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CYBORG COMMANDO RPG-Campaign Book-Referees' Manual

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Page 1: CYBORG COMMANDO RPG-Campaign Book-Referees' Manual
Page 2: CYBORG COMMANDO RPG-Campaign Book-Referees' Manual

CYBORG COMMANDOTMSCIENCE FICTION ROLE-PLAYING GAME

by Gary Gygax, Frank Mentzer, & Kim Mohan

Campaign Book

Editing & Layout: Penny PetticordCover Art: David DormanInterior Art: Diane Hamil, Todd Hamil-

ton, Valerie A. Valusek, & Gary M.Williams

Special Thanks to Jennings Cappellan,Rare Earth Information Center

Introduction 2

World Population 4

CCF Section, Bases of the Five AlliancesEuropean Commonwealth 7Pan-Asian Union 14Trans-Amercan Union 22United Afrika 28United Nations of Oceania 33

The InvadersXenoborgs 36

Xenobiology 40Xenoborgs as Beings 44

Other Aliens 47Q-Space Travel 53Invasion 56Post-Invasion Status 59

Reference Tables: Metric and English 62

Tips for the GM 64

Maps of CC Base LocationsEuropean Commonwealth 6Pan-Asian Union 12Trans-American Union 20United Afrika 27United Nations of Oceania 32

CYBORG COMMANDO and the Cyborg Commando logoare trademarks owned by Trigee Enterprises Corporation.

The New Infinities logo is a trademark owned byNew Infinities Productions, Inc.

©1987 Trigee Enterprises Corporation. All Rights Reserved.

New Infinities Productions, Inc.P.O. Box 127,Lake Geneva, WI

53147ISBN: 0-941993-18-3

Page 3: CYBORG COMMANDO RPG-Campaign Book-Referees' Manual

Introduction

The year is 2035; the place, Earth itself.The heroes are the CYBORG COM-MANDOTM characters; the enemies arealiens who have already invaded Earth.

If your "role-playing" games consistmostly of combat, you will need little morethan the charts on the back cover of thisbooklet. The outside gives the game datamost frequently used, for alien troops ofthe lowest ranks. The inside back covergives the details for higher-ranked invad-ers, with modified Defense Values. Readthe Xenoborg section thoroughly (pages36-39), and review the notes on the otheralien races (page 47) , so that you canhandle the variety of situations that maycome up in battle.

But the CC game as a campaigndemands much more than simple combat.It is impossible to give all the game detailsneeded for such a campaign, for severalreasons. First, this is a new game, and thespecific needs have yet to be discovered- though the general ones can be antici-pated, and are addressed. Second, this isSet #1 of a series of three (or even more)rule sets; much remains to be covered insubsequent products. And third, this oneset is very limited in size; a comprehensivetreatment of the subject would be large,and the resulting product would be muchmore expensive than this one. Given suf-ficient demand, the game will expandquickly, and eventually everything will becovered.

This rule set demands your creativity. Itis a construction kit; assembly is required.The world of 2035, the CYBORG COM-MANDO Force, and the invading aliensare described herein. Most of the informa-tion is given in encyclopedic fashion, thatbeing the method of presentation that bestorganizes the data. You must read and be-come generally familiar with this material,and then use it to create adventures setwithin a greater campaign that is all yourown. But before that, of course, youshould also be familiar with the informa-tion and concepts contained in the CCFManual.

You're not entirely on your own,though. The third booklet in this set de-scribes several adventures that you candevelop. These scenarios are outlines,and a good bit of work on your part will berequired to prepare them for use. Com-plete adventures, settings, and accessorydetail packs are available as separateproducts, and these will help you flesh outyour initial campaign into a highly detailed

2

Introduction

form. Information will be forthcoming onsettings, equipment, and adventures.

Style

The emphasis throughout this game ison hard science. The details of the near-future setting have been realistically ex-trapolated by logical means from the cur-rent (1980s) world. With respect to thesetting and characters described in thisgame, every detail may someday becomereality. With the aliens, however, cometwo assumptions, both of which may beunrealistic: they have an advanced civili-zation, and they have a device that makesgalactic travel possible. But those as-sumptions provide the challenge andexcitement of the game, and such thingsare at least possible, even if unlikely.

Fantasy is discouraged herein. Tele-portation is fiction, the galaxy is not trav-eled by thousands of intelligent alienraces, and the speed of light is an absolutelimit. Earth still hopes to avert nuclear war,struggles to feed its hungry masses, andfrantically tries to cope with pollution.

In 2035, the world population is morethan 12 billion. This is a critical factor in de-termining the characteristics and generallifestyle of any place on the globe. A sec-tion of this booklet gives ways to update20th century figures, obtainable from yourlocal library, to fit the game setting.

The World Setting

Although international power in theyear 2035 is centralized in the UnitedEarth Government (U.E.G., commonlycalled the World Court), it is therein bal-anced and shared by the five large territo-rial blocs into which the world is divided.Representatives from these blocs sit onthe World Councils, thereby controllingthe activities of the government.

These five blocs (often called the Five)are the European Commonwealth (essen-tially historical Europe), the Pan-AsianUnion (Asia and the Middle East), theTrans-American Union (North, Central,and South America), United Afrika (thecontinent plus Madagascar and assortedislands, but stopping at the Suez canal),and the United Nations of Oceania (Aus-tralia, New Zealand, Indonesia, Antarc-tica, and most of the islands of the SouthPacific).

The Five were established between1997 and 2010. At first, they were simplysmall regulating bodies created for moni-toring and smoothing international com-merce, including monetary supply. Withsuccess came more power and broaderscope, until it became apparent that themethods of organization employed by theFive would also suffice for regional gov-ernment.

For that large step to be taken, how-ever, the autonomy and individualism ofeach member nation had to be empha-sized and assured. Although the people ofthe world are represented to the WorldCourt by the blocs of which they aremembers, each separate nation main-tains its independence from bloc control,at least with respect to all internal affairs.Each country maintains its own govern-ment; the bloc governments regulate in-ternational dealings only.

The bloc governments are supportedby a minimal tax on all their constituents,based on average incomes and amount-ing to less per person (per year) than onemight spend on a single beverage. Whenmultiplied by the billions of people, how-ever, this provides the bloc governmentswith ample funds for a variety of activities,including communications and postalsystems, monetary systems & trade regu-lation, education, food and water distribu-tion, international law enforcement, andresearch programs (both earthbound andotherwise).

