ARs etc. either through lack of
  available equipment for updating or their having
  been overlooked in the general chaos of the war.
  Rival company troops and independents will also
  field anything and everything from GA Finishers to
  top of the range Blitzers and MAL 12.7mm assault
  rifles, often with their equipment having come from
  the Black Markets on Mort or another major SLA
  world. This means that just because a Party
  encounters DarkNight or Soft Company personnel
  they should automatically be able to predict what
  their carrying or what armour types their using.
  Remember as well that just because there
  isn’t a listing for say a Thresher land mine, doesn’t
  mean they don’t produce or use them. There simply
  isn’t room for stats for every single bit of kit from
  every company so GMs should feel free to
  improvise, using the examples in the book as a
  basis.
  Mission Profile Ideas
  Mission Profile Ideas
  Mission Profile Ideas
  Mission Profile Ideas
  The following are some suggestions for possible
  scenarios which could be run using the Dante
  environment. Theses are intended for use in a long
  term campaign set on the planet rather than during
  an occasional visit by existing Operative characters,
  suggestion for these come later in this section.
  Crash Landings
  Crash Landings
  Crash Landings
  Crash Landings
  One way of starting a campaign with a bang is to
  drop the party in it (quite literally) before they even
  make it their first posting, or even Archangel itself.
  Getting dropships and transports shot up is a
  common occurrence on Dante, especially when they
  ply the well known routes between New Hope and
  the surface, this is why the trip has quickly become
  known as ‘Doing the murder mile!’. When a ship
  goes down a rescue party is usually dispatched
  immediately, but it still may mean that any
  survivors will have to fend for themselves for
  anything from 48 hours to a lot longer if no one
  knows where they crashed. This especially true if
  weather conditions are bad at the time and due to
  the difficulty sensors have in pinpointing a wrecks
  location.
  Of course High Command may just
  decided that no ones survived and not bother with a
  rescue party at all. Anyone in the area of a crash is
  probably going to come and investigate a ship going
  down and chances are they’re not going to be
  friendly (who on Dante is!). Variations on this
  theme can include transport helicopters crashing,
  shipwrecks, the parties vehicle breaking down or
  simply getting lost etc. and could happen on any
  journey to and from SLA’s many bases on the
  planet.
  Retrieval
  Retrieval
  Retrieval
  Retrieval
  With all the chaos happening in the heat of combat,
  important items, or people, often get lost or
  captured by the enemy, usually meaning that
  someone has to go and get them back. This sort of
  operation is pretty common on Dante (much more
  common than SLA ever officially lets on) where
  R&D prototypes, key personnel and other items can
  go astray in the confusion of a battle. Variations on
  this sort of thing can include crashed SLA satellites,
  information or hardware stolen by infiltraitors and
  the sudden appearance of lost relics (something that
  is particularly common in the ever changing desert
  areas).
  Technicians from the various company
  research labs will also often go into the field to see
  how their current projects are performing and they
  too can sometimes get captured or disappear
  prompting the need for some form of rescue
  operation. With type of jobs tending to fall to who
  ever’s closest rather than waiting for specialist
  personnel to be flown in.
  Search and Destroy
  Search and Destroy
  Search and Destroy
  Search and Destroy
  S&D ops are also a common mission for military
  units on Dante. From time to time intelligence will
  uncover key enemy positions or installations
  requiring that someone goes in to destroy them or
  possibly do reconnaissance prior to an air strike or
  armoured assault. S&D operations can also be
  against smaller isolated groups such as looters or
  Crazies that might be causing more trouble than
  usual in a particular area. If a unit is particularly
  unlucky they may be sent after something like a
  Zone Stalker or another piece of renegade
  technology that’s causing problems. These types of
  operations are usually conducted by small units
  rather than masses of troops, making them ideal for
  a party of PCs.
  Product Testing
  Product Testing
  Product Testing
  Product Testing
  Something many troops dread, when a bunch of
  techs turn up and take away their Warmongers to
  issue them with a new wonder weapon or assign
  them an untested vehicle that needs to be tried out
  under actual field conditions. Due to Mr. Slayers
  approval for the use of Dante military personnel for
  testing of new SLA products, troops are unable to
  refuse this sort of duty. Trying out R&D products
  can be fraught with danger, since Dante is the last
  place you want to be if your weapons keep
  malfunctioning or your vehicle constantly breaks
  
  Dante Source Book A.H.Langton 1998
  124
  down because someone wanted to test out a new
  engine prototype.
  A product test that goes badly could result
  in anything from the party being forced to fight with
  improvised or scrounged weapons, to stranding
  them in one of Dante’s more hostile zones without
  transportation. Combat testing on Dante really
  means combat testing so anyone given such an
  assignment can usually expect to be sent somewhere
  where they’re going to get shot at. Remember as
  well that during R&D testing the party will have to
  be 
  responsible 
  for 
  several 
  technicians 
  and
  researchers, who whichever sub-company is running
  the test will probably want to get back in one piece,
  making the units job even harder.
  Holding The Line
  Holding The Line
  Holding The Line
  Holding The Line
  Most Dante personnel will spend at least some of
  their time on the planet assigned to one of the
  forward command bases. Unfortunately since these
  positions are right on the front lines they are prone
  to being attacked either from large scale assaults or
  by covert operation teams. Stranding characters on
  one of these bases when it comes under attack from
  infiltration teams is a good scenario for making
  them act under pressure, with limited resources and
  no clear picture of what’s going on. This idea could
  equally well be applied to any small base of
  Watchtower that was in danger of being overrun.
  Nightmares From R&D
  Nightmares From R&D
  Nightmares From R&D
  Nightmares From R&D
  With all the research into combat robots, Karma
  bio-tech and other types of weapons systems, it isn’t
  surprising that some of the items under test get out
  of control or escape from time to time. Of course
  then its up to someone to get the thing back or at
  least stop its rampage. Again SLA are likely to use
  small teams in this sort of situation as they don’t
  want any blunders to become widely known,
  making them ideal for parties of Pcs. These sort of
  assignments can be especially difficult as the party
  will often be hampered at every turn by the
  companies reluctance to reveal the whole picture to
  them or provide them with all the relevant
  background information.
  A variation of this theme is the characters
  being tasked with finding out why personnel are
  mysteriously disappearing from certain areas, such
  as the disused tunnels under Slayers Fist or when
  they’ve been sent on recon into the Maze.
  Automated or Bio weapons from all sides have gone
  on the loose during testing and been lost (or
  deliberately dumped) over the years and who knows
  where they’re going to turn up. Some suggestions
  for these can be found at the end of this chapter.
  Murder Investigations
  Murder Investigations
  Murder Investigations
  Murder Investigations
  / Serious Crime
  / Serious Crime
  / Serious Crime
  / Serious Crime
                          
  Just because they’re on a War World doesn’t mean
  a party automatically escapes from having to do
  jobs like tracking down a murderer or solving some
  other sort of crime on one of Dante’s many bases.
  Mostly these incidents are handled by MPs, but
  sometimes Operatives will be brought in if the case
  becomes particularly difficult, especially if they
  have had investigations experience on other worlds
  such as Mort. And what appears to be a simple
  killing may turn out to be something more, who
  knows if Thresher or DarkNight agents are
  involved....?
  The party are most likely to get this kind of
  assignment if they’re stationed on a small base
  where there are limited numbers of personnel
  qualified to conduct an investigation. Although
  alternatively this type of scenario could be set on a
  sea vessel, a Leviathan or a patrol unit operating in
  a remote area. Another alternative is to use the ‘Ten
  Little Indians’ concept, i.e. the characters are
  stranded somewhere and the rest of the personnel
  keep disappearing, or getting murdered, one by one.
  Hazardous Duty
  Hazardous Duty
  Hazardous Duty
  Hazardous Duty
  The easy way to get a different and possibly deadly
  assignment is for the party to apply for Hazardous
  Duty (although if the company are particularly
  desperate they may push the players into it whether
  they like it or not), something many troops are
  tempted to do due to the great rewards in SCL,
  Rank and money. HD missions can and often do
  mean anything from dangerous R&D assignments,
  to assassinations of key rival company personnel.
  These are usually things that a party would never
  normally be assigned to do as normal duty.
  Remember though that these types of
  assignments are extremely dangerous, verging on
  suicidal, so those taking them repeatedly are going
  to run out of luck sooner or later. Those who
  succeed in a HD mission and do well will usually
  catch the eye of one or more of the special forces
  units which can always lead into other things.
  Expeditions
  Expeditions
  Expeditions
  Expeditions
  Sub company researchers and other SLA personnel
  mount a variety of expeditions to locations all over
  Dante, either looking for relics or hunting for rival
  company technology. These personnel will almost
  always require a militray escort of some kind, to
  both act as guides and protect them.
  These sorts of scenarios, again, give the
  GM the opportunity to both keep the party size
  small, as well as lumbering the Characters with the
  added responsibility of keeping those in their charge
  
