Vasa Forcebook

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V.A.S.A. Force Book

Transcript of Vasa Forcebook

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i-Kore Ltd. 55 Bangor Road, Edinburgh, EH6 5JX. Copyright © 2001 i-Kore Ltd. All Rights Reserved. Void and all Character names and the distinctivelikeness(es) thereof are Trademarks of i-Kore Ltd. i-Kore is a registered trademark of i-Kore Ltd. # 21401

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

www.i-kore.com

V.A.S.A. Force Book# 21401

TM

This is the VASA Force Book for Void 1.1. The book includes:

· Detailed background on VASA, their technology, colonies androle within Pan-Humanic Space.

· Complete VASA army list.· New Units such as the heroes Captain Akemi and Guardmaster

Takaji.· Plenty of full colour maps, illustrations, and photographs of

miniatures and terrain.· Stage-by-stage painting guides, colour charts and VASA uniform

schemes.

This book is a supplement for Void 1.1 miniature battle-system. Touse this book for playing VASA armies you must have access to acopy of the Void 1.1 rulebook.

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Design and directionJohn RobertsonGames designJohn Grant

Written and developed byMark BrendanArtworkStuart BeelLayoutLuca BernabeiCover ArtworkLuca ZontiniHead sculptorKevin WhiteFigure sculptorsPeter Flannery, Nick Collier, Neil McKenzie, RoyEastland & Alex Hunter Figure paintersMark McNaught & Christian Weiss [CW]Jade Talon armyDave at Ever Victorious MiniaturesStage-by-stage painting guidesRon at Battle Dress Studios [www.battledress.co.uk]DioramasRod Grant & John GrantPhotographyDavidson Read AssociatesSpecial thanks Armourcast [www.armourcast.com] for the fantasticscenics and buildings & Scotia Micro Models for theGun Domes.

DirectorsJohn Robertson (Managing), John Grant & Félix GarzónSalesPaul Higginbottom, Richard Scott, John Cudworth, Craig McDowell, Tom Wakeford & Chris O’NeillDesignersKevin White, Peter Flannery, Nick Collier & Luca BernabeiProductionCeline Leuty & Craig Leslie

Copyright © 2001 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.

i-Kore website: www.i-kore.com

i-Kore email: [email protected]

Archangels of the Midnight Ravens lead a counter attack against entrenched Koralon Forces

Colonial Marines of the Midnight Ravens defend against a determined attack by Junkers Legionaries

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IntroductionWelcome to the VASA Force Book for Void 1.1. This book must be used in conjunction with the Void 1.1 Rulebook to build and play honourableVASA armies against other opponents from Pan-Humanic Space. Between these covers you will find:

· A wealth of background information on VASA, the Viridian Aeronautics and Space Agency. This includes how VASA pioneered grav-shunting as a means of faster-than-light travel; the VASA home planet of Vacillus, with its moon-based military harbour Kothon, andHimera, the continuous city; the mysterious Temple Academies of the Void Knights; pod cities and gate worlds; VASA fleets and groundforces and much more.

· Comprehensive VASA army list with stats, points costs, equipment lists and descriptions for your units. This features the likes ofSuppressor security forces, Colonial Marines and Militia; special forces such as the Archangels, Viper Wings, Black Legion and ShurikenGuard; heavy support units such as Ronin APCs and Bird of Prey battlesuits; and heroes and special agents like the Meta-Knights,Commander X, and Captain Akemi.

· Extensive guides to help you paint your VASA miniatures. This includes tips and techniques on how to paint such as highlighting andblock painting; colour charts; VASA colour schemes for uniforms and armour; six stage-by-stage painting guides to walk you throughthe process of painting VASA miniatures.

All of this is accompanied by more excellent artwork, graphics and photographs of miniatures and terrain than any i-Kore production that hasgone before.

You are the protectorate. Only you know what's good for them.

Captain Zed supported by Black Legionaries andColonial Marines of the Midnight Ravens defendagainst a Syntha onslaught

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Vacillus orbits close to the dead starLeviathan, and must once have been a hot,

geologically violent world. Since the death of itsstar, Vacillus has become as cold and barren asLeviathan. There is evidence that the worldonce had a structure very similar to Viridia’s,but Vacillus’s core has long since cooled toleave an inert sphere of frozen rock and ore.The planet’s crust is divided into five tectonicplates, which obviously no longer move, andthere is widespread glaciation from surfacewater exposed to the freezing environment.This makes for a rugged world viewed fromspace, predominantly grey and white, andcracked and strewn with valleys, massifs andlofty ridges.

Vacillus is the headquarters of VASA, theViridian Aeronautics and Space Agency. VASAhas a long history going right back to the ear-liest days of space travel, when Viridians firedrude, organic fuel powered rockets out of

Viridia’s atmosphere to explore their doorstep.They were an independent conglomerate ofcorporations, largely State funded, that wereinvolved in astronomy and space travel. Afterearly tests in grav-shunting proved successful,VASA moved their headquarters from Viridiato Vacillus. This made sense because Vacillus’sstar Leviathan has a very deep, very stablegrav-well, making it the key launch point inthe system for conquering the rest of thegalaxy. VASA continues to be a scientific body,concerned with astronomical matters, but hasalso added the administration of the TripartiteConfederacy to its mandate. When Primedeclared its independence from Viridia, VASA’sboard was composed of scientists and direc-tors from both worlds, so rather than breakingup VASA, the institute decided to remain neu-tral and attempted to mediate between thewarring factions. Soon after the Syntha inde-pendence wars there was a similar independ-

VASA: THE PAN-HUMANIC PROTECTORATE

Preludium

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ence war fought between Viridia and theJunkers, which VASA stayed out of altogethersince they had originally overseen the unpop-ular penal colony on Ironglass. Once theViridian system had fragmented into three dif-ferent States, and each one was involved inthe business of empire building beyond thesystem via the Leviathan grav-well, it becameclear that certain safeguards would be neces-sary to protect the home worlds from eachother and ambitious new colonies. Viridia,Ironglass, and Prime all signed up to a treatythat would be enforced by the ostensiblyimpartial VASA, and all of their dependantcolonies were required to do the same. VASAisn’t really a State per se, though it does wieldmilitary power and has its own colonies else-where in the galaxy. It monitors political, com-mercial and military conditions throughouthuman space and has intervention powers itcan use when the need arises.

VASA has always been concerned with thedevelopment of space travel, and continuesresearch along these lines. It developed thetechnology used for grav-shunting back in thedays when it was still a body solely backed by

the Viridian Assembly. Grav-shunting exploitsfive dimensional physics and the relativisticeffects of large bodies in space. Planets andstars distort space-time around them, creatingdepressions in the continuum. The theory ofgrav-shunting goes that if one of these wells canbe extended to join up with a similar depression

Sec-Net Bulletin. Gate 1/Region A7-18:33:17hrsA group of Viridian citizens on a submarine tour of the IceWastes posted footage of an alleged Ice Dragon on the pub-lic access web. The Suppressors have responded quickly andhave seized the footage. We'll put out a broadcast, called'When Hoaxes Attack', through the comedy net to downplaythe incident.

Colonisation pods

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created by a body elsewhere in space, a tunnelthrough the fifth dimension will be createdbetween the two, facilitating faster-than-lighttravel between the two points. VASA developeda system of amplifying x-rays, called a ‘xaser’,that is capable of causing such a rift to form. Thetechnology is still by no means perfect, and is sodependant on external conditions that it isimpossible to make standardised maps forjumps. Stellar flares, cosmic dust storms, angleof approach, the power of the xaser carried bythe spacecraft and a multitude of other factorsmean that each jump has to be calculated indi-

vidually. Sometimes a jump that had been pos-sible the day before will be out of the questionfor an indeterminate length of time, and anoth-er route will have to be found to reach the des-tination. Main sequence stars such as ViridiaSolaris generate far too much magnetic and ion-ising flux to make jumps possible from theirgrav-wells, and the same is true for super giants,brown stars and most other active stellar bod-ies. That’s what makes Leviathan such a perfecthighway to the rest of the galaxy. As a dead starit generates no flux, but its colossal mass createsa very deep, stable grav-well.

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The bulk of VASA’s armed forces andspace fleet are provided by the colonies,though VASA does raise and train its ownspecial forces, such as Black Legion, ShurikenGuard, and Bird of Prey Battlesuits, amongstothers, and has its own security troops in theform of the Suppressors. VASA rarely takes adirect role in the internal affairs of worldsand only involves itself in colony wars whereits key members put pressure on it to do so.VASA’s main defence role is ensuring that thegrav-wells, so essential to trade and commu-nications are well maintained and that trafficalong them is conducted in a lawful manner.VASA’s armed forces have also been centralto the war effort against the alien menace ofthe Koralon, and have been increasing theirdemands on the colonies to raise forces forthe war effort. Despite this VASA has beenforced to pull back from the fringes of inhab-ited space to consolidate humanity’sdefences—leaving outlying worlds to fend forthemselves as best they can.

Troop transport launches from colonisation pods�

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VASA's rise to pre-eminence, as the most pow-erful institution in Pan-Humanic space, when

they aren't even a government in the true senseof the word, is a strange tale of seized opportuni-ties and profit from chaos. As everyone with abasic grounding in the history of VASA knows,they began life as the corporate scientific coali-tion responsible for Viridia's colonisation of theViridia Solaris/Leviathan binary system. Socio-political analysts agree that the point at whichVASA became more than merely Viridian busi-nesses working for the Assembly was when thedecision was taken to build a VASA colony onVacillus, to allow the scientists to carry out exper-imental work on grav-shunting. A colony so faraway from its home planet had to be self-suffi-cient. It wasn't as though the rockets of the day

could bring supplies regularly, so as part of theset-up for their work on Vacillus, the scientistshad to do preparatory terraforming work so theycould grow crops, introduce animals and exploitnatural resources. This meant that Vacillusbecame a permanent colony like Ironglass andPrime, and rather than return home regularly,which would have been unrealistic because ofthe distances involved, scientists brought theirfamilies to the colony to live permanently. Ataround about the same time that the VASAcolony on Vacillus was completing its work on therevolutionary grav-shunting techniques warbroke out between Prime and Viridia. This was acivil war since technically everyone was Viridianin origin and it divided loyalties on Vacillus, andthis is when VASA formalised its split from the

VOID 9

VASA’s Rise to Power

Sec-Net Bulletin. Farstation64/Region A-08:24:24hrsAll communication has been lost withthe refuelling base on the IshigaruAsteroid. Probability Analysis indi-cates 32% chance of natural disaster,18% chance of industrial accident,23% chance of Koralon or mutantattack, 3% chance of sabotage byHomeworld power, and 21% chanceof organised criminal assault. HawkFleet Nagoya has been dispatched toinvestigate

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Viridian Assembly to become a political entity inits own right. At stake was the all-importantLeviathan grav-well and as far as the two sides inthis war were concerned, where the sympathy ofthe Vacillus colony lay was of paramount impor-tance. The VASA executive saw the potential here,and used their control of this resource to bringboth sides to the debating table and declare theirown neutrality. When the second civil war brokeout between Viridia and Ironglass, VASA for-malised their role as guardians of the grav-welland intermediaries between all the colonies withthe now famous drafting of the Treaty of Vacillus.Thus was VASA's evolution from a scientific insti-tution into a near omnipotent political body com-pleted. In order to carry out their peacekeepingduties effectively (since it was realised that therewas nothing to stop a particularly ambitious andaggressive colony —mentioning no Junkers—from taking the grav-well by force), VASA decid-ed to turn Vacillus's moon Kothon into a massivemilitary dock. On Kothon they would build thelargest of any of the star fleets, an ambitious planbut a necessary one. They implemented thisscheme using monies levied from TripartiteConfederacy under the Treaty of Vacillus, andexcise duty on trade through the grav-well withthe increasing number of colonies beyond ViridiaSolaris/Leviathan. Kothon is a wonder of the age,

and in addition to theextensive military

facilities on thesurface the

w h o l emoon isr i n g e dby the

massive Kothon Harbour, a huge, orbital struc-ture that took VASA engineers twenty years toconstruct using innovative modular building tech-niques. Nowadays all traffic coming to or fromthe grav-well has to dock here for customsinspections. In this customs and excise policingrespect VASA's reach is long indeed, and allcolonies signing up to the Treaty of Vacillus musthave a VASA Customs garrison at their main port.Ultimately the grav-well has been the secret ofVASA's success, and without it they could neverhave accumulated such might and wealth.Nowadays no one could realistically challengeVASA even if they wanted to— not even the com-bined might of the Tripartite Confederacy. Mostcitizens of Pan-Humanic space think that this is agood thing, and even when grinding poverty,famine disease and war troubles them they lookto VASA for succour. But there is a hardcore ofdissidents throughout the galaxy who believeVASA to be responsible for many of the problemsthey purport to work against. These subversivespoint to evidence of suppressed media, policestate tactics, and shady scientific research. A cur-rent story doing the rounds is that VASA has anumber of secret astronautics bases engaged inreverse engineering work on the coraline/neutro-nium drive systems of captured Koralon craft.They say that this work is highly dangerous andcould have disastrous environmental conse-quences for the whole galaxy, claiming that someof the earlier experiments resulted in the creationof black holes that destroyed entire systems.VASA denies all knowledge and most people dis-miss the charges as the over-active imaginationof cranks. After all, the galaxy is a big and strangeplace, so the black holes in question were proba-bly there all along weren't they? Surely it wouldbe ridiculous to assume that a protectorate bodywith such far-reaching responsibilities as VASAwould put lives at risk unnecessarily.

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GSX 900 Viper Wings are primarily deployed asadvanced recon or fast response units�

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For VASA the colonisation of worlds runs to avery different agenda to that of other powers.