Though some of the above may seemto be local affairs, they are less so thanregional. A typical blend occurred in Edu-cation, specifically with respect to lan-guages. The Five had commissioned thecreation of a new international languagecalled Terran, to be used for all interna-tional affairs (including world govern-ment). A global standard in 2035, thelanguage is a blend of English, Russian,Chinese, Spanish, French, and a smatter-ing of other tongues. Upon its completion,each bloc government made the sameoffer to its member nations. The blocgovernment would pay all the costs ofbasic education for every person, youngand old, subject to two conditions:

(1) Each country would first pick a na-tional language of its own choosing.

(2) The teaching and regular use ofboth the national language and the Terran(international) language was required,and a top priority.

Page 4: CYBORG COMMANDO RPG-Campaign Book-Referees' Manual

Introduction

From that starting point, the individualnations could teach any topic and in anymanner they pleased. Most of the worldtook advantage of the offer, and illiteracysoon became an unusual (and oftenmedical) problem.

The U.E.G. functions more smoothlyand effectively than did any internationalgovernment of the past, but it is certainlynot perfect. The technological wonders ofthe Century Revolution eased but did notconquer cultural diseases. A separation ofclasses is present in every nation of everybloc, usually divided along financial lines.But until a better form of governmentcomes along, the U.E.G. will do.

Us and Them

The most important information in thisbooklet is about the CYBORG COM-MANDO™Force (CCF) and the Extrater-restrial invaders. Before you tackle the in-formation herein, you should be familiarwith the details given in the CCF Manual,which is also included with this set.

The CC Force (CCF)

From 2025 to 2035, the CCF became aglobal organization. This booklet lists allthe CC bases in the world, along with theirlocations, command structure, and CCstaff assigned to each. You will initially useonly a small portion of that vast amount ofdetail- that which pertains to the area inwhich you begin your campaign - but therest lays out the guidelines for the futuredevelopment of your setting. The playersmay be generally aware of the CCF net-work, but they should not know the post-invasion status of any given base. That re-mains to be discovered, and it can be theseed from which many exciting adven-tures grow.

CC Base Codes

All CC bases are part of a single inter-national network. Many standard CCoperations involve multiple nations andpolitical Blocs. The following coding sys-tem is used for all base designations.

General Format: Letter A Letter BNumber C Letter D . Number E

letter A = Territorial Bloc:

E European Commonwealth (E.C.)P Pan-Asian Union (P.A.U.)T Trans-American Union (TAU.)A United Africa (U.A.)o United Nations of Oceania (U.N.O.)

letter B = Region of the political bloc.Each alliance is divided into three or

four regions on a geographic basis.

Number C = The nation's numerical des-ignation in a standard alphabetical list-ing. (See the CCF Manual for a full listof nations as of January 1, 2035.)

letter 0 = The type of Base, which de-scribes its function:

C Command BaseP Primary BaseS Secondary BaseT Tertiary BaseR Research Base

A combination base always bears thefirst letter code on the list; for example, acombined Command/Primary base has a"C" code. If a nation has a Command basebut no Primary, assume that the base hasfull Tertiary facilities.

Number E = A two-digit numerical desig-nation of the base, in numerical orderwithin Type within nation. For a Secon-dary base, the first digit corresponds tothe number of its Primary.

Examples: TB 10 C.1 = Trans-Ameri-can Union, Region B (Central), nation #1 0(Panama), Command base #1.

OC 02 S.32= Oceania, Region C(South), nation #2 (Australia), Secondarybase #2 for Primary base #3.

The Extraterrestrials

These are the bad guys, of course; fouralien races are fully detailed. The Xeno-borgs supply the bulk of the force thatinvades the Earth; Powwers and Tele-borgs are the Xenoborgs' tools; and thebeings of the fourth race, the Masters, aremysterious unseen creatures that haveengineered the whole business.

Xenoborgs are very realistic aliens, notthe "B-movie monsters" they may seem atfirst. Part one of the Xenoborg sectiongives the game details needed for imme-diate play. Part two is a comprehensivestudy in Xenobiology; when you're fin-ished with it, you'll understand how thecreatures' bodies really work. Part three,Xenoids, looks at Xenoborgs as function-ing beings, and includes notes on theirculture.

The Extraterrestrials section con-cludes with details on two more topics.The device used to travel throughout thegalaxy and beyond, the Q-drive, is ex-plained in detail; this is what makes thewhole game possible. And finally, theinvasion of Earth is described in all itshorrifying detail, complete with methods ofattack, targets, occupation zones, and apost-invasion combat summary.

CHOOSE NOW!

Don't skip this section. Don't stop read-ing after the first paragraph below, either.

Before you run your first game, youmust decide how to measure things. Un-like most games, this one gives you achoice: you may use either the Metric orthe English system. We strongly urge youto choose the Metric. If you are an Ameri-can, you probably won't wantto; the Metricsystem has not been generally acceptedin the U.S.A. But before you decide,please wait and consider the facts.

Start with your side of the argument.Metric is a system you're not familiar with.For that reason, you can't "feel" the infor-mation; you know instinctively what 100pounds is like, but how much is 100 kilo-grams? How far is 100 meters? Better tostick with what you know, right?

Bur consider: you're learning a wholenew game, and you can easily learn theMetric system along with it. And the Metricsystem is so simple that it will actuallymake the game easier to play.

For example, to convert a million yardsinto miles, you'll probably multiply by 3 (toget feet) and then divide by 5,280. Canyou do it fast, and in your head? (Answer:568 miles 320 yards.) On the other hand,you can convert a million meters into kilo-meters simply by dropping three zeroes.(Answer: 1,000 kilometers.)

In the middle of a game, you won't wantto stop the action because you're forced touse a calculator for awkward numbers like16 (ounces per pound) or 231 (cubicinches per gallon) or 5,280 (feet per mile).If you use Metrics, you're always usingnice, simple numbers, and you rarely needa calculator.

Finally, this is a hard-science game,and you'll probably use a lot of scientific in-formation from other sources if you want arealistic campaign. And the scientific com-munity uses the Metric system.

