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Page 1: Viridian Forcebook

i-Kore LTD. 85/87 Peffer Place, Edinburgh, EH16 4BB, United Kingdom.

Copyright © 2000-2002 i-Kore LTD. All Rights Reserved. Void and all Character names and the distinctive likeness(es)thereof are Trademarks of i-Kore LTD. I-Kore is a registered

trademark of i-Kore Ltd.

For any information regarding our product lines please contactyour local hobby stockist or contact us directly at the addressopposite. Visit our website to find out what’s new at i-Kore:

www.i-kore.com

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The Viridian Force Book includes:

Detailed background on Viridians, their technology, colonies and role within Pan-Humanic Space.

· Comprehensive Viridian army list.

· New units such as Strike Commandos, Jaguar Strike Craft, and Fenrir 'The Ice Duke'.

· Plenty of full colour maps, illustrations, and photographs of miniatures and terrain.

. Detailed Guides on scenery building.

This book is a supplement for Void 1.1 miniaturebattle-system. To use this book for playing Viridian

armies you must have access to a copy of the Void 1.1rulebook.

The Viridian ForceBook

Viridia is a lush jungle world whose armed forces arefamous for their all purpose approach to warfare. Allhuman civilisations began on Viridia prior to the GreatMelting. The Viridian Assembly has a strong presence onthe V.A.S.A board of directors. Being experts in politicalintrigue they are not averse to using this power tofurther there own needs.

Page 2: Viridian Forcebook

A Viridian Terrasaur unit emerges from a forest supported by a Behemoth

Viridian marines defend a recently captured Junkers oil refinery

Adam’s Viridian battle group ready for combat with a full compliment of saurian support.

Adam’s Viridian BattleforceMy Viridian force was assembled to play test some of the new units introduced tothe army, as well as the old units that were undergoing small changes. My first task was to convert two behemoths, one for the troop transport and one forinfantry support. The troop transport was simple as concept sketches were availablean after an evening of cutting and gluing I had my first unit.The infantry support variant was more of a problem as there was nothing decidedabout the look, apart from it would be a closed armoured canopy. Another eveningof foraging and gluing provided me with my last behemoth variant though.

With new variants for the terrasaurs being included it was also essential that modelswere available. I cheated on the mortar as I simply added a mortar and loader tothe armoured canopy of the HQ terrasaur, now classed as a spotter. For the chaingun I removed the recoilless cannon from the support figure and added a Hunter-Killer chain-gun, nearly as easy as the mortar.For the cynoraptors I have used different versions of the Struthiosaurs, they areconsiderably larger than they should be but worked fine for play testing purposes.

Viridian Assault Marines hold out in urban ruins

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Viridia is the third planet from ViridiaSolaris and is a rocky sphere, perceptiblyflattened at the poles. It is made up of threedistinct layers- a thin volcanic crust, a liquid rockmantle and a molten iron/nickel core. Viridia'scrust consists of two tectonic plates, one coveringthe northern and one the southern hemisphere.Since the planet cooled and the crust formedthese plates have crept apart, throwing up a lineof volcanoes and high mountains around theequator. Over hundreds of millions of years theyhave forced back the oceans that once coveredthe whole planet. Now, as a result of this constantgeological action, the only seas on Viridia arenear the poles. Viridia gets its name from thewide belt of lush rainforest, which forms avirtually unbroken line around the planet'sequator. The tropics give way to more temperateregions further out from the equator, andeventually the bleak ice deserts at the poles.There is an abundance of animal and plant lifeon Viridia, particularly in the tangled equatorialjungles where the largest organisms (apart fromtrees) are numerous species of giant saurians.Life even exists in the terrible cold of the polar

seas and on the ice caps themselves, where fishand well-adapted mammals and birds eke out amarginal existence.

Human civilisation began on Viridiawhen the distant ancestors of the TripartiteConfederacy founded the cities of Karas, "theGolden", and Myrhin in the fertile SouthernValleys. Nowadays the planet is governed fromits capital city, Karas, by a global corporatedemocracy known as the Viridian Assembly. AllViridian citizens are shareholders of the variouscorporations that form the Viridian Assembly,and they can use their influenc e to select ordeselect which company directors sit on theAssembly's Board. It is this board of directorsthat make policy on Viridia and appointrepresentatives to VASA. Viridians are probablythe most involved members of VASA and arecertainly not averse to using their majorityin the administration to further their ownmilitary-industrial complex. In the name ofpluralism there are regular elections for theboard of directors, though these only takeplace every five years. Under extraordinarycircumstances it is possible for citizens to request

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a vote of no confidence in board members if theyfeel that there are sufficient grounds for doing doso. Viridian colonies appoint their own governorsusing a simplified model of the samesystem. They operate under a devolved system ofgovernment, in which the colony is subject tocore policies determined by the Viridianexecutive, though they can make their ownpolicies to cope with local affairs. There are a fewethnic reservations and hill tribes in the wilderparts of the northern hemisphere that representa throwback to pre-globalisation times on Viridia.They refuse to recognise the Viridian Assemblyand live by ancient pastoral means. Viridia isimmensely proud of these relics and despitetheir hostility to the corporate government,it preserves them as a sort of livinganthropological treasure. Communications,logistics and agriculture drive the Viridianeconomy and account for the majority of itsresearch and development spending. Althoughthere is always plenty of cross-fertilisation ofideas between the core worlds of the TripartiteConfederacy through trade, espionage, andmembership of VASA, each of the worlds excelsin certain areas; and IT and trade are Viridia'sstrongest points. Because Viridia has such afertile biosphere it has distinct advantages overIronglass and Prime when it comes to farmingand less of this world's financial reserve needs tobe spent on trade or biotech solutions to feed itspopulation. Traditionally Viridia has fostered thecutting edge of space travel, and the need for

maintaining channels of communication thatgoes along with this has led to the Viridiansdeveloping many clever new technologies suchas sub-ether carrier waves and quantum relayprobes. Viridians invented the plasma drives thatare still used on all spacecraft as the primarypropulsion system (as well as for a variety ofother energy needs) and they pioneeredgrav-shunting.

The Viridian military are on the wholewell trained and equipped, which is trueof Viridian garrisons throughout the galaxy.Each settlement is responsible for raisingand maintaining its own security forces inaccordance with Viridian Assembly directives,and providing the troops there with standardisedequipment and training. Special forces are raisedon colonies suitable for the work they arerequired to do, and can be conveyed to wherethey are required at a moment's notice. War is apolitically sensitive matter where the Viridians areconcerned though. In the wondrous hindsightfollowing certain disastrous historical campaignsthat it is not polite to mention to a Viridian,the Viridian Assembly is prepared to throwinordinate amounts of money at ensuring humancasualties remain at a minimum when they go tobattle. Consequently the Viridians are masters oflong range logistics and fast, efficient battlefieldsupport. Forces can usually be deployed orextracted quickly, and with the minimum ofconfusion.

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Karas the Golden, capital city of Viridia,has a long and eminent history, and humanshave lived on the fertile site beyond the northernvolcanic ridge since they first began clearing landto build rude mud huts. A similar civilisation grewup around Myrhin to the south. Eventually thesetwo sites would become the central administra-tion of rival superpowers, each ruling over anentire hemisphere of the planet. The KarasLeague and Myrhin Confederacy vied for thelongest time to be the dominant industrial poweron Viridia, occasionally even going to war with

one another, but eventually the Karas Leaguesucceeded in bankrupting the MyrhinConfederacy with its space and arms races. It wasa Pyrrhic victory though, for within three decadesthe environmental damage caused by this indus-trial one-upmanship caused 'The Great Melting'-a flood that covered most of the planet whenViridia's ice caps all but disappeared due to glob-al warming.

Viridia could easily have degeneratedinto savagery following the floods, had it notbeen for a far-sighted experiment being carried

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out in the jungles surrounding Karas. At the peakof the industrial era the Karas League begandeveloping a new technology that would have avariety of applications, including colonising spaceand creating sealed ecosystems for carrying outfield trials of biotech developments. This technol-ogy was the bio-dome, variants of which are nowused all over the galaxy to colonise environmentsthat won't sustain life. Viridian bio-domes comein many different sizes and are characterised byhaving clear, borosilicate canopies. These struc-tures are incredibly resilient, yet very, very light.When the floodwaters began to rise, the greatand the good of the Karas League created float-ing versions of the bio-domes and abandonedthe cities for a life on the high seas. Air condi-tioning and weather control systems within adome regulate the climate and plant life can begrown either hydroponically, or by more tradi-tional methods where soil exists. Powerful com-puters manipulate the climate processors withinthe dome, creating different environments in dif-ferent parts of the dome. Tropical fruits, forexample, can be grown alongside temperatecereal crops. The ecosystem within the dome isknown as a biome, and it is totally self-contained.As long as no pollutants or hostile, alien organ-isms are introduced to the biome it will existindefinitely, allowing humans and the animalsthey bring with them to theoretically survive for-ever within a dome. Of course power is requiredto run such domes, and what is more it has to beclean power. Where possible natural energy isused for this, the favourite is solar power, butwind, wave and geo-thermal are also used. As aback up, or where such power sources don'texist, the Viridians have developed the T-Cell, orTritium Fusion Cell as it's also known. T-Cells arebatteries that turn water into 'heavy water', byconverting the hydrogen atoms into tritium by aprocess of nuclear fusion. This reaction releases

massive amounts of cheap, clean energy.Eventually of course the floodwaters receded andthe floating bio-domes touched down on land.The old city structures were still there, and thedescendants of the Karas League, who had pre-served science and civilisation within the domes,decided to rebuild their once great capital-allthanks to the bio-domes. Nowadays on Viridia,and in most of its colonies, these domes are usedfor intensive farming, where rapid-growing GMcrops like rice, wheat and soya can be grown onmultiple levels of the dome for a more efficientuse of space.

When the bio-domes finally touchedterra firma again Viridia was a very differentworld to the verdant jungle paradise that theirancestors had ruined. Apart from the high equa-torial plateau, which retained its former splen-dour and wildlife, most of the planet had turnedinto stagnant, melancholy salt marshes and dingyswamps-and it rained constantly. It was clear thatit would take many more centuries of naturalgrowth before Viridia recovered from 'The GreatMelting'. It was during this period that theViridians started to take the first tentative stepstowards developing that other great colonisationtechnology, terraforming. At this time theViridians didn't have the technology to processthe atmosphere and alter the weather on a glob-al scale, but they did have access to advancedbiotech procedures within the labs aboard theirbio-domes. Thus was born the science of probi-otic terraforming, which allows a life-sustainingenvironment with a basic or limited ecosystem tobe transformed into a thriving, diverse ecosystemby the introduction of resilient, rapidly growingGM plants. The upshot was that within twentyyears, instead of many centuries, Viridia wasonce again the jungle planet. The abundance ofnew plant life had the bonus effect of stabilisingthe climate to pre-industrial levels.

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Whilst the rebuilding of the environ-ment was going on, many of the Viridians wereanxious to return to stable systems of govern-ment and trade, in order to rise above the drudg-ery of day-to-day survival. During the period thatthe planet was flooded, each bio-dome wasessentially an autonomous state supporting afew hundred people in contact with other domesvia radio-links. These survivors were directdescendants of Viridia's governing elite, and edu-cation aboard the domes had taught them thathistorically they were the inheritors of Viridia.Generations of the proletariat had survived thefloods too, and one of the first jobs for the domedwellers when the floods receded was to bringthem back into the political fold, where they'd bethe natural working class. At first this was difficult,but in general the dome-dwellers were healthier,better armed, and had the promise of a better lifefor the other survivors if they fell in line. A newgovernment was set up at the old site of Karasthe Golden, which would be rebuilt as the newcapital of a global state. At first this was an abso-lutist oligarchy, but as more settlements werebuilt up and trade became the mainstay ofViridian life, the plutocratic political system ulti-mately replaced the old order. Nowadays thedirectors of the six most powerful corporationson Viridia, as determined by the leading shares ofthe Karas Stock Exchange, forms the ViridianAssembly, which sits in palatial apartments inKaras's Companies House.

To facilitate this trade-based system ofgovernment, particularly now that it's interplane-tary, the Viridians have remained at the forefrontof communications technology and transportlogistics. Karas has a massive intelligence nexuscalled Strata, which integrates and monitors datafrom the stock exchanges; personal conversa-tions, media viewing and product consumptionhabits; and military field transmissions. Thisallows the Viridian Assembly to plan its military,domestic and economic strategies across thegalaxy in a holistic fashion, and any hiccups in thestatus quo can have a military, diplomatic ormarketing response as appropriate. On the sur-face of Viridia a transport infrastructure of wide,shallow bayous and deep, narrow canals linkKaras to other settlements. These waterways aretravelled by T-Cell powered ground effect carri-ers; vehicles mounted on aquaplaning struts thatrange in size from personal transports to bulkcargo carriers, and are capable of reachingspeeds of MACH 2. Air travel is by solar poweredflying wings, which can transport people and car-goes over terrain impassable by the groundeffect skimmers.

Karas was once called 'Golden'because it was clad in gold mined from the jun-gle's riverbanks and mountainous slopes, nowit's called Golden because its solar panels gleamgold as they track Viridia Solaris across the sky.Some lessons at least have been learned.

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Viridia's landscape is arranged in threedistinct bands of climate zones. At the poles of theplanet there are ice caps and small, frigid oceans.In slightly wider bands to the north and south,contiguous with the polar regions, the cold givesway to temperate lowlands. By far the widest bandof climate zone is the humid, sweltering rain-forests that march north and south from the high,volcanic plateaux of the equator. The jungle char-acterises Viridia, indeed gives the planet, and byextension the whole star system its name. The cli-matic powerhouse of Viridia isn't located in thesmall, ineffectual oceans, as it is on most blue-green planets, but within this massive rainforestand the geo-thermal energy locked within theactive volcanoes of the equator. Weather is gener-ated in the cloud forests of the lower volcanicslopes where steam rising from the hot forestreaches the cool air above the canopy, setting upa convection current that sends weather systemsout across the jungle.