Worlds are usually colonised by governments asa way of finding new resource bases to access theraw materials for trade, manufacturing and agri-culture and as a way of relieving population pres-sures. With VASA however there is no trade, theprotectorate amassing wealth by levying taxes ongoods moving through the grav-wells it watchesover. VASA colonises worlds on which descen-dants of its original administration can live andtrain for traditional VASA careers such asSuppressor service or excisemen, or astronauticsresearchers. They also colonise worlds to createexcise zones by prime grav-wells, or to providesecurity stations for their interests. Being at theforefront of space travel innovation, VASA devel-oped a number of engineering techniques forassembling large structures in the vacuum ofspace, the most basic of which is the modularapproach. Rather than try to build a whole struc-ture, VASA engineers took to building things instages, and this is an approach that can be seenthroughout their work, whether it is spacecraft orarchitecture. When VASA requires a body inspace to be colonised, be it asteroid, planet, man-made space platform or whatever, the would-becolonists use the instantly recognisable VASAcolony pods. The pods are of various sizes and

there are numerous types each with differentfunctions. They are constructed from self-repli-cating carbon nanotubes made by engineersusing tunnelling microscopes. To do this graphitemolecules are arranged into cylindrical chains,with rounded ends of Fullerene (a carbonallotrope made up of 60 molecules), which cre-ates a light flexible material that is a hundredtimes stronger than steel, but only a fifth of theweight. Large sheets of this material go into cre-ating the superstructure and outer covering of apod. When the basic pod has been manufacturedthen it can be loaded with the machinery that will

be vital to its operations, and once this has beendone the whole thing can be collapsed andstored in a relatively small space. As indicatedbefore, different pods perform different functionsand the infrastructure of a colony based on itsparticular needs can be built up in a simple andlogical fashion using these pods. For example, is

VOID 11

VASAColonies

Sec-Net Bulletin. Farstation 13/Region A1-00:00:00hrsContact has been lost with Farstation 13. Research Teams therewere carrying out high-level experiments with coraline-neutroniumdrive systems. Early probe data indicates that where the stationshould be is a massive gravity well discharging high levels ofgamma radiation. We may be looking at another black hole incident

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a planet incapable of life support? If so then thefirst pod dropped onto the surface should be alife support unit. Is it possible to modify theatmosphere so that the world supports life? If sothen an atmosphere-processing pod will bedropped. Are there going to be large numbers ofsupport workers and their families permanentlybased at the colony? If so then a number of habi-tation pods, fast food franchise pods, local garri-son pods, retail outlet pods and so on will bedropped. VASA manufactures pods for all sorts ofthings, indeed every type of institution or facility

that one can conceive of can be built in this way.As the pods descend onto the surface of coloni-sation areas using their own disposable grav-jets,they inflate and become rigid at the command ofinternal computer systems. Four sturdy legs tele-scope from the base and moor the pod rigidly towhatever surface it lands on and that's it. The podis ready to fulfil whatever role it has beenequipped for and as more pods land in closeproximity to it they can be linked by tunnels. Theusual sequence of events begins with a numberof small pods coming down first to prepare theground for the colony as it were, clearing thearea, providing stable foundations, establishinglife support mechanisms and the like. Then a sec-ond wave of larger pods will land in the midst ofthese, with secondary functions such as research

labs, ore processing facilities, habitat modules forworkers and so forth.

The final wave usually consists of entertain-ments, shops and the various other facilities thattake the grind and tedium out of day-to-day life.To actually build a city in this way still takes yearsand requires hundreds of drops, but the modu-lar approach means that some time is shaved offthe process, especially where harsh conditionsprevail. As the years pass conurbation can beadded to over and over again and pod cities canspread like fungi to cover whole planets. Vacillus

has the oldest such settlement, the capital cityHimera, which actually covers three-fifths of theentire planet's surface. There really is very littleto limit VASA's colonisation approach in thisrespect, and if they were engaged in active com-mercial colonisation then they'd definitely havethe upper hand. One such limitation is theirgrasp of terraforming techniques. VASA planetengineers are extremely good at terraforming incold, icy conditions, having learned lessons andfurthered the science of those who firstcolonised Vacillus. They are no better than theother major powers when it comes to creatingsustainable environments on other types ofworlds and for this reason an unusual percent-age of VASA colonies are located on wintryworlds with a great deal of surface ice.

Colonisation Pods landing on a “new” world�

Sec-Net Bulletin. Gate 763/Region CNI12-12:15:56hrsSenator Tindalus has apparently gone mad. Our spies at the SenatorialSanctum of Sabine VI report that he has declared himself Grand HighTyrant of the Western Sector, and Sabine VI has seceded from the IronglassEmpire. Ironglass has not responded, which is suspicious, so we're notgoing to compromise our agents' identities by responding either.

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The core of VASA's armed forces is made upof the Suppressor security units, policing

VASA operations throughout Pan-Humanicspace and their Ronin support vehicles. Manyof these Suppressors are drawn from theranks of Colonial Marines for permanent VASAservice, though many more are born intoVASA military dynasties. From basicSuppressor service troops can be promoted toother VASA units such as Black Legion,Archangel, Viper Wing and so on. The excep-tions to this are the Void Knights, who arechosen for their meta-abilities from the popu-lation at large, and the Colonial Marines andMilitia serve VASA under the provisions of theTreaty of Vacillus. Because VASA levies themajority of its troops from governmentssigned up to its treaties it boasts the largestarmy and fleet in human space.

VASA commands its ground forcesthrough sections, each of which handles a par-ticular area of military or security strategy. Asection is a VASA Control HQ that can call

upon resources pretty much atwill from anywhere throughoutthe VASA organisation, co-ordinat-ing fleet support and deployingunits wherever necessary. VASAControl itself takes in all aspects ofVASA's organisation, but the mili-tary and security element isbased on Kothon, and it ispretty much the wholemade up of the sumof the sections. Suchorganisation is madepossible by commu-nications through the greatVASA military intelligence network, Sec-Net.Particular sections are closely associated withcertain troop types because of the trainingand role of those troops, and except inextreme circumstances troops have a well-defined role within a stable corps of com-rades. The main sections within VASA are asfollows:

VASA Armed Forces

Suppressor units make up the core of VASA's militaryground forces throughout Pan-Humanic Space

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Security SectionThe security section handles the forces that policethe grav-wells and the customs and excise zonesand pod cities around them. Security sectiontroops are responsible for the prosecution ofcrime and acts of aggression against VASA or its

signatories, andupholding order atVASA bases. It most-ly deals withSuppressors sup-ported by RoninAPCs.

Tactical Response SectionThe tactical response section is characterised byheavier units organised into strike teams. This sec-tion's role is to send forces to quickly engage hos-tile situations and quell them, whether they be inreef cities, pirate lairs, or unruly colonies. Troopsunder tactical response section command mostlycomprise, again, Suppressors and Ronin, but alsoBlack Legion, Viper Wings, and Birds of PreyBattlesuits.

Planetary Defence SectionThe planetary defence section is responsible formanning the various VASA garrisons throughoutPan-Humanic space. Troops under their com-mand engage and destroy enemies threateningthe colonies where they're garrisoned, and if hos-tile forces are heavy they must hold the line untilrelief forces arrive. This section mostly deals withColonial Marines, and has the power to declaremartial law and conscript the local populations tofight as Militias if necessary.

Special Ops SectionThe special ops section deals with a broad rangeof agendas and missions, many of which theytake great pains to ensure the population at largedon't know anything about. They handle wetwork

(assassination), secret police type seizuresand interrogations, recon and intelli-

gence, and diplomatic security,amongst other things. Specialops section works closely withArchangels, Black Legion,and Viper Wings. They also

VOID14

Shuriken Guards are elite jump troopers recruitedfrom the ranks of VASA's Black Legion Special Forces�

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deal exclusively with deployment of VoidKnights and Shuriken Guard, assigningthese rare, elite troops and agents wherethey can most efficiently serve VASA.

Under these over-arching sections,troops are organised into more con-ventional military groupings. Thelargest of these groups is a corps. Acorps is commanded by a general andcan contain elements of pretty muchall of the VASA ground forces. Thecorps' general receives missions fromvarious sections depending on the loca-tions and status of its troops, and putsthese into effect by drawing up strategiesand battle plans in war councils with his or herofficers. Of course with modern VR technologyand quantum computing the general can holdsimulated conferences over the Sec-Net,bringing together leaders that arelight years apart. Corps are subdi-vided into divisions, each ofwhich contains anywherebetween one and five thousandtroops, and again contains many elements.In turn divisions are split into patrols. A patrol isa body of troops who mostly operate togetherin the field and often give themselves inspira-tional and impressive names, such as theMidnight Ravens or the Jade Talons. Many ofthese patrols gain renown and troops regard itas a great honour to serve with the best of them.Finally patrols are divided into squads, units ofup to a dozen troops all of the same type, usu-ally under the command of a sergeant.

Officers for these units areusually either veterans of thetroop type under their directcommand or special agentssuch as Void Knights.

VOID

The Black Legion are VASA’sveteran shock troopers

�Sec-Net Bulletin. Gate 1003/Region MV16-15:23:31hrsThere is a food riot in progress in the Capital of Tamanu's VedicHighlands. Supply convoys haven't been able to get to the world for sixmonths now because of an ongoing ion storm around Gate 1003, andfamine is a real possibility. Viper Wings and Suppressors are containingthe situation so far.

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Meta Temples is the name given to variousinstitutions given over to the training of Void

Knights. There are two different types, TempleAcademies of Exceptional Vocation, and theadvanced training institutes called TempleAcademies of the Higher Powers.

Temple Academies of Exceptional Vocation areVASA institutes for citizens possessed of the sort ofgifts and talents that make them very useful forcertain types of military and security work. TheTemple Academies themselves are of course pods,like all other VASA buildings, but even so, there issomething foreboding in the atmosphere theyproject with their imposing arched entrances andcurious minarets. The idea of the Temple Academyseems at first to be a contradictory one—templebeing indicative of mysticism or religion, whilstacademy brings to mind science and scholarship.

However, before the widespread building of theseinstitutions there were a heretical group of VASAscientists who believed mystic rituals were the

keys to unlocking very real, scientifically quantifi-able paranormal powers. The scientists were agroup of neurologists and psychologists investigat-ing the effects of, amongst other things, long-termspace missions that sometimes resulted in a formof psychosis, and the reactions of astronauts to cri-sis situations. They designed virtual reality simula-tors linked to brainwave altering machinery, to testthe reactions of astronauts to a variety of poten-tially stressful scenarios. What they discovered wasquite startling. In a very small percentage of cases,subjects demonstrated what had been traditional-ly referred to as paranormal powers—telepathy,superhuman strength, speed and balance, preter-natural stealth, telekinesis and so forth. Havingconvinced themselves of the reality of these phe-nomena, the scientists began to look into waysthese abilities could be harnessed, tamed andgiven direction. They then made an intuitive leapthat earned them the derision of the VASA scientif-ic community in general. They decided thatancient mystical techniques of the sort practisedby primitive and feudal societies in Viridia's past,techniques for training the will and developinglatent martial arts abilities, would be the answer toharnessing these powers. Although the scientificestablishment was prepared to admit that suchphenomena probably existed, it believed that theywere freak occurrences that were unrepeatable

The Fivefold Path to Wisdom is a sort of loose,

mystical Canon Law for Meta Knights. It provides

them with ancient insights on duty, honour, humili

ty, balance and responsibility to meditate upon.

Meta Temples

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and certainly uncontrollable. The idea of revivingancient rituals was complete bunk to the estab-lishment, and the scientists involved in the projectwere scorned for their far-fetched ideas. Theheretics were undeterred though, after all therewere some eminent people involved with theirproject and they wouldn't be easily dismissed.Pressing ahead they published a paper on how thehuman brain develops in relation to language andthe imagination, concluding that at a very primi-tive, fundamental level people actually think in away that is responsive to ritual, and that even sci-entific method was an extension of this. Despitethe fact that their proofs were questionable, andmuch to the outrage of the rest of the scientificcommunity, the VASA directorate gave the hereticresearchers a substantial development grant. Thepolitical climate at this time certainly informedVASA's decision to pursue this research, since itwas in the unstable and paranoid period betweenthe first and second Viridian civil wars, i.e. beforeVASA had a reasonable degree of military andpolitical power and needed any edge it couldmuster. Nowadays of course there are TempleAcademies on most reasonable sized VASAcolonies, and though most people never knowing-ly meet a student of one, everyone knows that thepeople within the walls are somehow gifted. Mostcitizens only ever visit a Temple Academy once intheir lives and are thereafter never again permit-ted within—and then there are some that neverleave after that first visit. This is because VASArequire all citizens of worlds that are signed up totheir treaties to be processed for powers withintwo weeks of their thirteenth birthday unless theycan prove there is a medical reason for exemption,such as a heart condition. Candidates are taken tothe nearest Temple Academy to their system andundergo a process known as 'Traversing the Void'.This is a sensory immersion simulation, based onan early VR routine that recreated a catastrophicgrav-drive failure, and the accompanying sensa-tions just before the astronauts would be atom-ised. This routine plunges subjects into the darkestpit of inner terror and is a sure fire way of detect-ing the abnormal electrical spikes in brain activitythat indicate paranormal abilities. Most come outof this shaken, even exhilarated, but otherwisenormal and are sent home, but for the very fewwho show an ability they become the property ofVASA and are immediately enrolled in a trainingprogram, never again to see their friends and fam-ilies. This is a convenient arrangement, which also

allows VASA to disguise the fact that an equallysmall percentage of candidates are driven starkraving mad or die during the test. Successful can-didates have a rigorous and highly disciplinedtraining regime ahead of them, based as muchupon the mystic rites of an ancient sect of warriormonks as the scientific principles of modern fitnessand mental aptitude training. Ultimately they willhope to attain the rank of Void Knight at the end oftheir apprenticeship, a title bestowed in referenceto the test they first underwent. sentence Untiltrainees graduate from the Temple Academiesthey are known as Novices. The warrior monks inquestion provided what in the scientists' opinionwas the best model for ritual discipline, and it issaid that the monks were all capable of superhu-man feats at the higher levels of their vocation.VASA scientists have named the rogue brainwaveactivity seen during manifestations of these abili-ties Meta Waves, and the powers are consequent-ly known as Meta-Powers. In order to develop theabilities of each candidate in a manner best suitedto their particular talents, the Sensei (teachers) ofthe Temple Academies have identified three broadcategories of powers. The first such category isknown as the Meta Powers of Force, and studentsshowing an aptitude in this area can tap reservesof strength, speed and endurance that make themunstoppable martial artists. The second category isthe Meta Powers of Balance, and students hereshow inhuman prowess regarding stealth, aware-ness and fleetness of foot, making them ideal spiesand assassins. Finally, the strangest of all cate-gories is the Meta Powers of Spirit, whose studentshave strange powers of telepathy, telekinesis andprophecy, making them invaluable intelligenceand tactical support agents. VASA jealously guardsthe secrets of how these Void Knights are trainedand no other major power has a program like it.Indeed, it is illegal under the Paranormal PowersSecurity Bill for any citizen to harbour such abilitieswithout declaring them to VASA. However, in agalaxy where rumours and paranoia aboundbeyond the prosperous confines of the developedworlds, some say that renegade knights exist,avoiding discovery and living by their talents.