Please give it a try. You'll find that in avery short time, you'll get the "feel" of theunits involved - and you'll love how simpleit makes things. If (or rather, when) you getresistance from players who want to staywith the same old system no matter howmuch harder it is, insist that they give it atry. Promise that you'll go back to theEnglish system if they really want you to,but only after a few games.

Details on units and conversions forboth systems are given on pages 62 and63. Take a look at them before you makeyour final choice. Many distances aregiven without units; in such cases, readthe numbers as either meters or yards, de-pending on which system you have cho-sen. Weights and measures throughoutthe game are given in both Metric andEnglish versions, for convenience.

3

Page 5: CYBORG COMMANDO RPG-Campaign Book-Referees' Manual

World Population

On July 18, 1987, the total populationof the world passed the five billion mark.On January 1, 2035, it's more than twelvebillion. The Xenoborg invasion, however,quickly and tragically removes over a thirdof Earth's people.

If you play any CC games set in the pre-invasion period, the populations of thetowns and cities in which the charactersadventure are very important factors.Population - or more specifically, over-population - has a direct effect on theavailable resources of food, water, andtechnology. Overpopulation is also a pri-mary cause of war.

Population data is still more critical tothe post-invasion game, for it determines,among other things, the amount of atten-tion the Xenoborgs give a particular city orregion. The aliens depopulate all urbanareas with populations greater than fivemillion during the first hours of the inva-sion, but they leave less dense areasalone, planning to clean them out withlater troop activity. The Xenoborgs maydevote an entire platoon to a city, butignore a small town, though roving squadsor individuals inspect such areas occa-sionally.

Using the charts and formulae given inthis section, you can accurately calculatethe population of any area, at any timefrom the present to the date of the invasionitself. You should use a calculator.

Population

Calculating Populations

Start by selecting a city, town, country,continent, or other area for which you havean accurate population figure (Check thereference books at your local library forthese data.) As of the publication date ofthis game, the most accurate and readilyavailable figures are for the 1970 estimateor the 1980 census.

Refer to Table 1 (below), and find thecontinent (or sub-continental area, forAsia and Oceania) wherein the area youhave selected lies. Multiply the populationfigure that you already have by the growthfactor (a decimal number) given on thechart. The result is the population as ofJanuary 1, 2035.

Example: You find that the 1980population of Philadelphia, PA (U.S.A.,North America) was 1,688,210. The"1980" line for North America gives agrowth factor of 2.45058. Multiplying thetwo, you find that the 2035 population ofPhiladelphia is 4,137,093.

Modifying Growth Rates

The growth rates given are extrapo-lated from current (1980s) estimates. Thetrend, once thought to be exponential(producing a Malthusian collapse in therelatively near future), is flattening. The

current annual growth rate (near 1.9%)may turn downward, perhaps approach-ing 1%, or dropping even lower - pre-suming various methods of general popu-lation control, not excluding racial instinct.

Averaged annual growth rates aregiven on Table 2. The authors of this workpresume that you will disagree with someor all of them, and in any event, the pas-sage of time will no doubt reveal errors.You may revise these and other rates asyou wish.

Given a population P as of year Y withannual growth rate G (expressed as adecimal), the formula used to find thepopulation N years from Y (PY+N)'is:

PY+N= P(G+1)N

If you use 1980 census information,N=55 for the year 2035, which yields thefactors on Table 3. To use that data, firstselect a percentage annual growth rate(G). Express it as a decimal and add 1 (forexample, 1.4 % becomes 1.014); the firstcolumn of the table gives some help in thisstep. Find the resulting decimal in thesecond column (G+ 1), and note the factorfor it in the third column, (G+ 1)N.Multiplythe population figure you have selected(from the 1980 census) by that factor tofind the resulting 2035 population. To finda factor for a rate not on the chart, use theformula above (but only if your calculator

Population Table 1: Multiplication Factors by Continent & Sub-continental Area

North South Asia" Oceanla>America America Europe Small Large Africa Small Large

1970 2.82829 5.73846 1.65873 2.56694 3.03608 5.63370 3.62285 7.856601980 2.45058 4.60304 1.44010 2.13819 2.58159 4.13418 3.14545 6.14545

Population Table 2: Averaged Annual Long-Term Growth Rates (through 2035)

North South Asia" Oceanla-America America Europe Small Large Africa. Small Large

1970 1.61235 2.72444 0.78158 1.46090 1.72324 2.69532 2.00014 3.222141980 1.64304 2.81474 0.66532 1.39133 1.73933 2.61411 2.10541 3.35639

Notes, Tables 1 & 2:a. Use Large for mainland, Small for all islands (such as Japan)b. Use Large for Australia and New Zealand, Small for all islands

4

Page 6: CYBORG COMMANDO RPG-Campaign Book-Referees' Manual

World Population

can handle exponents; multiplying anumber 55 times can be tedious).

If you wish to extrapolate more accu-rately, fiddle with Table 4, which gives theaveraged annual rates from 1920 on-wards and shows the trends more clearly.The first three columns are historically

Population Table 3Other Growth Rates (N=55)

Annual rate G+1 (G+1)N

1/10 % 1.001 1.056511.002 1.11616

1/4 % 1.0025 1.147201.003 1.17910

1/3 % 1.0033+ 1.200851.004 1.24553

1/2 % 1.005 1.315631.006 1.38960

2/3 % 1.0066+ 1.441161.007 1.46764

3/4 % 1.0075 1.508271.008 1.549991.009 1.63687

1% 1.010 1.728521.011 1.825211.012 1.92721

1 1/4 % 1.0125 1.980281.013 2.03790

1 1/3 % 1.0133+ 2.071941.014 2.14826

1 1/2 % 1.015 2.267941.016 2.39416

12/3 % 1.0166+ 2.482121.017 2.52727

13/4 % 1.0175 2.596531.018 2.667641.019 2.81566

2% 1.020 2.9717321/4 % 1.0225 3.4000321/3 % 1.0233+ 3.5558421/2 % 1.025 3.8887722/3 % 1.0266+ 4.2522723/4 % 1.0275 4.44632

3% 1.030 5.0821531/4 % 1.0325 5.8070231/3 % 1.0333+ 6.0705031/2 % 1.035 6.6331432/3 % 1.0366+ 7.2469033/4 % 1.0375 7.57436

4% 1.040 8.646371.0425 9.86696

41/2 % 1.045 11.256311.0475 12.83724

5% 1.05 14.635631.06 24.650321.07 41.31500

71/2 % 1.075 53.390691.08 68.913861.09 114.40826

10 % 1.10 189.05914

accurate; the others are extrapolated,including various future-historical eventsin the timeline leading to this game setting.The populations resulting from the rates inTable 4 are summarized in Table 5; thesecan be helpful guides for games set insuch in-between years.