The jungles are full of the hum of insectsand the song of brightly coloured birds, as well asthe scurrying, shuffling and varied tongues of thesaurians. Wild mammals are curiously absent onViridia, with the exception of some small insecti-vores and rodents, and seals and porpoises in thepolar oceans. It was not always like this thoughand once there was a golden age of mammals onthe green planet, with many wonderful and variedspecies ranging from tiny shrews to vast herbi-vores such as rhinos and elephants, as well asmajestic and fierce predators like tigers and bears.The saurians were confined to the high and inter-mediate slopes of the equator during this time-relics of a bygone era, unable to compete with theinfinitely more adaptable mammals. But one ofthese mammal species caused a catastrophe ofglobal proportions, which wiped out most of theirmammalian cousins. That mammal was of courseman. In the distant past Viridian humans under-went an industrial revolution, which saw the more'civilised' communities give up sustainable agrari-an practises to embrace large scale manufacturingand agri-business. This revolution was powered byViridia's seemingly limitless supplies of fossil fuels,and allowed the Viridians to create yet more pow-erful energy sources such as nuclear power. Themagnificent technological era was taking anunseen toll on Viridia though, and as greenhouseemissions from fossil fuel driven technologies, par-ticularly transport, piled up at the same time asvast areas of the forests were being cleared foragri-business, something had to give. In the endthe ice caps, which were much larger at that time,melted almost completely in the space of half acentury. Sea levels rose dramatically during thisperiod, submerging vast tracts of the central conti-

nent and turning the already alarming trend inspecies' decline into a mass extinction event. All ofthe large, wild mammals disappeared, as did mostof the domestic species. Humans during this timefared as well as their economic situation allowed,the richest and most powerful assured salvationthrough bio-dome technologies, whilst the rest'sank or swam' according to their luck or resource-fulness.

It took centuries for the floods to recede,but when they did humans once again had theopportunity to develop technologies to advancethe species. Though this time the descendants ofthose who'd caused 'The Great Melting', weredetermined that nothing like it should ever hap-pen again. They had a new found, almost fanaticalrespect for nature, and instead of treating the nat-ural world as a resource, the Viridians found tech-nologies that allowed them to co-exist with theenvironment instead of exploiting it-and they stillmanaged to make a profit from doing so.

Viridian jungles are no longer cut downto make way for the equivalent of what wouldhave been cattle ranches in the past. There are nocattle anymore, but large, herbivorous saurianshave been domesticated for human consumption.The natural environment of the creatures is thejungle, so farmers simply corral herds by stringinga perimeter of force wall generators between thetrees. This has virtually no environmental impact,being a clean technology. Predators have noaccess to the animals, so no potentially damagingaction need be taken against them. In concept thisis similar to the deer parks owned by powerful,rich Viridians in the planet's distant past. Intensivefarming takes place in the bio-domes, but the jun-gles play host to a secondary sustainable agribusi-ness called jungle harvesting, an ingenious tech-nique involving crews of farmers entering the jun-gle upon the backs of massive, ponderous sauri-ans. These creatures have great biomass proces-sors attached to their backs and as the monstersbrowse, the farmers can use vacuum pumps tohoover up fruits, nuts, leaves and even shallowroots and tubers. Soil is filtered off and ejectedback on to the ground by the processors, and theproduce is sorted by size into various collectingcaches on the flanks of the beast. Once a full loadof about four or five tonnes has been collected,the beasts return to their ranches, where the pro-duce is sorted in warehouses and distributed tothe cities and spaceports.

Of course if there were any winners thatmanaged to prosper from 'The Great Melting',then that would be the saurians. Before the icecaps disappeared saurians only existed in remote,hidden valleys of ancient forest on the equatorialhighlands. Cut off from the mammals they could

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live out their severely limited lives safe from compe-tition that would overwhelm them. Then suddenlyeverything changed, and when the flood waters gaveway and new forests sprang up in their wake, therewas suddenly a whole world for the saurians tomake their own-as it had once been before the com-ing of the mammals. Saurians come in many shapesand forms, but essentially they represent an inter-mediary stage between reptiles and birds. Like rep-tiles they have tough, scaly skins and an outwardlyreptilian appearance. Internally though they aremore like birds, having large, four chambered heartsthat pump warm blood and light, yet incrediblystrong, honeycombed bone structures. There aremany more saurians in the post-flood world becauseViridians scientists have genetically engineered newforms for their own purposes. Saurians range fromsmall, ferocious cynoraptors that have been domes-ticated for the roles once occupied by hunting andattack dogs, to titanic, long-necked forest canopybrowsers that are the largest animals ever to walkthe surface of Viridia.

Other relics that have survived against theodds on Viridia are the ancient forest peoples, whotook to the hills when the floodwaters came. Theadvanced global Viridian culture has a very fondregard for these people, and urban Viridians areoften heard uttering proclamations along the linesof: 'We can learn so much from these people.' And:'If only we had the wisdom of the tribesmen, then'The Great Melting' would never have happened.'The Viridian Assembly has granted them reserva-tions around the equator in recognition of the needto preserve this ancient heritage. In return the tribespeople sadly shake their heads at the urbanViridians, who still pursue industry and wealth withan obsessive passion. 'They may have cleaned uptheir machines,' say the tribal elders, 'but their soulsremain as polluted as ever.'

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Trade in agricultural produce hasalways been the bedrock of the Viridian galacticeconomy, so it is no wonder that so many of theircolonies are situated on lush, fertile worlds withmature eco-systems and an abundance of animaland plant life. More often than not the climates ofthese worlds will be predominantly tropical,though this isn't always the case and other cli-mates can be suitable for other types of crops orlivestock. So, Viridians also colonise temperateworlds, ocean worlds (particularly those withcold currents), and pretty much anywhere elsethat they can turn a healthy profit. As well as agri-culture, Viridia also has a historical foothold inthe transport, communications and arms indus-tries, as well as a thriving market for luxury goodsand their choice of colonies can reflect this.

Because Viridian society is organisedon a corporate model it is corporations that usu-ally identify new worlds for colonisation. Once asuitable world has been identified system data issent back to the Viridian Assembly and the worldor worlds will be put out to tender. Once this hap-pens corporations can put in bids to develop thecolony for their business-often the new colonywill require terraforming, or genetic engineeringof indigenous life, as part of the settling process.The corporation that first discovered the worldusually has a good chance of winning the tender,though more often than not they will have toshare the colony with other Viridian corporations,who can contribute to the overall economy by

setting up their own operations there too. In rarecases a particular corporation will run a wholeworld, but Viridian anti-trust laws prevent this onthe whole. What can happen though is that par-ticularly powerful corporate lobbies, often busi-ness partners or associates of the ViridianAssembly, dominate the colonisation programsof Viridia.

Viridians have also been known toacquire established colonies by trading power,taking over small independents by a process ofeconomic change as they set up minor opera-tions on these worlds, quickly dominating theirmarkets, and ultimately their governments. VASAon the whole keeps out of Viridian colonisationaffairs, but does have certain emergency powersto ensure that the settlement programs are fair,and that the agendas of one particular corpora-tion do not overwhelm Viridian democracy.These are invoked far less often than small inde-pendent colonies absorbed as a result of Viridiantrading power would like to see though.

Viridia also maintains a number ofnon-commercial colonies for use by the militaryand Viridia's secret services. These are usuallysecure outposts where fleets or comms stationsbelonging to the Viridian Assembly are located.

Nifilheim is a small ice world located inthe Freyr system, near Viridia/Solaris. As well asbeing home to the renowned Fenrir's AssaultMarines regiment, Nifilheim was one of the firstworlds colonised in the wake of grav-shunting

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technology, due to its proximity to a dense andstable gravitic anomaly called Thunor. Nifilheimis the second planet out from the fading mainsequence star Freyr, which is entering its finalphase of life. Nifilheim was once a hothouseocean world, with warm seas covering most ofthe surface, but the cooling of the star has causedtemperatures to drop and ice sheets havemarched over the surface. Life has continued toprosper there though, even following the massextinction event brought about by the irreversibleice age. Beneath the transparent icephotosynthetic plankton and algae form theabundant base of a thriving food chain whichextends all the way up to massive, cold adaptedpredators that roam the bleak surface, andtitanic filter feeders that cruise beneath the ice.

Viridia settled Nifilheim as a fisheriescolony to provide marine delicacies for the eagerhome markets. Although Nifilheim continues toserve in this role, its commercial activities werescaled down shortly after VASA became aseparate body. Viridia has always had the bestrelationship with the administration of anyTripartite power, and when VASA requested theuse of ice worlds for training troops that wouldbe stationed around their ice world facilities, theViridians offered up Nifilheim for this purpose.Because Nifilheim belonged to Viridia, theViridians insisted that they should have a militarypresence there too, and to this day both VASA

and Viridia use the planet for ice world survivaltraining.

Nifilheim now acts as a permanentbase for the near legendary Fenrir's AssaultMarines and their associated fleets. Like manyViridian outfits garrisoned in a hostile ormarginal climate, Fenrir's Assault Marines haveadopted their own customs and culture-'goingnative' as they refer to it in basic training. Theywear their hair long and often in braids, and themen let their beards grow out. Fenrir was thename of the first commanding officer of theassault marines company stationed there, andthe regiment has adopted this name. Nowadaysthe officer in charge of the first company gives uptheir name upon assignment and becomesknown as Fenrir. According to popular rumourthis individual must slay an ice bear in unarmedcombat and wear its skin, to earn the right ofcommand. Although they certainly wear a skin,it's difficult to see the Viridian Assembly toleratingsuch flagrant disregard for the eco-system. Still…

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Fenrir ‘The Ice Duke’

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Karas the Golden was the first of thesolar cities and provided the architectural modelfor rebuilding Viridia after the 'Great Melting'.Once urban life began settling down again theViridians had to develop energy solutions basedon the technology they'd used during their timeon the bio-domes. Solar power was the obviouschoice and they decided conical buildings wouldbest utilise this source. Great, mobile, curvedsheets of a photosensitive titanium-borosilicatealloy panel about half the surface area of each ofthese buildings, tracking Viridia Solaris across thesky to store more than enough energy for eachcity's needs. As if that weren't enough hydropow-er and wind farms on the outskirts of the citiessupplement the solar energy. The shapes of thesebuildings are reminiscent of certain, very ancientarchitecture found deep in the Viridian jungles.Ziggurats and pyramids were built by ancientcivilisations to bring them closer to their sun, andthe modern Viridians consciously echo this wor-ship with their conical structures.

The individual buildings are massive,and a particular corporation usually owns eachone. Within the building, called an archology,everything is owned and run by that corporationand all the citizens living there are employees ofthat corporation. The corporation provideshealth, leisure, security, and education…every-thing really. Factories, laboratories and offices arelocated in the archology too, or if the business ofthe owners is agriculture then the company pro-vides workers with transport to the rural bio-domes.

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Of course agribusiness is the mainstayof the Viridian economy, and the otherHomeworlds import Viridian food as a luxuryitem, it being regarded as superior in quality andtaste. Viridians massively overproduce foodwherever they are, harvesting far more than thepopulations of their settlements can possiblyconsume. The bulk of this goes for export,forming the base of the Viridian galacticeconomy, but even then massive amounts aresimply trashed-recycled into fertilisers, textiles,construction materials, etc.

The Viridians use a lot of biotech intheir agricultural and military industries, fromdesigning higher yield, faster growing crops tomodifying saurians for different combat roles.They stop short of direct genetic engineering ofhumans, that being a Syntha practise abhorredby the Viridians. However, they have no qualmsabout engineering their food to promote theirown health, creating crops that contain vaccinesfor human diseases, increased doses of vitaminsand essential amino acids, and so forth. Thismakes the Viridians and anyone who can affordto consume their produce hale and healthypeople.

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Page 19: Viridian Forcebook

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Viridia is the planet where it all started forhumanity's drive to colonise the stars, and priorto 'The Great Melting' the Karas League andMyhrin Confederacy were both engaged in spaceexploration programs to send fossil fuel poweredrockets into space. Of course such wasteful andenvironmentally damaging vessels as the oldrockets would be unthinkable, indeed criminal, tothe modern Viridians. Yes, things have moved onsomewhat since those early, experimental days.Nowadays most Viridian colonies are orbited bygeo-synchronous hangers and shipyards, wherestarships are constructed in space. These ship-yards are effectively orbital archologies, just likethe buildings of solar cities. And in common withthe archologies many citizens are born and dieaboard them without ever leaving the shipyard.

The shipyards are responsible for theconstruction of hulls and superstructures, andare equipped with on-site plasma furnaces wherethe light, super tough and heat resistant alloysthat go into all Viridian ships are created anddrawn into flat sheets or rods. Ships take shape inthe vacuum outside the shipyard, initiallyattached to docking points on the yard's exterior.As the vessel grows and takes shape, its enginesare attached and it is cast off from the yard, to

free up space for the next job. It trails along afterthe shipyard, being finished off by constructioncrews in small transports. Delicate electrical com-ponents and sensory equipment for communica-tions, life-support, etc is created off-site in cleanenvironments by specialist sub-contractors.These parts are then shipped in by secure cargovehicles and can be added once the hull is com-plete. By the time this is done, the ship is more orless complete and the final touches can beadded, such as furnishings, labs, weapon-sys-tems, xasers or whatever.