VOID 17

Clever Monkeys eat

By stealing from the Village.

Wise Monkeys make Friends

Sec-Net Bulletin. Farstation86/Region Z11-02:11:49hrsRecon patrols from the Onishi-Yamamoto Farstation, monitoringindependent colonies in the Griffincluster, report that Koralon infestationhas taken place on Nineveh Major.Quarantine measures are now under-way throughout the cluster and a fullscale battlefleet is on the way toNineveh Major. Early indications arethat this will be a long campaign.

The Carnelian DragonfliesThe Carnelian Dragonflies Legion isthe scourge of pirates and smugglersacross the galaxy. Its elite force ofSuppressors, backed up by Birds ofPrey and Ronins, with a cadre of Meta-Knights of Spirit providing their intel-ligence is based on Himera. Led byGrand Master of Spirit Fujiwara, theycrush organised crime at its source.Recently they stormed the free port ofCaribos 12 breaking a terrorist armsring.

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VOID18

Void Knights have a hierarchical educationsystem based on the determination and

potential of the individuals being trained.Most of those attending a Temple Academyof Exceptional Vocation will graduate with a

single meta-power, an abil-ity to place them in an eliteleague of superhumans.Thereafter they will be ini-tiated into a new life asVASA special agents. Manywon't even manage a sin-gle discipline though, anddrop out before the trainingis complete. An elite few,the elite of the elite if youwill, demonstrate such tal-ent that they are selected forfurther training.

This training takes placeat mysterious, isolatedworlds on the outskirts of

planetary systems, andare completely givenover to the purpose of

training those who make the grade. Apartfrom military security stations and a spaceport, the only pod complex on such a worldwill be the portentously named TempleAcademy of the Higher Powers. VeteranShuriken Guard staff the security stations,grav-wing troops who actually receive com-bat training at the Temple-Academies. Incontrast to other VASA settlements, conurba-tion is discouraged on worlds supporting thehigher Meta Temples. Instead, if it's neces-sary, terraforming techniques are used tocreate beautiful wildernesses in which to setthe temples. This keys into ideas of themajesty of nature and solitude, apparent inthe ancient teachings of the warrior-monksect upon whose lifestyle the training regimeis based. It also reminds modern MetaKnights that human beings control nature,including the functions of their own bodies.

Each Temple Academy of the HigherPowers concentrates on a single meta-disci-pline, and the regime within the walls reflectsthis. When graduating Void Knights arrive atthe Meta Temple, they're known as Knight-

TempleAcademies of

the HigherPowers

Knights of Balance are spiesand assassins beyond compare�

VASA FORCE BOOK

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VOID 19

Adepts of whatever power is their speciality,e.g. Knight-Adept of Fury, Knight-Adept ofBalance (prior to achieving their first disci-pline they are Novices). Once candidateslearn a second discipline of their chosenmeta-power they become Knight-Masters,e.g. Knight-Master of Fury, Knight-Master ofBalance. Finally, a very few Knight-Masterswill go on to become Grand Masters, havinglearned three disciplines of their meta-power.So far as anyone is aware, no individual hasmanaged to learn either more than three dis-ciplines, or to learn disciplines from morethan one power. The Meta-Temple will con-tain between twenty and one hundred candi-dates depending on its size and is run by aSensei and his or her staff. The Sensei will bea highly experienced Void Knight, usually aGrand Master of their chosen power, and willhave their own, inimitable training method.Temple Academies of Fury are vibrant, busyplaces at most times of the day, containingmany exercise yards filled with candidatesundergoing weapons and fitness training. Thetraining is very physically demanding, involv-ing staged fights between candidates orbetween candidates and trainers, endurancetraining, which involves being hit, stabbed,shot at and so on, and various other painfulmethods such as balancing on spikes andbreaking concrete blocks over one's head.Temple Academies of Spirit, by contrast, are

studious, meditative places, somewherebetween the atmosphere of a library and achapel. The candidates spend much oftheir time in meditation and study ofancient scriptures and modern treatiseon philosophy, religion, military strate-gy, quantum mechanics and so on.Training takes the form of mental sparringcontests, where candidates and trainersfocus and merge their thought patterns tocreate a consensual group hallucination,similar in many ways to the VR routinesused in basic training of Spirit disciplines.This however is a much more direct anddangerous method, where anything goes andthe trainers must see to it that no one losescontrol. The clash of such powerful andfocused wills can lead to madness, evendeath, if not for the guidance of the moreexperienced practitioners. Finally, and mostunusually, the Temple Academies of Balancekeep all of their candidates separate. In factthe candidates never even see their trainersor Sensei, and are unaware that they areactually undergoing training. They are keptisolated within a relatively large, controlledenvironment. Within this arena they mustovercome certain challenges, based ondeveloping their abilities of poise, balanceand stealth, to survive. By the time Knight-Adepts have learned how to escape thisarena, they will be Knight-Masters.

Knights of Spirit are powerful psychics, able toplant telepathic suggestions, predict the futureand even manipulate matter with their minds

On the River Bed,

The Boulder remains in Place.

The Water runs on

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VOID20

The Temple of theAlabaster Moon:

A Profile of aTemple-Academy of

the Higher Powers

The Temple of the Alabaster Moon is one ofthe oldest Meta Temples in the galaxy.

Over five hundred years old, the venerablepod complex stands atop a magnificent, over-grown rocky outcrop. It is located on themountainous, heavily forested world ofZanshin. The Temple of the Alabaster Moonhas been dedicated to the further training ofKnight-Adepts of Balance throughout its his-tory, and VASA control regards it as a shiningexample of best practise. The first Sensei ofthe Temple of the Alabaster Moon was anexpert on Balance techniques calledMasadoko, and he is credited with developingthe Flight of the Tengu meta-discipline. Otherillustrious Sensei have included Spy MistressAmaterasu, who was responsible for theassassinations of more wild card demagoguesand diplomatic enemies of the VASA organi-sation than any other individual in history,and Grand Master Hachiman, who pioneeredthe concept of graduation by ordeal forKnight-Masters of Balance.

The current Sensei of the Temple of theAlabaster Moon is Grand Master Moto, whohas been in charge at the Meta-Temple for fouryears. Prior to this Moto served VASA SpecialOps Division for fifteen years, and has carriedout solo missions in combat zones all acrossthe galaxy. It is even rumoured that Moto car-ried out a solo sabotage mission on an artificialplanet, which had been occupied by strikingconstruction crews and blew up under mysteri-

ous circumstances. Serving under Grand-Master Moto is a staff of twenty-three trainers,five of whom are Grand Masters of Balance likehimself and the rest of whom are Knight-Masters of Balance.

All of Zanshin acts as a massive arena forthe training of candidates. The routine for intro-ducing them to the survival environment isalways the same. Graduating Knight-Adepts ofBalance that have shown the necessaryprowess, and are assigned to the Temple of theAlabaster Moon for further training, get on aflight ostensibly to be briefed for their first mis-sion. Thus begins an elaborate ruse in whichthe ship is sabotaged and forced to ditch on astrange planet (Zanshin) and the Knight-Adeptis the only survivor of the crash. Moto and hisstaff have divided the planet into numerouszones, each designed to test candidates in a dif-ferent way, and stage-manage various ordealsfor them, involving the basic scenario thatthey're being hunted by an unknown and hos-tile force. It can take up to five years of runningand paranoia before a candidate solves (or isallowed to solve) the puzzle of what is happen-ing to them and why. After this they shouldhave developed a new meta-discipline as wellas honing other talents of the Meta Knights ofBalance. This method of training, developed atthe Temple of the Alabaster Moon by GrandMaster Hachiman provides the model forTemple Academies of Balance throughout thegalaxy.

The Eagle is Proud,

And Fiercely protects her Nest.

Doves aremerely Vain

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VOID 21

Kothon is a large ice moon composed ofthe remnants from a planet that once

occupied the closest orbit to Leviathan.When the massive star underwent its death-spasms this world was destroyed, reduced toa cloud of gas and shattered rock. Some ofthis material fell into orbit around Vacillus,compressing and accreting to form Kothon.The rest carried on to be captured by Urukh,where it formed that planet's five moons. Ofcourse aeons have passed since this hap-pened, and now Kothon is a smooth, inertsphere of rock covered in a surface layer ofice and frozen noble gases and halogensthat is a uniform fifteen kilometres thick.

Cut into the ice is a complex of trenches,sub-surface hangers and bunkers that hon-eycomb the entire permafrost layer. Withinthese frozen warrens the might of theVacillus military fleet is berthed, hiddenaway from prying eyes below the deceptive-ly blank veil of ice. The access routes to thevast hangers are deep, wide trenches, carvedout by fusion drills. At short intervals alongthe walls of these trenches are defence

ports, in case the unthinkable should everhappen and Kothon come under attack. Eachone of these defence ports is a weaponemplacement pod, equipped with a VR con-trolled primary weapon operated by a tech-nician back in one of the sub-surfacebunkers. These are mostly heavy ion can-nons, but there are also ion torpedo launch-ers, quantum mine layers and flux wall gen-erators.

Of course the most visually impressivething about Kothon is the space harbour. Aman-made construction that surrounds theentire moon like a ring around a gas giant.As aforementioned, all flights through thegrav-well must stop for customs processingat the harbour. This also acts as a pick-uppoint for cargoes, with short-haul flightsmoving back and forth between theHomeworlds and Vacillus. Many grav-driveequipped ships will move cargoes throughthe grav-well, to and from colonies in thewider galaxy, but never get any further intothe Leviathan/Viridia-Solaris system thanKothon.

Kothon

A VASA Battlefleet prepares for a grav-shunt

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VOID22

Himera Himera was once a small, permanent settle-ment of Viridian Assembly scientists, but after

VASA became neutral with respect to the settle-ments that were to become the Tripartite Powers,the Himerans started to branch out, using theirpod technologies to settle other parts of Vacillus.There was a time when Vacillus had many citieson its surface, but pod layers have crept out-wards from these settlements and the transportlinks between them. Himera eventually absorbedmost of the other communities and nowadaysthey are mere districts of the capital. Himera hasspread as far as it can now, covering all of theNorthern and a good part of the SouthernHemispheres of Vacillus. The shifting SouthernIce Wastes have halted Himera's march. This is avast region of unstable ice floes that has proventoo hazardous to build permanent settlementson. Himera has four far smaller satellite citiesaround the fringes of the Southern Ice Wastes,built on rocky islands in the ice. These are Heiji,Nozaki, The City of Spas, and The Island of theFifth Essence. They are linked to the main conur-bation by deep ice canyons along which sledsand grav-skimmers flit.

Himera is a settlement of paramount impor-tance in so many ways. Its main purpose is to act

as a great customs and excise zone, processingall traffic through the Leviathan grav-well. Himerais copiously supplied with launch pads and land-ing sites, each of which is staffed by customs offi-cials and heavily armed security forces. Every sin-gle ship on its way to the grav-well, or comingback through it bound for the Homeworlds isexpected to stop at the Kothon Harbour for athorough examination of its contents. Crews takea shuttle down to Himera to have their docu-mentation processed, possibly face interrogation,and take in the commercial delights of the con-tinuous city while they wait for their vessels topass inspection. The shuttle ports are equippedwith so-called 'coffins' for these travellers-racks ofcredit chip accessed sleeping pods, each onebeing 1x2x1 metres in dimension and containinga slim mattress, lighting and a media unit.Companies moving produce through the grav-well have to pay hefty taxes on goods, providingVASA with a rich source of revenue. With a set-uplike this, one would imagine that movement ofcontraband to and from the Homeworlds wouldbe impossible, yet it still occurs regularly, with anestimated detection rate of only 40%. VASA aretypically tight-lipped about why this should be so,but there have been in the past a number of

�Sunrise on Himera

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The Southern Ice Wastes is a bleakregion consisting of shifting glaciers,

high, mountainous peaks and unstablefloes of Vacillus's thinnest ice, restingatop an inert ocean called the Sea ofMirrors. No life exists in this cold, inhos-pitable land; indeed never has existedsince at least prior to the time Leviathanshed its planetary shell. The lack of afossil record on Vacillus has convincedmost palaeontologists that in fact no lifehas ever existed on the planet. The onlythings that move on the surface aresleds from the few research pods scat-tered about the region, and skimmerscarrying sightseers on day trips outfrom Himera.

In spite of these somewhat inalien-able facts, legends persist regarding theIce Dragons of Vacillus. A surprisingnumber of superstitious people believethat creatures from the planet's dim his-tory have survived until the present day,by living in pockets of nutrient richwaters enclosed beneath the ice floes ofthe Southern Wastes. According to geol-ogists this area was frozen over beforeLeviathan's catastrophe. Theorists claimthat in the sealed ice caverns wholeecosystems thrive, the food chain domi-nated by the fantastical Ice Dragons.Conspiracy buffs even suggest thatthese creatures have attacked researchstations and VASA control has hushedup such incidents to prevent panic.Experts of course dismiss these ideas asnonsense, but VASA tacitly encouragesrich, credulous tourists from the GateWorlds to come and take commercialtours of the Ice Wastes, and maybe, justmaybe see a dragon. Some of themeven believe that they have.