  Dante Source Book A.H.Langton 1998
  125
  alive. It also means that the party could end up at
  any one of Dante’s more ‘interesting’ locations such
  as the Shaft, Darkside or the tunnels under Slayer’s
  Fist.
  Short Term Use Of Dante
  Short Term Use Of Dante
  Short Term Use Of Dante
  Short Term Use Of Dante
  Some GMs may want to make use of the Dante
  environment as part of an ongoing campaign
  centering round Mort based Operatives and simply
  setting one or two adventures there. These are a few
  suggestions for why a party may find itself on the
  War World without being assigned there for long
  term duty.
  If Operatives are visiting for a short period
  and going to one of the well established bases such
  as Archangel, SLA does not bother to outfit them
  with implants or particularly give them any extra
  concessions, although they may be issued standard
  Dante armour and weapons, in place of their own, if
  they are likely to travel off base. Some of the SLA
  industries sub-companies dislike using military
  personnel for certain jobs, particularly if they’re
  high security ones, and instead will issue BPNs on
  Mort or another one of the Worlds Of Progress.
  This gives a good tag to draw a party into a story
  initially as an assignment on Dante is likely to carry
  a high bonus.
  Investigation Of SLA Personnel
  Investigation Of SLA Personnel
  Investigation Of SLA Personnel
  Investigation Of SLA Personnel
  Sometimes SLA will send Operatives from to Dante
  to try and weed out traitors or corruption or conduct
  some other sort of investigation into company
  personnel. Although the S.I.D and Dante’s IA unit
  handle much of this kind of work, SLA often like to
  use ‘fresh faces’ for these missions, i.e. those with
  no previous connections to Dante or the Military.
  This could require the party to be sent in posing as
  researcher, techs or some other sort of cover to hunt
  for illegal activities such as theft of technology.
  Escort Duty
  Escort Duty
  Escort Duty
  Escort Duty
  Most traveling VIPs require personnel bodyguards,
  particularly if they’re going somewhere dangerous
  like Dante. So it’s not uncommon for Operatives to
  be assigned to protect a top researcher or company
  executive if they go to visit a testing facility on the
  War World and who knows what might happen
  when they get there? In this way a party could also
  become caught up in a variety of unconnected
  events, such as enemy attacks on bases, plane
  crashes etc., plus they have the added difficulty of
  keeping the VIP in their charge alive.
  A variation on this type of BPN would be
  one involving the transportation of prisoners.
  Although ordinarily when high ranking enemy
  personnel are captured they are dealt with by the
  military authorities or S.I.D. on Dante, some are
  important enough to be shipped back to Mort for
  questioning by Head Office. This then requires
  someone to collect them and take them off planet
  and anything might happen to the party before they
  can manage this, particularly if the rival company is
  keen to get their officer back before he can be
  shipped.
  Collection Or Delivery
  Collection Or Delivery
  Collection Or Delivery
  Collection Or Delivery
  Of Vital Equipment
  Of Vital Equipment
  Of Vital Equipment
  Of Vital Equipment
  Like escorting VIPs, sending important items to and
  from Dante requires someone to be responsible for
  them and it is unlikely that the military would want
  to assign combat personnel to guard something
  being shipped back to Mort.
  Operatives are usually assigned to protect
  shipments of small high security items such as vital
  research prototypes, important company data,
  valuable archaeological finds and biogenetic
  samples.  As with escorting a VIP, this may mean a
  party having to travel a fair distance over Dante and
  leaves 
  them 
  open 
  for 
  numerous 
  adventure
  opportunities, especially if rival companies have got
  wind of what they’re transporting and decided to
  plunder it.
  Investigation Of
  Investigation Of
  Investigation Of
  Investigation Of
  Rival / Soft Companies
  Rival / Soft Companies
  Rival / Soft Companies
  Rival / Soft Companies
  Investigations into rival or soft company activities
  may also culminate in a visit to the War World
  since many are involved in such areas as theft of
  SLA technology, trading in Black Market weapons
  and equipment or conducting product tests on
  Dante.
  Various groups regularly traffic between
  Mort and Dante such as DarkNight or the many
  Scavengers and war looters, with large numbers of
  weapons, equipment and armour traveling both
  directions. A few suggestions for such groups can
  be found in this section including the Body
  Snatchers, who are currently engaged in the theft of
  Karma 
  Biological 
  material 
  from 
  Dante’s
  battlefields. Like the pursuit of renegade personnel
  mentioned above, once a squad has taken a BPN
  then SLA will expect them to see it through,
  wherever it takes them and it is unlikely such
  investigations would be passed on to the military.
  Plus, again, once there actually on Dante who
  knows what might happen ?
  Capture Of Personnel
  Capture Of Personnel
  Capture Of Personnel
  Capture Of Personnel
  It is not uncommon 
  for 
  company 
  traitors
  (particularly rogue Operatives) to use assignment to
  Dante as a quick way to make their escape before
  their crimes are discovered and try to link up with
  whichever rival company they are working for once
  
  Dante Source Book A.H.Langton 1998
  126
  they arrive on the War World. In this way an
  adventure starting on Mort can lead a party to Dante
  to try and get their quarry back.
  This could prove particularly difficult if
  they’ve had a head start and already managed to slip
  away in one of the larger bases such as the Fist or
  Archangel. Since they’re wanted by head office on
  Mort the Operatives taking the original BPN for
  their capture would usually be expected to go and
  get them back. A good reason for there to be a high
  priority on the rouge Operatives capture would be if
  they’ve stolen something important from a company
  lab prior to their escape, such as classified data or
  an important research item.
  Infiltration
  Infiltration
  Infiltration
  Infiltration
  / Undercover Operations
  / Undercover Operations
  / Undercover Operations
  / Undercover Operations
  Like investigations, Operatives who are engaged in
  the infiltration of various groups on Mort may also
  find themselves traveling to Dante. This could
  including an investigation of one of the many
  mercenary units who hire out to the Soft Companies
  who test on the War World, to infiltrating a
  weapons smuggling ring or group of looters. A
  party might even have to try and gain access to
  DarkNight or Thresher and find themselves having
  to visit the War World to keep their cover intact.
  Current Product Tests
  Current Product Tests
  Current Product Tests
  Current Product Tests
  The following are sample pieces of equipment
  currently undergoing testing on Dante and some of
  the sort of problems that can occur. These are by no
  way definitive and hundreds of similar products,
  with similar problems, are currently being submitted
  for troop trials by SLA’s various sub companies.
  KK XP-501
  KK XP-501
  KK XP-501
  KK XP-501
  11.35mm Weapons System
  11.35mm Weapons System
  11.35mm Weapons System
  11.35mm Weapons System
  The XP-501 is one of Klip Killers latest small arms
  designs and is currently still at the prototype and
  testing stage due to several development problems.
  The weapon itself is an ultra compact 11.35mm
  automatic gun, intended as a possible rival to the
  Warmonger. The gun is mounted on the users
  powered armour and is designed to be hands free in
  operation and instead of using a conventional
  trigger is controlled by a HUD interface and remote
  link in their helmet. Fitted with a special harness the
  weapon has its own powered mounting which is
  attached to the users shoulder, while a belt feed and
  130 round ammuntion bin straps to their back. The
  HUD display and control system are attached to
  their helmet and when in operation the gun should
  track targets in synch with the users right eye, the
  trigger and fire select being voice operated. The
  HUD system comes with UV night sighting, laser
  range finding, ammuntion counter and an onboard
  computer which will confirm the users requests.
  The weapons currently have several
  problems which will show up under combat
  conditions and which will appear purely at random.
  The first, and possibly the most dangerous, is the
  XP-501’s tendency to miss its targets and with the
  HUD appearing to be aimed correctly, but the gun
  actually missing the shot by several inches.
  The second major problem is with the fire
  control system and its voice activation module. This
  either won’t recognize a command at the
  appropriate time and ask for it to be repeated or will
  appear to comply, but actually select the wrong
  option i.e. selecting single shot instead of five round
  burst, or not firing at a target and engaging the
  safety catch instead.
  CLIP    CAL        ROF     RCL      RANGE    COST
   130   11.35mm    5/3/1    6/5/4         25m         N/A
  WEIGHT:3.6kg
  Game Notes
  Each time a Player attempts to use the XP-501 a
  D10 should be rolled by the GM on one, or both, of
  the following tables to determine if the weapon
  malfunctions. By rolling a D6 on the Options table a
  random ‘wrong selection’ can be determined.
  Voice Activation System
  Roll 
  Result
  1-8
  System functions correctly
  9
  System asks for request to be repeated, 
  wasting 1 Action
  10
  System performs wrong option
  Command Options
  1. Fire
  2. Safety Off
  3. Safety On
  4. Five Round Burst
  5. Three Round Burst
  6. Single Shot
  Aiming / Fire Control
  Roll
  Result
  1-8
  System functions correctly
  9-10
  System misses shot
  The weapon use the same 11.35mm ammuntion as
  the Warmonger and can be operated using either
  Rifle skill or Auto Support for automatic fire.
  
  Dante Source Book A.H.Langton 1998
  127
  MAL AMR-335 ‘Vampire’
  MAL AMR-335 ‘Vampire’
  MAL AMR-335 ‘Vampire’
  MAL AMR-335 ‘Vampire’
  15mm Anti Armor Rifle
  15mm Anti Armor Rifle
  15mm Anti Armor Rifle
  15mm Anti Armor Rifle
  Intended as a compromise between the great power
  and range of a 17mm weapon and the compactness
  and ease of use of the smaller 12.7mm, the Vampire
  rifle is one of MAL’s attempts at solving the
  problem of Thresher use of advance armour types.
  Firing a specially developed 15mm Hi-Ex AP
  round, these large semi-automatic weapons should
  be capable of breaching all types of current
  Thresher armour, once perfected. A bullpup design,
  based on a scaled up version of the 12.7mm MAL
  AR, the AMR-335 is with fitted with extensive
  recoil baffling and has a range of onboard features
  including an integral laser painter, 5000 meter UV
  sight and flash suppression.
  Despite weapon itself being well built and
  businesslike, the Vampires problem are with its
  experimental ammuntion which has a tendency to
  malfunction during combat. MAL have yet to
  perfect the impact fuses fitted to their 15mm shells
  and as a result they are prone to either delayed or
  premature detonation. If the rounds explode while
  in flight they will automatically miss and no damage
  will be inflicted. If they do hit a target but the small
  Hi-Ex charge in the warhead doesn’t detonate the
  damage done to the target will be significantly
  reduced.
  CLIP    CAL        ROF     RCL      RANGE    COST
   10       15mm         1           9          200m         N/A
  WEIGHT:14.6kg
  15mm Hi-Ex AP Anti Armour Round
  DAM       PEN         AD
    20
      15            10
  Game Notes
  Each time the Vampire is fired at a target a roll
  should be made by the GM on the table below to
  determine if a malfunction occurs.
  Roll
  Result
  1-7
  Round Functions Correctly
  Damage as above
  8-9
  Round fails to detonate on impact
  Use Reduced Damage below
  10
  Round detonates in flight
  No Damage
  Reduced Damage - This should be used if the
  round does not detonate properly on impact with the
  target.
  DAM       PEN         AD
    10
       5              4
  FEN PXV-118 
  FEN PXV-118 
  FEN PXV-118 
  FEN PXV-118 Hoverbike
  Hoverbike
  Hoverbike
  Hoverbike
  Designed as a possible replacement for the Dante
  Militaries current large fleet of motorbikes, the
  PXV-118 is a compromise between the full flight
  capability of a SCAF bike and the low cost of a
  wheeled vehicle. Using a fairly conventional
  motorbike layout, in place of its wheels the
  Hoverbike has two large thruster prop units which
  provides its lift. These allow the vehicle to hover at
  a height of about a meter, while a set of smaller,
  secondary, thrusters provides forward movement.
  Since it is not in contact with the ground, the PXV-
  118 works equally well on sand, snow and even
  water and suffers non of the problems of getting
  stuck or bogged down. The vehicles balance is
  maintained by an experimental ‘fly by wire’ system
  which helps to keep it stabile while in flight.
  Tandem seating is provided for a pilot and single
  passenger while the majority of prototypes are
  currently armed with twin, HUD controlled, 12mm
  SMGs ‘borrowed’ from the Blackshadow militray
  motorbike.
  FEN are currently having several problems
  with their PXV-118 prototypes and as a result are
  conducting various product tests in an attempt to
  resolve them. The most common defect is in the
  vehicles fly by wire computer, which has a tendency
  to over or under compensate the pilots commands
  often making the bike hard to control. Problems
  have also been experienced with the air intakes on
  the thrusters becoming clogged with sand or debris.
  This initially results in the vehicle losing thrust and
  height and eventually to overheating in the engine
  systems in sever cases.
  Type:Hoverbike
  Max Speed: 340km/hour: 54.4m/phase
  Movement: Thruster Prop Ground Effect
  Dimensions:2.6 m length, 1.1 m width, .9m height
  Weight: 1.2 tonne
  Crew: l
  Passengers: 1
  Skill:Drive Motorcycle
  Armament: 2 x 12mm Sub Machine-guns
  Cost: NA
  P.V.15, I.D.160
  Acceleration Rate: 2
  Turning Circle:1
  Game Notes
  The 12mm SMGs fitted to the PXV-118 have the
  following stats. They are linked via the HUD
  system and both fire at the same target. 60 rounds of
  ammuntion for each gun is held in an onboard bin.
  CLIP    CAL       ROF     RCL    RANGE
     60     12mm       5/3       N/A       20m
  