Long gone are the days of fossil fuelsand the engine of choice used all across thegalaxy by pretty much all peoples is the plasmafusion drive, developed by the Viridians as anextension of T-Cell technology. Basically thisengine is a matter to energy converter that canuse anything as a fuel, making it not only a verycheap and versatile engine, but also the ultimatein recycling. Matter in the fuel chamber is heatedand compressed by an EM pressuriser unit caus-ing a nuclear fusion reaction within the fuel, con-verting it to plasma. As well as providing thrust,this plasma is also used to power all of the ship'smajor energy requirements.

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The military fleets of Viridia, althoughnot the largest or most powerful of theHomeworlds' (that accolade clearly going toVASA), are rightly respected by foes. Private armsand military vehicle manufacturers such asLockstar Optics and Martin AstronauticEngineering Company compete for lucrativetenders from the Viridian Assembly to build andsupply the fleets with arms, armour systems etc.Each fleet is designed to be multi-role and is builtaround the mighty dreadnoughts, the largest and

most formidable battleships in the Viridianfleet. Flotillas of smaller ships with specialistroles such as assault, bombing, interdiction andso on accompany dreadnoughts in battle.The Viridian's excellence in the fields ofcommunication and logistics makes these fleetshighly manoeuvrable in combat, and they can berapidly scrambled and deployed to respond tothreats.

The dreadnoughts themselves aremulti-role vessels, all of similar size and design.They represent the ultimate honing of atraditionally Viridian all-purpose approach todesigning heavy battleships. In addition to havingexcellent manoeuvrability for craft of their size,they boast impressive weapons and armoursystems. Standard armaments include Lockstar50 gigawatt turbo lasers and ViridianAmalgamated Magnetics heavy gauss cannons.The turbo lasers are primary weapons that fire awhite-hot continuous photon beam capable oflancing through most armour systems, and areused to engage orbital fortifications and otherbattleships at long range. These weapons are toocumbersome to use up close or against

manoeuvrable, light craft, so the dreadnoughtsbristle with heavy gauss cannon pods, rapid firingquad rails guns operated by a single gunner. Thedreadnoughts are also the main troop carriers ofthe Viridian fleet and each one is equipped witha grav-drive and can carry a full company ofmarines, complete with saurian support teams.Shielding is heaviest towards the front of thedreadnoughts and they rely on keeping theirsnout towards the enemy. This is to protect theplasma fusion drives located way back on

extended stern sections. This is because damageto the drive can result in a core explosion withinthe engines capable of destroying the whole ship.

Viridian Dreadnoughts are alwaysattached to particular companies of groundforces, and as such they will share the company'sname. These names tend to be styled afterpredatory mammals, creatures that have passedin Viridian legend, such as the VSS 109thAdamantine Bear and the VSS 22nd Red Tigerand they can acquire great renown amongst theViridians, who love their heroics. Examples offamous battle exploits include the VSS 11th WhiteSabretooth single-handedly fighting off fourKoralon reef ships after an ambush destroyed theescort ships around the dreadnought. There wasalso the VSS 19th Blue Starwolf, which held off afleet of Junker pirates until reinforcementsarrived. Another notable example is the VSS132nd Sun Jaguar, which distinguished itself in acampaign against the Syntha as a blockade-runner, delivering the 132nd Sun Jaguars assaultforce to Kulthus 9, where they relieved Viridianfreedom fighters from the tyranny of thetechnocrats.

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Viridians are famous for their all-purpose approach to warfare and historicallytheir marine units have provided the model forthe basic rifleman all across the galaxy. However,in common with other armies, this all-rounder iscapable of specialisation as his or her careeradvances. For Viridians the terrain of theHomeworld and the manner in which theyterraform has informed the training andtactics of specialist units, and the emphasis is verymuch on jungle warfare and survival. In basictraining all Viridian marines undergo a fortnightof intensive jungle survival and combat training.This is the most gruelling and dangerous part ofbasic training, but a significant number of thosemarines that pass muster will go on to takefurther jungle training and join a junglecommando squad. These troops are similar tothe marines, but are extremely well trained andequipped for jungle warfare.

The largest permanent units within theViridian army are its regiments. A regiment iscommanded by a colonel and comprises severalcompanies. Each company consists of some-where between five hundred and six hundredtroops and for the most part is made up of all-round squads. These squads; also called platoonsby the Viridians, are generally a combination ofbasic and jungle commando squads along withtheir support. Standard companies also contain abroad mix of saurian units, and elite squads such

as assault marines and interdict marines. Thereare also companies formed with an emphasis ondealing with particular situations, such as aerialassault companies containing drop troopers andmarines mounted on pteraraptors, or heavycompanies containing additional supportweapon teams and saurian artillery, or rapidstrike forces consisting of scouts and Jaguar strikecraft.

Each company from the regiment willtake tours of duty around the galaxy, reinforcingViridian security where necessary, and if it is theirlot entering theatres of war. A tour of duty canlast anywhere from three months to two years,usually determined by how gruelling andpsychologically taxing the tour is likely to be. TheViridians are very sensitive about the welfare oftheir troops, and take issues like battle fatigueand shell shock seriously. They are eager toensure soldiers aren't overexposed to the horrorsof war, so the tour of duty system is designed toalleviate such stresses. When a major militaryresponse is required, the Viridians formbattalions to deal with it based on intelligenceregarding the situation, and whichever com-panies are available at the time. A battalion is abody of troops made up of any number of com-panies, which thanks to Viridian logistics andcommunications can be assembled withastonishing rapidity. Dreadnoughts and transportcruisers will quickly get companies to the war

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Commando Flame thrower

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on the thermals above humid rain forests-thesecreatures have been trained to carry a singlemarine and make excellent recon units forarmies advancing through dense terrain.Behemoth assault tanks are massive monstersused as mobile battle platforms to deploy avariety of heavy ordnance, such as the howitzerbarrage cannon, in support of infantry units. Theall-round saurian units are Terrasaur light tanks.Each about the size of a rhino (an extinct Viridianmammal), they can have an armoured platformon their backs, containing one or two marinesand weaponry ranging from small arms to turretmounted gauss cannons, chain guns andmortars, or simply a couple of marines sittingastride. An approaching Viridian army with fullsaurian support makes for an awesome sensoryonslaught. The ground trembles with the mas-sive footfalls of Behemoths, the air is split bythe piercing shrieks of Pteraraptors, andthe sight of charging Struthiosaurs andTerrasaurs is primeval and terrifying.

zone. There a general or similar high-rankingofficer will be assigned a mission by Viridian HighCommand, and will be responsible for drawingcompanies up into battalions and assigning tasksto them.

The Viridians have an unusualapproach to mobile support, which comes in theform of its saurian units. The Viridians adoptedsaurians for a variety of uses in the days whenViridia was being rebuilt, as a totally environ-mentally friendly alternative to vehicles. Viridiangenetic engineers were encouraged to experi-ment, and the relatively small number of saurianspecies from the equatorial ridge received anevolutionary jolt, multiplying in forms in thespace of a few generations. Saurians have provenvery useful to the military and the Viridians relyheavily on saurian support, particularly for junglewarfare. The jungle is the natural environmentfor saurians, and they can move through it fasterand more efficiently than any vehicle. Of coursethe saurians have to be fed and maintained justas vehicles need to be refuelled and maintained.And whereas a standard mobile infantry unitwould require some of the troops to have basicengineering and driving skills, for the Viridiansthis means veterinary and beast handling skills.Common saurian units include the Scouts, highlymobile units consisting of single marines mount-ed on agile Struthiosaurs. There is also thePteraraptors, large, winged predators that glide Commando Sergeant

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these things out between yourselves.When you make a Viridian army you

and your opponent(s) should decide on apoints limit for your battle before sitting downto choose forces. See page 20 of the Void 1.1rulebook for some hints on point’s limits. Thinkabout what sort of battle you and your oppo-nent(s) are about to fight and how you’veplanned the way the battle will go, and thendecide which forces would be allocated to sucha task. So for example, Junker scavengers maybe raiding a planet within a Viridian system fornatural resources and you will need to ambushthem and drive them from the planet. In thissort of case you might have a large contingentof Commandos racing through a jungle tointercept the invaders with a unit of StrikeCommandos or Interdict Marines alreadydropped in behind enemy lines with reinforce-ments in the shape of Terrasaurs and AssaultMarines arriving later in the battle. Or you maydecide to field an army composed entirely ofsaurian units such as Terrasaurs, Behemoths,Commando Scouts and Pteraraptors all closingin on the enemy and looking for a feast. It’s upto you.

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The following sectioncontains information to help you

build a force roster and play a gameof Void 1.1 using a Viridian army.

Within this section is a full army listof Viridian forces featuring stats and

equipment for your units, an armouryand detailed background notes on the

combat role and tactics of units to help youdecide on the composition of your army. For

the rules on how to build any army for Void 1.1,including Viridian armies, see page 32 of theVoid 1.1 rulebook.

It’s important to note that the armylist presented here represents a definitiveViridian force:If you’ve already got models for the moregeneric army lists that appear in Void 1.1 andthey don’t appear in this list—no one is stop-ping from and playing with those models!Units that have appeared in the past and havea new profile here are updated units, and youshould use the new profiles in your games

Finally, if u’re playing or organisingtournament games, force composition is entire-ly a matter for the organisers and you shouldrespect their decisions in this matter. i-Koredoes not have an official policy on army com-position, other than that you’re free to work Marine Support Battery

Strike Commando

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5�����!When Viridian soldiers pass out of boot campthey are allocated to either a Marine or aCommando unit, depending on their combatrating. Viridian marines have provided themodel for the basic infantryman all across thegalaxy. They provide a solid core to any forceand are able to lay down a withering hail of fire,supporting the more specialised elements of thearmy. The Viridian Assembly provide their titheof soldiers from the ranks of the Marines asrequired by the Treaty of Vacillus. After beinginducted in V.A.S.A’s Colonial Marines and sur-viving the gruelling training the Marines have noloyalty to Viridia and are tend to be better allround warriors.

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Marine Gauss Rifle, 4-10 17Combat Blades

Chain Gunner Chain Gun, 0-1 21(s)Rocket Launcher Rocket Launcher 0-2 36(s)Grenade Grenade 0-2 28(s)Launcher LauncherSniper Sniper Rifle 0-1 27(s)Sergeant Gauss Rifle 0-1 18

Combat Blade

SSppeecciiaall RRuulleessRocket Launcher: Tactical AwarenessGrenade Launcher: Tactical AwarenessSniper: Sniper, MarksmanSergeant: Tactical Awareness, High Morale (+1)

5������ �+11�$��$$��3War is a politically sensitive area for the ViridianAssembly and they have no reservations aboutspending huge sums of money ensuring thattheir military have nothing but the best equip-ment available. The Viridian Armed Forces aremasters of long range logistics and as suchalways field large amounts of support weapons,especially the Mortar and Mounted Chain Gun.Able to annihilate the enemy from extremeranges they can usually rout exposed unitsbefore they can retaliate.

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Mortar Crew(3) Mortar 2-4 48Combat Blade

Chain Gun Mounted Chain 2-4 40Crew(3) Gun, Combat

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SSppeecciiaall RRuulleessTactical Awareness, Mounted Weapon TeamThe whole support team must maintain unitcoherency.

�00���!Never to be outdone, the Viridian Assemblydecided to create a standard fighting force withthe capability to infiltrate enemy positions on alarge scale and cause maximum damage beforedisappearing back into the local flora, after a fewattempts the Commandos were born. Cadetswith a high combat rating are inducted into theCommando units upon completion of their basictraining; they then receive additional trainingover and above that of the Marines. Commandounits are deployed on every battlefield acrossthe galaxy where their ability to close with theenemy unseen is used to great effect. ACommando combat unit can ambush enemypatrols and eradicate them with Flamethrowersand Chain Guns without any forewarning, thismakes them an invaluable asset to the ViridianAssembly.

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Commando Gauss Rifle, 4-10 18Combat Blade

Chain Gunner Chain Gun, 0-2 22(s)Combat Blade

Flame Thrower Flame Thrower, 0-2 30(s)Combat Blade

Sergeant Gauss Rifle, 0-1 21Combat Blade

SSppeecciiaall RRuulleessAll: Rough Terrain Specialist: Jungle / Forest,Infiltrate, ProneSergeant: Tactical Awareness, High Morale (+1)You may choose to equip all members of aViridian Commando unit with Assault Grenadesat a cost of 14 points per model. You mustequip either all of a unit, or none.

Marine Chain Gunner

Marine Sergeant

Marine Trooper

Marine Rocket Launcher

Marine Sniper

Commando Sergeant

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�00����+11�$�2��0During the early days of the Commando pro-gram there was a problem trying to extractcombat units from enemy held territory, thelack of long range firepower carried by theCommandos left them vulnerable to enemysupport elements. To counter this specialistCommand units were deployed with Mortarsand Mounted Chain Guns to provide coveringfire during the extractions. With the nature ofsuch missions it was deemed that a three-manteam was too large so additional funds wereallocated to the program to further train theCommandos to operate in teams of two. Thenew format allows for the team to supportfriendly Commando units whilst still keepingenough manoeuvrability to traverse the densejungle foliage.

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Chain Gun Mounted Chain 0-1 32Crew(2) Gun, Combat Blades

SSppeecciiaall RRuulleessTactical Awareness, Mounted Weapon Team,Rough Terrain Specialists: Jungle / Forest

�00�����+$!Although the Commandos training focused onjungle warfare it was decided that a quickermethod of transport was also required. Asalways the Viridian Assembly was reluctant tocommission the production of a vehicle so anatural solution was located. The Struthiosauris a bipedal creature native to the lush forests ofViridia and can traverse the dense terrain withwhat could be called supernatural speed.Primarily used for scouting purposes theStruthiosaur has proven itself as a capable

opponent in a melee and combined with atrained Commando they have been used tooverrun enemy support emplacements, allow-ing their comrades to advance relativelyunscathed.