VOID 23

scandals involving VASA customs personnel.These include involvement in drugs trafficking,slavery and gun running, amongst other things.Rumours abound regarding a secret society oforganised criminals that have infiltrated the VASAinfrastructure. Perhaps more important than thecustoms operation, Himera is the base for Sec-Net. Sec-Net is a galaxy-wide military communi-cations web, run by ten linked quantum-main-frame computers on Himera. Each of thesemachines is located in its own secret bunker,complete with its military intelligence staff andtechnicians to service it. Designed by a coalitionof the galaxy's best engineers the quantum com-puters are capable of storing vast amounts ofdata and processing many terabytes per second.They do this by tapping extra-dimensionalsources to spontaneously generate energy, effec-tively teleporting data. Every VASA base through-out the galaxy has terminals linked by sub-etherrelay to Sec-Net; and there are also terminalsaboard many ships, satellites and deep spaceprobes. Basically this facilitates a vast communi-cations network, allowing VASA to react swiftly toany problem, whether this be Koralon activity,cosmic disasters, or the imperialistic posturingsof other human powers.

The SouthernIce Wastes

Sec-Net Bulletin. Gate416/Region CFT5-00:18:45hrs'Operation Chronos' field reports arein on the Syntha Termite City of Ledaon Apollyon Beta. Our worst fearshave been confirmed and strike ele-ments from the GoldenChrysanthemum Warriors Patrolhave been scrambled. They will per-form the extraction of the evidenceat 0600hrs.

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VOID

Gate Worlds are rich colonies located closeto objects that create good, efficient grav-

wells. Such objects include dead stars likeLeviathan, large planets, large, static accre-tions of rock and ice debris, and certaingravitic anomalies that result in pockets ofintense gravity. Many of these colonies areold, independent worlds settled in the rush toleave the Homeworlds and strike it rich else-where. Those colonies that could exploit grav-shunting because of their locations inevitablyprospered from the trade generated. For secu-rity reasons most of these worlds were willingto sign up to the Treaty of Vacillus, guarantee-ing VASA protection for them. Those that did-n't sign inevitably ended up being conqueredby aggressive neighbours.

VASA places paramount strategic impor-tance on these worlds, maintaining large mili-tary harbours and garrisons at them. This isbecause the gate worlds are effectively thehighways of the galaxy. All of the major traderoutes in pan-humanic space run through thegate worlds. Independent gate worlds retaintheir sovereignty (it would be outside VASA'sremit and a black day for liberty if the protec-

torate decided to annex them) and pay taxes toVASA for the upkeep of defence fleets andtroops. There are also a number of artificialgate worlds, all of which belong to VASA andrepresent a recent technological development-planet construction. It was noted from probedata that many grav-wells were far away from

any objects that could be reasonably colonised.Therefore to open up new shipping lanes, VASAengineers took modular building techniquesthat one stage further. These artificial worldsstart life as a large starship-sized plasma reac-tor in orbit around the source of the grav-well.Over time fleets of construction crews move inthrough the grav-well building up the structurefrom the inside out, adding co-reactors, engi-neering decks and finally factories, hangers,cargo bays, living quarters, life support systemsand so on. The finished object is a small planet-sized sphere and takes about fifteen years tocomplete using current techniques.

The first artificial planet was calledKurosawa, and continues to serve trafficthrough the Novus grav-well. Others include

Hideo at the Ordo grav-well and Tomoe atthe Seclorum grav-well. Not all are successstories though, and Io at the Connery grav-well is notorious for a labour scandal inwhich drug runners supplied the workforcewith illegal stimulants. This was done withthe full knowledge and complicity of man-agement, in order to meet unreasonablework schedules. 'Stimmers', the drugs

involved, were of a similar composition tocombat drugs given to Junker SuicideBombers and over time caused psychoticside effects. Deaths were involved, and amajor scandal ensued that VASA couldn'tkeep the lid on-the project is still languishingas the legal rows continue.

24

GateWorlds

�Grav-shunt

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VASA has a very large fleet and some of the bestand most expensive ship technology available

to anyone. The ships' designs tend to be roughlycigar shaped for the larger craft, and lozengeshaped for the smaller ones. These basic formsare filled out with curves and domes, echoing themodular pods of VASA architecture. Indeed thecraft are assembled in modular sections, in com-mon with most other VASA construction tech-nologies. There are five basic size classes of VASAmilitary craft, the largest being Raptor class heavydestroyers. One down from this is the Eagle classstandard destroyer. In the middle are Harrier classcorvettes. The basic fighter in VASA fleets is theHawk class battle cruiser, and finally, smaller thanthe battle cruiser is the Tercel class patrol cruiser.These craft are usually armed with high-techheavy ion weaponry-cannons, torpedoes, minesand so on. They are supported in battle by lightinterceptors and assault craft stored in hangersaboard the vessels. Most also have grav-shuntingcapability.

Grav-shunting devices consist of a Xaser—afour-barrelled X-ray amplifier attached to a pow-erful holographic grav-shunt computer. The pilots

and navigators are all linked into a VR sim gener-ated by the ship's sensors when a jump is under-way. The computer makes a five-dimensional top-ographical map of the grav-well being targeted,and imposes a cursor of the target grav-wellbehind this (based on astronomical maps andprobe data). The navigators will fire up the Xaserwhen the senior pilot gives the word, and the simwill show how the grav-well grows and lengthens.The navigators control the formation of the grav-well through five-dimensional space by manipu-lating the Xaser. When the grav-well extends farenough, it will touch the bottom of the target grav-well, opening up a wormhole. This effect can beobserved in reality as a great swirling tunnel, spi-ralling open like an iris valve in front of the shipand discharging EM flares into the ether. Thepilots gun the engines and the ship disappearsinto the grav-well. Inside, the pilots must steer theship, whilst the navigators use the Xaser to main-tain the wormhole's integrity. The technology andtraining used nowadays means that accidents vir-tually never occur, but every now and then thereis a tragedy involving a ship tearing through thewall of the tunnel, or the wormhole collapsing.

VOID 25

The VASAFleet

Sec-Net Bulletin. Gate 961/Region AMJ1-11:45:16hrsContact has been lost with the Junkers' city of Palatine on the sand-pro-cessing colony of Scipio III. Palatine is the main city on the colony andcitizens of other settlements on Scipio have been warned to stay away.The Ironglass Senate has requested counter-mutant assistance, andwe're treating this as a code black alert

�Battlefleet massing off Vacillus

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VOID

The following section contains information to helpyou build a force roster and play a game of Void

1.1 using a VASA army. Within this section is a com-prehensive army list featuring stats and equipmentfor your VASA units, an armoury, and also detailedbackground notes on the combat role and tactics ofunits to help you decide on the composition of yourarmy. For the rules on how to build any army forVoid 1.1, including VASA armies, see page 32 of theVoid 1.1 rulebook.

When you make a VASA army you and youropponent(s) should decide on a points limit for yourbattle before sitting down to choose forces. See page20 of the Void 1.1 rulebook for some hints on pointslimits. You can also make things interesting and

more in keeping with the VASA background by bas-ing the composition of your army on the 'VASAArmed Forces' section of this book. Think about whatsort of battle you and your opponent(s) are about tofight, and then decide which VASA Section wouldhave issued the orders for the mission. So for exam-ple, a reconnaissance mission to a Koralon ReefWorld would be Special Ops Section and your armywould contain lots of Archangels, Black Legion, MetaKnights and so on. Another example may be quellinga Junker uprising as yet another world breaks awayfrom the Ironglass Senate, and the Tactical Responsesection sends Suppressors, Viper Wings and so on todeal with the situation.

So go now. The universe needs to be balanced.

26

VASAArmy List

An Archangel Sergeant of the MidnightRavens faces off the enigmatic Xiao 3.14 Pi�

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VOID 27

�Syntha Tactical Androsynths attack a VASA station�

The Legion of Sky RavensThe Legion of Sky Ravens provides guards for some of the biggestand best battleships in the VASA fleet. Primarily the Legion consistsof Shuriken Guards, Knights of Fury, Crucifier battlesuits and othersuch elite, close-quarters fighters. Their main task is to repel board-ers in the event of their ship being overrun, though in rare circum-stances they will assault other vessels. They recently triumphedagainst organised crime syndicate The Harmonious Fists, by success-fully defending Eagle class destroyer the Kobayashi Swan.

Jade Talon VASA battleforce led by a knight of Fury

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VOID

Suppressor SquadsSuppressor units make up the core of VASA's militaryground forces throughout Pan-Humanic Space. They aretrained in crowd control and urban pacification techniqueswith armed response security units, and as well as sup-porting Colonial Marines they're often used as a de factopolice force, battling pirates, rioters and other threats to theVASA infrastructure. In this role they are sometimesequipped with special, non-lethal ordnance designed toincapacitate enemies rather than kill or maim them. Formany though, they are faceless figures of grim authorityand oppression.

AS SH ST T W CD SZ MV4 4 4 4 1 5 2 4

Structure: SquadUnit Size: 4-10You may include a maximum of 1 Support model for every3 other models

Troop Type Equipment No. per Unit CostSuppressor Gauss Rifle 4-10 19

Stun Baton,Battleshield

Grenade Grenade Launcher 0-1 32(s)Launcher Stun Baton,Sniper Sniper Rifle 0-1 30(s)

Stun BatonSergeant Gauss Rifle 0-1 21

Stun Baton,Battleshield

Special RulesSuppressor: Suppressive fire 1Sniper: Sniper, MarksmanGrenade Launcher: Suppressive fire 1, Tactical AwarenessSergeant: Suppressive fire 1, Tactical Awareness, HighMorale (+1)

Colonial MarinesColonial Marines man the permanent VASA garrisonsthroughout the galaxy. Their role is to defend VASA inter-ests—colonies under VASA protection, customs and excisezones and other emplacements, and so on. They come fromthe ranks of new Marine recruits throughout the galaxy; allpowers signed up to the Treaty of Vacillus having a duty toprovide a tithe of soldiers for VASA service.

AS SH ST T W CD SZ MV4 4 4 4 1 5 2 4

Structure: SquadUnit Size: 4-12You may include a maximum of 1 Support model for every3 other models

Troop Type Equipment No. per Unit CostMarine Gauss Rifle 4-12 17Chain Gunner Chain Gun 0-1 21(s)Rocket Launcher Rocket Launcher

Autopistol 0-2 40(s)Grenade Launcher Grenade Launcher

Autopistol 0-2 31(s)Sniper Sniper Rifle 0-1 29(s)Sergeant Gauss Rifle 0-1 19

Special RulesRocket Launcher: Tactical AwarenessGrenade Launcher: Tactical AwarenessSniper: Sniper, MarksmanSergeant: Tactical Awareness, High Morale (+1)

28

The Jade Talon LegionThe Jade Talons are mutant hunters. They have spe-cialist seek-and-destroy units of Archangels, Birdsof Prey, Suppressors and Meta-Knights, trackingand gathering intelligence about mutant activitiesand acting where appropriate. They were one of anumber of such units recently formed by VASA inresponse to the growing problem of mutant cults.Led by the zealous Grand Master of Fury Ishikawa,they have so far eradicated fifteen mutant sectsdeemed to present a significant threat to galacticsecurity.

Colonial Marine

Colonial Marine

�Colonial Marine Sergeant�

Colonial Marine Chaingunner

Suppressors of the Jade Talons engage Koralon

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VASA MilitiaMilitia are VASA conscripts called up during times of emer-gency. In combat they have a primarily defensive role andtake their orders from Colonial Marines. On the wholethey're poorly trained and equipped, and represent the lastline of defence a colony has. Citizens can only be con-scripted like this under Martial Law, which is only declaredfor major insurrections or invasions. They are equippedwith whatever is available at local Colonial Marine gar-risons.

AS SH ST T W CD SZ MV3 3 3 3 1 4 2 4

Structure: SquadUnit Size: 4-12

Troop Type Equipment No. per Unit CostMilitia Autorifle,

Combat Blade 4-12 12Militia Autopistol,

Combat Blade 4-12 12Militia Leader Autorifle,

Combat Blade 0-1 14

Special RulesMilitia Leader: Tactical Awareness, High Morale (+1)

Shuriken GuardShuriken Guards are elite jump troopers recruited from theranks of VASA's Black Legion Special Forces. They are oftenassigned to protect VIP's, dignitaries, important members ofthe intelligence community and so on, where their formidablecombat training and mobility can see off threats and get theircharge out of trouble quickly. Shuriken Guards receive theirspecial training at Meta Temples of Fury, participating in manyof the same exercises as Knights of Fury.

AS SH ST T W CD SZ MV5 5 4 5 1 6 2 4

Structure: SquadUnit Size: 4-10

Troop Type Equipment No. per Unit CostShuriken Guard 2 Blasters 4-10 56Sergeant 2 Blasters 0-1 59

Special RulesAll: Jump Trooper, Guard, Shock Trooper, Fearless,Multiple Shots (x2)Sergeant: High Morale (+1), Tactical Awareness

Black LegionThe Black Legion are VASA’s veteran shock troopers. Theyare equipped with the absolute best that money can buy,ordnance usually only to be found in the private securityforces of the richest megacorporations. In combat theywear graviton pulse packs that allow them to make super-human leaps, covering massive distances with a singlebound. Once in close their highly effective and insanelyexpensive ion weaponry can be brought into play. BlackLegionaries go in first as hard-hitting strike elements, orthey're used as highly mobile support for VASA securityforces.

AS SH ST T W CD SZ MV5 5 4 5 1 5 2 4

Structure: SquadUnit Size: 4-10

Troop Type Equipment No. per Unit CostBlack Legionary Ion Lance 4-10 45Sergeant Ion Lance 0-1 48

Special RulesAll: Jump Trooper, High Morale (+1), Fearless, ShockTrooperSergeant: High Morale (+2), Tactical Awareness

ArchangelsArchangels are forward recon troops. Archangels weargrav-wings making them very fast and mobile troops,allowing them to cover great distances in a relatively shorttime for infantry. They are armed with gauss rifles, and incombination with their movement abilities this optimisesthem for lightning strikes on enemy positions—jumping inclose, strafing the enemy, then getting out again.