This seems pretty silly, so you decidethat since the town is in a rural area, it hashalf the average growth rate of the conti-nent. The revised annual growth is thusabout 0.8 %; G+ 1 = 1.008, the factor is1.54999, and the 2035 population is7,978. That's more like it.

On a larger scale, you decide thatAfrica (1980 pop. 482,400,000) wouldgrow a bit faster than its given 2.614 %;with all that water from Antarctica, and thenew agricultural technology, maybe itshould be raised just a bit, to 2 3/4 %. Therevised G+ 1 is 1.0275, so the factor is4.44632, and the result is 2,144,904,768.With that tiny increase (less than fourteenhundredths of a percent) in the annualgrowth rate, you've just added over 150million people!

Examples

You find that the 1980 population ofLake Geneva, Wisconsin (USA, NorthAmerica) was 5,147. Instead of using thegiven 1.64304 annual growth rate, youwant to increase it to 10%, just to see whatwould happen. G+ 1 is thus 1.10, and(G+ 1)N = 189.05914; the 2035 populationof Lake Geneva is therefore 970,088.

Population Table 4Averaged Annual Growth Rates in Short Terms

1920- 1960- 1971- 1981- 1991- 2001- 2011- 2021- 2031-1950 1970 1980 1990 2000 2010 2020 2030 2035

N. America 1.63 1.7 2.4 2.1 1.9 1.7 1.5 1.4 1.3S. America 2.2 3.2 4.0 4.5 4.1 a 3.1 2.8 2.2Europe 0.57 0.75 0.83 0.9 0.8 0.7 0.6 0.5 0.5Asia 1.4 2.2 2.9 2.1 b 2.2 2.9 2.5 1.9Africa 1.4 6.0 4.8 1.5 c 2.8 3.5 4.1 4.4Oceania 1.33 2.9 2.6 3.0 3.8 3.4 2.9 3.2 3.7

a, b, c: See below

Problem Period Rate Period Rate

a South American War 2000-2004 2.5 2005-2009 " 1.8b Asian Plague 1991-1995 " 3.1 1996-2000 1.5c African Plague 1991-1995 0.3 1996-2000 1.9

Population Table 5Numbers per continent (in millions of people; based on the rates in Table 4)

AmericasNorth South Europe Asia Africa Oceania World

1970 327.0 195.0 577.0 2238 354.0 19.8 3,7061980 377.4 243.1 664.6 2632 482.4 37.6 4,4221990 455.0 361.3 720.4 3173 551.6 49.1 5,3102000 549.3 339.9 780.2 2920 615.1 71.2 5,2762010 650.1 561.1 836.5 3630 810.8 99.5 6,5882020 754.5 761.4 889.1 4831 1075.9 132.5 8,4442030 867.0 1003.6 933.5 6184 1608.0 181.5 10,7782035 924.85 1119.00 957.09 6794.74 1994.33 217.64 12,007.65

5

Page 7: CYBORG COMMANDO RPG-Campaign Book-Referees' Manual

European Commonwealth: CC Base Map

,I \~ ,

Nederlahd \,,'4. D.D.A',. ,,.\ -,'~---....' * ....-~3';-~C$!lkQ$klvensko- ' ..' '"',

T',-.B.D.R. "" "'-, ••.." t---.l"\ •.••' I rr'" ,/. " * /. ('--- 7. Magyarorszag

Luxembourg ~-'--'r,,-» ,_-I 9. 6s~~relch,'* "* '-r"-'--?- ...'-', ,.~-- 1Al .• -Shlsse) '"¥.t"'" 'V' .,

';,

Region B (Central)

5. France

-1."<'"r' 4. Espat\a.,

f.brtugal *.<\:"

KEY TO SYMBOLSCommand/Primary 0Command *:Primary •Secondary •Tertiary AResearch ~

6

Page 8: CYBORG COMMANDO RPG-Campaign Book-Referees' Manual

European Commonwealth: Overview

European Commonwealth

The prosperous E.C.leads the world inper capita income. Though third in totalwealth, it places a mere fourth in popula-tion, having enjoyed a minimal growth ratefor decades. The Commonwealth is thesmallest of the five blocs in land area, andplaces third in food production - main-taining more than enough output to sup-port a thriving export business. Thoughthe E.C. has a high level of technology, itcannot afford to seriously compete withthe TAU. and P.A.U. in pioneering thisfield. The Commonwealth thus concen-trates on maintaining its reputation forhigh quality, rather than quantity.

Bruxelles, Belgium, was selected asthe capital of the Commonwealth. TheE.C. is divided into three regions on aroughly geographical basis. The Atlanticgroup is called the North region, though itincludes some islands at latitudes as farsouth as Portugal. In this region, the U.K.

CC Base Staffing

Initial CC CC Losses New CCStaffing in Invasion Staffing

Base Metro area T-1 T-2 T -1 T-2 T-1 T-2

EA 05 P.1 Oslo 4 1 2 0 2 1EA 09 P.1 Liverpool 5 1 3 0 2 1

EB08P.1 Amsterdam 4 1 3 0 1 1

EC 03 P.1 Athinai 3 1 2 0 1 1EC 04 P.1 Barcelona 4 1 4 0 0 1EC 06 P.1 Napoli 4 1 2 0 2 1EC 11 P.1 Stambul 1. 1 1. 1 Q Q

28 7 20 1 8 6

and the Scandinavian countries competefor dominance. The former emphasizesindustry; the latter, research & develop-ment. In the Central region, France hasthe loudest voice, but its chaotic habitsseem to prevent it from acquiring a widefollowing. The greatest riches of the Com-monwealth rest, as always, in the coffersof Suisse (the alliance of Switzerland andLiechtenstein). In the South region (theMediterranean nations), Spain becamean industrial leader between 2015-2025.This region grew when Turkiye andBalgarija, nations long considered part ofwestern Asia, joined the Commonwealthas a means of ensuring their safety fromthe ever-expanding Soviet. They werewelcomed, and now contribute muchtoward the E.C.'s agricultural assets.