  Dante Source Book A.H.Langton 1998
  128
  Each time a maneuver is made on the hoverbike
  there is a chance that the onboard computer will
  malfunction. Before a maneuver is made the GM
  should roll a single D10 on the table below to
  determine if the difficulty of the players roll should
  be increased.
  Roll
  Result
  1-7
  Bike functions correctly
  8-9
  Difficulty increased by +2
  10
  Difficulty increased by +5
  If the bikes intakes become blocked this will
  initially result in its speed being cut by a half and
  the vents will require cleaning for it to function
  correctly again.
  If the intakes aren’t cleaned out, the
  engines will eventually overheat and the vehicle
  automatically shut down. If this happens the vents
  will require cleaning, as above, but also the must be
  allowed to cool down for a period of 3 D10
  minutes.
  Time to failure of the flight system is determined by
  the number of minutes the bike is operated for.
  Time to Vent Blockage
  = 20 x  D10 Minutes
  Time To Overheat After Vents become Blocked
  = 2 x  D10 Minutes
  GM Only Information
  GM Only Information
  GM Only Information
  GM Only Information
  The following section covers a small selection of
  classified occurrences, projects or equipment on
  Dante that would not be common knowledge to
  anyone outside of the elite High Command. These
  include failed or escaped research and development
  projects, new enemy technology and SLA tactical
  blunders that have been covered up. Remember that
  these examples are just the tip of the iceberg and
  there have been hundreds of similar occurrence all
  over the planet throughout the duration of the
  current conflict.
  Project Nemesis
  Project Nemesis
  Project Nemesis
  Project Nemesis
  The Nemesis project was undertaken by a small,
  highly specialized, Soft Company called ‘Altered
  Mind Inc.’ working under contract to DarkNight.
  The company had been experimenting with the use
  of human brains and neural systems for the
  operation of vehicles and armour, the aim of the
  project being to produce a highly advanced
  cybernetic tank. Brains taken from willing (and
  often not so willing) subjects were fitted with into
  life support capsules and then linked via a
  sophisticated computer control system to the
  vehicles command units.
  Through the use of special implants and
  drugs the capacity of these donor brains were
  greatly expanded, allowing them to handle a
  number of tasks at once, so that one unit could
  control everything from weapons operations to
  steering and navigation. These techniques also
  expanded the sensory capabilities of the brains
  allowing them to process inputs from several optical
  and sensory systems.
  Unfortunately the stress of the transition
  from a human body to an armoured vehicle proved
  to much for the test subjects and despite numerous
  attempts to control the effects with pharmaceuticals,
  most swiftly developed deep psychosis. This
  resulted in increasingly irrational and often
  aggressive behavior, usually terminating in the units
  going completely out of control. Many of the
  prototypes were destroyed during their testing,  but
  several 
  escaped 
  from 
  their 
  controllers 
  and
  disappeared into the Deep Deserts often killing the
  researchers and technicians in the process.
  After a further period of trials Altered
  Minds believed that they had solved the control
  problems through the use of more powerful drugs.
  This appeared to be true at first and DarkNight had
  several hundred units constructed on the basis of a
  series of successful tests. Unfortunately the new
  drugs only had a finite period of effect and before
  they could be used in combat the control units
  developed a tolerance to them and these vehicles
  went the same way as the prototypes, with most
  escaping into the deserts. Soon after this DarkNight
  scrapped the project and severed its ties with
  Altered Minds.
  Most of the experimental control units
  were fitted to specially designed robotics vehicles
  developed for the project. These consisted of a
  small six wheeled armoured tank, mounting a semi-
  automatic 17mm cannon in its main powered turret.
  Secondary armament for the vehicle being provided
  by two smaller turrets fore and aft fitted with 12mm
  machine-guns, each having a 180 degree arc of fire.
  A further 12mm automatic gun was mounted in the
  turret co-axially with the main weapon. The small
  size of the command capsule and life support unit
  meant that much more armour could be carried than
  a normal vehicle with a human crew and that an
  extremely long duration power pack could be fitted.
  Each 12mm gun had a 5000 round ammunition bin
  while the primary 17mm weapon had a 1000 round
  magazine. To allow self repairs and other tasks each
  tank has four manipulator arms attached to the outer
  hull. In addition to these specially built vehicles
  there were also several attempts at fitting units to
  modified SLA Rolling Thunder MBTs salvaged
  from the battlefields, as well as suits of powered
  armour and even some aircraft..
  
  Dante Source Book A.H.Langton 1998
  129
  Many of these escaped combat systems
  still survive today, roaming the Deep Deserts and
  Wastelands in search of prey and randomly
  attacking troops from all sides. Some have
  developed strange delusions and their rusting outer
  hulls are festooned with rotting human body parts
  cut from their victims. The onboard self repair
  systems have allowed them to function for centuries
  after their creation and this has done nothing to
  effect the mental stability of their once human
  minds. SLA have numerous vague reports of
  encounters with these units, but have yet to recover
  positive proof of their existence. They have though
  sent several small investigation teams to areas
  where attacks have been reported in a hunt for more
  reliable information.
  Type:Cybernetic Armoured Vehicle
  Max Speed:180km/hour:28.8m/phase
  Movement:Six Wheeled Independent Drive
  Dimensions:8.3m length, 2.7m width, 4.10m height
  Weight:18 tonnes
  Crew:0
  Skill: Not Applicable
  Armament:17mm Cannon, 3 x 12mm Machine-guns
  Cost: N/A
  P.V.28, I.D.1200
  Acceleration Rate:1.6
  Turning Circle:8
  STATS
  SKILLS
  STR - 20
  Rifle - 10
  DEX - 16
  Auto Support - 10
  DIA  - 10
  Drive Militray - 10
  CONC -10
  Detect - 10
  CHA - 0
  COOL - 0
  HITS - 150
  Game Notes
  The Tank behaves as though it has a full crew with
  a gunner for each turret. Onboard systems include
  IR. and UV night sighting, short range radar and
  multiple optical systems. The central body of the
  tank has the equivalent of 150 hit points and 90% of
  these must be lost before the tank becomes
  inoperable. Although the tank is partially organic it
  effectively feels no pain and does not have to make
  PHYS rolls in combat.
  Project Black Box
  Project Black Box
  Project Black Box
  Project Black Box
  Project Black Box has been introduced by the SLA
  High Command in the last hundred years and is
  intended to extend the monitoring of personnel’s
  Finance Chips beyond the boundaries of their bases.
  The project involves the fitting of small multi
  channel, recording units into vehicles and aircraft,
  being used for patrol or assault duties, which can
  then pick up and store signals from Chips in the
  immediate area.
  These units can compress hundreds of
  hours of footage onto specially designed, high
  capacity, data slugs and with the use of long
  duration power packs, the recorders can function for
  up to 5000 hours. The standard Black Box will
  handle feed from up to six chips, if there are more
  in the area it will automatically switch between
  them at predetermined intervals. Range of the units
  varies due to the environment, but can be up to
  1000 meters from the box in optimum conditions.
  The Boxes will commonly be concealed
  somewhere in a vehicles interior and it is unlikely
  that they would be found without an extensive,
  deliberate search. Physically they’re a black,
  seamless, oblong about the size of a small book,
  hence their name. If the box is found and anyone
  attempts to open it a thermite charge will destroy
  the content. The boxes are in limited use all over the
  planet and will only usually be fitted to vehicles
  going on important missions, or as a way to keep
  tabs on suspect personnel. A much smaller version
  of the unit is sometimes concealed on items such as
  armour or large weapons.
  SABAL CORPORATION
  SABAL CORPORATION
  SABAL CORPORATION
  SABAL CORPORATION
  KXT-633 Dragon .50 Pistol
  KXT-633 Dragon .50 Pistol
  KXT-633 Dragon .50 Pistol
  KXT-633 Dragon .50 Pistol
  The 633 Dragon is a large caliber semiautomatic
  pistol with three round burst capability designed for
  use in covert operations and by undercover agents.
  The weapon features an extended slide and barrel for
  greatly increased accuracy and has an integral sound
  and flash suppresser unit for near silent operation.
  Feed is via a large capacity ten round box magazine
  with extended versions also available. These
  weapons are designed and manufactured secretly by
  Berenyi Light Arms for limited issue to D.S.O and
  other special forces units. They are intended as being
  untraceable back to SLA Industries to help maintain
  an agents cover, but at the same time provide a high
  powered, reliable, weapon, superior to those
  manufactured by rival companies. For this reason
  they bear the name of a fictitious Soft Company
  called the ‘Sabal Corporation’. To further aid in this
  deception SLA had several hundred thousand
  Dragons manufactured and covertly dumped on the
  Black Market in year 714, these are vastly inferior to
  those SLA Operatives carry and suffer numerous
  faults and mechanical problems making them less
  than effective in combat. Many of these problems
  being due to the use of substandard ceramic in many
  of the weapons castings. Even so some examples of
  this flawed batch still survive, mainly due to the
  appeal of its large caliber ammuntion and as a result
  are not an uncommon sight on Dante. These guns
  