AS SH ST T W CD SZ MV4 5 4 4 1 5 2 4

Structure: SquadUnit Size: 4-10

Troop Type Equipment No. per Unit CostArchangel Gauss Rifles 4-10 33Sergeant Gauss Rifles 0-1 35

Special RulesAll: Jump TrooperSergeant: High Morale (+2), Tactical Awareness

VOID 29

When the Typhoon Rages,

Boughs break and Mighty Trees fall.

The Sapling Wand bends

Black Legionary

Black Legionary

Black Legionary

Black Legionary�

Black Legionarysergeant

Archangels

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Ronin APCRonin APCs are lightly armoured patrol vehicles used by theSuppressors primarily as troop carriers. The Ronin can trans-port up to eight troops to where they're required on the bat-tlefield, in the relative safety of its armoured passenger com-partment. Its advanced suspension and heavy duty tyresallows the Ronin to move easily across broken ground, suchas rubble and crater strewn streets or loose rocks. Ronins areoften deployed to break up civil disturbances and may field avariety of ordnance to deal with this sort of thing. Such ord-nance includes turret mounted chain guns and grenadelaunchers, and mine sweeping flails that are also great forclearing crowds, if casualties aren't an issue.

AS SH ST T W CD SZ MV4 4 6 6 3 5 5 8

Structure: Individual

Troop Type Equipment No. per Unit CostRonin APC Mounted

Gauss Rifle, 0-1 97

Special RulesSuppressive Fire 6, Tactical Awareness, Heavy Armour 3,Lethal Strike (x2), Troop Carrier 8(2), Rough TerrainSpecialist (Broken Ground)

The mounted Gauss Rifle may fire through the full 360degrees.

The Ronin may make 1 turn for every 3 inches moved. Inclose combat the Ronin tries to run over its opponents. (ToHit +0, DAM ST+0)Models attacking the Ronin from behind receive a +2 bonuson their 'To Hit' rolls, and a +1 bonus if attacking from theleft or right flank.The Ronin may not evade.

Upgrades:The Ronin APC may be fitted with one of the following turretupgrades:

Turret Upgrades: Upgrade Special Rules CostMounted Chain Gun Suppressive Fire 10 +30Mounted Grenade Launcher Suppressive Fire 8 +30

All Turret Weapons fire in a 360 degree arc.

The Ronin APC may also be fitted with one of the followingchassis upgrades:

Chassis Upgrades: Upgrade Special Rules CostBull Plates +1 ST and +2 Heavy

Armour in the front arc +10Flail (x3) Multiple Attacks

in the front arc +15Electro Hull See Armory Section +28

Damage Table1d10 Result1-5 No Additional Damage6 Weapon Damaged: Each time you wish to fire the

weapon, roll a D10. On a 1-5 it cannot fire this turn.On a 6-10 it can fire as normal. A second hit on aweapon destroys it.

7 Tyre Damaged. The shot has damaged theRonin's tyres. Each time you wish to turn theRonin roll a D10. On a 1-5 it cannot turn. On a 6-10 It can move as normal. A second hit on thislocation immobilises the Ronin.

8 Engine Damaged. Each time you wish to move theRonin roll a d10. On a 1-5 the engine stalls and it can-not move this turn. On a 6-10 it can move as normal. Asecond hit to this location destroys the Ronin.

9 Passenger Killed: a random passenger is killed,remove the model from the squad. If there are nopassengers count this result as an 8.

10 Crewmember Killed: A first hit in this locationresults in the vehicle being unable to move andfire during the same turn, the second effectivelydestroys it. Remove the model from play. Any

passengers should be disembarkedbefore removing the model.

30

The Lotus Hawk LegionThe Lotus Hawks are a mobile infantry force usually consisting ofSuppressors supported by vehicles, Viper wings and Birds of PreyBattlesuits. Traditionally their role has been as forward recon ele-ments and scouts in hostile or unknown terrain. Their renowncame about following the investigation of a mayday beacon onJunker subsistence-mining outpost Antonine IV. The place washeaving with Araktons when they arrived, but undeterred, theyheld the territory until a more substantial relief force could arrive.

Sec-Net Bulletin. Farstation64/Region A-08:24:24hrsAgents monitoring the ongoing situa-tion in the Muceloid System reportthat disguised cargo vessels crewedby known Viridian traders are operat-ing in the region. This sector is underembargo pending the outcome ofinvestigations into organised crimi-nals using the system as a base.Continue observation and provideintelligence reports every 12 hoursuntil further notice.

The Midnight Raven LegionThe Midnight Ravens officiallydon't exist. They are mainly covertops units consisting of Suppressors,Shuriken Guard and Meta-Knightsof Balance. They're currently led byGrand-Master of Balance Hiro, andtheir tactical role involves all man-ner of black bag missions for VASAcontrol-sabotage, assassination,cover-ups, etc. They have acquittedthemselves well during the illustri-ous history of the unit, and mostrecently were the prime suspectsin the assassination of self-pro-claimed Emperor Tamerlane, of thebreakaway Khan Faction.

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Eagles of the Sun Minesweeping Ronin�Jade Talon Ronin equipped for riotcontrol�

Lotus Hawk Ronin equipped forpersonnel transport

Midnight Raven Ronin kitted out in heavyassault mode with chaingun turret�

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Birds of PreyBird of Prey battlesuits are armoured, VR controlled

battlesuits controlled by a Black Legion pilot. In battle theyprovide heavy support for Black Legion units and otherstrike elements. There are three variants of the suits eachwith a different role. Shogun Birds of Prey are equippedwith grav-wings and armed for close combat, particularlyanti-armour. Typhoon Birds of Prey do not have grav-wingsand provide long range support with their MLRS. Finally theCrucifier Birds of Prey don't have grav-wings either, and areclose support anti-infantry units, armed with heavy grapeguns.

“Shogun” Bird of Prey

AS SH ST T W CD SZ MV5 4 6 6 2 5 5 4

Structure: SquadUnit Size: 1-4

Troop Type Equipment No. per Unit CostShogun Ion Katana 1-4 64

Negatron Shield

Special RulesJump Trooper, High Morale +2, Multiple Attacks (x2), LethalStrike (x1)

Shoguns cannot evade.

32

Jade Talon battleforce

“Typhoon” Bird of Prey�

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“Crucifier” Bird of PreyAS SH ST T W CD SZ MV5 4 6 6 2 5 5 4

Structure: Individual

Troop Type Equipment No. per Unit CostCrucifier 2 Cesti 0-1 66

2 Heavy Grape Guns

Special RulesHigh Morale +2, Multiple Attacks (x2), Multiple Shots (x2),Heavy Armour 3, Lethal Strike (x1)Crucifiers cannot evade

“Typhoon” Bird of PreyAS SH ST T W CD SZ MV5 4 6 6 2 5 5 4

Structure: IndividualUnit Size: 0-1

Troop Type Equipment No. per Unit CostTyphoon MLRS, 0-1 83

2 Cesti

Special Rules: Multiple Attacks (x2), High Morale +2, HeavyArmour 3, Tactical Awareness, Lethal Strike (x1)Typhoons cannot evade.

VOID 33

“Shogun” Bird of Prey Launching�

“Shogun” Bird of Prey landing

Eels live in Rivers,

Salmon roam the Wide Ocean,

Until they must spawn

The Eagles of the Sun LegionThey Eagles of the Sun are a traditional diplomatichonour guard. They're escorts for VASA dignitaries, orfor VIPs attending functions in VASA territory. They'rerarely called upon to demonstrate their skills, butwhen the time arises, they're expected to be the best.They must lay down their own lives if necessary, andin the past more than one head-of-state has had causeto celebrate their dedication.

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GSX 900 Viper WingsViper Wings consist of light, fast and highly manoeuvrablebikes. They are primarily deployed as advanced recon ele-ments, their riders equipped with little more than a blasterand their wits. The blasters are fairly decent anti-personnelweapons, and this combined with the speed and manoeu-vrability of the bikes makes the bike corps excellent forpicking off flankers and stragglers in enemy forces, thoughthey are likely to be seriously outclassed by armour, orheavy forces.

AS SH ST T W CD SZ MV4 4 4 6 1 5 4 9

Structure: SquadUnit Size: 2-6

Troop Type Equipment No. per Unit CostViper Blaster 2-6 37Viper Sergeant Blaster 0-1 41

Special RulesSergeant: Tactical Awareness, High Morale (+1)

Extended Fire Arc: Since the rider is using a 1-handedweapon, he or she can fire it in a 180-degree arc to thefront Models making rear attacks on Vipers get +1 to hit.The model can make 1 turn for every 2 inches moved Inclose assault the rider fights using the Blaster Vipers cannotevade.

Void KnightsVoid Knights are near legendary individuals who have trainedin esoteric arts that allow them to perform amazing feats onthe battlefield. They use a combination of strict mental disci-plines that take years to learn, and a withering fitness regimeto manifest their so-called Meta Powers. There are three dif-ferent vocational paths open to potential knights-Fury, Spiritand Balance. Each discipline focuses a Knight's natural abili-ties in a radically different way.

Knights of FuryKnights of Fury are incredible martial artists, able to per-form displays of superhuman fighting prowess and seem-ingly impossible feats of strength and speed. Of all theknightly orders they are the best loved by the common sol-diery.

Knight AdeptAS SH ST T W CD SZ MV5 4 5 5 1 5 2 4

Knight MasterAS SH ST T W CD SZ MV6 4 5 5 2 6 2 4

Grand MasterAS SH ST T W CD SZ MV6 4 5 5 3 6 2 4

Structure: IndividualYou may add a Knight of Fury to any of the following units,using the same buying criteria as sergeants: ColonialMarines, Militia, Suppressors.

Troop Type Equipment No. per Unit CostKnight Adept Ion Lance, Blaster 0-1 36Knight Master Ion Lance, Blaster 0-1 54Grand Master Ion Lance, Blaster 0-1 70

Special RulesAll: Tactical Awareness, Fearless, Immune to PanicKnight Adept of Fury: Meta Powers 1Knight Master of Fury: Inspiring, Meta Powers 2Grand Master of Fury: Inspiring, Lethal Strike (x1), MetaPowers 3

Knights of SpiritKnights of Spirit are powerful psychics, able to plant tele-pathic suggestions, predict the future and even manipulatematter with their minds. Many fear the Spirit Knights andthose who have stood against them in battle recount expe-riencing terrible visions and past nightmares when in closeproximity to them.

Knight AdeptAS SH ST T W CD SZ MV4 4 4 4 1 6 2 4

Knight MasterAS SH ST T W CD SZ MV4 5 4 4 2 7 2 4

Grand MasterAS SH ST T W CD SZ MV5 5 4 4 2 7 2 4

Structure: IndividualYou may add a Knight of Spirit to any of the following units,using the same buying criteria as Sergeants: ColonialMarines, Militia, Suppressors.

Troop Type Equipment No. per Unit CostKnight Adept Blaster 0-1 34Knight Master Blaster 0-1 53Grand Master Blaster 0-1 63

Special RulesAll: Tactical Awareness, Immune to Panic, TerrifyingKnight Adept of Spirit: Meta Powers 1Knight Master of Spirit: Find Weakness 2, Meta Powers 2Grand Master of Spirit: Find Weakness 3, Multiple shots(x2), Meta Powers 3

Knights of BalanceKnights of Balance are spies and assassins beyond com-pare. They are so utterly focussed and attuned to their sur-roundings that they can pass unseen by the most vigilantguards, and they can control their own metabolism tomove at incredible speeds and perform amazing gymnasticfeats. They are loners by disposition, never joining otherunits, and are deeply mistrusted by most of their comrades.

34

Knight of Spirit

Knight of Balance�

Knight of Fury�

Major Kali

GSX 900 Viper Wing

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Knight AdeptAS SH ST T W CD SZ MV5 4 4 4 1 5 2 4

Knight MasterAS SH ST T W CD SZ MV5 5 4 4 2 6 2 4

Grand MasterAS SH ST T W CD SZ MV5 5 5 4 2 6 2 4

Structure: Individual

Troop Type Equipment No. per Unit CostKnight Adept Sniper Rifle, 0-1 53

2 Combat BladesKnight Master Sniper Rifle, 0-1 76

2 Combat BladesGrand Master Sniper Rifle, 0-1 98

2 Combat Blades

Special RulesAll: Sniper, Marksman, StealthKnight Adept of Balance: Meta Powers 1Knight Master of Balance: Dodge, Meta Powers 2Grand Master of Balance: Dodge, Strike First, MetaPowers 3

Major KaliKali is a competent, well-trained soldier with an impressiveservice record. She was born on the rimworld of Nu-Utopia,and as a teenager she narrowly escaped with her life whenKoralon forces invaded. She was successfully evacuated toa nearby VASA outpost but her parents weren't so lucky. Asa ward of VASA, she joined the marines to make herselfuseful, and has rapidly advanced to the rank of major. VASAoften sends her on do or die missions against the Koralonbecause they know how much she hates them. No matterwhat horrors she faces, Kali will keep killing Koralon.

AS SH ST T W CD SZ MV4 6 4 4 2 6 2 4

Structure: IndividualAn army cannot contain more than one Kali You may addKali to a Unit of Colonial Marines by using the same buy-ing criteria as Sergeants.

Troop Type Equipment No. per Unit CostKali Chain gun 1 34

Special RulesTactical Awareness, High Morale (+1)Kali hates Koralon and cannot be diverted from the busi-ness of killing them no matter how bad the situation gets.When fighting Koralon Kali has the Fearless and Immune toPanic special rules.

Lieutenant KanedaLieutenant Kaneda is from a dynasty of VASA Suppressors.Kaneda's sister, his father, and his grandfather and grand-mother are or were all Suppressors. With this sort of back-ground it is little wonder that young Kaneda also gotbehind the shield. Under fire he is a particularly level-head-ed and calm individual, performing as well as if it were justa sim. He has seen active service in the mutant uprising onPraxis 9 and won a Distinguished Service Medal for braveryduring an exchange of gunfire with smugglers at the HandoCustoms and Excise Zone.