The nations of the continent still main-tain their Old World charm, blending an-cient and modern cultures into a pleasingwhole. Despite the many changes of the21 st century, classic Europe survives.Overpopulation is not a problem; theNorth is still growing, but the rest of thepopulation is fairly stable. Called stodgyand archaic by some, the Commonwealthmerely considers itself traditional.

In the key that starts on the next page,bases are listed in order under the nationsto which they report. CC bases in italicizedcities were lost during the depopulation ofthose metro areas. Specific details on CClosses are given as footnotes, as areadditional details on the locations.

7

Page 9: CYBORG COMMANDO RPG-Campaign Book-Referees' Manual

European Commonwealth: CC Command

CC Command Structure

National, International, and Sector HQ are listed under the Regional command basesto which they report. Primary bases are listed under the appropriate local commands. Allsecondary, tertiary, and research bases technically report directly to the local HQ, thoughSecondaries often report directly to the correpsonding Primary base in practice. Basesdestroyed in the invasion are marked with an asterisk. See the individual base listings inthe Key to CC Bases, below, for details on replacement bases and CC losses.

Supreme High Command: Zurich, Suisse (EB 10 C.2)

• Region A (North) Command: London, England, U.K. (EA 09 C.3)Norge National HQ: Oslo, Akershus (EA 05 C.1)

Primary: OsloUnited Kingdom National HQ: Birmingham, England, U.K. (EA 09 C.2)

Primary: Liverpool, England, U.K. (EA 09 P.1)Other National HQ: Nykebinq, Danmark; Baile Atha Cliath, Eire; Reykjavfk, Island,

North Atlantic States; Helsingfors, Suomi; Stockholm, Sverige.

Region B (Central) Command: Praha, Ceskoslovensko (EB 03 C.1)Nederland National HQ: 's Gravenhage (The Hague), Zuid-Holland (EB 08 C.1)

Primary: Amsterdam, Noord-Holland (EB 08 P.1)Other National HQ: Antwerpen, Belqie: Konstanz, Bundesrepublik Deutschland;

Kosice, Ceskoslovensko; 'Paris, France; Berne, Suisse.

• Region C (South) Command: Roma, Italia (EC 06 C.1)Elias National HQ: Athfnai, Attik (EC 03 C.1)

Primary: Athfnai• Espana National HQ: Madrid, New Castille (EC 04 C.1)

• Primary: Barcelona, Cataluria (EC 04 P.1)Italia National HQ: Salerno, Salerno (EC 06 C.2)

Primary: Napoli, Latina (EC 06 P.1)Turkiye National HQ: Ankara, Galatia (EC 11 C.1)

• Primary: Stambul, Istanbul (EC 11 P.1)Other National HQ: Dubrovnik, Jugoslavija; Kirinia, Kfpros; SetUbal, Portugal; Durres,

Shqiperi: Palma de Mallorca, Tyrrhenia.

Key to CC Bases of the European Commonwealth

Base Territory Metro Area Population Latitude Longitude Notes

Region A (North)

No bases

No bases

EA 03 C.1 Storstrern Nyk0binga 40,985 54.47° N 11.53° E Danmark National HQ

a. On the island of Falter, not Nykbing in Viborg (58.48° N, 08.52° E, or Vestieslland (55.56° N, 11.41 ° E).

8

Page 10: CYBORG COMMANDO RPG-Campaign Book-Referees' Manual

Base Metro Area

E.C. Bases: Region A (North), Eire

Population Latitude Longitude NotesTerritory

EA 04 C.1 DublinEA 04 T.01 Galway

Baile Atha Cliatha 1,542,155Gallimh (Galway) 51,160

53.20° N 06.15° W Eire National HO53.16° N 09.03° W Reports to EA 04 C.1

64.09° N 21.58° W North Atlantic Sts. National HO62.02° N 06.47° W

60.08° N 24.10° E Suomi National HO65.52° N 24.10° E

59.20° N 18.05° E Sverige National HO

55.57° N52.30° N51.30° N53.25° N55.28° N54.41° N53.10° N53.08° N

03.13° W01.50° W00.10° W02.55° W04.38° W01.13° W00.21° E04.16° W

Kingdom of ScotlandUnited Kingdom National HORegional HO, E.C. NorthKingdom of EnglandKingdom of ScotlandKingdom of EnglandKingdom of EnglandKingdom of Wales

EA05C.1 Akershus Oslo 1,007,300 59.56° N 10.45° E Norge National HO & Primary-;$ EA 05 S.11 Rogaland Skjold 12,500 59.30° N 05.36° E Oslo Secondary

EA 05 S.12 0stfold Fredrikstad 66,685 59.15° N 10.55° E Oslo SecondaryEA 05 S.13 Vestfold Larvik 22,925 59.04° N 10.02° E Oslo SecondaryEA 05 S.14 G6teborg (Sverige) Uddevalla 7,890 58.20° N 11.56° E Oslo Secondary

EA 06 C.1 IslandEA 06 R.1 Faeroe

ReykjavikT6rshavn

166,8404,975

Region B (Central)

51.13° N 04.25° E Belgie National HO

47.40° N 09.10° E BRD National HO

50.06° N 14.26° E Regional HO, E.C. Central48.44° N 21.15° E Ceskoslovensko National HO

No bases

9

EA 07 C.1 UusimaEA 07 T.01 Lappi

Helsingfors (Helsinki)1,229,560Tornio 27,615

EA 08 C.1 Stockholm Stockholm" 1,923,265

EA09C.1EA 09 C.2EA 09 C.3EA 09 P.1EA09S.11EA 09 S.12EA 09 S.13EA 09 S.14

LothianWest MidlandsLondonMerseysideStrathclydeClevelandLincolnshireGwynedd

EdinburghBirminghamLondorrLiverpoolAyrHartlepoolSkegnessCaernarfon

882,2253,695,615

15,352,1002,132,600

134,765132,12553,83612,280

EB 01 C.1 Antwerpen Antwerpen 2,132,915

EB 02 C.1 Wurttemberg Konstanz (Constance) 94,400

EB 03 C.1EB 03 C.2 Siovensko

PrahaKosice

1,771,400279,175

a. Dublinb. Also a major research facility.c. New Regional HQ: Stockholm, Sverige (EA 08 C.1).