  Dante Source Book A.H.Langton 1998
  130
  also arouse little suspicion as many see the Dragon as
  cheap and unreliable.
  The weapons that BLA now produce are
  vastly superior to these decoys, with each one being
  hand built to extremely high standards. The guns are
  designed to accept a special high powered .50 CAL
  round which negates the power reduction of the
  suppresser, although they can readily use normal
  ammunition if needed. Each Dragon has its own
  integral laser painter and each is fitted with 100%
  recoil baffles to offset the kick of automatic fire and
  improve overall handling. The suppression and flash
  hider unit built into the gun is extremely effective
  and the weapons operation is undetectable at a range
  of ten meters when using non explosive ammunition.
  A full range of accessories is available from BLA
  including shoulder stocks, optical sights and custom
  grips to allow adaptation of the 633 to a variety of
  roles and all these items bear Sabal markings. The
  quality, versatility and extreme accuracy of the
  Dragon has earned it widespread respect throughout
  the D.S.O and Marine Special Forces and is regarded
  by those who use it as one of the finest handguns
  ever made. The Commanders of the Marine Corps
  are currently petitioning for the design to be
  declassified to allow for wide spread issue. BLA
  have also used the Sabal name for several other
  specialist items it has produced over the years,
  mostly these have been custom built, one offs designs
  for specific missions.
  CLIP   CAL       ROF       RCL      RANGE    COST
    10   12.7mm      3/1        12/9          60m       1600c
  WEIGHT:2.5kg
  “Hey man don’t make me laugh. That Dragons a
  piece of crap, you’ll be lucky if the damn thing
  doesn’t explode and take your hand off, now drop it
  and tell me who the hell you are, cos you ain’t
  DarkNight...!
  PHUTPHUTPHUT
  D.S.O Operative Tanner Cross
  One Of The Things In Slayers Fist
  One Of The Things In Slayers Fist
  One Of The Things In Slayers Fist
  One Of The Things In Slayers Fist
  When the attack on the Fist known as the ‘Red Hell’
  came in 379, one of the labs to be damaged in the
  assault and then sealed off in the battle was FEN’s
  main cybernetic organism development unit. This
  was one of the companies first attempts to break
  into the lucrative robotics and biogentics fields with
  the construction of hybrid mechanical/biological
  attack drones. These used mechanical cybernetic
  bodies controlled by biological brains to allow
  faster processing and better IA capabilities than
  could be produced with a purely electronic unit.
  Around twenty prototypes had been constructed in
  the companies high security lab on Slayers Fist’s
  lowest level ready for preliminary field trials when
  the Thresher assault came. Several of the units had
  been undergoing final tactical programming, via the
  central lab computer, as the rival company forces
  blasted their way into the level. The few remaining
  researchers deciding they were doomed anyway
  hastily activated the drone units, programming them
  a single final command ‘Kill The Enemy...!’ before
  they were overrun.
  This is just what the drones have been
  doing ever since whenever they encounter someone
  who cannot display their long forgotten FOF codes.
  The lower labs still retains power in some sections
  and the units onboard programs allow them to
  recharge themselves periodically and conduct
  routine maintenance and in this way they’ve
  managed keep functioning for hundreds of years.
  Most of the time the drones drift aimlessly around
  the abandoned levels or go into ‘sleep’ mode, till of
  course someone finds a way in and then they
  remember their ancient three word programs....
  The 
  drones 
  closely 
  resemble 
  large
  mechanical jellyfish with flat dome like bodies
  around a meter in diameter above a mass of flexible
  ceramic armored tentacles. The underside of the
  body houses a large thruster prop unit which allows
  the drone to fly or hover almost silently, the only
  noise coming from the slight hum of the propulsion
  system. For ranged attacks the units have a silenced
  12.7mm rifle built into their upper casings, while
  for short range use a 10 gauge auto shotgun is fitted.
  Each of the eight tentacles that hang from the
  drones underside carries a small vibro unit in its tip
  and favored tactic by the units is to drop on victims
  from above thrusting these into the vulnerable head
  area. The drones are about as smart as an intelligent
  dog, but their biological brains have allow them to
  learn and become cunning far faster than a machine
  could. They’re also fitted with a self diagnostic and
  repair system which allows them to patch up
  damage and even replace parts when needed from
  the items still remaining in the labs. Over the years
  the drones have accounted for several researchers
  and inquisitive troops who have stumbled onto a
  route into this lost level and although the High
  Commands is aware there is a problem they are still
  not sure what has caused these disappearances.
  STATS
  SKILLS
  STR - 12
  Rifle - 15
  DEX - 15
  Intimidation - 5
  DIA  - 10
  Survival - 10
  CONC -10
  Unarmed Combat - 10
  CHA - 0
  Detect - 10
  COOL - 0
  HITS - 30
  EQUIPMENT
  12.7mm Rifle
  PV - 20 / ID - 160
  10g Auto Shotgun
  
  Dante Source Book A.H.Langton 1998
  131
  Karma Project 06542-666
  Karma Project 06542-666
  Karma Project 06542-666
  Karma Project 06542-666
  This project was begun as an offshoot of the Dante
  Stormer research being undertaken at the Zodiac
  Nine facility and was intended to develop an even
  more adaptable biogenetic soldier for use in the
  various exceptional environments of Dante. The
  resulting Stormer was larger, faster, stronger and
  more deadly than any other produced, with
  enhanced regeneration rates and specially armoured
  skin to negate the use of armour, while at the same
  time being able to produce its own camouflage to
  suit its environment. The Type-666s were designed
  to be able to consume virtually anything organic for
  energy and to feed the incredibly high metabolisms
  they needed for faster regeneration. These Stormers
  were also intended to be able to withstand Dante’s
  extremes of heat and cold without additional
  protection. Crowning glory in the project was to be
  the small tactical computer hardwired into the
  Stormers brain giving enhanced cognitive abilities
  and increased rapid learning capacity. This was
  intended to allow the units to be virtually
  ‘programmable’ with orders, skills and battle
  tactics.
  Unfortunately 
  the 
  project 
  was 
  an
  unmitigated disaster with several of the computer
  implants in the first prototypes causing them to
  become extremely aggressive and developing an
  uncontrollable urge to feed the ever present hunger
  caused by their high metabolic rate. This resulted in
  them having to be swiftly destroyed by lab security
  teams. The then head of the facility Dr. Valdimer
  Green persisted with the development work and
  ordered another larger batch of prototypes to be
  incubated, convinced he had solved the control
  problems. Unfortunately Greens optimism was to
  cost him his life when an out of control type-666
  wrecked one of the Zodiacs central labs killing him,
  seven of his research assistants and five of the
  security team sent in to destroy it. The remaining
  prototypes were put in cryogenic storage pending
  the arrival of the new head of research and all work
  on the type-666 was suspended.
  On her arrival at Zodiac Nine Susan
  DeVerr’s first job was the review of Project 06542-
  666. After three months work she was to pronounce
  the concept fundamentally flawed and that the
  current 
  design 
  would 
  always 
  revert 
  to
  uncontrollable killing machines, as the first
  prototypes had, no matter how much revision was
  done. The project was officially scrapped in 720
  and all genetic material was to be disposed of under
  strict security by taking it in the center of the
  Wastelands 
  by 
  dropship 
  and 
  destroying 
  it.
  Unfortunately all contact with the transport ship was
  lost and it never returned from its mission,
  becoming either a victim of enemy activity or a
  violent storm. SLA was convinced that even if the
  ship had crashed intact the remaining prototypes
  would perish in their capsules or be lost forever in
  the shifting sands, recent events though have proved
  this has not been the case.
  Several of the forty units in the second test
  batch are known by the SLA Industries High
  Command to have somehow survived and been
  encountered by troops on all sides. At the moment
  reports of their activity have been suppressed, but
  this is becoming more difficult as incidents
  increase, especially since attacks by these beasts are
  usually accompanied by the remains of numerous
  freshly eaten corpses.
  The type-666 Stormers appear as four
  meter tall heavily muscled figures with flat reptilian
  heads rather like those of Artery security Stormers.
  The entire body is covered in thick bony plates
  which form an armoured exoskeleton, these have
  the same chamelic qualities as those of the 711
  Xeno model and as a result type-666s will rarely
  wear clothing so as not to diminish this effect. Quad
  arms are a standard feature, often making the
  Stormer resemble a Zone Stalker from a distance,
  while enhanced teeth and claws identical to those of
  the D-966 were used for the project. Due to the
  implant chip most units retain their ability to use
  weapons or all types, despite having had no
  training, and will often be armed with items
  scrounged from the battlefields, Although in the
  heat of combat the type-666 will often forget its
  implanted training and simply resort to clawing and
  biting an opponent when they get within range.
  Anything killed by the Stormer will be quickly
  consumed to feed its ever present hunger.
  STATS
  SKILLS
  STR - 30
  Rifle - 8
  DEX - 20
  Intimidation - 5
  DIA  - 5
  Survival - 10
  CONC -5
  Chain Axe - 12
  CHA - 3
  Unarmed Combat - 10
  COOL - 5
  Auto / Support - 12
  HITS - 50
  SLA Info - 3
  Running - 10
  Detect - 10
  Rival Company -3
  EQUIPMENT
  12mm Power Reaper
  Chainaxe
  10mm Pistol
  