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Sergeant Gauss Rifle, 0-1 42Combat Blades

SSppeecciiaall RRuulleessAll: Fast, Rough Terrain Specialist Jungle /ForestSergeant: Tactical Awareness, High Morale(+1)Commando Scouts cannot evade.The Struthiosaur gets an attack of its own,resolved separately, which attacks with thesame AS and to hit modifications as the rider,but which does Dam 5.

�$�� ��00���!Deciding that their Commando program hadexpanded as far as it could in the realms of jun-gle warfare the Viridian assembly looked atother areas of combat, after much debate itwas decided that a force with the ability to con-duct warfare in confined areas was required.Unwilling to wait for new recruits existingCommando units were reassigned to the proj-ect. Armed with a Gauss Carbine and providedwith an experimental suit of armour they weretrained for incursions into enemy territory andreceived the best espionage training thatmoney could buy. Equipped with Grav Chutesthe Strike Commandos are able to land deepbehind enemy formations and sever their sup-ply lines, causing panic before their more tradi-tional counterparts eliminate forward com-mand posts.

Commando Scout

Commando Scout

Commando Scout

Page 26: Viridian Forcebook

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SSppeecciiaall RRuulleessAll: Rough Terrain Specialist Jungle / ForestSergeant: Tactical Awareness, High Morale(+1)You may purchase the Drop Troop special abil-ity for Strike Commandos. It costs 15 pointsper figure and must be bought for everymodel in the unit.You may choose to equip all members of aViridian Commando unit with AssaultGrenades at a cost of 15 points per model.You must equip either all of a unit, or none.��$����$5�����!After the success of the Strike Commando proj-ect funding was diverted to a new program thatwould enhance the flexibility of the Viridianarmies across all fronts. The first result of theprogram was the Interdict Marines. Equippedfor short range fire fights with a Gauss Carbineand a Negatron Shield the Interdict Marines aredeployed mostly in urban conflicts or behindenemy lines where they can bring their shortranged weaponry to bear whilst relying on theirpowered armour and Negatron Shield to wardof enemy retaliation�

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Interdict Marine Gauss Carbine, 4-10 22Negatron Shield,Combat Blade

Shock Marine Vibro Scythe, 0-2 19(s)Negatron Shield

Sergeant Gauss Carbine, 0-1 23Negatron Shield,Combat Blade

SSppeecciiaall RRuulleessAll: High Morale (+1)Sergeant: Tactical Awareness, High Morale(+2)You may purchase the Drop Trooper specialability for Interdict Marines. It costs 15 points per figure and must be bought for every modelin the unit�

Commando ScoutSergeant

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�!!�+&$�5�����!With the growing support for the InterdictMarines the commanders of the Viridian ArmedForces requested the formation of a new unitspecification, equipped with powered armourand Gauss Rifles the new ‘Assault Marines’ asthey were dubbed, would have a tactical advan-tage on any open battlefields. In early test theAssault Marines were to prove their worthagainst enemy infantry but lacked the punch todeal with any armour, support weapons wereadded to try and counter this weakness.

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Chain Gunner Chain Gun 0-2 23(s)Rocket Launcher Rocket Launcher 0-2 42(s)Grenade Grenade 0-2 31(s)Launcher LauncherFlame Thrower Flame Thrower 0-2 32(s)Sergeant Gauss Rifle 0-1 21

SSppeecciiaall RRuulleessAll: High Morale (+1)Rocket Launcher: Tactical AwarenessGrenade Launcher: Tactical AwarenessSergeant: Tactical Awareness, High Morale (+2)

�!!�+&$�5����� �+!!������2��0Growing concern over the inability of the AssaultMarines to deal with enemy armour requiredimmediate attention and specialist teams wereformed from the ranks of the Assault Marinesand trained in the use of the Gauss Cannon.Mounted on a tripod stand and manned bythree Assault Marines the Mounted GaussCannon is capable of shredding any vehicle toits component parts in seconds whilst still retain-ing a good rate of fire.

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SSppeecciiaall RRuulleessHigh Morale (+1), Tactical Awareness, MountedWeapon Team

������;!��!!�+&$5�����!As the new programs started to progress eachcolony started to train it’s own Commando unitsto use the new equipment and techniques avail-able. On Nifilheim the assault Marine programwas lead by an officer called Fenrir, a grizzledveteran of countless wars. Fenrir was as wild asthey come and few people ever bested him inclose combat, his training method even startedto embed this ferocity into his men until itbecame almost genetic, passing from everytrainer to every new recruit. To this day the war-riors of the Assault Marine units still wear theirhair in braids and grow long bears in honour oftheir first commanding officer and have adoptedthe name ‘Fenrir’s Assault Marines’.

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Gauss Rifle,Sergeant Gauss Rifle 0-1 33

Combat Blade

SSppeecciiaall RRuulleessAll: Berserk Charge, High Morale (+1)Sergeant: Tactical Awareness, High Morale (+2)

�% �5�����!Shock Marines were first deployed withinInterdict units to provide badly needed closecombat support. Shock marines are know fortheir extremely short tempers and total disre-gard for danger, rushing headlong into theenemy in an attempt to rip them limb from limb.The officers therefore needed to be trainedespecially to deal with this enthusiasm and aftersome time an efficient fighting force wasformed. Lacking any ranged firepower it wasrequested that a new rapid-fire weapon shouldbe designed for the Shock Marines, after numer-ous attempts the Grape Gun was introduced andit proved an effective weapon when combinedwith the Vibro Scythes worn by the rest of theunit.

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Assault MarineChain Gunner

Assault MarineRocket Launcher

Assault MarineSergeant

Assault Marines

Page 28: Viridian Forcebook

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Shock Marine Vibro Scythe, 4-10 20Negatron Shield

Shock Marine Grape Gun, 0-2 29Negatron Shield

Sergeant Vibro Scythe, 0-1 21Negatron Shield,

Negatron Shield 0-1 21

SSppeecciiaall RRuulleessAll: High Morale (+1), Shock TrooperSergeant: Tactical Awareness, High Morale (+2)

*�,+����$�� �����$�In an attempt to counter the increasing airsupremacy of other members of the TripartiteConfederacy and V.A.S.A the Viridian Assemblyauthorised production of a new rapid responsecombat vehicle. Increasing problems withPteraraptors during skirmishes with Grav techvehicles required a new approach to aerial combatand the Jaguar Strike Craft was the result. Basedaround a large anti-gravity fan the Jaguar has lim-ited flight capabilities allowing it to pass over mostterrains types whilst carrying a Commando andmounted chain Gun. The only problem with the design was that theMounted chain Gun lacked the hitting powerrequired during a sustained fire fight and soViridian scientists adapted the design to carry aMini Multiple Launch Rocket System, displacingthe mounted Chain Gun. The new variant wasdubbed the Jaguar Assault Craft.

�� �6 �2 2 � �� �7 5�4 4 4 6 1 5 4 9

SSttrruuccttuurree:: SquadUUnniitt SSiizzee:: 2-6You may include a maximum of 1 Support modelfor every 2 other models.

2�1�231� �8+�10��$ �9�1���:��$ �!$

Jaguar Strike Mounted Chain, 2-6 47Guns,Combat Blades

Jaguar Assault Mini-MLRS 0-2 47(s)Craft Combat BladesJaguar Mounted Chain, 0-1 49Sergeant Guns,Combat Blades

SSppeecciiaall RRuulleessAll: FlyJaguar Assault Craft: Tactical AwarenessSergeant: Multiple Attacks (x2), TacticalAwareness, High Morale (+1)The Jaguars can make 1 turn for every 2 inchesmoved.

Jaguar Strike CraftSergeant

Jaguar Strike Craft

Shock Marines Shock MarinesGrape Gunner

Shock MarinesSergeant

Jaguar Assault Craft

Page 29: Viridian Forcebook

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2����!�+�!The Viridian armies rely heavily upon variousreptilian creatures, including the herbivorousStruthiosaur, and of course the Behemoth.Terrasaurs themselves are distantly related tothe Behemoth and are used by the ViridianCommandos as mobile firebases. Needing nofuel apart from what they find themselves, theyare capable of surviving for long periods oftime behind enemy lines.Terrasaurs are of a substantial size allowingtwo Commandos to sit astride, but the realadvantage comes when mounting supportweapons. Due to the large bulk of the creaturessmall howdahs can be constructed to fit upontheir back allowing the creature to carry theChain Gun and Mortar weapons platforms, aswell as the powerful 3700 Recoilless Cannonthat is the trademark of Terrasaur Sergeants.A more recent adaptation of the Howdah is theTHQ variant, fitted with state of the art commu-nications equipment it is designed to triangu-late enemy positions and pass the informationback to support units. Not only does this pro-vide detailed information on the enemiesdeployment but allows the Viridians to conductvery accurate bombardments of key enemyunits.

�� �6 �2 2 � �� �7 5�4 4 4 6 2 5 4 6

SSttrruuccttuurree:: SquadUUnniitt SSiizzee:: 2-8You may include a maximum of 1 Supportmodel for every 2 other models.

2�1�231� �8+�10��$ �9�1���:��$ �!$

Terrasaur-TS2 Gauss Rifle, 2-8 51Combat Blade

Terrasaur-THQ Gauss Rifle, 0-2 56(s)Reconr Combat BladeTerrasaur- Mortar, 0-2 61(s)Mortar Gauss RifleTerrasaur- Mounted 0-2 58(s)Chain Gun Chain GunTerrasaur-TR8 Recoilless Cannon, 01 61Sergeant Gauss Rifle

SSppeecciiaall RRuulleessAll: Rough Terrain Specialist Jungle / Forest,RampageTerrasaur: Multiple Attacks (x2), Multiple Shots(x2)Recon: Multiple Attacks (x2), Multiple Shots(x2), SpotterMortar: Tactical AwarenessSergeant: Tactical Awareness, High Morale(+1)

The Terrasaur also gets an attack of its own,resolved separately, which attacks with thesame AS and to hit modifications as the rider,but which does Dam 5 (x2).Terrasaurs cannot evade.

Terrasaur-TS2

Terrasaur-TR8Sergeant

Terrasaur-TS2

Terrasaur-THQRecon

Page 30: Viridian Forcebook

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���� ��

�3���1$�!Within the lush jungles of Viridia there are alltypes of animals, very few that are wildthough, yet another result of the GreatFlooding. The Viridian Assembly urges the VAFto utilise these creatures in battlefield roles, asthey are less damaging to the environmentthan mechanical equivalents, and a lot cheap-er as well. Cynoraptors are small bipedal crea-tures with razor sharp claws and teeth that arecapable of cutting a man in half. In battle theyare extremely quick and once in range of theenemy they waste no time in pulling theirunfortunate victims to ground before devour-ing them. Specially trained Commandos herdthem into battle to make sure that they do notattack friendly units.

CCyynnoorraappttoorrss�� �6 �2 2 � �� �7 5�3 3 4 3 1 3 1 6

HHaannddlleerr�� �6 �2 2 � �� �7 5�4 4 4 4 1 5 2 4

SSttrruuccttuurree:: SquadUUnniitt SSiizzee:: 4-10

2�1�231� �8+�10��$ �9�1���:��$ �!$

Handler Gauss Rifle, 1 21Combat Blade

Cynoraptor Natural Weapons 3-9 12

SSppeecciiaall RRuulleessAAllll:: Rough Terrain Specialist Jungle / Forest,RRaammppaaggee,, SwarmHHaannddlleerr:: Fast

<$�����1$�!Pteraraptors are light, flying creatures native tothe high equatorial mountains of Viridia riddeninto battle by Commandos who utilise theirmounts natural weaponry to bolster their ownarsenal making them a dangerous opponent.The self-sufficiency of the Pteraraptors makesthem significantly cheaper to maintain thanthe more advanced Jaguar Stike Craft, and assuch the Viridian Assembly favours them overthe more costly vehicles, although it is com-monly accepted that they are not as effective.Their speed and ability to fly over terrain alsomakes them a valued recon unit byCommanders all over the galaxy.

�� �6 �2 2 � �� �7 5�4 4 4 5 1 5 4 9

SSttrruuccttuurree:: SquadUUnniitt SSiizzee:: 4-8

2�1�231� �8+�10��$ �9�1���:��$ �!$

Pteraraptor Gauss Rifle, 4-8 36Combat Blade

Sergeant Gauss Rifle, 0-1 38Combat Blade

SSppeecciiaall RRuulleessAAllll:: FlySSeerrggeeaanntt:: Tactical Awareness, High Morale(+1)Pteraraptors can make 1 turn for every 2”that they move.The Pteraraptor also gets an attack of its own,resolved separately, which attacks with thesame AS and to hit mods as the rider, butwhich does Dam 5.Pteraraptors cannot evade.

Cynoraptors and Handler

Pteraraptor

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��%�0$%Behemoths are massive, stocky herbivorousreptiles from the volcanic belt of Viridia’sdeep equatorial rainforests. Viridian scientiststried in vain to breed a more intelligent strainof the Behemoth but failed. Instead theyinvented the B.R.A.I.N (Behemoth RestraintAnd Intelligence Node), an operating systemthat is implanted into the cranium of theBehemoth allowing specially trained handlersto control the beast to a certain extent. Immediately the military applications of theBehemoth became apparent, the ability of thebeast to carry heavy loads made them primecandidates for heavy weapons platforms andtroop transports and it was not long beforethey were seen on battlefields across thegalaxy spearheading Viridian assaults.Even although the B.R.A.I.N allows a level ofcontrol over the Behemoths it is not foolproof, it has been know for the creatures moreprimal instincts to override the control systemand Rampage across the battlefields, causinginjuries to friend and foe alike.