Page 11: CYBORG COMMANDO RPG-Campaign Book-Referees' Manual

E.C. Bases: Region B (Central), France

Base Territory Metro Area Population Latitude Longitude Notes

EB 05 C.1 Paris PariS" 13,129,170 48.52° N 02.20° E France National HQEB 05 C.2 Monaco Monte Carlo 69,470 43.44° N 07.25° EEB 05 T.01 Finistere Brest 265,100 48.23° N 04.30° WEB 05 T.02 Charente-Maritime La Rochelle 139,835 46.10° N 01.10° WEB 05 T.03 Provence Toulon 525,765 43.07° N 05.55° E Replaces EB 05 C.1 as Natl. HQ

No bases

No bases

EB 08 C.1 Zuid-Holland 's Gravenhaqe- 1,076,730 52.05° N 04.16° E Nederland National HQEB08P.1 Noord-Holland Amsterdam 2,514,700 52.21° N 04.54° E Primary baseEB 08 S.11 Groningen Delfzijl 35,335 53.19° N 06.26° E Amsterdam SecondaryEB08S.12 Friesland Harlingen 21,430 53.10° N 05.25° E Amsterdam SecondaryEB08S.13 W. Vlaanderen (Belgie) Oostende 25,005 51.13°N 02.55° E Amsterdam SecondaryEB08S.14 Normandfe (France) LeHavre 367,360 49.30° N 00.06° E Amsterdam Secondary

No bases

EB10C.1 BernEB 10 C.2 Zurich

BerneZurich

392,3501,083,675

47.57° N 07.26° E Suisse National HQ47.23° N 08.33° E Supreme High Command, E.C.

Region C (South)

No bases, but Turkiye Secondary Base is located here.

No bases

EC 03 C.1 Attik Athfnai (Athens) 3,528,900 38.00° N 23.44° E Elias National HQ & PrimaryEC 03 S.11 Thessalia V610s 122,390 39.22° N 22.57° EEC03S.12 Ipiros Preveza 11,275 38.58° N 20.45° EEC03S.13 Pelop6nnisos Patrai (Patras) 167,890 38.14° N 21.44° EEC03S.14 Pelop6nnisos Navplion 7,715 37.34° N 22.48° E

EC 04 C.1 New CastilleEC 04 P.1 Cataluna

MadridBercelorur

7,016,8905,522,500

40.25° N 03.43° W Espana National HQ41.25° N 02.10° E

a. National HQ in Paris was lost in the depopulation of that area. New HQ: Toulon (EB 05 T.03).b. The Hague.c. All Type-1 CC operatives in Barcelona were lost in the depopulation of that area, but the Type-2 survived. New HQ: Cadiz (EC 04 T.03).

10

Page 12: CYBORG COMMANDO RPG-Campaign Book-Referees' Manual

E.C. Bases: Region C (South), Espana (cont.)

Base Territory Metro Area Population Latitude Longitude Notes

EC04R.1 Cantabria Santander 245,025 43.28° N 03.48° WEC 04 S.11 Roussillon (France) Canet-Plage 10,500 42.42° N 03.02° E Barcelona SeondaryEC04S.12 Girona Palam6s 13,350 41.51° N 03.07° E Barcelona SecondaryEC04S.13 Tarragona Tarragona 152,780 41.0r N 01.15° E Replaces EC 04 P.1EC04S.14 Castell6n Vinaroz 18,695 40.29° N 00.28° E Barcelona SecondaryEC 04 T.01 La Coruna La Corufia 317,650 43.22° N 08.24° WEC 041.02 Valencia Cullera 12,335 39.10° N 00.15° WEC 041.03 Cadiz Cadiz 319,545 36.32° N 06.18° W Replaces EC 04 C.1 as Natl. HQ

No bases

EC06C.1 Roma Rome: 4,838,900 41.53° N 12.30° E Regional HQ, E.C. SouthEC 06 C.2 Salerno Salerno 333,430 40.40° N 14.46° E Italia National HQEC 06 P.1 Latina Napoli (Naples)" 3,806,700 40.50° N 14.15° E Napoli PrimaryEC 06 S.11 Campobasso Termoli 28,350 42.00° N 15.00° E Napoli SecondaryEC06S.12 Latina Anzio 37,820 41.27° N 12.38° E Napoli SecondaryEC06S.13 Latina Gaeta 33,950 41.13° N 13.36° E Napoli SecondaryEC06S.14 Salerno Agropoli 24,845 40.21° N 14.59° E Napoli SecondaryEC 06 1.01 Giulia Trieste 361,630 45.39° N 13.47° EEC 06 1.02 Sicilia Siracusa (Syracuse) 162,210 37.04° N 15.18° E

EC 07 C.1 43,215 42.40° N 18.0]0 E Jugoslavija National HQDubrovnik (Ragusa)

EC 08 C.1 5,420 35.20° N 33.20° E Kipros National HQKirinia

EC 09 C.1 38.31 ° N 08.54° W Portugal National HQSetubal 70,480

EC 10 C.1 41.18° N 19.28° E Shqiperi National HQDurrss 84,750

EC 11 C.1 Galatia Ankara 3,181,565 39.55° N 32.50° E Turkiye National HQEC 11 P.1 Istanbul Stambul' 9,002,600 41.01°N 28.55° E New Primary: EC 11 S.14EC 11 S.11 - Burgas (Balgarija) 231,935 42.30° N 27.29° E Stambul Secondary BaseEC 11 S.12 Paphlagonia Zonguldak 270,915 41.26° N 31.4]0 E Stambul Secondary BaseEC 11 S.13 - Tekirdag (Rodosto) 71,310 40.59° N 27.31° E Stambul Secondary BaseEC 11 S.14 - lzrnlr (Smyrna) 1,653,265 38.25° N 27.10° E Stambul Secondary BaseEC 11 T.01 Van Galli Tatvan 56,023 38.31 ° N 42.15° E

EC 12 C.1 Mallorca-EC 12 1.01 Sardegna (Sardinia)

39.35° N 02.39° E Tyrrhenia National HQ39.13° N 09.08° E

Palma de MallorcaCagliari

399,280423,745

a. New Regional HQ: Caligari, Sardegna, Tyrrhenia (EC 12 T.01).b. One Type-1 CC operative was lost in combat, and one was lost in Roma during the depopulation of that area.c. All CC operatives in Stambul were lost during the depopulation of that area.d. Majorca, on Balearic Island

11

Page 13: CYBORG COMMANDO RPG-Campaign Book-Referees' Manual

Pan-Asian Union: CC Base

4. SSSR *

2. Bhiirat

12

Page 14: CYBORG COMMANDO RPG-Campaign Book-Referees' Manual

Pan-Asian Union: CC Base Map (East)

,\,

... _---' .... -- .... '"

9. Zhongguo

'"~-,, ,/ --r,;,' *~/ r: '.