  Dante Source Book A.H.Langton 1998
  132
  Game Notes
  The model Type-666 Stormer heals at four times
  the rate of the standard 313 models, allowing it to
  regenerate a wound per book keeping phase,
  although this ability may be reduced if the Stormer
  has gone without food for a long period of time.
  The enhanced teeth and claws fitted to all units have
  the following properties.
  Teeth
  DAMAGE - 6   PENETRATION - 2  ARMOUR
  DAMAGE  - 2
  Claws
  DAMAGE - 5   PENETRATION - 3  ARMOUR
  DAMAGE  - 2
  The extremely thick armoured skin and muscle
  structure of the Stormer allows it to have a PV of 16
  against all forms of attack.
  The chamelic qualities of the Stormers are
  identical those of the 711 detailed in the Karma
  source book. This means that the Stormer must have
  a background to camouflage itself against and that
  the longer it remains still the better the effect. Use
  the following table to determine how easy a
  camouflaged Type-666 is to detect.
  PHASES MOTIONLESS
  MINUS TO 
  DETECT ROLL
  5
  KNOW/4 rnd down
  10    
  KNOW/4 rnd up
  15
  KNOW/3 rnd down
  20
  KNOW/3 rnd up
  25
  KNOW/2 rnd down
  30
  KNOW/2 rnd up
  35 and above
  KNOW
  These Stormers are also immune to pain and cannot
  be knocked unconscious no matter how much
  damage they take in combat. 
  Green Six Base
  Green Six Base
  Green Six Base
  Green Six Base
  A new Thresher complex constructed on one of the
  many small islands off the main continents eastern
  coast and the center of much of their current R&D
  work on Dante. SLA as yet only have a vague idea
  that the base is there and haven’t been able to
  pinpoint the location. The company suspect that the
  facility might be being used to undertake research
  into 
  biogentics 
  and 
  production 
  of 
  artificial
  organisms and that much of this work is being
  conducted by renegade Karma staff utilizing stolen
  equipment. They highest probability is that
  Thresher might be aiming at producing their own
  combat Stormers or something similar.
  The suspected Stormer project is actually
  up and running, although as yet Thresher have had
  only limited success, this is mainly due to lack of
  vital data and highly skilled staff. The research base
  is constructed at the north eastern edge of the
  island, under the cover of a range of mountains and
  much of the surrounding area is being used for trials
  of prototypes. The units so far produced have been
  far from perfect, with numerous problems occurring
  with their development, not least that of them
  having extremely low intelligence, the inability to
  take orders and currently being too violent to be
  used in conjunction with regular troops. Many of
  these test subjects have managed to get loose and
  are now living in various sectors of the island. The
  research team is rapidly coming to the conclusion
  that unless they can get hold of some expert help the
  project will be unable to proceed and they’ll
  continue to produce little more than animals rather
  than highly trained artificial troops. This means that
  they need to capture some high level Karma
  personnel or gain access to SLA’s classified
  research data, if they ever hope to succeed and take
  the project any further.
  The following is a brief outline of the
  current Thresher Stormer, the Model-005, this is by
  no means perfect, but could be classed as functional
  enough to be used for combat testing on the Dante
  mainland. The Model-001 - 004s which are resident
  around the area of the Green Six research base are
  similar in strength and physique, but have lower
  intelligence and skills. The Model-005’s stand
  around two and a half meters tall and closely
  resemble those used by SLA, though they tend to be
  shorter and more muscle bound. For some reason,
  perhaps due to faults in the manufacturing
  processes, most of this production run has come out
  a deep red, almost sunburnt, color, greatly
  increasing their resemblance to having been
  skinned.
  Some of these units also have unintentional
  mutations caused by experimentation in their DNA
  or faulty manufacturing procedures, resulting in
  extra limbs, malformed body parts and varying skin
  textures from bony plates to patches of fur. Most
  have been instructed in the use of weapons,
  although renegade prototypes will usually be only
  armed with clubs or basic hand to hand weapons.
  Most Model-005s being used for trials are equipped
  with specially modified sets of First Step Infantry
  armour.
  STATS
  SKILLS
  STR - 14
  Rifle - 7
  DEX - 12
  Intimidation - 2
  DIA  - 2
  Survival - 5
  CONC -3
  Club 2 Handed - 10
  CHA - 1
  Unarmed Combat - 10
  COOL - 6
  Auto / Support - 6
  
  Dante Source Book A.H.Langton 1998
  133
  HITS - 26
  Club 1 Handed - 9
  Blade 1
  Handed- 6
  Running -10
  Detect - 3
  EQUIPMENT
  TH.0004 Powered Armour
  SHEER 11mm Assault Rifle
  Combat Knife
  Game Notes
  Thresher prototype Stormers are able to regenerate
  1 wound per book keeping phase every three rounds
  and when all wounds are gone 1 Hit Point every
  third round in the same way.
  Warbringer 0201
  Warbringer 0201
  Warbringer 0201
  Warbringer 0201
  ‘Terrestrial Voyager’
  ‘Terrestrial Voyager’
  ‘Terrestrial Voyager’
  ‘Terrestrial Voyager’
  While on field trials in 601 in the center of the
  Wastelands, the Warbringer Leviathan id number
  0201 was lost with all hands during a particularly
  violent sandstorm. At the time this particular
  AMCU was being used as a test vehicle by General
  Armament who had outfitted the ship with a new
  prototype weapons system as part as a secret
  research program. Very few people outside of the
  High Command and head office on Mort knew
  about the project and the refitting and instillation of
  equipment had been done under strict security.
  The AMCU Terrestrial Voyager mounts
  the largest land based plasma beam cannon in the
  history of the company and the only one of its kind
  ever to have been built. This immense weapon is
  capable of blasting holes through the strongest
  fortifications and is suspected to have even had the
  capacity to breach Archangels defenses. To power
  the unit, enormous fusion reactors were installed on
  the Leviathan and its superstructure heavily
  modified to take the mountings for this colossal
  beam weapon. These alterations include a reduction
  in the number of crew carried and removal of much
  of the rear vehicle hanger. It was due to the
  extensive nature of these alteration that only one
  prototype was ever produced.
  SLA shelved the whole project soon after
  the loss of the ‘Voyager’ and GA were forced to
  suspend its research in this field due to lack of
  funding from Head Office, much of this decision
  was due to the concerns that such weapons could
  fall into enemy hands if they were in widespread
  use. They would also have severely tilted the
  balance of the War in SLA’s favor, something Head
  Office were keen to avoid.
   The problem of the 0201 remains though
  and numerous covert searches over the years have
  failed to turn up the missing vessel. SLA have kept
  the matter tightly under wraps in the hope that the
  Terrestrial Voyager will remain lost in the desert
  sands, but they still constantly monitor reports from
  the Wastelands that might relate to the matter,
  particularly those concerning the discovery of
  unidentified Leviathan wrecks. The unpredictability
  of the sand means that sooner or later the Voyager
  will be seen again and only fate can determine when
  and whom will find it.
  The North Sea Pirates
  The North Sea Pirates
  The North Sea Pirates
  The North Sea Pirates
  In 899 the Dreadnought SNV ‘Morat’ was lost
  while on a routine patrol in the northern seas, the
  High Command have reported that the ship was
  sunk by enemy vessels and this is the official media
  story being used for its disappearance. They do in
  fact suspect that the warship might have been
  captured by rival company forces, but are unwilling
  to allow this to become common knowledge.
  What the High Command suspect is
  actually true and the ship was boarded and captured
  by a very large Thresher special operations group
  working with several teams of crack ENO
  personnel. The Dreadnought was severely damaged
  in the fighting that followed the initial boarding and
  Thresher currently have it hidden in a secret
  location at the northern pole where they plan to
  repair and refurbish it. When this work is complete
  the company intend to use the ship to attack SLA
  vessels and attempt to smash their vital supply lines
  with such bases as Zodiac Nine.
  Currently the Morat only has a skeleton
  crew of mostly technicians working on her and the
  repairs are being severely hampered by lack of
  spare parts and technical knowledge. This has
  necessitated raids on outlying SLA facilities and
  convoys to try and obtain the necessary components
  and if possible kidnap skilled technical personnel.
  Several of these raids have already occurred, but
  Thresher are having particular difficulty obtaining
  parts for the Dreadnoughts 610mm Naval Guns
  which were effectively sabotaged by their crews
  before the turrets were overrun. Parts for these
  weapons are only held at a few of the larger coastal
  bases and they are vital if Thresher are ever to use
  the ship in combat against SLA’s fleet.
  The 
  The 
  The 
  The Darkside Watchers
  Darkside Watchers
  Darkside Watchers
  Darkside Watchers
  Responsible for numerous disappearances of
  personnel sent to Darkside base, the Watchers are
  an ancient security system still guarding the airless
  corridors hundreds of years after the destruction of
  their creators. Programmed to kill anything that
  cannot transmit the correct FOF codes, they are
  particularly careful to keep their existence secret
  and are highly selective in who they attack. A
  highly intelligent semi-organic drone, each Watcher
  
  Dante Source Book A.H.Langton 1998
  134
  is armed with a sophisticated particle beam weapon
  and is highly adept at tracking down its prey in the
  tunnels of the base. Although SLA have never
  acknowledged it, they do know something about the
  Watchers activities, but these have been suppressed
  to prevent it lowering the moral of those who have
  to fight at the base.
  The Watchers appears as large, wingless,
  metallic insects around 80cm tall. From the smallish
  central body extend six multi-jointed manipulators
  which allow the drone to maneuver through
  wreckage and cramped environments. A large
  abdomen contains the Watchers main power unit
  and its primary weapons system, this extends from
  the tip of the abdomen rather like a sting and can be
  rotated and aimed independently of the main body.
  A small head houses all the drones main sensors
  with multiple eyes giving it a 360 degree field of
  vision in various wavelengths including IR. and
  UV, additional sonic, thermal and vibration based
  inputs are also present.
  For maneuvering in the tunnels of
  Darkside, the Watchers have an advanced micro
  thruster system which allows them to hover and fly
  at high speeds in the low gravity environment. The
  entire body of the drone is sheaved in an advanced,
  super hard, ceramic, far superior to that used by any
  current company and quite capable of repelling a
  variety of conventional weapons. Intelligence is at
  least that of the average human or above and these
  drones show extreme stealth and cunning in their
  attacks, never knowingly revealing their existence
  and carefully concealing the bodies of their victims.
  Their stealth is further helped by the use of a
  chamelic coating on the exterior of their bodies
  which rapidly changes to match their surroundings,
  effectively camouflaging them.
  The drones are manufactured as needed by
  an ancient automated plant deep at the heart of the
  moon and then released through a series of
  concealed tunnels making it virtually impossible to
  find the entrance. If any drones are destroyed others
  will be sent to remove the remains and they will go
  to great lengths to prevent them being recovered for
  examination.
  STATS
  SKILLS
  STR - 12
  Rifle - 20
  DEX - 15
  Intimidation - 5
  DIA  - 10
  Survival - 10
  CONC -10
  Unarmed Combat - 10
  CHA - 
  Detect - 15
  COOL - 
  Pilot - 10
  HITS - 40 
  Repair - 10
  Max Speed - 40m/phase
  EQUIPMENT/SENSORS
  Particle Beam Weapon
  IR./UV Night Vision
  Thermal Imaging
  Sonar
  Radar
  PV    HEAD  TORSO  ABDOMEN  LEGS
  35        20        120               80            60
  Particle Beam Gun
  CLIP     CAL      ROF       RCL      RANGE
    -             -           1            -            100m
  Damage   Penetration   Armour Damage
       12
            10                       5
  Game Notes
  The Particle Beam Gun draws power from the
  drones main reactor and has a virtually limitless
  supply of ammunition. The chameolic skin operates
  in a similar way to that of SLA’s Stormers and its
  success is based on number of phase the drone
  remains motionless.
  PHASES MOTIONLESS
  MINUS TO
  DETECT ROLL
  5
  KNOW/4 rnd down
  10
  KNOW/3 rnd down
  15
  KNOW/2 rnd down
  25 and above             
  KNOW
  AG-70 Gas
  AG-70 Gas
  AG-70 Gas
  AG-70 Gas
  A failed Karma project that was closed down in
  year 634, AG-70 was intended to rapidly and
  covertly raise the aggression and stamina of front-
  line SLA troops through use of an airborne drug
  with similar properties to ‘Ultra Violence’. After
  several unsuccessful field trials in 633 the project
  was scrapped mainly due to the unpredictability of
  using a gas as a carrying agent and several flaws in
  the effect of the drug itself. These included raising
  aggression beyond acceptable levels, to the point
  where troops would attack each other as well as the
  enemy and causing various types of psychosis in
  some 
  users, 
  predominantly 
  paranoia 
  and
  hallucinations. There were also reported incidents
  of these conditions becoming semi-permanent if
  dosage was large enough.
  Numerous revisions to the basic concept
  were tried, but non were successful and on orders of
  Head Office the line of research was ceased and all
  samples and prototypes were dumped in the central
  Wastelands. It was hoped that the gas cylinders
  