�� �6 �2 2 � �� �75�4 4 6 6 5 5 7 6

SSttrruuccttuurree:: Individual

2�1�231� �8+�10��$ �9�1���:��$ �!$

Behemoth Fire Howitzer 0-1 195Support Tank Barrage Cannon, 2

Mounted Chain Guns

*The Howitzer is a forward facing weapon andthe Chain Guns have 180 degree fire arcs totheir respective facings. All weapons may befired in the one turn.

2�1�231� �8+�10��$ �9�1���:��$ �!$

Behemoth Troop 3 Mounted 0-1 150Transport Tank Chain Guns

(2 Forward Facing, 1 360 degree)

*Two of the Mounted Chain Guns forward fac-ing and one has a 360-degree fire arc. Allweapons may be fired in the one turn.

2�1�231� �8+�10��$ �9�1���:��$ �!$

Behemoth 2 Gauss 0-1 150Infantry CannonsSupport Tank

*The Gauss Cannons have 180 degree fire arcsto their respective facings. All weapons maybe fired in the one turn.

SSppeecciiaall RRuulleessAll: Rampage, Terrifying, Tactical Awareness,Lethal Strike (x4), Multiple Attacks (x3),Rough Terrain Specialist Jungle / Forest,Models attacking the Behemoths flanks get+1 to hit and rear attacks get +2, The modelcan make 1 turn for every 4 inches moved. In close combat Behemoths bite, stamp andlash their tails at opponents, this counts as a

Terrasaur-TR6Chain Gun Support

Terrasaur-TS2

Terrasaur-TR4Morter Support

Terrasaur-TR8Sergeant

Terrasaur-THQRecon

Page 32: Viridian Forcebook

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���� ��

melee weapon attack, to Hit +0, DAM St +0.Behemoths cannot evade.

Fire Support: Heavy Armour 3Troop Transport: Heavy Armour 2, TroopCarrier 8(2)Infantry Support: Heavy Armour 4, ShockTrooper

DDaammaaggee TTaabbllee1d10 Result1-5 No Additional Damage.6 Leg Wound: Every time the

Behemoth wishes to turn roll 1D10. If the result is 1-5 the Behemoth cannot turn, but still counts as having done so for the purpose of distance moved so far. A Second hit in this location immobilises the creature for the remainder of the game.

7 Critical Injury: The Behemoth has been badly wounded. Roll 1D10 each time it is activated, on a 1-5 The Behemoth cannot move this turn. A Second hit in this location will kill the Behemoth.

8 Main Armament Damaged. Roll 1D101-5: The weapon system becomes prone to jamming. Each time you try to shot with the weapon roll 1D10. On a roll of 1-5 the weapon cannot be fired.1-6: The weapons targeting systems have been damaged, all attempts to shoot suffer a -1 to hit modifier in addition to the weapons standard modifiers. A second hit in this location destroys the weapon.

9 B.R.A.I.N Damaged. The complex system that allows the Behemoth to be controlled is damaged and a Command test must be taken every time the unit is activated. If the test is failed the Behemoth will Rampage until it is brought under control again.

10 Ammo Storage Hit: The Behemoths ammo stores are breached in a flash of blinding light. The Behemoth and all it's crew are instant killed, as well as any passengers that it may be carrying.

Behemoth Troop Transport

Behemoth Fire Support

Page 33: Viridian Forcebook

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Icharus Trask is one of the most famousShock Marine officers ever to serve in the VAF. Hebegan his career ordinarily enough in the ViridianMarine Corps, but after a shaky start involvingseveral disciplinary hearings for violent conductwhilst off duty, he was given a last chance in theShock Marines. His HQ Commanders believedthat the hard life of a Shock Marine would providea useful channel for Trask’s aggression, and hevindicated that trust beyond their wildest dreams.Trask became a master of the Vibro-Scythe, anddeveloped a fighting technique around wearingtwo rigs. In battle he wears a specially modifiedpower suit, which has the negatron field genera-tor actually in the suit to allow him the use of bothVibro-Scythes. He is a dangerous and respectedclose assault trooper, and currently operates withthe Viridian Lions IV Off-World Regiment.

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SSttrruuccttuurree:: IndividualAn army cannot contain more than one Trask.You may add Trask to a Unit of Shock Marines byusing the same buying criteria as Sergeants.

2�1�231� �8+�10��$ �9�1���:��$ �!$

Major Trask 2 Vibro Scythes 1 45SSppeecciiaall RRuulleessMultiple Attacks (x2), Strike First, Shock Trooper,High Morale (+1), Heavy Armour 3

5�=���%��+!�2��!

MajorIcharus Trask

Page 34: Viridian Forcebook

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��1$���5�>�0�&&���6�&,%�!$Maximillian Helghast is an officer in the ScoutCommandos. He was born to into an illustriousmilitary dynasty on the Viridian Rimworld ofRhinegeld. Rhinegeld was a world of icy riversand mineral rich forested uplands before theKoralon came. At the time Helghast was attend-ing an off world officer training academy andso was spared from the carnage, but his beau-tiful ancestral lands were reduced to rubbleand his people slain. Since then Helghast hasharboured a genocidal grudge against theKoralon, and tends to forget all of his profes-sional detachment when he fights them.Helghast currently serves in the VII BorellianPathfinders.

�� �6 �2 2 � �� �7 5�5 5 4 5 2 6 4 7

SSttrruuccttuurree:: IndividualAn army cannot contain more than oneHelghast. You may add Helghast to a Unit ofScouts by using the same buying criteria asSergeants.

2�1�231� �8+�10��$ �9�1���:��$ �!$

Captain Helghast 2 Blasters 1 76

SSppeecciiaall RRuulleessRough Terrain Specialist Jungle / Forest, Fast,Tactical Awareness, Multiple Shots (x2), HighMorale (+1), FearlessIn close combat the beast also gets an attackof its own, resolved separately, which attackswith the same AS and to hit modifiers as therider, but which does 5 Dam.

Captain Helghast hates Koralon and goes intoa berserk fury when he fights them. He gainsMultiple Attaks(x2) and an additonal MultipleShot(x1), but suffers a –1 penalty to hit forboth shooting and close combat.Captain Helghast cannot go prone or dive forcover

�������?2%�����+ �;Fenrir was the name of the first commandingofficer of the assault marine company stationedon Nifilheim and as such they adopted hisname into the company title and becameFenrir’s Assault Marines. The thought of chang-ing the company name with every new com-manding officer was unthinkable and to thisday the it is tradition for the current command-ing officer to give up their name and becomeknow as Fenrir, and once again strike fear intothe heart of the enemy.

�� �6 �2 2 � �� �7 5�6 5 5 6 2 6 2 4

SSttrruuccttuurree:: IndividualAn army cannot contain more than one Fenrir.You may add Fenrir to a Unit of Fenrir’sAssault Marines by using the same buying cri-teria as Sergeants.

2�1�231� �8+�10��$ �9�1���:��$ �!$

Fenrir Gauss Rifle, 0-1 40Loga

Special Rules: Berserk Charge, High Morale(+2), Tactical Awareness.

4�+$����$�5���6�@�Mira Haze started her career in the ViridianArmed Forces as a Behemoth handler and tech-nician. Born on Viridia Prime she was raised tounderstand the damage done to her home intimes past and she is in no hurry to see thishappen to anybody else. During a doomed mis-sion to retrieve a coralline-neutronium drivesystem; Syntha Androsynths ambushed Miraand her patrol. Caught by surprise the patrolwas eliminated and Mira and a few other sur-vivors fled into the forests and were hunted fordays before they ran across a burnt out GravTank. Using what parts she could scavenge Miraconstructed a proto-type EMP (ElectroMagnetic Pulse) generator, before she couldtest the generator the group were once againcaught by a Syntha patrol and in the ensuingconflict Mira activated the EMP generator,which blew out the control circuits in the droidswith spectacular results but also destroying thegenerator as well.Mira was then inducted into the StrikeCommandos as a technical and logistics spe-cialist and has managed to continue her rise byrecently being promoted to Lieutenant, ofcourse, she never goes anywhere without hernew hand portable EMP generator as one dayshe hopes to be able to settle old scores.

�� �6 �2 2 � �� �7 5�5 5 4 5 2 5 2 4

SSttrruuccttuurree:: IndividualAn army cannot contain more than one MiraHaze. You may add Mira to a unit of StrikeCommandos by using the same buying criteriaas Sergeants.

2�1�231� �8+�10��$ �9�1���:��$ �!$

Lt. Mira Haze Gauss Carbine, 0-1 45EMP Generator

SSppeecciiaall RRuulleessTactical Awareness, High Morale (+2), RoughTerrain Specialist Jungle / ForestIf you are adding Mira to a unit of StrikeCommandos you must pay for any specialoption that the squad has as well.

MajorIcharus Traskequipted for Junglewarfare

Captain MaximillianHelghast

Fenrir ‘The Ice Duke’

MajorIcharus Trask equipted For urbanwarfare

Page 35: Viridian Forcebook

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4��+$����$*%��3�? ;The maverick young officer known to his troopsas Johnny “G” is fast becoming a legend and itis only a matter of time before he rises toprominence. He has a reputation for breaking the rules, anddisrespecting his superior officers, but fortu-nately for him he is also known for getting thejob done, against the odds which makes himone of the most invaluable Commando officersavailable.

�� �6 �2 2 � �� �7 5�5 5 4 4 2 6 2 4

SSttrruuccttuurree:: IndividualAn army cannot contain more than oneJohnny ‘G’. You may add Johnny ‘G’ to a Unitof Commandos by using the same buying cri-teria as Sergeants.

2�1�231� �8+�10��$ �9�1���:��$ �!$

Lt. Johnny ‘G’ Auto shotgun, 0-1 38Combat Blade

SSppeecciiaall RRuulleessTactical Awareness, High Morale (+2),Fearless, Immune to Panic, Inspiring, Infiltrate,Rough Terrain Specialist: Jungle/ForestIf you are adding Johnny ‘G’ to a unit ofCommandos you must pay for any specialoption that the squad has as well.

���,���$��+�$�A��! 3A veteran of wars all across the galaxy, KurtKwinsky is one of the longest serving non-com-missioned officers within the Viridian armedforces. His calm under fire, and popularity within theranks is surely what has kept this gruff, outspo-ken Sergeant from being court-martialled,although as time goes on it becomes increas-ingly unlikely that he will ever be offered aplace at one of the Assembly’s Officer TrainingAcademies.

�� �6 �2 2 � �� �7 5���

4 4 4 4 1 5 2 4

SSttrruuccttuurree:: IndividualAn army cannot contain more than one KurtKwinsky. You may add Kurt to a Unit ofCommandos by using the same buying criteriaas Sergeants. If you do so you may NOTinclude another Sergeant (although you mayinclude other characters as normal).

2�1�231� �8+�10��$ �9�1���:��$ �!$

Sergeant Kurt Gauss Rifle, 0-1 28Kwinsky Combat Blade

SSppeecciiaall RRuulleessTactical Awareness, High Morale (+2), Rough Terrain Specialist: Jungle/Forest, InfiltrateIf you are adding Kurt to a unit ofCommandos you must pay for anyspecial option that the squad has

as well.

��������

���� ����� ���� �� ������� ����������������� ����������������� �!������������#����� �����������4� �����������'����������� ��������� � �!�������� ����������������������� �������'� �������������� ���� �� ���$�������� ����$� ���� ��� �����!�+�� ������������������#��� �������!�0��������� ������������ ����������53�� ����� ��������"�' ��� ���'� ��1��� ���� �����������6������#���������� ���$��� ����� �� �� � ���� ������' �� ���������������������������������������� ��!���������������� ������� ����� ����-������� ����������������!�2 � �����������!�0��������������$��������������������������� ����� )�������� ��'� ��� �� ��� #��� �������������� ����$ ���!� ���� ��� ���� � ����$� ��1�� �� ���'�� �������� � ���� ��������!� 0�� ��������� ��������������������������� �� ����� ���� ������'� ���� ��

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LieutenantJohnny ’G’

Behemoth FireSupport

Page 36: Viridian Forcebook

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���!�� ��%��,�A berserk unit charges into the enemy at fullforce, screaming and howling war cries. Whencharged by such a unit, you may not countercharge. In addition, when a berserk unit hasthe chance to counter charge, they do soautomatically, no command check is taken.

��1�2�1��Units with this ability are not deployed in thenormal way. Instead the unit may bedeployed at any time during one of the own-ing players subsequent turns. The unit can bedeployed within 6 inches of any table edge,but not within 12 inches of any enemy mod-els. Once the unit has been deployed it countsas being on hold for the rest of the currentgame turn.

��!$Some models are capable of fantastic burstsof speed that allow them to temporarily movea lot faster than their normal movement rate.Models with this special rule move up to 1.5times their MV stat when charging, closing orrushing. So for example a model with MV 4could move up to 6 inches on a charge move,or indeed in any of the other cases listed here.

����&�!!Models with this special rule can be excep-tionally brave, without emotion, or are sohideous themselves that other things don’tscare them. Fearless models are immune tothe effects of the Terrifying special rule.

�&3Models with this ability are able to soar acrossthe battlefield ignoring terrain that would hin-der ground-based units. To represent this allmodels with the FLY ability can ignore terrainup to 9” in height when moving, so obstaclessuch as difficult ground would not botherthem.

6���3���0+�Some models like armoured vehicles andlarge monsters are so heavily armoured thatthey are very difficult to damage with normalweaponry. Attackers need special armourpiercing weapons in order to have a reason-able chance of causing damage to these mod-els. Models with this special rule gain a d10‘heavy armour save’ that can negate damagethey have suffered.When a model has this special rule it will bestated as ‘Heavy Armour 4’, or ‘Heavy Armour7’ etc. The number is a positive modifier to thed10 heavy armour saving roll, for exampleheavy armour 6 adds +6 to the d10 heavyarmour save. The following rule applies;

Heavy Armour Save: If a model with heavyarmour receives wounds, roll 1d10 perwound, adding the indicated modifier. On ascore of 10+ the wound is ignored and themodel suffers no harm.