AS SH ST T W CD SZ MV5 4 4 4 2 6 2 4

Structure: IndividualAn army cannot contain more than one Kaneda. You mayadd Kaneda to a Unit of Suppressors by using the samebuying criteria as Sergeants

Troop Type Equipment No. per Unit CostKaneda Gauss Rifle 1 34

Stun BatonBattleshield

Special RulesWith Suppressive Fire 2,High Morale (+2) TacticalAwareness, Immune to Panic

Captain ZedCaptain Zed is something of an enigma, no-one knowinghis provenance. What is known about him is that he fightslike a demon, his face displaying little more emotion than ifhe were concentrating on needlepoint as he strikes in ablur of ions. Zed currently operates from a secret locationon the galactic fringe, organising strike forces and militiasagainst the Koralon.

AS SH ST T W CD SZ MV6 5 4 5 2 6 2 4

Structure: IndividualAn army cannot contain more than one Zed. You may addZed to a Unit of Black Legion by using the same buying cri-teria as Sergeants

Troop Type Equipment No. per Unit CostZed Ion Sword, 1 66

Blaster

Special Rulesjump Trooper, High Morale (+2), Tactical Awareness,Fearless, Shock Trooper, Multiple Attacks (x2)

VOID 35

Knight of Fury [CW]�

Knight of Fury [CW]

Captain Zed

Commander X�

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Commander XCommander X is an infamous and bloody-handed BlackLegion leader. No one knows the real identity of X, butsince she joined the Legion in the aftermath of a long,embarrassing campaign by Viridia against freedom fighterson the jungle world of Mekong Delta, it is presumed she isa Viridian veteran of that war. Commander X is a harsh dis-ciplinarian and is as ruthless as any Enforcer, never takingprisoners and never giving any quarter. WhereverCommander X gets involved, diplomacy is no longer anoption. She currently heads up the Midnight Eagles StrikeForce, a rapid response unit of Black Legion based onVacillus’s moon, Kothon.

AS SH ST T W CD SZ MV6 6 4 5 2 6 2 4

Structure: Individual. An army cannot contain more than one Commander X.You may add Commander X to a Unit of Black Legion byusing the same buying criteria as Sergeants

Troop Type Equipment No. per Unit CostCommander X 2 Blasters 1 85

Special RulesJump Trooper, High Morale (+2), Tactical Awareness,Fearless, Shock Trooper, Multiple Attacks (x2), Strike First

Hero & LeanderHero and Leander form a unique road bike and sidecar teamthat is constantly followed by VASA approved war correspon-dents wherever they go. Both were previously media celebri-ties in their own right, Hero, the bike rider, an actress fromViridia, and Leander, the chain gunner, an aristocratic play-boy from the Gate world Mammon. They both decided toserve their worlds in the Marine Corp, but in a cynical mediaratings grabber, someone in VASA high command had thebright idea of presenting them as the acceptable face of war.To everyone's surprise this has actually paid off, as the pairhas overcome their cosseted background to become hard-core combat veterans. They support infantry and bike unitson the battlefield, and seem content to remain in the limelightof their new, ultra-violent career.

AS SH ST T W CD SZ MV5 6 4 5 3 6 4 8

Structure: IndividualAn army cannot contain more than one Hero & LeanderYou may add Hero & Leander to a unit of Vipers using thesame buying criteria as Sergeants

Troop Type Equipment No. per Unit CostHero & Leander Blaster 1 98

Mounted Chaingun

Special RulesTactical Awareness, High Morale (+2), Multiple Attacks (x2),InspiringHero & Leander may make 1 turn for every 3 inchesmoved.In close combat Hero & Leander fight with their blasters.Remember that they fight as a single model using theabove stats, don't make separate attacks for both Hero andLeander. Models making rear attacks on Hero & Leanderget +1 to hit. Extended Fire Arc: Since Hero is using ablaster; she can fire it in a 180 degree arc to the front. Chaingun fire-arc left flank. Hero & Leander cannot evade.

36

Suppressors from the Jade TalonLegion take refuge in an urban ruin

Hero and Leander�

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Guardmaster TakajiGuardmaster Takaji is a highly skilled Shuriken Guard. He'sthe commanding officer of the Eagles of the Sun, an hon-our guard patrol based on Kothon. When VIP's or othersrequire the service of VASA bodyguards, Special OpsSection HQ assigns them. The most important have thehonour of Eagles of the Sun protection. When Takaji springsinto action he's a one-man firestorm, capable of levellingswathes of enemies in an instant. His rapid-fire technique isimpressive and has a great morale boosting effect on allies.

AS SH ST T W CD SZ MV5 6 4 5 2 7 2 4

Structure: IndividualAn army cannot contain more than one Takaji. You mayadd Takaji to a Unit of Shuriken Guard by using the samebuying criteria as Sergeants

Troop Type Equipment No. per Unit CostTakaji 2 Blasters 1 86

Special RulesGuard, Jump Trooper, Shock Trooper, Fearless, MultipleShots(x3), High Morale(+2), Tactical Awareness

Captain AkemiCaptain Akemi is a veteran Bird of Prey pilot. She wears acustom Shogun battlesuit, in which the armoured cockpitcanopy has been replaced by a Negatron shield generator.This allows her normal vision instead of having to rely onVR input, which she doesn't trust after getting badly shot upwhen her suit's VR system crashed whilst fighting rebels inthe Carnivaean System. She is a master of the use of the IonKatana and uses two in combat, knowing exactly where tostrike with them to inflict maximum damage.

AS SH ST T W CD SZ MV7 4 6 6 3 6 5 4

Structure: IndividualAn army cannot contain more than one Akemi. You mayadd Akemi to a Unit of Shogun Birds of Prey by using thesame buying criteria as Sergeants.

Troop Type Equipment No. per Unit CostAkemi 2 Ion Katanas

Negatron Shield 1 92

Special RulesJump Trooper, High Morale (+2), Multiple Attacks(x2),Lethal Strike(x2), Heavy Armour 3.

VOID 37

Archangels from the MidnightRavens surprise Viridian Marines

Sec-Net Bulletin. Gate95b/Region XXL42-10:46:02hrs18 Colonial Marines of 11th JadeCondor Patrol, garrisoned at HygroCity on Pluvium Prime, have beenkilled in a suspected mutantambush. Dispatch AdmiralHosagawa with 1 Eagle ClassDestroyer and 2 Harrier Corvettes,plus ground crews to investigate,and if necessary engage.

The Swooping Cloud Falcon LegionThe Swooping Cloud Falcons are an airborne strike force.Black Legion Commander Tao currently leads them and theirspecialities are extractions and relief. The Swooping CloudFalcons were given their title and honorary regiment statusafter the Battle of Caldera, when Black Legion CommanderCondor rescued a Viridian platoon besieged by Junker sup-ported rebels on the marginal settlement of Volcane.

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This special rules section is designed to be used inconjunction with the special rules section in theVoid 1.1 rulebook.

Stealth Models with stealth are even better at avoidingbeing seen than models with camouflage. In addi-tion to the normal +1 cover save enjoyed by cam-ouflaged models, models with stealth are consid-ered as being out of LOS for enemy models beyondshort range.

If the model makes an aggressive action(charging or shooting at an enemy model) it givesits position away and can be targeted as usual.

Find Weakness Models with this skill can find chinks in heavyarmour systems, either because of their experi-ence, awareness or intuition. The weapons of mod-els with this skill gain an armour-piercing abilityequal to the user's Find Weakness level. This is inaddition to any armour piercing ability it mayalready have.

Guard Some troops are trained to stand by particularthings, places or people and if necessary lay downtheir own lives to ensure the protection of whatev-er is being guarded. The guards and whateverthey're guarding effectively become a single unit.The following rules apply:

· Guards may not voluntarily move out of cohesionwith whatever it is they're guarding (obviously ifthis is a particular area of the tabletop the guardsmay not voluntarily leave it during the battle)

· Whilst guarding and in cohesion the unit isImmune to Panic

If the thing being guarded is a portable object or aperson, then the guards may move with it. In additionto the rules above the following rules also apply:

· Guard models with special movement rules suchas Rough Terrain Specialist or Jump Trooper, orsimply a higher movement rate than the thingthey're guarding, can each pick up an object orperson and move with them as normal, provid-ed that object or person does not have a greaterSZ stat that the guard model carrying it

· Guards will throw themselves in the way ofincoming fire if necessary, in order to protectthe thing they're guarding. As long as there areany guards left, all damage, including templates,is assigned to guards before being assigned tomodels or objects under their protection

Jump Trooper Some models, particularly in VASA's special forces,are equipped with sophisticated devices such asgrav-wings or graviton pulse packs, which enablethem to make great, controlled leaps over inter-vening obstacles. When such troops wish to moveor assault they may make a jump, using the fol-lowing rules:

· Jump troopers carrying out assault orders mayuse their jump ability to charge, but not toclose

· Enemy models charged by units making ajump may not counter charge

· When making a jump, models may ignoreobstacles up to 5'' in height

Jumps do not always go exactly to plan, as theequipment involved is difficult to handle and sub-ject to environmental influences such as weather,enemy fire and so on. Before the unit makes itsmove or assault orders make one CD check for theentire unit. If the CD check is passed the unit maymove up to 10'' and then continue with its turn asusual. If the command test is failed, the leap wasmistimed, or a stray gust of wind has upset thejump troopers' tight formation. The unit may stillmove up to 10'' but the following rules also apply:

· If the CD check was failed before carrying outa move order, the unit suffers an additional -1'to hit' modifier to any shooting in its currentturn

· If the CD check was failed before carrying outan assault order, the unit loses all chargebonuses (including bonuses for special ruleslike Shock Trooper), and can be counter-charged.

Dodge Models with this skill are preternaturally aware orquick, even to the extent of avoiding bullets. Eachtime they suffer damage, for whatever reason, theycan make a CD test, if successful they don't takeany damage.

Meta Powers Some individuals possess what seem to be para-normal powers, making them capable of incrediblefeats of physical or mental prowess. The followingrules apply to choosing Meta Powers:

· Models may choose a number of meta powersequal to the number listed by their meta pow-ers skill

· Models must choose all of their powers fromone discipline only. The models profile will indi-cate which discipline the model chooses from

For using meta powers the following rules apply:

· A model may only use one meta power perturn

· To use a meta power make a CD test. If it's suc-cessful apply the effect listed for the power, ifit fails the model cannot do anything else inthat phase

· The meta power profile will tell the user whenit can be used. Using the power effectivelyreplaces any other action that the model couldtake during that part of the order sequence,whether or not it is successfully used.

· Any Meta Powers that have ongoing effectsrequiring the placement of markers run out atthe end of the game turn. Markers areremoved as usual during the marker phase ofthe following turn.

See the Meta Powers list opposite for details of dis-ciplines and individual powers

Suppressive Fire Models with Suppressive Fire can attempt to scareor subdue an enemy rather than kill them. They areoften equipped with special non-lethal ordnancesuch as gel rounds, shock grenades, tear gas andso on, or they may simply be trained to fire warn-ing shots effectively. A unit with suppressive firecan opt to use it instead of shooting. To do so usethe following rules:

· Pick a target within LOS and no farther awaythan long range, subject to normal targetingrestrictions

· Do not roll any dice to hit or wound· Add together the Suppressive Fire values of

every model firing at the target· Add together all of the target unit's remaining

Wounds, then add +1 to this value for everypoint of SZ above 2 that a single model of thetarget type has

· The target unit then takes an immediate Panictest modified by the total of number ofWounds plus SZ above 2, minus Suppressive

Fire total

38

Special Rules

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Troop Carrier Many vehicles and their alien equivalents cantransport troops across the battlefield, quicklydelivering them to where they're needed and pro-viding the protection of their (usually) betterarmour. The first number indicates the maximumnumber of models that may be in the troop carrierat any one time and the number in brackets indi-cates the maximum size of those units. When usingtroop carriers the following rules apply:

· Troop carriers can be deployed at the start ofthe game with units inside them. Mark thepresence of such units on the carrier's recordsheet

· Troop carriers must transport either all or noneof 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 affect-ed by results on its damage table

The following rules apply to embarking and disem-barking:

· During the movement phase of their turn,friendly models that can reach base-to-basecontact with the troop carrier may board it.

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

· Disembarking passengers may do nothing elseduring the current game turn and count asbeing on hold

VOID 39

Meta PowersMeta Powers are paranormal feats of mind and bodythat allow those trained in their use to perform seem-ingly superhuman acts. They have names that arereminiscent of the ancient rituals upon which theyare based. There are three main disciplines of MetaPowers: Fury, Spirit and Balance. A model with MetaPowers should choose a number of powers equal totheir Meta Powers level, from the appropriate disci-pline on the following lists.

Each individual power lists when and how touse it.

Meta Powers of FuryThe Meta Energy of Fury concentrates the will of itsstudents into becoming an unstoppable force. Theyare capable of incredible battle feats of strengthand speed.

Fist of SteelFist of Steel is a martial arts strike that focuses anincredible amount of energy into a single blow,with devastating consequences for the victim.Because of the harmonious marriage of power andtiming this attack can punch through solid armourusing conventional close combat weapons, withoutdamaging the weapon in any way.Order: AssaultEffect: : If successful the model may make its nor-mal charge move and close assault attacks againstits opponents. Any damage is worked out with anadditional damage modifier equal to the user'sMeta Level, and has bonus armour piercing ability,also equal to their Meta Level.

The Tiger’s FuryWith The Tiger's Fury the knight taps into his ownprimal fear response, turning it against his oppo-nents as a flurry of lightning fast blows. The modelallows its own "Fight or Flight" reflex to momen-tarily overwhelm its humanity, resulting in aninstant of insane rage.

Order: AssaultEffect: : If successful, the model may make theirnormal charge move and close combat attacks plusa number of additional close assault attacks equalto its Metal Level.