  Dante Source Book A.H.Langton 1998
  135
  would decay and release their content harmlessly,
  but unfortunately a surprisingly high proportion still
  survive and have occasionally been discovered out
  in the deserts by company personnel, often with
  disastrous results. SLA have confirmed reports of at
  least two of their patrol units unearthing cylinders
  of the gas and being exposed to it. In both cases
  virtually all the personnel were killed when fighting
  caused by the gas broke out among themselves.
  Those that did survive are now physiological
  wrecks and have been placed under surveillance at
  top security Karma facilities.
  Game Notes
  AG-70 Gas is colorless, odorless and designed to
  bypass most of the standard issue air filters used by
  SLA troops, although it is unable to penetrate sealed
  air systems. The cylinders appear as similar to those
  used to store oxygen or other gasses and are about
  1500mm long and 500mm in diameter. Painted
  bright red they have no identifying features apart
  from places where the original warning labels and
  ID plates have been ground off, most are also
  heavily corroded by now and prone to breaches if
  handled roughly.
  Once the gas is released it rapidly
  disperses and was intended to have an effective life
  of three minutes before the components broke down
  and become harmless, this was to prevent drifting
  over enemy lines. Unfortunately some of the
  prototypes are unstable and can remain active for up
  to thirty minutes meaning users are exposed to
  much larger doses than intended. When inhaled the
  gas has the following effects on the user.
  • All damage taken by the subject is halved, the
  user gains two extra action phases during
  combat.
   
  • No PHYS or COOL rolls need to be made for
  the duration of the gases effect.
   
  • Strength is raised by 3 points.
  Intended duration of the gases effect was
  approximately two hours, but this can also vary
  greatly and even be as long as three to five days in
  some subjects. Most personnel inhaling the gas will
  display one or possibly all of the following
  symptoms. If the subject is already suffering from
  any of these disorders already then the gases effect
  will be greatly enhanced. If at the time the user is
  also using another type of drug such as Rush or UV
  the reaction can also be more sever.
  • Intense Paranoia, everyone and everything is out
  to get the victim, even their friends.
   
  • Combat Psychosis, everything is the enemy and
  must be destroyed at all costs. Its fight or die.
   This is normally closely linked with the paranoia
  aspect of the drug.
   
  • Uncontrolled Aggression, anything can be seen
  as an aggressive act and spark off sudden
  violence.
   
  • Hallucinations, friendly troops transform into
  Thresher Strike Squads, No existent assailants
  attack the victim and disembodied orders and
  voices are heard.
  Type - D998a Stormers
  Type - D998a Stormers
  Type - D998a Stormers
  Type - D998a Stormers
  The D998a is a specially designed new Stormer
  variant 
  currently 
  undergoing 
  design 
  and
  development at Karma’s Coral Sea facility. Run
  under extremely tight security the projects aim is to
  develop a fully aquatic Stormer which can operate
  in Dante’s oceans without the need for specialist
  equipment. The work is now currently at the
  prototype stage and several limited production runs
  of the 998 have been undertaken to provide test
  subjects, although there have been several teething
  problems with theses particularly in the areas of
  control and intelligence.
  Outwardly the D998a resembles a heavily
  modified Type 996 Dante combat Stormer with the
  most obvious change being the addition of a further
  set of arms below the primary pair. The upper arms
  are heavily muscled and have large, webbed hands
  to allow the Stormer to move at high speed through
  the water, while the legs also have this webbing and
  can be locked together to form a rudimentary tail
  when swimming. The secondary set of arms are
  much more conventional in design and intended for
  the handling of weapons and tools, something that
  the Stormers find extremely difficult with their
  other set due to their modified nature. The primary
  limbs and the palms of the webbed hands all have
  multiple, special octopus type suction cups which
  are intended to allow the 998a to anchor itself to
  boat hulls and other surfaces, these can also be used
  for 
  gripping 
  and 
  climbing 
  when 
  needed.
  Modification in the neck joints and muscles allow
  the head to be tilted for a better field of view when
  swimming and is also enlarged to accommodate the
  Stormers set of gills. These allow the type D998a to
  operate for up to five hours without needing to
  surface or for much longer periods with the addition
  of simple breathing equipment, maximum dive
  depth is approximately 500 meters. The entire outer
  skin is armoured to negate the use of a powered
  suit, which would interfere with the limb suckers
  and restrict mobility. This skin has also been
  specially thickened to retain heat and protect against
  the sub-zero temperatures of Dante’s oceans and is
  
  Dante Source Book A.H.Langton 1998
  136
  to all intense and purposes immune to its corrosive
  effects. The D998a is generally colored black or
  deep blue to provide natural camouflage. Possible
  the most prominent feature of the 998a though is its
  large slightly luminous eyes, engineered to give
  natural IR. and light amplification in the darkness of
  the sea. These are globular and almost insect like
  giving 
  the 
  Stormer 
  a 
  particularly 
  horrific
  appearance.
  The research team have been several
  problems with the prototypes chiefly with the need
  to give them natural, animal instincts for operating
  in the underwater environment. In some cases this
  appears to have gone too far and a number of test
  subjects have been lost as they ‘went native’ and
  escaped into the wild. The most significant being
  when an entire squad of ten escaped from their
  handlers. Karma have kept a lid on these losses so
  far, although there have been several isolated
  sightings of the rouge 998a’s and even a few attacks
  on small coastal craft.
  STATS
  SKILLS
  STR - 18
  Blade 1 Handed - 8
  DEX - 15
  Intimidation - 7
  DIA  - 3
  Survival - 10
  CONC -2
  Swimming - 10
  CHA - 1
  Unarmed Combat - 10
  COOL - 5
  Running - 10
  HITS - 33
  Detect - 10
  Wrestling - 10
  Sneaking - 8
  EQUIPMENT
  MAC Knife
  Game Notes
  The model D-968a, like the D-996 heals at twice
  the rate of the standard 313 models. It also has the
  same enhanced teeth and claws fitted to all six limbs
  which have the following properties.
  Teeth
  DAMAGE - 6   PENETRATION - 2
  ARMOUR DAMAGE  - 2
  Claws
  DAMAGE - 5   PENETRATION - 3
  ARMOUR DAMAGE  - 2
  The specially armoured skin and thick layer of
  compact fat gives the Stormer an all round PV of 15
  against all forms of attack. Most of the escaped
  prototypes will not have the ability to use guns
  although are highly adapt with melee weapons and
  may carry knives or similar items. Strictly speaking
  they are not much smarter than animals, although
  they have a much greater ability to learn and adapt.
  When in combat or another situation they will act
  on their base instincts. They can be extremely
   stealthy when needed as a result of being
  engineered to board and attack ships and
  installations covertly.
  Energy Weapons
  Energy Weapons
  Energy Weapons
  Energy Weapons
  Although the vast majority of energy weapons were
  withdrawn from service by SLA Industries around
  300 SD and those in private hands rounded up and
  impounded, the chaos of Dante didn’t always make
  this possible and numerous examples are still
  known to remain on the War World.
  Energy weapons turn up on Dante from a
  variety of sources such as scrounged from the old
  battlefields or dug from the bowels of the many
  abandoned complexes and although most require a
  certain amount of repair and refurbishment, many
  can still be made functional. As a result ancient
  energy weapons have been encountered on several
  occasions by SLA troops in the hands of rival
  company personnel or independents.
  FEN 509 Particle Beam Pistol
  FEN 509 Particle Beam Pistol
  FEN 509 Particle Beam Pistol
  FEN 509 Particle Beam Pistol
  One of the most compact energy weapons ever
  produced by SLA, the 509 was a popular hand
  weapon in its day and large numbers were in
  circulation before they were phased out. As a result
  the weapon is one of the most commonly
  encountered on Dante today and the type troops are
  most likely to encounter. Capable of firing, short,
  high intensity blasts of energy at a target, thanks to
  its internal particle accelerator, the gun is
  comparable in range and power to a standard
  12.7mm pistol making it highly effective in combat.
  Although compact by energy weapon
  standards, the 509 is still fairly large and resembles
  a long barreled semi-automatic pistol in profile. The
  weapons power cell is located in its pistol grip and
  is good for up to thirty standard shots before it
  needs recharging. The cells are designed to be
  easily removable and can be replaced in a similar
  way to a cartridge weapons magazine if spares are
  available or rapidly recharged from a variety of
  energy sources. Recoilless in operation, the 509 is
  also virtually silent, negating the use need for a
  silencer. One of the most popular features of the
  weapons was their variable discharge rate allowing
  the user to select three different settings so that the
  varying degrees of damage could be inflicted. This
  combined with the built in laser painter, rugged,
  militray spec outer casing and reliability all served
  to make the gun the 603 of its day.
  ENERGY    CAL      ROF       RCL      RANGE
       60              -            1          none          20m
  