6�,%�5��&�Models with this special rule are more stead-fast than others and less likely to panic or takefright. High Morale is expressed on the profileas a number that is added to the dice rollwhen a unit makes a morale check. The mod-ifier used is always the highest one in the unit,so for example if all members of a unit haveHigh Morale (+1) and the Sergeant has HighMorale (+2), you would use the +2 modifierwhen making a morale check.

�00+���$�<���Models with this special rule are either excep-tionally well disciplined or are simply inca-pable of losing their cool. They never panic,and therefore don’t need to make any moralechecks that would result in panic if failed.

����&$��$�A unit skilled in infiltration knows how to usenatural terrain to their best advantage, sneak-ing up close to enemy lines without beingdetected.

Infiltrators may deploy anywhere on theboard that is out of LOS and more than 12inches away from the enemy. An army that includes a unit with theInfiltration special ability which has deployedeither within a piece of terrain, or behind anobstacle (i.e. the obstacle is between themand their opponents) may automatically winthe Initiative in the first turn of the game, pro-viding the first unit activated is an infiltratingunit. If both sides have Infiltrators, roll for Initiativeas normal.

��!1����,Models with this special ability have a positiveeffect on the morale of nearby units. Unitswithin 6 inches and LOS of inspiring modelscan re-roll failed morale checks. They only getto re-roll once per test and must abide by theresult of the second dice roll.

4�$%�&��$�� �A model with this special rule can causesevere damage when using melee weapons inclose combat. This could be because of itsequipment, its training or its sheer bulk andpower.This is shown as a damage multiplier on theprofile, for example Lethal Strike (x1), LethalStrike (x2) etc. The number shows how manyextra damage dice you should roll in additionto the normal number for the weapon the

model is using. For example if a model hasLethal Strike (x1) and attacks with a CombatBlade (dam ST+0), it would roll 2 damage dicefor each hit scored in close combat.

5�� !0��Some models are expert at pinpointing andhitting vulnerable points on a target. Whenthese models successfully hit a target with aranged weapon roll one extra dam dice forevery 2 clear points that the shooting test waspassed by. For example a Marksman armedwith a Sniper Rifle fires at a short-range target.They need 6+ to hit and get a modifier of +2for the weapon; there are no other modifiers.The dice roll is a very respectable 8 and 2 isadded to this for the Sniper Rifle’s range mod-ifier, giving a total of 10. This is 4 clear pointsover the required total of 6, so three damagedice are rolled (2 extra for the 4 clear points).

5+�$������1�2��0Some weapons are too large and complicat-ed to be handled by a single model. Suchweapons are either mounted on vehicles, orare carried into battle by crews of trainedoperators. The following rules apply to unitsthat carry such weapons into battle:• The weapon cannot be moved

and fired on the same turn• During the shooting phase, the

weapon can be turned up to 90 degrees before shooting

• To fire the weapon there must be at least one crewmember in base contact with it The weapon itself cannot be targeted or harmed, but crewmembers can be attacked as usual. For each crew member lost the unit loses 1 from MV and suffers a –1 to hit modifier. When all the crew have been killed remove the weapon from play

5+&$�1&���$$� !Models with this special rule make multipleattacks in close combat. So for instance amodel that has Multiple Attacks (x2) listed inthe special rules section of its profile willattack twice in close combat. Multiple Attackscan be used to engage more than one closecombat opponent.

5+&$�1&���%$!Models with this special rule can shoot morethan once during the shooting phase. So forinstance a model that has Multiple Shots (x2)listed in the special rules section of its profilewill shoot twice. Multiple Shots can be used tofire on more than one target.

�1���&��+&�!

Page 37: Viridian Forcebook

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<���Viridian Commandos have perfected the tech-nique of positioning themselves to minimisetheir own silhouette whilst at the same timeimproving their accuracy with ballisticweapons.A unit with the Prone special rule can declarewhen they are activated that they are goingProne. They can do nothing else for that turnbut as long as they then stay Prone they gaina +1 to hit modifier for all their shooting andtheir size is also reduced to 1. Whilst prone theunit may not move.If they wish to adopt a standing position againthey need to spend a turn getting up, if theyare assaulted whilst prone they cannot count-er-charge or fight back in any way.

��01�,�Sometimes large animals are pressed into mil-itary service, and although modern tech-niques can subdue their natural urges, theycannot eliminate them. If a unit with theRampage rules fails a panic test, it does notpanic, but it rampages. Place a counter next toit to indicate this. On subsequent activations,if it fails to rally, move it in a random direction(roll direction dice) at top speed. If it encoun-ters obstacles it will go around them, if itcomes into contact with a unit, friend or foe, itwill attack in close assault. Whilst rampagingthe unit cannot shoot, because crew can donothing but hang on and hope the beast willcalm down, and if it leaves the tabletop it isout of the game.

�+,%�2�������1���&�!$Some models, either because of training ornatural ability, can move with ease throughcertain types of terrain. Models with this spe-cial rule suffer none of the normal penaltiesfor moving on the terrain listed after theRough Terrain Specialist entry on their pro-files. For example if a unit has Rough TerrainSpecialist: Jungle/Forest it is able to moveacross any Jungle or Forest terrain withoutpenalty.

�% �2�1��Models with this special rule are particularlyeffective when storming enemy positions andengaging in close combat. They receive abonus of +1 to hit and +1 to dam when charg-ing or counter-charging. This is in addition toany other bonuses they might have to theattack.

���1��Some models are trained to pick out impor-tant targets, assassinating key members of the

enemy forces and causing maximum disrup-tion with their choice of victims. If a modelwith the Sniper special rule doesn’t move thenit can make a CD test to ignore the normaltarget priority rules. If the test is passed thenthey can shoot at ANY model within rangeand LOS.

�1$$��� model with this skill is able to co-ordinateordinance strikes to any part of the battlefieldthat it has a line of sight to. All indirect fireweapons shooting at a target that the spotterhas a LOS to gain an additional +1 to hit mod-ifier. This is a cumulative so if 2 spotters haveLOS to a target all units would gain +2 to hit,this is due to the fact that the telemetry wouldbe cross matched and a more accurate firingsolution would be available.

�$�� �����!$Models with this special rule have superiorreactions and close combat training. In closecombat they always resolve their attack(s)first, and if their opponent is killed then it maynot have its usual return attack.

�A��0Models with Swarm attack in a confusingmass in close combat, overwhelming their foeby sheer weight of numbers. Models fightingcreatures that Swarm suffer a –1 penalty totheir to hit rolls, up to a maximum of –3, forevery enemy model after the first that theyare in base contact with. This only works inclose combat.

2�$��&��A�����!!Models with this special rule can attempt toignore their normal target priorities. Beforethe unit shoots make a CD check for themodel. The results of the check vary depend-ing on whether the checking model is a squadleader (a sergeant for example) or individual,or a support model within a squad. Note thatif a squad contains both a squad leader andone or more individuals you can make a sep-arate check for each model individually if youwish. The following rules apply. • Squad leaders and individuals:

If the check is passed the entire unit may ignore normal target priorities and may shoot at any enemy unit of the owning players’ choice. As with normal shooting all members of the unit must still fire at the same target unit. If the check is failed, then the unit hesitates and is momentarily confused. It cannot carry out its shoot orders this turn.

• Support (S): If the CD check is passed the support model may ignore normal target priorities and can instead shoot at any unit

of its choice, firing at a different target unit than its fellow s quad members if the owning player so wishes. If the check is failed, then the support model hesitates and imomentarily confused. It cannot carry out its shoot orders this turn.

2�����3��,Some models are so fearsome or vile thatenemy troops quail before them. The range ofthis effect is a radius equal to the model’s SZstat in inches. Enemy units within this areamust make a morale check. Troops, which areterrifying, are automatically assumed to beFearless as well.

2�1��������Many vehicles and their alien equivalents cantransport troops across the battlefield, quicklydelivering them to where they’re needed andproviding the protection of their (usually) bet-ter armour. The first number indicates themaximum number of models that may be inthe troop carrier at any one time and thenumber in brackets indicates the maximumsize of those units. When using following rulesapply:· Troop carriers can be deployed

at the start of the game with units inside them. Mark the presence of such units on the carrier's record sheet

· Troop carriers must transport either all or none of a unit. They cannot transport partial units

· Enemy models may not enter troop carriers

· Once aboard a troop carrier, passengers are effectively part of the vehicle and can be affected by results on its damage table

The following rules apply to embarking anddisembarking:· During the movement phase of

their turn, friendly models that can reach base-to-base contact with the troop carrier may board it.

· During the troop carrier's turn passengers can disembark at the beginning or end of any part of the carrier's order sequence except assault. They should be placed in the rear or flank arcs of the troop carrier and within 4 inches of it

· Disembarking passengers may do nothing else during the current game turn and count as being on hold

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Shock Marine inArtic Camouflage

Page 39: Viridian Forcebook

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�!!�+&$� ������!Assault Grenades are lighter, low yield handgrenades used by Viridian Commandos andStrike Commandos.The small blast radius created by theseweapons make them virtually useless atrange, but if used at close range they can dis-tract and confuse enemy troops.

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TTyyppee:: 1 handed.SSppeecciiaall RRuulleess:: If a unit with Assault Grenadescharge into combat they gain the Strike Firstability for the first round, after this theenemy unit regains combat readiness. Thisability only works when charging, not count-er charging or closing.

�+$!%$,+�Autoshotguns are quite basic short to mediumrange weapons. They fire old-fashioned gun-powder projectiles, but for all that are still aseffective than a gauss rifle at short range. Thisis because their twelve bore cartridges fire adense pattern of shot, which requires less skillon behalf of the user to hit the target. This isthe favoured weapon of Lieutenant Johnny‘G’.

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TTyyppee:: 2 handedSSppeecciiaall RRuulleess:: None

�+$1�!$&Autopistols are standard side arms. Theycome in a bewildering variety of differentmodels with different styles of ammunitionranging from old-fashioned brass-casedrounds to high-tech flechette sprayers, butthey all perform pretty much the same func-tion on a battlefield.

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TTyyppee:: 1 handedSSppeecciiaall RRuulleess:: None

�&�!$��Blasters are the energy weapon equivalent ofautopistols. The magazine consists of a parti-cle smasher not dissimilar to the device thatgenerates the flux field on negatron shields.

When the trigger is pulled a hail of anti-matterbolts is sprayed out of the muzzle, disintegrat-ing whatever they hit. Because of the nature ofanti-matter it dissipates quickly, so theweapon is only useful up to short ranges.Within this bracket though, blasters are con-siderably more effective than autopistols.They are expensive and usually only issued tokey personnel.

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TTyyppee:: 1 handedSSppeecciiaall RRuulleess:: None

�%���� +�Chain guns are squad support gaussweapons. Heavy weapons specialist’s carrythem into battle, usually on some sort of gyro-stabilised rig to cope with the recoil and shak-ing. They are stripped down versions of vehi-cle and tripod mounted chain guns, and aresomewhat less effective due to the lack of astable firing platform. However, chain gunsare devastating anti-personnel weapons with-in their effective range and can spray a hail ofheavy flechettes at a considerably higher rateof fire than a basic gauss rifle.

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TTyyppee:: 2 handedSSppeecciiaall RRuulleess:: None

�0��$��&���Combat blades are really anything that can beused to stab, slash, puncture or otherwiseinjure a close combat opponent. Swords,machetes and combat knives are examples ofCombat Blades, and can prove an essentialback up tool when confronted at close quar-ters or where stealth is required. Militarygrade combat blades tend to be incrediblyhard, durable and sharp in order to penetratemodern armour and cope with possible expo-sure to corrosive climates.

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TTyyppee:: 1 handed, meleeSSppeecciiaall RRuulleess:: None

�5<� �����$�Short for Electro Magnetic Pulse, the EMPGenerator has the ability to shut down anyvehicles that are within range of the blast. Theweapon was designed by Lieutenant Mira

Haze who has the only working version atpresent, and she is continually trying toimprove the design. At present the weapon isonly capable of disabling vehicles and not theCyber warriors of the Syntha armies as thesmall size of the device limits it effectiveness.

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TTyyppee:: 1 handedSSppeecciiaall:: The EMP generator does not roll tohit as a normal weapon but instead onceactivated all vehicles within 12” are affected.Vehicles that have not been activated thisturn now count as having been activated. Theblast may also cause system damage to vehi-cles, on a D10 roll of 8+ roll on the vehiclesdamage table and apply the results.

�&�0��2%�A��Flame Throwers are particularly unpleasantshort-range support weapons. They sprayincendiary gel or liquid fuel in a curtain ofsearing fire. Advanced models use com-pounds that ignite on contact with the air, butmost still have either an electrode or a pilotflame to set the fuel alight. They are particu-larly effective when used to hose down theinteriors of bunkers or trenches, where enemytroops are packed in tight and have nowhereto run.

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TTyyppee:: 2 handed, directly placed templateweapon, incendiarySSppeecciiaall RRuulleess:: Use the large teardrop shapedtemplate. The weapon does 5 Dam

�+!!������Gauss cannons are larger, heavier versions ofthe chain gun. These weapons cannot bemanned by light troops and have to carriedinto battle by teams of powered armourtroops such as Viridian Assault Marines. Theyfire larger flechettes at higher velocity, and assuch have a respectable degree of armourpiercing capability. This combined with theiraccuracy makes Gauss Cannons awesomeweapons in both anti-armour and anti-per-sonnel roles.