Battle Feat of WonderBattle Feat of Wonder is a thoroughly inspirationalgymnastic attack, involving whirling, sweeping andflick-flacking as the knight attacks his or her foes.Friendly troops fighting alongside the knight are asmotivated by his display as his enemies are con-fused and dismayed.Order: AssaultEffect: If successful the model may make its nor-mal charge move and close combat attacks.Additionally any other models in its squad receivea to hit bonus equal to the user's Meta Level. Thisis in addition to any other bonuses they have thatturn (E.g. charging).

If the test fails, the user's turn ends as usual,although the rest of the unit it is with may attack asnormal, without the bonus.

Meta Powers of SpiritStudents of the Meta Energy of Spirit learn to con-trol their incredible mental powers, allowing themto read the thoughts of others, generate hallucina-tions and even affect physical objects with theiramazing will.

The Serpent’s DeceitThe Serpent's Deceit creates an illusion in the mindof opponents that they are under attack from animaginary foe. If this is done correctly the enemywill waste time and ammunition on the chicane.Order: ShootingEffect: To use this power the user must have LOS toa member of the enemy unit you wish to affect. Ifsuccessful the target unit must make a CD check, butapplies the user's Meta Level as a negative modifier.

If the target passes this test, the power has noeffect. If the target fails the test remove any holdmarkers and place an activation marker on it.

The Shield of AdamantThe Shield of Adamant is a telekinetic disciplinethat creates a bubble of invisible flux around theuser. The atoms in the air itself react to the velocityof approaching objects, hardening to prevent evenenergy bolts and hypersonic rounds. Unfortunatelyslower attacks can penetrate this shield. Order: ShootingEffect: If successful, the user gains Heavy Armourability equal to double its Meta Level. Place a mark-er to indicate this. Additionally, if the user is part ofa squad, all the models in that squad receive thesame level of protection. The effect begins at theend of the shooting phase, so any other models inthe users squad can shoot before it kicks in. Thisability works against ranged attacks only-it offersno protection at all from close combat attacks.

Vigilance of the HawkVigilance of the Hawk is an almost prophetic abili-ty to anticipate what an enemy unit is going to donext. The user with this power becomes aware ofthe enemy's hostile intentions the instant beforethey strike, giving him or her a moment to bark outorders to those under their command to take eva-sive action.Order: Shooting Effect: If successful, the user and any models inthe same squad as it gain the Dodge ability for alimited time, place a marker next to them to showthis. The player in control of the squad can use thisability once, then remove the marker. Decide whento use it when the unit has sustained damage. Youcan wait to see the results of an opponent's dam-age dice before using the power.

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VOID40

Armoury

Meta Powers of BalanceThe Meta Energy of Balance demands an incrediblerefinement of observation from its students. Onlythen can they master the arts of stealth and poise.

Alacrity of SuiseiBy opening the neural floodgates to the primalenergy centres in their bodies, students of thispower are capable of an amazing turn of speed.The whole process takes but a moment as the bodytenses, waiting for release, then the user shoots offat an amazing velocity. Phase: MoveEffect: If successful the model moves as normal,but adds double his or her Meta Level to their MVStat.

Veil of MayaThe Veil of Maya deceives the senses of the observ-er. With perfect timing every movement made bythe user coincides with more distracting events inthe general environment, allowing them to stalkever closer to their quarry, until the right momentcomes to reveal the deception.Phase: MoveEffect: : If successful the user becomes effectivelyinvisible. It moves, shoots and assaults as normal,but cannot be seen. Place a marker to indicate this.Whilst under the effect of the Veil of Maya, enemyunits cannot target the user for any reason (even if itshoots at them or attacks them in close combat)unless they first pass a CD check using the model'sMeta Level as a negative modifier. As soon as anenemy unit passes its CD check, remove the marker.

Flight of the TenguThe Flight of the Tengu is an incredible flying leapthat is probably the most impressive spectacle inany knight's repertoire. The knight takes a momentto regulate his breathing, pulse and other physio-logical systems, and then coils up like a spring,before making a seemingly impossible standingjump. Whilst in flight the knight will flip and som-ersault at will, striking at any unfortunate enemythat happens to be in their path. Phase: AssaultEffect: If successful, the model performs an amaz-ing, leaping attack as follows: move the model in astraight line, up to 10". The model can avoid obsta-cles up to 3" in height, and may finish the move onterrain up to 3" higher than its start point. Make asingle close assault attack on all enemy modelscrossed by the line; enemies may fight back asusual.

This armoury section is designed to be used in con-junction with the armoury in the Void 1.1 rulebook.

Stun BatonStun Batons are "non-lethal" weapons carried by theSuppressors for close in crowd control. The weaponis basically a large nightstick, coated in highly con-ductive alloys and wired up to a battery carried onthe officer's belt. It delivers a withering dose of voltswhen it hits, which can knock out anything with anervous system, including SPOMMs and Slugs. Ofcourse being hit with a big stick is also a factor to beconsidered when victims are dispatched.

CC Short Med Long ExtHit Dam Hit Dam Hit Dam Hit Dam Hit Dam0 ST+0

Type: 1 handed, meleeSpecial Rules: None

Ion LanceThe Ion Lance combines the hand to hand benefitsof a Vibro Scythe along with the range effects of afirearm.

CC Short Med Long ExtHit Dam Hit Dam Hit Dam Hit Dam Hit Dam

0(x2) 5 +1(x2) 5

Type: 2 handedSpecial Rules: None

Ion SwordIon swords are state of the art hand-to-hand ener-gy weapons. The weapon is like a normal combatblade, except that it's composed of inert ceramicsthrough which channels have been cut leading toan ion-generator source located in the handle. Inclose combat the hot ions can slice through fleshand light armour with impunity.

CC Short Med Long ExtHit Dam Hit Dam Hit Dam Hit Dam Hit Dam0 5(x2)

Type: 1 handed, meleeSpecial Rules: None

Ion KatanaThe Ion Katana is a massive, energised blade car-ried predominantly by Shogun Birds of Prey. This issimply a much bigger version of the ion sword car-ried as a side arm by certain VASA agents. Themuch large ion generator causes more damageand can even shear through heavy armour.

CC Short Med Long ExtHit Dam Hit Dam Hit Dam Hit Dam Hit Dam0 6(x2)

Type: Mounted, Melee, Armour Piercing 2Special Rules: None

Shadow BladesSpecifically, Shadow Blades are high-tech monobladescarried by VASA assassins such as Knights of Balance.The blades of these rare and expensive weapons areconstructed of densely folded layers of a carbon-steel/polymer mixture, heated to incredibly high tem-peratures and pressed flat, where it cools to form analmost indestructible alloy. The edge is then ground sofinely using adamantite grinders (one of the few sub-stances hard enough to do the job) that it is only amolecule across at its narrowest point.

CC Short Med Long ExtHit Dam Hit Dam Hit Dam Hit Dam Hit Dam+1 S+1(x2)

Type: Mounted, MeleeSpecial Rules: None

AutorifleAutorifles are old-fashioned weapons that wereonce the standard armaments of infantrymenbefore the invention of gauss rifles. Many peoplecollect these antiques and incredibly some compa-nies still manufacture them for sporting and hobbyshooting purposes. Military garrisons often carrystockpiles of such weapons in case they have toarm militia forces in times of crisis.

CC Short Med Long ExtHit Dam Hit Dam Hit Dam Hit Dam Hit Dam-1 4 0 4 0 4

Type: 2 handedSpecial Rules: None

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VASA FORCE BOOK

VOID 41

AutopistolAutopistols are standard sidearms. They come in abewildering variety of different models with differentstyles of ammunition ranging from old-fashionedbrass-cased rounds to high-tech flechette sprayers,but they all perform pretty much the same functionon a battlefield. Small enough to use in close combatand reasonably effective at short ranges, autopistolsare a favourite of light assault troops, particularlywhen used in combination with combat blades.

CC Short Med Long ExtHit Dam Hit Dam Hit Dam Hit Dam Hit Dam+1 4 0 4

Type: 1 handedSpecial Rules: None

NB: this entry replaces the Autopistol entry foundin the Void 1.1 Rulebook.

Mounted Grenade LauncherMounted Grenade Launchers are larger versions ofthe man-portable versions carried by forces acrossthe Pan Humanic Space. Inside the main barrel is arotary barrel configuration fed by a drum ofgrenade rounds. Often mounted on vehicles theycan lay down a tight cluster of grenades rapidlyand more accurately than a hand-held launcher,making them lethal anti-personnel devices.

CC Short Med Long ExtHit Dam Hit Dam Hit Dam Hit Dam Hit Dam

+1 5 0 5 -1 5

Type: MountedSpecial Rules: Use the large circular template

MLRS

MLRS are multiple launch rocket systems that fireclusters of high explosive homing missiles. Thesemissiles can either be deployed on racks, multi-bar-relled launchers, or as sub-munitions of a lagerrocket that breaks apart mid-flight to release up tohalf a dozen independently targeting warheads.They are awesome long-range anti-personnelweapons, but have a significant safety limitationthat prevents the missiles coming down within acertain radius of the launcher. MLRS are true heavyweapons systems and as such can only be mount-ed on a vehicle or fixed platform of some sort.

CC Short Med Long ExtHit Dam Hit Dam Hit Dam Hit Dam Hit Dam

-1 7 -2 7 -3 7

Type: Mounted, indirect fire, ranged templateweaponSpecial Rules: Uses the large, circular template

Mounted Gauss RifleMounted Gauss Rifles are light support weapons.They are slightly larger and more complex versionsof the standard gauss rifle and are usually mount-ed on vehicles or bipods, and equipped withextended magazines or belt-feeds. The weapon israther more effective than its lighter cousin, onaccount of heavier flechettes and a greater rate-of-fire.

CC Short Med Long ExtHit Dam Hit Dam Hit Dam Hit Dam Hit Dam

+1(x2) 6 0 5 0 4

Type: MountedSpecial Rules: None

Electro-HullElectro-Hulls are defensive devices designed todeter would-be attackers from assaulting struc-tures, usually vehicles, to which they're attached.The driver can throw a switch and discharge acrackling pulse of electricity through capacitorsarranged around the exterior of the vehicle, deliv-ering a serious shock that can incapacitate a foe forhours, and occasionally causes serious burns oreven death.

CC Short Med Long ExtHit Dam Hit Dam Hit Dam Hit Dam Hit Dam

Type: Mounted, directly placed template, meleeSpecial Rules: Dam 5, place the large circular tem-plate over the centre of the model using theweapon. Use this instead of making a normal closeassault attack. The weapon does no damage to theuser

The Blood Moon Dragon LegionThe Blood Moon Dragons are a corps of VASA forces that travel to hotspots around the rim and organise Militias into fighting forces. Thisis a force which relies on the charisma of its leaders and its now leg-endary historical successes. Black Legion Commander Blade formedthe Dragons in an unofficial capacity over seventy years ago, and theKoralon slaughtering campaign that followed made them one of thefew human success stories in the battle for the rim.

Page 44: Vasa Forcebook

Undercoat the figure white. Block paint:boots, gloves and wings Viridian Greenmixed with a little Marine Blue, stockingsLeviathan Grey, bodice Leviathan Greymixed with Prime White, face, arms andlegs Tanned Flesh, hair Junkers Brownand gun Obsidian Black.

Undercoat the figure white.Block paint; gloves and bootsMarine Blue mixed with PrimeWhite, bodice, stockings andjump pack and wingsLeviathan Grey mixed withPrime White, skin TannedFlesh, hair Junkers Brown andthe gun Obsidian Black.

Marine Blue

PrimeWhite

Lev.Grey

TannedFlesh

JunkersBrown

Obs.Black

GunMetal

PaleFlesh

Coral.Blue

SynthanSilver

GrulBrown

Block paint; wings MarineBlue mixed with Prime Whiteand Leviathan Grey mixedwith Prime White, gun barreland magazine Gun Metal andthe gun casing Leviathan Grey.Highlight by layering up theskin with Pale Flesh and paintin the eyes as described previ-ously.

Highlight by layering up; thewings with Coraline Blue andPrime White, metal detailswith Synthan Silver, hair withJunkers Brown mixed withGrul Brown and gun casingwith Leviathan Grey mixedwith Prime White.

Highlight by layering up: bodice with Prime White leav-ing straps, skin with Pale Flesh, gun casing withLeviathan Grey, barrel and magazine with Gun Metal.Block paint alternate panels on jump pack LeviathanGrey. The outer wings should have Prime White addedto the Leviathan Grey. Paint eyes by block painting therecess in Obsidian Black and dot Prime White eitherside to suggest a pupil.

Highlight by layering up: boots, wingsand gloves by adding Prime White tothe Viridian Green/Marine Blue mix,stockings, gun casing, jump packwings by adding Prime White toLeviathan Grey, hair by adding PrimeWhite to Junkers Brown. Pick outbodice straps with Obsidian Black.

Block Painting:

This is an ideal technique for beginners to get quick effective results and also acts as the basic starting point to apply othertechniques. We will use this technique as a basis in our stage-by-stage painting guides. Once you have chosen your colourapply an even coat accurately to the designated area. If you use this technique in combination with a black undercoat donot paint over the black in recessed areas. This will create a basic shading effect.

Stage 2 Stage 3Stage 1

Stage 1

Stage 2

Stage 3

ViridianGreen

MarineBlue

Leviathan Grey

PrimeWhite

TannedFlesh

JunkersBrown

Obsidian Black

Pale Flesh

Gun Metal

Painting Lotus Hawk Archangels

Painting Jade Talon Archangels i-Kore Paints

i-Kore Paints

Midnight Raven Archangel

Eagles of the Sun Archangel

Cleaning:Before you start painting your model some preparation will be needed. Sometimes there maybe a slight ridge run-ning around the model as well as small "feed" tags. This is due to the moulding process and they are collectivelyreferred to as "flash". This can easily be removed from your figure by the careful use of a sharp craft knife and aneedle file. Make sure you watch those fingers now!