  Dante Source Book A.H.Langton 1998
  137
  WEIGHT:1.6kg
  Game Notes
  Rather than having a set amount of ammuntion, as
  with a conventional gun, the 501 has a number of
  ‘energy points’ which are expended depending on
  what energy setting is being used. On the Minimum
  setting the gun uses 1 energy point per shot so
  giving the user the equivalent of 60 rounds.
  Maximum setting though requires 3 energy points
  per shot and so expends the power cell much faster
  only giving 20 shots before it needs recharging or
  replacing.
  SETTING            MIN       STD       MAX
  DAMAGE
    9
    12           15 
  PEN
    9
    10
     12
  AD
    4
    5
      7
  ENERGY
    1 
    2
      3
  The weapons can be recharged from a variety of
  sources including vehicle or powered armour
  reactors and portable units. Recharging takes 3
  minutes and uses the equivalent of 500 hours of
  energy.
  GA PR-103 Plasma Cannon
  GA PR-103 Plasma Cannon
  GA PR-103 Plasma Cannon
  GA PR-103 Plasma Cannon
  A much larger energy weapon specifically designed
  for battlefield use, the PR-103 was once one of
  GA’s most successful lines with numerous units
  being issued to the Militia. A bulky rifle like
  weapon with a double handed grip and a compact
  folding stock, the PR-103 was notable for being
  fitted with an extremely efficient plasma generator.
  This allowed it to form and discharge bolts of
  plasma extremely rapidly giving the weapon a high
  rate of fire. The PR-103 is even capable of firing
  short bursts, in a similar way to an automatic
  weapon, and this combined with its high penetration
  makes it extremely deadly. Other features include
  an integral laser painting unit and a 400 meter UV
  capable telescopic sight built into the weapons
  carrying handle. Mounting points were also
  provided to permit the fitting of the standard SLA
  waldo unit. The large capacity, onboard power cell
  gives a good energy reserve and can be rapidly
  recharged or replaced when depleted. For anti-
  vehicle or heavy assault missions the Plasma
  cannon was also provided with a large capacity.
  backpack reactor giving up to 300 shots, although
  these are far rarer than the weapons themselves and
  very few are ever found intact. The PR-105s rugged
  ceramic chassis and battle hardened internal
  components mean it is capable of surviving many
  hundreds of years of neglect and examples
  recovered by SLA researchers have been found to
  be easily brought back to a functional state with the
  minimum of work.
  ENERGY    CAL      ROF       RCL       RANGE
   90/500         -           1/3        none          35m
  WEIGHT:8.6kg
  Game Notes
  Like the 501 pistol, the Plasma Cannon has a
  number of ‘energy points’ which are expended
  depending on what damage setting is being used.
  SETTING            MIN       STD       MAX
  DAMAGE
   14
   16           20 
  PEN
   6
   8
    12
  AD
   3
    5
    7
  ENERGY
   1 
    3
    5
  The weapons can be recharged from a variety of
  sources including vehicle or powered armour
  reactors and portable units. Recharging takes 5
  minutes and uses the equivalent of 1500 hours of
  energy.
  BLA RX-30 Pulse Laser
  BLA RX-30 Pulse Laser
  BLA RX-30 Pulse Laser
  BLA RX-30 Pulse Laser
  A handy, compact assault weapon, the RX-30 Pulse
  Laser from Berenyi Light Arms was popular with
  many military personnel and Operatives and had a
  long and proven combat record in the hands of
  numerous units on Dante. The standard weapon
  came with a 5mm main beam appiture and was
  capable of delivering high intensity shots over a
  considerable range with virtually silent operation.
  The greatest advantage of the RX-30 design was
  that through the fitting of a sophisticated pulse
  generator system the weapon was not only capable
  of firing single shots at full power, but also to give
  rapid five round bursts at a slightly reduced output
  making it extremely versatile in a variety of
  situations. Built to the highest military standards
  each RX-30 came with an onboard power pack
  capable of giving 40 full intensity shots or 20 bursts
  between recharging or replacement. A larger back
  or belt mounted weapon power pack with treble the
  capacity was also available and could be connected
  to the gun via a specially designed power coupling.
  The fitting of a folding stock made the weapon
  short and easy to handle, while all guns come with
  standard mounting points for a variety of sights and
  aiming systems allowing easy adaptation to a range
  
  Dante Source Book A.H.Langton 1998
  138
  of uses. Each gun had a full ceramic construction
  with all internal components shielded against
  impact damage, radiation and EMP bursts making
  the RX-30 one of the most reliable and durable
  military laser rifles of its day.
  ENERGY    CAL      ROF       RCL       RANGE
       40              -           1/5        none          40m
  WEIGHT:5.6kg
  Game Notes
  The Pulse Laser expends varying amounts of energy
  depending on its rate of fire. When used to fire
  bursts it also does reduced damage per shot.
  SETTING            Single Shot      5 Rnd Burst
  DAMAGE
       12
      10
  PEN
       12
      8
  AD
        5
   
      3
  ENERGY
        1
      2
  The weapons can be recharged from a variety of
  sources including vehicle or powered armour
  reactors and portable units. Recharging takes 3
  minutes and uses the equivalent of 1000 hours of
  energy.
  DarkNight Biogentics Research
  DarkNight Biogentics Research
  DarkNight Biogentics Research
  DarkNight Biogentics Research
  An issue currently worrying the SLA High
  Command of Dante is the small number of
  biologically enhanced DarkNight troops who have
  been encountered by front-line units. Tight security
  over the matter has prevented rumors of it
  spreading, but SLA are worried that if these
  enhancements 
  become 
  widespread 
  it 
  could
  demoralize their own personnel and also greatly
  increase the effectiveness of DarkNight’s forces.
  Much cruder than the implants offered by
  Karma, those fitted to DarkNight troops still
  enabled them to have immense strength and
  stamina, while also imparting much greater damage
  taking abilities. These enhancements bear a certain
  resemblance to products produced by a rogue Soft
  Company on Mort known as ‘Body Shock
  Biogenetics’, something that may indicate the
  company is being backed by DarkNight. Due to the
  extensive unrefined surgical procedures and what
  appear to be certain deficiencies in the anti-
  rejection drugs and techniques used, most of the
  enhanced troops encountered seem to be more
  monster than man with severely warped hugely
  muscled bodies. This does not though detract from
  their effectiveness in combat and when attacked
  they become virtual killing machines unable to
  control themselves and continuing to fight till
  destroyed or extremely badly injured. SLA testing
  has revealed that this is due to the use of a prototype
  combat drug based on a modified form of ‘Shatter’
  as part of the program, apparently intended to
  further increase aggression and stamina. The troops
  need to remain on theses pharmaceuticals constantly
  due to their extremely addictive nature and the
  effects of the drugs only serve to further alter the
  users already grotesque bodies. Due to their greatly
  increased strength these troops are able to use
  specially modified suits of 01000.DN Powered
  armour which have had numerous extra ceramic
  plates added to boost their protection value.
  Karma are particularly keen to obtain any
  samples of these altered troops they can and if
  possible would like a live specimen to examine.
  They would also like to gain proof that renegade
  Karma staff might be involved in the DarkNight
  program, although it has been difficult to do this
  while still keeping the programs existence under
  tight security.
  STATS
  SKILLS
  STR - 14
  Rifle - 10
  DEX - 13
  Pistol - 5
  DIA  - 3
  Survival - 5
  CONC -3
  Chain Axe - 12
  CHA - 1
  Unarmed Combat - 10
  COOL - 5
  Auto / Support - 12
  PHYS - 14
  Blade 1 Handed - 9
  Blade 2 Handed - 8
  HITS - 27
  Rival Company -3
  Running - 10
  Detect - 3
  EQUIPMENT
  Modified 01000.DN Armour
  SLA 12mm Power Reaper
  Chainaxe
  Combat Knife
  Drug Injector
  DN74 Automatic Pistol
  Game Notes
  The combat drugs used by these troops has the same
  effects as the SLA produced ‘Ultra Violence’ in
  terms of damage reduction etc. The Modified
  Armour worn by these troops have the following
   properties, but  in all other ways they are identical
  to the standard model.
  PV
  HEAD  TORSO   ARMS   LEGS
  15
    60
      220
        80       100
  
  Dante Source Book A.H.Langton 1998
  139
  Body Snatchers
  Body Snatchers
  Body Snatchers
  Body Snatchers
  A relatively new phenomom that has begun
  occurring throughout no mans land and even close
  to the front lines. Body Snatching is a particularly
  grisly form of scavenging which not only involves
  taking weapons and equipment from fallen troops,
  but their corpses as well. So far SLA has been able
  to determine that this activity is solely restricted to
  the removal of bodies of their own personnel and
  not those of Thresher or DarkNight, strongly
  indicating that the perpetrators are attempting to
  recover the victims biogentics implants. There is
  also a strong possibility that there are several
  groups of Body Snatchers working independantly of
  each other and all supplying different customers
  with their recovered parts.
  Body Snatchers operate in a similar
  fashion to other types of looters and scavengers,
  although they are forced to take more risks to
  acquire 
  ‘fresh’ 
  merchandise. 
  This 
  involves
  shadowing combat units so they can rapidly collect
  corpses before they decay and having cryogenics
  equipment on hand to preserve them. Even better is
  if they can find wounded or dying victims who they
  will often attempt to keep alive in suspended
  animation.
  Games Notes
  For teams of Body Snatchers the stats for
  Scavengers can be used. Although they will
  normally  have larger numbers of vehicles to carry
  their cryogenics and storage apparatus. They will
  also often have a number of medically trained
  technicians to operate these.
  Golems
  Golems
  Golems
  Golems
  The Golem Projects is currently undergoing field
  trials on Dante, although as yet this operation is
  only in its opening phases. Developed by the Soft
  Company 
  ‘Neuro-Tech’, 
  who 
  specialize 
  in
  cybernetics and drone technology, Golems are
  specially designed AI control units which are
  capable of running a powered armour suit without
  the need for a wearer. When fitted to a set of
  armour, and hardwired into its control systems, the
  Golem module turns it into an unmanned drone
  capable of moving and fighting on its own.
  Although when they’re fitted in an infantry
  suit such as Crackshot they lack strength and
  maneuverability, due to the relatively small size of
  the joint motors, when connected to a larger suit
  with strength argumentation, such as Dogeybone or
  Sarge they can become extremely deadly. The
  Golem Module itself resembles the head torso and
  abdomen of a mannequin with thick bundles of
  wires protruding from the truncated legs and arms.
  These end in special interface units which are linked
  to the feedback systems and motors and used to
  control armours movements. The Golem’s head fits
  up inside the helmet and is fitted with a variety of
  sensor systems including audio and visual inputs,
  while the torso part is mounted inside the armours
  chest cavity. When fully functional the armour is
  about as smart as any other drone and is capable of
  following a variety of programs from search and
  destroy to patrol and guard duties. The Golem also
  has several extra routines programmed into it
  allowing it to handle a weapon, such as rifle, reload
  it and make limited use of cover. One of the biggest
  advantages of these units is that since the module
  itself is extremely well armoured it can take an
  awful lot of damage to put a Golem controlled suit
  out of action. Another advantage of the units is that,
  at least initially, they resemble a human a in a suit,
  allowing them often get quite close to personnel
  before attacking.
  Several of Neuro-Tech’s research teams
  are currently employed on Dante salvaging and
  repairing various sets of armour, from a variety of
  companies, and installing Golems in them in
  preparation for the projects second phase. This will
  involve testing the Golems combat ability against
  regular troops and is due to start any day soon.
  Game Notes
  A Golem fitted to a standard set of powered armour,
  such as Crackshot, First Step or DN.01000 will
  have the following stats and skills. If it’s installed
  inside a large battlefield suit such as Dogeybone,
  Sarge or Shock it will have the same Strength and
  Dex as the armour does, making it much more
  effective.
  STR - 5
  Auto/Support - 6
  DEX - 6
  Hand to Hand Combat - 4
  Sneak - 5
  HITS - 30
  Detect - 8
  PV - 10
  Hide - 3
  ID - 150
  Equipment/Sensors
  Assault Rifle - Appropriate to type of suit
  3 x spare clips of ammuntion
  Thermal Imaging
  Optical Sensors
  Infra Red
  Sonic Detectors
  The PV of the Golem Modules armoured casing is
  added to those of the suit to reflect the added
  protection it has i.e. a Golem in a set of Crackshot
  would have a PV of 27. Since their are no limbs to
  