-',' A~-~' I.,

",.,,1 (_~" \ , ,~ "

I, '(~'"

'-' 6. MY~8I,.•.

.:',,

13

Page 15: CYBORG COMMANDO RPG-Campaign Book-Referees' Manual

Pan-Asian Union: Overview

Since the huge PAU. includes theentire continent of Asia plus a few outlyingareas, it should be no surprise that it hasmore people and more land than any otherbloc. With new developments in modernagricultural methods, mostly originating inZhongguo (China), the PAU. also leadsthe world in food production. The techno-logical expertise of the Orient, which oncenot only caught up to but exceeded that ofthe United States (in the TAU.), now lagsthe latter only slightly, and maintains asteady pressure. The Union's vast finan-cial resources, again lagging just behindthose of the TAU., are diluted by itsmassive population, resulting in a low percapita income (fourth in the five blocs).

Conflict between Zhongguo and theSSSR (Russia) has never reached openwarfare-such is hoped to be impossible,in this age - but it prevented a Unioncapital from being named. Instead, thegovernment functions in a "temporary"headquarters in New Delhi, Bharat (India).

Pan-Asian Union

CC Base Staffing

Initial CC CC Losses New CCStaffing in Invasion Staffing

Base Metro area T -1 T-2 T -1 T-2 T-1 T-2PA 02 P.1 Osaka 5 2 5 2 0 0PA 04 P.1 Leningrad 4 2 4 2 0 0PA 04 P.2 Odessa 5 1 3 0 2 1PA 04 P.3 Irkutsk 5 1 4 0 1 1PA 04 PA Magadan 5 1 2 0 3 1PA 05 P.1 Pusan 4 0 4 0 0 0

PB 10 P.1 Tel Aviv-Yafo 3 0 2 0 1 0

PC 02 P.1 Bombay 3 0 3 0 0 0PC 06 P.1 Rangoon 2 0 0 0 2 0PC 09 P.1 Tianjin 2 1 2 1 0 0PC 09 P.2 T'aipei 2 0 0 0 2 0PC 09 P.3 Victoria 1 1 Q Q 1 1

41 9 29 5 12 4

14

Page 16: CYBORG COMMANDO RPG-Campaign Book-Referees' Manual

P.A.U. Command

The PAU. is divided into three regions bymeans which are primarily cultural. TheNorth is of course dominated by theSSSR, though Japan is the jewel of theregion, producing technological break-throughs for which the region as a whole iscredited. The Southwest spans the rangefrom Sinai to Pakistan, and consistsmostly of Moslems and Hindus. WhenYisra'el (Israel, once bolstered by itsstrong connection with America) founditself amidst and ignored by the politicalpowers of the new P.A.U., control of thisregion shifted to AI-' Arabryah as-Sa'udiyah (Saudi Arabia), that being theonly "oil state" able to avoid the pettysquabbles that have always plagued thatarea. The Southeast is utterly dominatedby Zhongguo, despite the inclusion of thepowerful Bharat in this region.

Technological developments in Japanfar exceed those of any other PAU. na-tion. Fresh water from Antarctica (U.N.O.)has alleviated most of the southwest'sformerly chronic dryness, and a relatedtechnology is making breakthroughs insettling the Himalayas and utilizing theirnatural assets. Major research programsin Druk-Yul (Bhutan) and Nepai (Nepal)have been quite productive.

More than a third of the world's peoplelive in Zhongguo and Bharat, and thesenations thus add heavy loads to theUnion's burdens. The Union as a wholeaccounts for more than half the Earth. Thegrowth curve is dropping, however,thanks in part to harsh enforcement of theUnion's one-child rule. For the P.A.U., thefuture is bright.

In the key hereafter, bases are listed inorder under the nations to which they re-port. In the staffing chart (previous page)and in the following listing, CC bases in theitalicized cities were lost during the de-population of those metro areas. Seenotes on the individual bases for details ofCC losses.

CC Command Structure

National, International, and Sector HQ are listed under the Regional command basesto which they report. Primary bases are listed under the appropriate local commands. Allsecondary, tertiary, and research bases technically report directly to the local HQ. Basesdestroyed in the invasion are marked with an asterisk. See the individual CC base listingsin the Key to CC Bases for details on replacement bases.

* Supreme High Command:

Tokyo, Honshu, Japan (PA 02 C.2)

* Region A (North) Command: Moskva, Russiya, SSSR (PA 04 C.1)* Japan National HQ: Osaka, Honshu, PA 02 C.1)

* Primary: OsakaSSSR Sector 1 (West) HQ: Minsk, Byelorussia (PA 04 C.2)

* Primary: Leningrad, Leningradskaya Oblast' (PA 04 P.1)Primary: Odessa, Ukraina (PA 04 P.2)

SSSR Sector 2 (Central) HQ: Krasnoyarsk, Tomskaya Oblast' (PA 04 CA)Primary: Irkutsk, Irkutskaya Oblast' (PA 04 P.3)

SSSR Sector 3 (East) HQ: Petropavlovsk-Kamchatskiy, Kam'skaya Ob. (PA 04 C.6)Primary: Magadan, Magadan (PA 04 PA)

* Taehan-Min'guk National HQ: Soul (PA 05 C.1)* Primary: Pusan (PA 05 P.1)

Command HQ, Socialist Republic of the Eastern Arctic: Moskva (PA 04 C.1)Other National HQ: P'yongyang, Chosen Minjujuui In'min Konghwaguk.