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+1(x3)7 +1(x2) 7 0 6 -1 6

TTyyppee:: Mounted, armour piercing 3SSppeecciiaall RRuulleess:: None

�+!!��������Gauss carbines are variants of the Gauss Rifles

��0+�3

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used by marines everywhere. They are short-er weapons calibrated to be more effective atclose ranges, with a corresponding loss ofperformance beyond this. Gauss carbines arecompact enough to be fired one handed by apowered armour soldier, leaving the otherhand free to wield a shield or second weapon.

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TTyyppee:: 1 handedSSppeecciiaall RRuulleess:: None

�+!!����&�Gauss Rifles are the favourite standard issueweapons of most armies across the galaxy.Effective up to medium range, they are hard-hitting and reasonably accurate. Gauss tech-nology was an offshoot of VASA magneticfield research, and uses a so-called ‘GaussField’ to fire projectiles. The barrel of a gaussrifle contains a powerful magnetic rail, activat-ed when the trigger is pulled. This lifts steelflechettes out of the magazine and acceleratesthem towards the target at hypersonic speed.

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TTyyppee:: 2 handedSSppeecciiaall RRuulleess:: None

��1�� +�A grape gun is a bulky rotary-barrelled cuffthat fits on to the forearm of a power suit. Ituses magnetic rail technology to fire a lethalshower of large ball bearings at an incrediblerate of fire. It is very inaccurate beyond shortrange, but within that bracket it is one of themost devastating small arms around.

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TTyyppee:: 1 handedSSppeecciiaall RRuulleess:: None

���$��>�To most Viridians, the great axe is a relic oftheir distant past, but to the members of theHill Tribes, it is still the “cutting edge” of tech-nology. In close combat it can be wielded effectivelyby a skilled warrior, and should not be under-estimated.

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0 ST+1

TTyyppee:: 2 handed, MeleeSSppeecciiaall RRuulleess:: None

�������4�+�%��Grenade Launchers are indirect fire squadsupport weapons. They fire a spin-stabilised,40mm high explosive fragmentation round ina parabolic arc. Grenade Launchers require acertain amount of specialist training to usesince skill and judgement is needed to calcu-late the angle of trajectory, adjustments forwind, local gravity and the like. On boardcomputers go some way towards alleviatingthis problem on certain models, but theirinformation is no substitute for an experi-enced heavy weapons specialist.

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TTyyppee:: 2 handed, indirect fire, ranged tem-plate weaponSSppeecciiaall RRuulleess:: Uses the small circular tem-plate

6A�$@��������,������Howitzer Barrage Cannons are massive recoil-less artillery pieces that fire high explosivearmour piercing shells. They can only bemounted on fixed platforms or heavy vehiclessuch as Behemoths, and require a trainedartillerist to operate. Because of the weapon’sobvious size and bulk, there is a dead areatowards the front in which it cannot fire at all.However, where the shells do come downthey can devastate the area, tearing personneland light vehicles apart leaving gaping craters�

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-1 6(x2) -2 6(x2)-3 6(x2)

TTyyppee:: Mounted, Ranged Template Weapon,Armour Piercing 3, Indirect FireSSppeecciiaall RRuulleess:: Uses the large circular tem-plate. When a barrage cannon damage tem-plate is placed, leave it there for the rest ofthe game, or place a piece of crater terrainof approximately the same size where itlanded. This area now counts as difficult ter-rain, and models occupying it may claim acover save.

�01���!������1�!Troops that are equipped solely with weaponswith no close combat capabilities (for exam-ple the Grenade Launcher) must use impro-vised weapons in close combat. Gun butts,entrenching tools, sticks, stones, bare handsand natural weaponry can all be pressed intoservice when the action gets up close and per-sonal.

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TTyyppee:: 2 handed*, meleeSSppeecciiaall RRuulleess:: *Although improvisedweaponry may not literally be two handed, itrepresents the use of weapons that are notparticularly efficient in close combat. As suchthey cannot be combined with anotherweapon in CC to give any bonuses, nor can ashield be used in conjunction with an impro-vised weapon.

4,�Loga, meaning flame in the archaic languageof the Viridian steppes, is the name of Fenrir’scustomised Great Axe. Originally it was a normal Great Axe, as usedby the other members of his tribe, but sincejoining the Viridian army, Fenrir has beenquick to take advantage of the new technolo-gies made available to him. Power generators within the haft power thesemodifications, including Vibro-blade technol-ogy, and an ionised edge that makes theblade shine and burn like a cold flame.

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TTyyppee:: 2 handed, Melee, Armour Piercing 2, IncendiarySpecial Rules: None

5����54��Mini-MLRS are indirect fire, anti-personnelsupport systems. They launch a cluster ofsmall, independently targeted ‘fire-and-forget’homing missiles at the target, which comedown in a roughly circular pattern that devas-tates a wide area with their high explosivewarheads. The mini-MLRS is a lighter versionof the Multiple Launch Rocket Systemsdeployed on some vehicles and spacecraft. Itis still much too bulky to be used by ordinarymortals, and is for the most part is only everseen on vehicles such as the Jaguar AssaultCraft.

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TTyyppee:: Mounted, indirect fire, ranged templateweapon

SSppeecciiaall RRuulleessUses the large, circular template

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5�$��Mortars are long range, indirect fire, heavy sup-port weapons. They are simple devices thathaven’t changed much in the face of advancingmilitary technology, and consist of a hollowtube with a firing plate at the bottom. Roundsthat range between 60-120mm, depending onthe model, are dropped onto the firing plate,which lobs them high into the air to explodewhere they come down. Modern mortars caneither be manually aimed or have computer-guided systems, but in each case require theco-ordinates of a skilled spotter to hit anything.

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+1 5 0 5 -1 5

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TTyyppee:: Mounted, indirect fire, ranged templateweaponSSppeecciiaall RRuulleess:: Use the small circular template

5+�$����%���� +�Mounted chain guns are heavy supportweapons that are devastating at any range.They can be belt, magazine or drum fed, andusually have more than one barrel. Commonbarrel configurations include rotary, four overfour and quad. Mounted chain guns makeexcellent defensive weapons for teams inemplacements such as bunkers or trenches, butare also commonly mounted on vehicles foranti-personnel purposes.

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TTyyppee:: MountedSSppeecciiaall RRuulleess:: None

��$+��&����1�!Various creatures have to make do with theweapons that nature has granted them, usuallyteeth and claws. Many people have underesti-mated these types of creatures, but very fewhave lived to regret it.

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TTyyppee:: 1 handed, MeleeSSppeecciiaall RRuulleess:: None

��,�$����%��&�Negatron shields are the cutting edge of per-sonal armour. They require a massive energysupply to use and so can only be attached topowered armour. They act just like any othershield, except the surface is covered in an anti-

matter flux generated by a particle smasher rigin the back of the shield. Incoming projectilescan be literally disintegrated by the flux, signif-icantly reducing the chance of the user beinghit. Because of the destructive potential of thisshield it can actually be used as a close combatweapon in its own right, though it is somewhatawkward.

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TTyyppee:: 1 handedSSppeecciiaall RRuulleess:: The shield gives good protectionfrom frontal attack. It confers heavy armour 3and a –1 mod to all d10 damage rolls causedby hits originating from within the users frontfacing.

���&&�!!������The SHG-3700 Recoilless Cannon, manufac-tured by Karan Amalgamated Industries, is asmaller, lighter version of the Howitzer Cannonfeatured on the Behemoth Assault Tank.

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TTyyppee:: MountedSSppeecciiaall RRuulleess:: Use the small circular template.

� �$�4�+�%��Rocket Launchers are long-range anti-armourweapons deployed as squad support. Mostconsist of a missile or large rocket propelledwarhead fired from a hollow, disposable tube.There are many targeting systems on the mar-ket including sophisticated target recognitionsoftware, echo location, wire guidance andlaser targeting, but all are designed for hittinglarge targets. This makes them inherently inac-curate and therefore unsuitable for anti-per-sonnel use.

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TTyyppee:: 2 handed, armour piercing 5SSppeecciiaall RRuulleess:: None

���1������&�Sniper rifles are highly specialised long-rangeweapons that are lethal in the hands of atrained user. They fire self-propelled ammuni-tion that requires the gun to have specialshielding. Each round has a heat resistant steeltip with a solid fuel base that is activated by thepowder, giving the weapon its massive effectiverange. Sniper rifles usually come with advancedscopes and imaging systems that require spe-cialist knowledge to use to their full potential�

���������

3�� ��� �� ����� ������ ����� �� �� ��'� ����� � ���� ���� ���������� �� ����� �� ��!� ��� ������� ������������������ ��$������������������������ #������ ��������'� ������� ��� �������������������1������ ��������$�#����!� ����� ���� � ������������������ ���� ��������!�3����� �� &���� ������� ���������!7#��� ����� ������� ��������� ���� ���� ����'� ���� ���� ������������� � � ���� �������� ��#��� � ��������� ���!�7#��� ��� ���� ����������������!�.���#����������������� ���������������'������� ��������� ��������� ������ ���� ��'� ���� �� ������� � � ����������� �� � ������� ����� ��� ��� ������'� �� ���� �������!�����������������������������$�����'���������������������������� ����� �� ���������!�0���'���� ���������� ������� ���������� ���� �-����'� ��� ����������� ���������������$� �� � � *������ �� ���� ���� ������� ���� �!1�������������������� ���# $���'1��������!10���� ���� ����� ���� � ��81� ������'����������������-���� ��!1���������� ���� -����� ����$���� ���������� ��������'�����1���������� ��������� ���� �� � � � ��� ���� ��������� ������� ������������!13�1������� ����������������������� ���� ������ � ��� �� ��� ���� ��!�+�� �������������� �� �� �����������1��������(�!1* � ����� � ��� ��� ����� ��81���� ���� ����� ��1�� ������� � �������� �����������!7#��� ��� �� ����� �� �� ���� � ��������!�*������������������!3�� ������� �� � �� � ���� �� ���'���� ���� � ����� ��� � �!� 3�������� #�������-��'������������ � ����������� �� � ������ ������� ��!� 2 �� ��� ���� ����� ��������������� ��������� ���#���!7#��� �������� �������!1, �1��� ������������81��������!1���������� ��� ������ ��!������ �������������������!�����1���#���������� �!�3�1������!�+��� �������������� �� ��������� �� ��� � �� ��� ��!� � '� �1�����!1����� ���� ���� ���� ����� ����������� ��� ����!�3�����3������ ����������� ���������$� �!

Page 42: Viridian Forcebook

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TTyyppee:: 2 handedSSppeecciiaall RRuulleess:: None

������3$%�Vibro scythes are large blades wornover the fists of power suits. They aremade of specially toughened materialthat has some unique magnetic proper-ties. The blade sits in a reinforced grooveon the glove, and when enough current ispassed through it, it vibrates at such a ratethat a resonance field builds up around it. Ofcourse this makes it a deadly weapon in closecombat, used as standard by Shock Marines ina style reminiscent of ancient gladiators.

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TTyyppee:: 1 handed, MeleeSSppeecciiaall RRuulleess:: None

3�� ������� ��� ���� � ����� � ���� �� � ���� ��� ����� �� ���� ��� � ���� �����!��������������������� ��������� �� ����������������������� ��� ��� #� �!� .�� ���� ���� ��� � � ���������������� ��������#����� ������� #����� #� ��� ����� ���� ������������������'���������������� ��� �����!�3�������� �������������� ������� �������������� �������� �� 9 ��� �� � ��������������'��� 1������� ���� ��������� ����(�� ������� $��������$����������������� �����������$� #���������������!���������� ���� ����� ��� ����� ������*���������� ������������ � ������!���� ������ �����$������������������� �� ���������" �������������� �!

Shock Marine inArtic Camouflage

Page 43: Viridian Forcebook

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The jungles that circle the equator ofViridia are dense and lush and have never beenfully explored. Many a secret lies concealed inthe green heart of the planet. As a patrol ofcommandos cut their way through the under-growth of the Daedelus sector, they start tostumble across great blocks of stone that ulti-mately lead to the looming structure of a hugepyramid. The silence is broken by a flock offeverbirds that erupt from their nests amongthe huge stones and clatter off through thetrees. The lieutenant in charge of the partymakes a rapid hand signal and his men fan outto search the primeval ruins…

A pyramid like this can make asuperb centrepiece for a game and is relativelyeasy to construct.

The bulk of the pyramid is built frominsulation foam about 20mms thick. I usedextruded polystyrene foam which is dense andrigid, but expanded polystyrene is almost asgood. Insulation foam is available from do-it-yourself shops in large sheets and is not expen-sive. The shrine on top of the temple and thesteps that lead up to it are made from 5mmthick foamcore board from a craft shop. Madefrom a piece of foam sandwiched between twosheets of paper, foamcore is easy to cut butrigid and is the ideal material for making minia-ture buildings

Before you start on your pyramid, it'sa good idea to work out where you're going tokeep it. If you've got a handy cardboard box,measure it first and cut out your base to fit . Ifyou've never made any model buildingsbefore, try your hand at a small pyramid first,with just three or four levels. Whatever the sizeof your pyramid, it's made in the same way.

The base of the pyramid in the pho-

tos is made from thick card 54cms square, withthe edge cut to a slightly irregular shape with acraft knife and rubbed smooth with fine sand-paper. Mark out a square on the base to thesize of the pyramid you want to build.Remember that each block of stone will be3cms wide, so that the width of the lowest layerof your pyramid should be divisible by three.