42 VOID

PAINTING GUIDE

Page 45: Vasa Forcebook

PAINTING GUIDE

VOID 43

Undercoat the figure white. Block paint:jumpsuit and pouches Erg Red mixed withJunkers Brown, straps Junkers Brown, hel-met, knee & shoulder pads Leviathan Greymixed with Prime White and thegloves/baton/mask and boots ObsidianBlack.

Undercoat figure black. Blockpaint the jump suit and pouch-es Meduson Purple.

Paint the rims of the eyepiecesGun Metal. Pick out the maga-zine, shoulder butt and inner gunbarrel with Gun Metal beforeblock painting the rest of the guncasing Leviathan Grey. Blockpaint: strapping and beltsLeather Brown, gun muzzleKoralon Yellow (because of theblack undercoat paint the areaPrime White first to make the yel-low brighter).

Highlight by layering up: jump-suit and pouches with PrimeWhite and Meduson Purple,black area with Leviathan Grey,muzzle with Koralon Yellowmixed with Prime White andthe gun casing with PrimeWhite mixed with LeviathanGrey. Pick out buttons andbuckles with Obsidian Blackand highlight with Gun Metal.

Paint rims of the eyepieces Gun Metaland the inner part of the baton beforeblock painting the casing Leviathan Grey.Block paint the shield with a Prime Whitecentre and Erg Red rim. Add the transfer.Pick out the strapping with LeatherBrown.

Highlight the jumpsuit by first layering up with Erg Redand then mixed with Nova Orange. Add final highlightson the edges with Nova Orange. Highlight by layering up:helmet, knee & shoulder pads with Prime White (leavingthe grey paint showing between surfaces to give themdepth), gloves/baton/mask & boots with Obsidian Blackmixed with a little Prime White. Finally pick out buttonsand buckles with Obsidian Black and highlight them withGun Metal. Concentric circles of Koralon Yellow wereadded to the baton. Attach the shield using superglue.

Stage 1

Stage 2

Stage 1 Stage 2 Stage 3

Painting Midnight Raven Suppressors

Painting Eagles of the Sun Suppressors Colour chartSky Ravens

Carnelian Dragonflies

Swooping Cloud Falcons

Blood Moon Dragons

PrimeWhite

ObsidianBlack

LeviathanGrey

LeatherBrown

PrimeWhite

KoralonYellow

LeviathanGrey

LeatherBrown

Erg Red

KoralonYellow

LeviathanGrey

LeatherBrown

PrimeWhite

CoralineBlue

LeviathanGrey

LeatherBrown

i-Kore Paints

i-Kore Paints

Dry brushing:As the name suggests with this technique theidea is to paint with an almost dry brush. Onceyou have mixed the lighter tone you want toapply wipe the brush on a cloth until there is verylittle paint left on it. Gently brush over the chosenarea and you will begin to pick out the raisedareas. With subsequent lighter tones you want toapply less paint to the raised areas. This tech-nique is ideal for hair, metal and sharp edgedeffects.

Stage 3

MedusonPurple

GunMetal

LeviathanGrey

LeatherBrown

KoralonYellow

PrimeWhite

ObsidianBlack

Erg Red

JunkersBrown

LeviathanGrey

PrimeWhite

GunMetal

LeatherBrown

NovaOrange

KoralonYellow

Page 46: Vasa Forcebook

PAINTING GUIDE

VOID44

Undercoat the figure white. Block paint;flexible armour joints Leviathan Grey,armour Leviathan Grey mixed with PrimeWhite, Ion lance and boots ObsidianBlack.

Undercoat the figure white.Block paint: armour Erg Redmixed with Junkers Brownleaving some of the panelswhite, face Tanned Flesh, hairMeridian Sand, flexiblearmour joints Leviathan Grey,remaining armour panelsKoralon Yellow and toecapsand Ion lance Obsidian Black.

Highlight by layering up: Ionlance with Leviathan Grey, theblade and toecaps with GunMetal, face with Pale Flesh,lips with Metal Wash andpaint the eyes. The easiestway to do eyes is to paint thesocket Obsidian Black andthen put in two dots of PrimeWhite either side to suggestthe pupil.

Highlight by layering up:armour with Erg Red and thenwith Erg Red mixed with NovaOrange, yellow areas withKoralon Yellow mixed withPrime White, hair withMeridian Sand mixed withPrime White, Ion lance andthe flexible armour joints withLeviathan Grey mixed withPrime White and the bladewith Synthan Silver.

Block paint; blade and boots Gun Metal, Ion lance cas-ing and counter balance Koralon Yellow, Ion lance andmagazine Leviathan Grey.

Highlight the figure by layering up; armourwith Prime White, yellow details with Koralon Yellow mixedwith Prime White, metal parts with Synthan Silver and Ionlance with Leviathan Grey mixed with Prime White.

Stage 2 Stage 3Stage 1

Stage 1

Stage 2

Stage 3

LeviathanGrey

PrimeWhite

ObsidianBlack

GunMetal

KoralonYellow

SynthanSilver

Painting Eagles of the Sun Black Legionaries

Painting Swooping Cloud Falcon Black Legionaries i-Kore Paints

Sky Ravens

Carnelian Dragonflies

Swooping Cloud Falcons

Blood Moon Dragons

PrimeWhite

ObsidianBlack

LeviathanGrey

GunMetal

PrimeWhite

KoralonYellow

LeviathanGrey

GunMetal

Erg Red

KoralonYellow

LeviathanGrey

GunMetal

PrimeWhite

CoralineBlue

LeviathanGrey

GunMetal

Erg Red

JunkersBrown

TannedFlesh

Merid.Sand

Lev.Grey

KoralonYellow

Obs.Black

GunMetal

PaleFlesh

MetalWash

NovaOrange

SynthanSilver

i-Kore Paints

Washing:This is strictly a shading technique. It can be usedin combination with "block" painting to create agood basic standard for tabletop troops.Applying the various highlighting techniquesafter the "wash" can give you expert results. Theidea is that you apply a diluted paint, or ink, tothe area, the tone of which will be darker thanthe basic colour it is painted. The paint will flowinto all the recesses creating the darker shadedtones you want. Some experimentation intocolours and dilution will be necessary to get thedesired effect.

Midnight Raven Black Legionary

Colour chart

Page 47: Vasa Forcebook

PAINTING GUIDE

VOID 45

GSX 900 Viper Wings

Eagles of the Sun [cw]

Midnight Ravens

Sky Ravens [cw]

Lotus Hawks

Jade Talons [cw]

Sky Ravens

CoralineBlue

NovaOrange

ObsidianBlack

GunMetal

Blood Moon Dragons

PrimeWhite

LeviathanGrey

GunMetal

ObsidianBlack

Swooping Cloud Falcons

PrimeWhite

KoralonYellow

GunMetal

ObsidianBlack

Carnelian Dragonflies

Erg Red

KoralonYellow

ObsidianBlack

GunMetal

Highlighting:

Block painting can leave your figure looking rather flat. There are a number of techniques we can apply to createa more three-dimensional effect. All these techniques however are applied after the figure has been "block" paint-ed. In order to create a 3D effect we want to bring out raised details by applying a lighter tone of the basic colourto them. The more raised the detail the lighter the tone. Sometimes it is simply a matter of adding white to the basiccolour to create a lighter tone however some other colour combinations work better. For example add orange tored, yellow to green and blue to black. The various highlighting techniques are "layering up", "drybrushing" and"washing". Depending on the effect you want to create some techniques are better than others.

Basing:A good base on a figure can really enhance it. Paint PVA glue on the surface of the slotted base. Before the glue dries dip the base into either a scenic flock or fine gravel. Allow a few minutes for theglue to dry and then gently knock off any excess. If you use flock then your base is finished. For gravel you can then choose what colour of base you want, green or an earth brown are the most com-mon. Use the "dry brushing" technique to paint the base. To add some extra interest you can add some static grass. Simply dot some PVA glue to the base, take a pinch of static grass and press intothe glue. Leave until set and knock off the loose grass off.

Colour chart

Page 48: Vasa Forcebook

PAINTING GUIDE

VOID46

Sky Ravens

Swooping Cloud Falcons

Carnelian Dragonflies

Blood Moon Dragons

Midnight Ravens Shogun

Layering up:For this technique it is better to block paint the des-ignated area a tone darker to start with as this willrepresent the darkest tone in the painted area.When mixing lighter tones for this technique add alittle water to dilute the paint. This will help blend itto the previous coat and avoid any sharp changesin tone. Apply successively lighter tones of paintwithin the previous painted area building up to thehighest point. The smaller the changes to the toneof your paint and the more layers you apply thesmoother the blend from dark to light will be. Thistechnique is ideal for cloth, facial tones and smootharmoured panels.

Undercoating:In order to give a good painting surface to yourminiature it is essential that you undercoat it. Wewould recommend using either a matt white or amatt black aerosol spray, i-Kore supply both.Follow the instructions on the tin and make sureyou use the spray in a well-ventilated room.Undercoating your figure white gives a muchbrighter end result whereas using black is aneffective way to paint figures quickly if you onlyintend to "block" paint them.

Varnishing:Once you invested a lot of time and effort into painting your miniatures it's a good idea to give them a healthy coatof varnish to protect them. Some people prefer a matt finish others a high gloss. However if you are going to beplaying with your miniatures we would recommend that you initially varnish them with a high gloss, as this affordsgreater protection, and then if you desire spray it with matt varnish. i-Kore produce both a gloss and a matt var-nish in the form of an aerosol spray. Follow the instructions on the tin and make sure you use the spray in a well-ventilated room.

CoralineBlue

NovaOrange

ObsidianBlack

GunMetal

Primewhite

PrimeWhite

LeviathanGrey

GunMetal

ObsidianBlack

Erg Red

KoralonYellow

ObsidianBlack

GunMetal

PrimeWhite

PrimeWhite

KoralonYellow

GunMetal

ObsidianBlack

Erg Red

Colour chart

Page 49: Vasa Forcebook

VASA FORCE BOOK

VOID 47

THE WEB: www.i-Kore.com

The web page is the best source of information foreverything related to i-Kore. There you will find up-to-date news and a wealth of information on ourmodels and games.

In the Void section of the site you can download theVoid rules for free not only in English but French,German, Spanish and Italian too.

Additionally the Battles with Miniatures (BwM) sec-tion of our site has magazines to download for free.BwM is packed full of stuff for Void: battle reports,rules for new vehicles and troop types, extendedbackground information about all the factions fight-ing in the Void universe, exciting new artwork andeven painting guides and colour schemes for yourarmies. Battles with Miniatures is available in PDFformat, so you can download each issue and have iton screen in a matter of minutes.

Another great section at i-Kore.com is the Gallery.There you will find some truly excellent paintjobs notonly from the i-Kore staff but also from you theminiature enthusiast. Why not send us pictures ofyour own figures?

In the online store, you will be able to buy productsfrom the entire i-Kore range. Our shopping cart is total-ly secure and extremely easy to use. You can get thenew releases as soon as they are available and even ifyou don't need to buy anything why not just browseand plan what army you're going to collect next.

We can keep in touch with you via our free e-Newsletter. Just click the newsletter icon and fill inyour details.The newsletter will keep you informed of all our newreleases and activities.If you haven't visited our site yet why not give it a try.

Staff Gallery

Battles with miniatures

Void

Newsletter

Online shop

Submissions Gallery

Homepage

Page 50: Vasa Forcebook

VASA FORCE BOOK

VOID48

HK 2000 Tornado Grav Bike

� Xiao 3.14 Pi

Neura

Warmachine

Tactical Araktonwith Spine Blaster�

Devi, Arakton Champion

�Assault arakton

� Grendel

Exo-Suit Sergeant

��

Aurelian

Berserker�

CommandoSergeant�

Fenrir�

CaptainMaximillianHellgast

MajorIcharus Trask�

Gracchus & Rex

Page 51: Vasa Forcebook

Design and directionJohn RobertsonGames designJohn Grant

Written and developed byMark BrendanArtworkStuart BeelLayoutLuca BernabeiCover ArtworkLuca ZontiniHead sculptorKevin WhiteFigure sculptorsPeter Flannery, Nick Collier, Neil McKenzie, RoyEastland & Alex Hunter Figure paintersMark McNaught & Christian Weiss [CW]Jade Talon armyDave at Ever Victorious MiniaturesStage-by-stage painting guidesRon at Battle Dress Studios [www.battledress.co.uk]DioramasRod Grant & John GrantPhotographyDavidson Read AssociatesSpecial thanks Armourcast [www.armourcast.com] for the fantasticscenics and buildings & Scotia Micro Models for theGun Domes.

DirectorsJohn Robertson (Managing), John Grant & Félix GarzónSalesPaul Higginbottom, Richard Scott, John Cudworth, Craig McDowell, Tom Wakeford & Chris O’NeillDesignersKevin White, Peter Flannery, Nick Collier & Luca BernabeiProductionCeline Leuty & Craig Leslie

Copyright © 2001 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.

i-Kore website: www.i-kore.com

i-Kore email: [email protected]

Archangels of the Midnight Ravens lead a counter attack against entrenched Koralon Forces

Colonial Marines of the Midnight Ravens defend against a determined attack by Junkers Legionaries

Page 52: Vasa Forcebook

i-Kore Ltd. 55 Bangor Road, Edinburgh, EH6 5JX. Copyright © 2001 i-Kore Ltd. All Rights Reserved. Void and all Character names and the distinctivelikeness(es) thereof are Trademarks of i-Kore Ltd. i-Kore is a registered trademark of i-Kore Ltd. # 21401

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

www.i-kore.com

V.A.S.A. Force Book# 21401

TM

This is the VASA Force Book for Void 1.1. The book includes:

· Detailed background on VASA, their technology, colonies androle within Pan-Humanic Space.

· Complete VASA army list.· New Units such as the heroes Captain Akemi and Guardmaster

Takaji.· Plenty of full colour maps, illustrations, and photographs of

miniatures and terrain.· Stage-by-stage painting guides, colour charts and VASA uniform

schemes.

This book is a supplement for Void 1.1 miniature battle-system. Touse this book for playing VASA armies you must have access to acopy of the Void 1.1 rulebook.