  Dante Source Book A.H.Langton 1998
  140
  damage inside the suits arms and legs hits from
  these locations will not be subtracted from the
  control units total, although if the ID in one of these
  locations is reduced to zero then it is destroyed.
  The units main CPU is in the chest and the Golem
  cannot be killed with head shots.
  The Golem will normally attack the target it detects
  first and has a sensory range equivalent to that of a
  human being. Whenever possible it will attempt to
  get within about 20-30 meters before it opens fire.
  If there are multiple targets within range the Golem
  will usually attempt to spray fire them, aiming at the
  largest group. It will continue to attack available
  targets till destroyed or it runs out of ammunition.
  
  Dante Source Book A.H.Langton 1998
  141
  INDEX
  INDEX
  INDEX
  INDEX
  10 Man Infantry Squad
  116
  A Guide To Archangel
  21
  Additional Skills
  111
  Admiral Alexander Hood
  32
  Admiral Constantine Lewis
  31
  Akah City
  47
  An Introduction to Dante
  4
  Apocalypse Class Dreadnought
  99
  Archangel
  20, 114
  Armitage Hospital
  24
  Armor Vehicle Crew
  52
  Assault Units
  18
  Assault Weapons Systems Skill
  112
  Base Defense Units
  17
  BLA AX-50 ‘Griffon’ Snowmobile
  86
  Black Dawn
  39
  Blain & Tanner Mining Camps
  46
  Bone Rippers
  70
  Bonuses
  113
  Bonuses and Volunteering
  113
  Booby Traps Skill
  111
  Brenten Nash
  30
  Bullet Tax
  109
  Captain Jacks
  25
  Character Creation
  108
  CMC Media Crew
  57
  CMC Mobile Media Unit
  118
  Combat Tech Package
  111
  Combat Techs
  54
  Command Centers
  114
  Command Posts
  115
  Commander Amity Takaya
  31
  Commander Brodorick Matthews
  32
  Commander Darius Wolf
  29
  Commander Kia Gibson
  30
  Common Types Of Postings
  17
  Converting Existing Characters
  108
  Convoy Duty
  18
  Coral Sea
  35
  Crazies
  66
  Current Company Research
  119
  Current Company Tactics -
  11
  D.S.O Agents
  51
  D.S.O Training Package
  111
  Dante Information
  112
  Dante Marines
  50
  Dante Recon
  59
  Dante Recruitment and Training
  14
  Dante Skill Packages
  110
  Dante Stormer - D-966
  53
  Dante Today
  10
  DarkNight DX-20 ‘Tyrant Destroyer’
  102
  DarkNight PV-081 Armoured Transport
  88
  DarkNight TD-087 ‘Jagger’
  85
  Darkside Base
  37
  Deserters
  65
  Devils Eye
  40
  DN.-006 Proximity Mine
  77
  Dr. Karl Trenchard
  29
  Drones & Robotics
  78
  Drugs
  110
  Duty Reassignment
  16
  E.N.O Units
  59
  Engineering Unit
  117
  Environment And Climate’
  7
  Espionage Agents
  61
  FEN ‘Star Wing’ SAM Missile
  106
  FEN 0078 ‘Stalker’
  79
  FEN 0327 Quad Bike
  83
  FEN 808 12mm Power Reaper
  74
  FEN 960 HAS 8mm Mini Gun
  75
  FEN CX-50 ‘Warhawk’ Helicopter
  95
  FEN FV103 Recon Vehicle
  85
  FEN LX-6000 MBT
  90
  FEN Model 20 88mm HV Mortar
  76
  FEN MODEL-04 40mm
  73
  FEN Model-24 Warmonger
  73
  FEN RAT L20 IFV / L18 APC
  84
  FEN RAV-12 ‘Sky Strike’
  91
  FEN RAV-909 ‘Red Death’ SAM
  91
  FEN T7300 Tracked APC
  84
  FEN TRX-60 ‘Steel Rain Grenade Launcher
  75
  Fighter Jocks
  52
  Finance Chips
  109
  GA 70mm LAPW
  76
  GA AMD750 MBT
  89
  GA AMX 300 ARV
  88
  GA ATV-50 ‘Land Train’
  92
  GA AVD-770 Armored Hovercraft
  93
  GA AZ-25 ‘Zodiac’
  103
  GA EEX-3 Scout Car
  87
  GA FX-66 ‘Warbeast’ VTOL
  96
  GA M3A100 Half Track
  87
  GA MK-V Patrol Drone
  78
  GA MK-VII ‘Deathwish’
  79
  GA RAM V-12 LAT
  86
  GA TR-1100 ‘Blackshadow’
  98
  GA UH-606 Redhawk AAH
  94
  GA XM30 FAV
  89
  GA-077M ‘Olympus’ Shuttle
  104
  GAK GE-06 Hovercraft
  103
  
  Dante Source Book A.H.Langton 1998
  142
  General Andrea Draken
  29
  General Infantry
  61
  GM Info
  122
  Graveyard, The
  38
  Grendal 30mm Cannon
  105
  Grey Keep, the
  35
  Gundancer Claw
  30
  Hall Of Mirrors, The
  43
  Harbinger 30mm Auto Cannon
  105
  Hazardous Duty
  113
  Heavy Weapon Squads
  49
  Heavy Weapons
  104
  High Tower
  42
  History
  4
  Housing And Living Costs
  109
  I.A. Building
  24
  Ice Palace
  43
  Infantry Training Package
  110
  Initial Duties
  16
  Julia Van Braun
  27
  Jury Rig
  112
  Karma Insurance & Medical Care
  110
  Key Figures On Dante
  27
  Key Locations
  33
  Kodachi Base
  33
  KXT ‘Warbringer’ Leviathan
  100
  Large Bases
  114
  Large Patrol/Assault Unit
  119
  Machine Gun-12.7mm
  104
  Madison Inc MX-5000 Helicopter
  95
  Madison Inc. RXC-460 Fighter
  94
  Main Street
  48
  MAL MC-1842 ‘Hellstorm’ Armour
  82
  MAL T90 Incinerator
  74
  Maneuver Low Gravity Environment Skill
  111
  Manufacturing Districts
  24
  MCT ‘Mondragon’
  36
  Medical Evac & MASH Units
  55
  Medical Evac Unit
  118
  Medium Sized Bases
  114
  Medivac Package
  111
  Mercs
  66
  Mid Sized Patrol Unit
  119
  Military Base Populations / Facilities
  114
  Military Police
  56
  Military Rank And SCL
  112
  Military Structure On Dante
  114
  Militia Infantry
  49
  Militray Careers & Retirement
  19
  Misaki Garrison
  42
  MLA Line Gun
  106
  Naval Crew
  54
  New Hamilton AKA Murderville
  34
  New Hope Satellite
  37
  Nexus Air Base
  25
  Orbital Pilot Skill
  112
  Outposts
  115
  Palm Springs
  42
  Patrol Units
  18
  Pay
  113
  Personnel Weapons
  109
  Petrified Forest
  45
  Phoenix Base
  39
  Pilot Marine Skill
  111
  PP-120 Dante Issue
  82
  PP-2001 ‘Omega’
  83
  Professor Susan DeVerr
  32
  Proteus Space Port
  23
  R&D Testing
  19
  Ravenhead Bridge
  44
  Recruitment
  14
  Red Dusk
  36
  Research Centers
  114
  Retribution Chain Gun
  105
  River Styx
  23
  Rot Water Lake
  48
  Route 66
  44
  RS5600 ‘Tiger’ Stealth Sub
  101
  S.I Units
  60
  Satan’s Playground
  25
  Scavengers
  64
  Screamers
  69
  Shaft, The
  47
  Skaggs
  68
  SLA -106mm Anti Tank Gun
  105
  SLA DA-560 Land Mine
  78
  Slayers Fist
  33
  Small Arms
  73
  Small Bases
  114
  Small Patrol Unit
  118
  Snake Island
  46
  Special Assault Forces
  62
  Special Investigation Division
  56
  Special Operations Unit
  117
  Steelhead Mines
  46
  Storm Mountain
  37
  Strike Bases
  115
  Strike Squad
  116
  Strike Squads
  58
  Strike Team
  118
  The Crab, The
  47
  The Third Eye Tower
  22
  Thresher 120mm Artillery Gun
  106
  Thresher CP-6400 ENO Armour
  97
  Thresher Infantry
  58
  Thresher KG-105 Mobile Artillery
  98
  
  Dante Source Book A.H.Langton 1998
  143
  Thresher Kilgore Sentry Gun
  81
  Thresher KKX-70 ‘First Strike’ Dropship
  97
  Thresher PTX-20 ‘Buzz Bomb’
  80
  Thresher PTX-60 Drone
  80
  Thresher TSH-669 60mm Rocket Launcher
  77
  Thunder Pass
  43
  Tic Toc Killers
  67
  Tiger Bay
  35
  Training
  15
  Tri-Barrelled 17mm Rotary Assault Cannon
  105
  Typical Mobile Military Units
  118
  Unit Size
  116
  Valhalla Towers
  22
  Van Numann Bridge
  45
  Vandenberg
  38
  Vehicle Ownership
  109
  Vehicles & Armour
  82
  Veil Of Tears
  44
  Wastelands
  41
  Watchtowers
  116
  White Heat
  41
  Wildlife
  68
  Zodiac Nine
  40
  Zone Stalkers
  63
  
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SOURCE: textdata/thevault/SLA Industries (SWADE)/BPNS/Dante.pdf