Once you've established the size ofyour base, you can start to cut out the bits offoam you will need to make the steps of thepyramid. Always use a setsquare and a ruler tomark out your pieces so that everything's accu-rate. To save materials, make the lower steps ofthe pyramid out of 5cm wide pieces of insula-tion foam rather than the solid squares used forthe top four layers. Mark a strip 2cms widealong one edge of each piece. This will be usedto glue a line of blocks to the line above. Nowmark out the bits of foam along their length,into sections 3cms wide, to represent largepieces of stone. Each length should now lookrather like the keys of a piano. A firm pressureon the pencil will allow you to engrave linesthat represent the joints between the blocks.

Over the centuries, the weather andthe roots of Viridia's jungle plants have groundaway at the pyramid, and to represent thiswear and tear on the model , the stones needto be made a little irregular and rounded. Usinga craft knife or a scalpel, round off the cornersof individual blocks and deepen some of thejoints between the stones to make them lookuneven. Then rub over the edges lightly with apiece of fine sandpaper to soften the look of thestones even more.

Using white woodworking glue, stickthe lowest level of stones into position on thebase. The next level up is then inset as shown

This tree hashad thefoliage,made fromplastic foam,glued inplace andsprayed allover withgreen paint.This meansthat anygaps in theflock will beinvisiblewhen it hasbeen gluedinto placewith woodglue.

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A group ofbushy-topped treesgrowing outof densejungleunder-growth.

The commandos search the ancient pyramid in Viridia's steamy equatorial jungle.

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in the photographs. When you have done twoor three layers, let the glue dry before addingany more. I made the upper levels of my pyra-mid out of squares of foam. This makes for astronger model, and if you cut a hole in themiddle of each one, you can have a secretchamber deep in the pyramid's heart. If youleave the top layers smooth, you can decoratethem with simulated carvings. I used roundheaded upholstery nails to make a frieze offlowers and square headed nails and balsa stripto decorate the doorway of the shrine at thepyramid's summit. If you can't find these, asimple alternative is to cut out squares and tri-angles of thin card to make a geometric pat-tern.

Make the ruined shrine and itssquare base from foamcore board. If you onlyadd the suggestion of a roof that has fallen in,it makes it much easier to position your figuresinside. Use the same foamcore, cut into stripsand stacked one on top of the other to makeflights of stairs, at the front and back of thepyramid, that lead from the base to the shrineat the summit.Add fallen blocks of stone to the finished struc-ture from offcuts of foam, and when the glue isdry brush a mixture of wood glue and readymixed filler over the whole model to give it agood stonelike texture. This glue and plastermix should be thinned with a little water until ithas the consistency of thick cream. Texture thebase with unthinned plaster and allow to drybefore gluing patches of cat litter here andthere to simulate rubble.

Paint the model using emulsion oracrylic paint. Start with an undercoat of darkbrown that is worked deep into all the crevices.Then add an overall coat of medium grey, leav-ing the dark brown untouched in all the cracks.Dry brush this basic grey colour with lightershades of grey and off-white until the you have

picked up all the texture on the stone blocksand rubble. Make sure that there is plenty ofyellow and brown in the grey to make it warmand natural. If you use a grey that's only madefrom black and white, it will be very cold andflat and won't look like stone at all. When themodel is dry, paint the base and add washes ofthin khaki paint to stain some of the stones andrepresent patches of mud and mould.

Tropical plants that have taken rooton the structure can be positioned to break upfields of fire and provide cover for figuresclimbing up the sides of the pyramid. These areglued into holes pierced in the foam and aremade as outlined in Dense Jungle.

The jungles of Viridia are composedof a mixture of tropical plants, both primevalsurvivors of the catastrophe and modern GMstrains that have spread and run wild duringthe early days of reseeding the planet, some ofwhich are extremely dangerous. This sectionshows you how to make your own pieces oftropical vegetation that can be used on Viridiaor other jungle planets in the Void universe.

All these jungle pieces are based onroughly oval pieces of thick card that are gluedto an offcut of insulation board with whitewood glue. When glue has set, you can cut thefoam to size by running a craftknife round theedge of the card, before trimming it into a hum-mock shape. Sand smooth and texture withready mixed plaster and the odd patch of cat lit-ter or grit.. If you make up a number of thesebefore you start on the plants, it will save you alot of time, letting you make things in a pro-duction-line fashion.

Death sporecomponents

and anunfinished

hookvine inthe centre

A patrol ofcommandos

warilyapproach a

clump ofdeath

gourds.These were

painted anoverall

purple, theorange spots

were thenpainted on

and the gapsin between

dry brushedwith lighter

shades ofpurple and

lilac.

A chaingunner takes cover behind somefallen blocks of masonry. The corner of the

pyramid has been cut away and odd blocksscattered around the hollow to form a

handy little defensive position.

Page 45: Viridian Forcebook

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The basic material for low bushyundergrowth is made from pieces of imitationChristmas tree. If you don't want to buy awhole tree (they're really cheap in January)you can find bits of this where they sell artificialplants for flower arranging. You can leave thisin its natural dark green, but I prefer to givemine a quick, patchy coat of paint with a lightgreen aerosol. Chop up the sprigs into smallpieces with a pair of wire cutters and you havea handy pile of spiky tropical bushes.It's a good idea to mix in some broad leavedplants made from plastic aquarium weed orartificial sprigs of leaves. Make sure you don'tpick leaves that are too big. I spray mine lightlywith the same bright green I use on the bits ofChristmas tree, this helps all the different bits fitin visually with one another.

If you want to make some bushy-topped trees, first collect some clean, dry twigsfor the trunks. Cut a couple of small holes in thefoam of a base and glue the bottoms of thetrunks into them with wood glue and allow theglue to dry. The bulk of the foliage is madefrom bits of torn up plastic foam glued to thetwigs with contact adhesive- the foam from blis-ter packs of figures is ideal for this. Start by glu-ing some big lumps into place first and thenbuild these up with smaller bits until you havecreated a nice balanced effect. When the gluehas set, spray the foliage mid-green and, aftercoating it liberally with white wood glue, sprin-

kle it all over with green flock to produce a niceleafy texture. Paint the trunks grey-brown anddry brush them with the same colour to whichyou have added some white.

Paint the base to match the rest ofyour terrain and add patches of static grassglued in place with wood glue thinned with alittle water. When this has dried, pierce a num-ber of small holes in the foam and glue bits ofplastic plant and Christmas tree undergrowthinto them with wood glue. Group these togeth-er thickly so that the base really looks like trop-ical scrub.

Clumps of meta-cane can be madefrom cocktail sticks. Use two different thick-nesses to add variety to the canes which arefirst painted an overall dark green. Next narrowpale green bands are added to simulate thejoints. Then paint between the joints in mediumgreen leaving a dark background to the joints,to make them stand out even more.

Stick the finished canes into the foamof a base, so that they form a clump as shownin the photograph, with some shorter lengthsaround the taller ones in the middle. For theleaves, I used some ready made foliage from amodel railway shop to add variety to my junglevegetation, but you can do this using plasticfoam in exactly the same way as you did for thebushy-topped trees. When you're happy withthe result, add some thick undergrowth to thebase as you did before.

The block of insulation foam at the backhas had a row of stones marked into thesurface with a sharp pencil. The block infront has been carved to look old andweathered using a craft knife. The decora-tive upholstery nails are pushed into thefoam to simulate carvings. If you can't findthese, you can always use buttons orwashers to decorate the upper levels.

A chaingunner takes cover behind somefallen blocks of masonry. The corner of thepyramid has been cut away and oddblocks scattered around the hollow to forma handy little defensive position.

If you leave the top level separate, you can lift it off to reveal a hidden chamber deep in the heart of the pyramid. The stonework inside the chamber isengraved in the foam using a sharp pencil.

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Page 46: Viridian Forcebook

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Death gourds are large pumpkin-likefruit that release clouds of dangerous spores atthe touch of an unwary foot or the rumble of anearby detonation. There are many differenttypes, whose spores have varied effects wheninhaled. Whether their spores produce terror,hallucination, or amnesia, all death gourds arethe same shape with only subtle changes ofcolour to warn the victim of their type.

You can make death gourds frombeads and small balls, craft shops are a goodsource for these and a group of different sizedgourds will look much more lifelike than a reg-imented clump where all have been made fromthe same size beads.Cut out four leaf shapes, like those in the pho-tos, and glue them round the sides of a bead,using contact adhesive. Then add a small beadto the top of the fruit. When the glue has set,coat the fruit in a mixture of wood glue andplaster to give it a natural texture. You can paintthe gourds using the same colours as I have, oryou can make up your own colour scheme tosimulate any one of the thousand varietiesfound in the Viridian jungles. Mount the fin-ished gourds on a base, interspersed with bitsof Christmas tree scrub so that the gourds lookas though they are part of a thick carpet ofundergrowth.

The trunks of palm trees are madefrom a length of wire. I used a thick florist'swire, but bits of wire coat hanger would beideal. For the palm fronds you should usegreen dyed feathers. You may have to searcharound for these, but they can be found in craftshops. Trim a number of feathers with scissorsto the shape shown in the photographs andglue them to the top of the wire using a gluegun. If you don't have a glue gun, you can dothis with contact adhesive, but it will takelonger. You will need about nine or ten feathersto make a realistic palm.

Some cocktail sticks used to makemeta-cane, a small base topped with

insulation board and some bits of artificialChristmas tree that have been lightly

sprayed with a pale green aerosol.

An unlucky commando is attacked by thedreaded hookvine.

A side view of the shrine on top of the pyramid. Don't put too much rubble inside, or it will be difficult to fit in your figures. Thin balsa strip has been used tomake cornices and window frames.

Page 47: Viridian Forcebook

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Don't make things too regular. The odd block at anangle or completely separate, as here, make thepyramid look ruined, without reducing it to a heapof stone. The roots of the jungle plants are simplymade from twisted fuse wire.

When this has been done, glue oneend of a piece of string to the top of the wirejust below the fronds. Coat the wire with glueand then wrap the string round and round thewire until you reach the bottom. Secure the endin place with a spot of contact adhesive andcoat the wire with the familiar wood glue andplaster mixture. This gives the trunk a nice tex-ture and sets hard to give a good surface forpainting. Paint and dry brush the palm trunksand base the finished models as shown in thephotographs.

Hookvine is a type of semi-sentientcreeper that reproduces by catching and stran-gling a passing animal or human, before inject-ing its seeds into the hapless corpse. As thecorpse decays, the seeds germinate in a readymade source of fertiliser, before snaking offacross the jungle floor in search of new prey.

Hookvine is simply made from alength of thin wire, I used florist's wire, which iscurled into a small hook at one end; I threadeda small oval bead onto the wire and glued itinto place just behind the hook to represent theplant's sensor sac. If you can't find any beadslike this, you can always use a small dab ofmodelling clay to represent this. Cut a few sliv-ers of paper to make some leaves and gluethem here and there along the wire with super-glue and the hookvine is ready to paint. Youcould mount the finished hookvine on a smallindividual base or mix it in with any of theplants to form a bigger finished model.

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Page 48: Viridian Forcebook

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If you want to make yourself somepalm trees, cut the feathers for the

fronds to the shape shown here.The unfinished tree on the right

has had its wire trunk wrapped instring, before painting with glue

and filler.

A pair of palm trees cunninglymade from wire and green-dyed

feathers.

A clump of meta-cane. You can useup any offcuts of cane round the

edge of a clump to simulate shorterplants.

Page 49: Viridian Forcebook

A Viridian Terrasaur unit emerges from a forest supported by a Behemoth

Viridian marines defend a recently captured Junkers oil refinery

Adam’s Viridian battle group ready for combat with a full compliment of saurian support.

Adam’s Viridian BattleforceMy Viridian force was assembled to play test some of the new units introduced tothe army, as well as the old units that were undergoing small changes. My first task was to convert two behemoths, one for the troop transport and one forinfantry support. The troop transport was simple as concept sketches were availablean after an evening of cutting and gluing I had my first unit.The infantry support variant was more of a problem as there was nothing decidedabout the look, apart from it would be a closed armoured canopy. Another eveningof foraging and gluing provided me with my last behemoth variant though.

With new variants for the terrasaurs being included it was also essential that modelswere available. I cheated on the mortar as I simply added a mortar and loader tothe armoured canopy of the HQ terrasaur, now classed as a spotter. For the chaingun I removed the recoilless cannon from the support figure and added a Hunter-Killer chain-gun, nearly as easy as the mortar.For the cynoraptors I have used different versions of the Struthiosaurs, they areconsiderably larger than they should be but worked fine for play testing purposes.

Viridian Assault Marines hold out in urban ruins

Page 50: Viridian Forcebook

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Copyright © 2000-2002 i-Kore LTD. All Rights Reserved. Void and all Character names and the distinctive likeness(es)thereof are Trademarks of i-Kore LTD. I-Kore is a registered

trademark of i-Kore Ltd.

For any information regarding our product lines please contactyour local hobby stockist or contact us directly at the addressopposite. Visit our website to find out what’s new at i-Kore:

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# 21101

# 21101

TTMM

The Viridian Force Book includes:

Detailed background on Viridians, their technology, colonies and role within Pan-Humanic Space.

· Comprehensive Viridian army list.

· New units such as Strike Commandos, Jaguar Strike Craft, and Fenrir 'The Ice Duke'.

· Plenty of full colour maps, illustrations, and photographs of miniatures and terrain.

. Detailed Guides on scenery building.

This book is a supplement for Void 1.1 miniaturebattle-system. To use this book for playing Viridian

armies you must have access to a copy of the Void 1.1rulebook.

The Viridian ForceBook

Viridia is a lush jungle world whose armed forces arefamous for their all purpose approach to warfare. Allhuman civilisations began on Viridia prior to the GreatMelting. The Viridian Assembly has a strong presence onthe V.A.S.A board of directors. Being experts in politicalintrigue they are not averse to using this power tofurther there own needs.