Region B (Southwest) Command: Jerusalem Free City-State (PB 06 C.1)Yisra'el National HQ: Tel Aviv-Yafo (PB 10 C.1)

* Primary: Tel Aviv-YafoOther National HQ: Jidda, AI-'Arab"lyah as-Sa'udtyah: AI-Basrah, Al-Iraq; Bandar e-

Torkeman, Iran; Aden, tttihad al-lrnarat al-'Hadramawt; Sukkur, Pakistan; AILadhiqfyah, United Arab States.

* Region C (Southeast) Command: Guangzhou, Guandong, Zhongguo (PC 09 C.2)Bharat National HQ: Kanpur, Uttar Pradesh (PC 02 C.1)

* Primary: Bombay, Maharashtra (PC 02 P.1)* Myanma National HQ: Rangoon, Pegu (PC 06 C.1)

* Primary: Rangoon* Zhongguo Sector 1 (West) & Sector 2 (Northeast) HQ: Beijing (PC 09 C.1)

* Primary: Tianjin (PC 09 P.1)* Zhongguo Sector 3 (Southeast) HQ: Chongqing, Sichuan (PC 09 C.3)

* Primary: Taipei, Taiwan (PC 09 P.2)* Primary: Victoria, Hong Kong (PC 09 P.3)

Command HQ, Druk-Yul and Nepal: Kanpur, Bharat,Other National HQ: * Krung Thep, Lao; Colombo, Sri Lanka.

Key to CC Bases in the Pan-Asian Union

Base Territory Latitude Longitude NotesMetro Area Population

Region A (North)

PA 01 C.1PA 01 T.01 -

P'yongyangCh'ongjin

1,995,675629,590

39.00° N 129.55° E C:M.I.K. National HQ41.50° N 129.55° E

15

Page 17: CYBORG COMMANDO RPG-Campaign Book-Referees' Manual

P.A.U. Bases: Region A (North). Japan

Base Territory Metro Area Population Latitude Longitude Notes

PA02C.1 Honshu OsakCf 18,056,000 34.40° N 135.30° E Japan National HO & PrimaryPA 02 C.2 Honshu TokyO' 30,647,700 35.40° N 139.45° E Supreme High CommandPA 02 C.3 Hokkaid6 Abashiri 93,705 44.02° N 144.17° E l3eplaces PA 02 C.1 as Natl. HOPA02S.11 Hokkaid6 Hakodate 684,545 41.46° N 140.44° E Osaka SecondaryPA02S.12 Honshu Niigata 978,830 37.58° N 139.02° E Osaka SecondaryPA02S.13 Honshu Shizuoka 1,571,577 34.59° N 138.24° E Heplaces PA 02 C.1 as PrimaryPA 02 S.14 Kyushu Moji 26,730 33.57" N 130.58° E Osaka SecondaryPA 02 T.01 Shikoku Tokushima 533,140 34.03° N 134.34° EPA 02 T.02 KyOshu Kagoshima 1,079,950 31.37° N 130.32° E Replaces PA 02 C.2 as SHC

PA 03 R.1 (mobile)' 35 85-90° N 1-179° E Reports to Moskva (PA 04 C.1)

PA04C.1 Moskva Oblast' Moskvad 28,390,300 55.45° N 37.42° E Regional HO, P.A.U. NorthPA 04 C.2 Byelorussia" Minsk! 3,159,760 53.51° N 27.30° E HO, SSSR Sector 1 HO (West)PA 04 C.3 Mariskaya Oblast' Kazan' 2,494,545 55.45° N 49.10° EPA 04 C.4 Tomskaya Oblast' Krasnoyarsks 1,917,235 56.05° N 92.46° E HO, SSSR Sector 2 (Central)PA 04 C.5 Omskaya Oblast' Omsk 2,470,790 55.00° N 73.22° EPA 04 C.6 Kamchatskaya Oblast' Petropavlovsk-K.'' 520,290 53.03° N 158.43° E HO, SSSR Sector 3 (East)PA 04 C.7 Arnurskaya' Oblast' Khabarovsk 1,278,160 48.32° N 135.08° NPA 04 P.1 Leningradskaya Oblast' Leningradi 12,734,200 59.55° N 30.25° E New Primary: PA 04 S.12PA 04 P.2 Ukraina Odessa 2,660,900 46.30° N 30.46° EPA 04 P.3 Irkutskaya Oblast' Irkutsk 1,332,800 52.18° N 104.15° EPA 04 P.4 Magadan Magadank 296,900 59.38° N 150.50° EPA 04 S.11 Karel'skaya Oblast' Vyborg 182,935 60.45° N 28.41° E Leningrad SecondaryPA 04 S.12 Estonia Kohtla-Jarve 173,430 59.28° N 27.20° E Replaces PA 04 P.1PA04S.13 Latvia Klaipeda (Memel) 422,885 55.43° N 21.07° E Leningrad SecondaryPA 04 S.14 Polsha' Gdansk (Danzig) 1,948,160 54.22° N 18.41° E Leningrad SecondaryPA 04 S.21 Ukraina Zhdanov 1,204,510 47.05° N 37.34° E Odessa SecondaryPA 04 S.22 Ukraina Novorossiysk 384,870 44.44° N 37.46° E Odessa SecondaryPA 04 S.23 Ukraina Sevastopol' 731,735 44.36° N 33.31 ° E Odessa SecondaryPA 04 S.24 Rumania Constanta 716,915 44.12° N 28.40° E Odessa SecondaryPA 04 S.31 Irkutskaya Oblast' Romanova 105,140 57.02° N 103.25° E Irkutsk SecondaryPA 04 S.32 Irkutskaya Oblast' Bratsk 520,290 56.20° N 101.50° E Irkutsk SecondaryPA 04 S.33 Irkutskaya Oblast' Yelantsy 81,560 52.50° N 106.30° E Irkutsk SecondaryPA 04 S.34 Irkutskaya Oblast' Slyudyanka 66,980 51.40° N 103.40° E Irkutsk SecondaryPA04S.41 Magadan Viliga-Kushka 55,390 61.35° N 156.55° E Magadan SecondaryPA 04 S.42 Magadan Tauysk 83,150 59.45° N 149.16° E Magadan SecondaryPA 04 S.43 Magadan Ola 38,635 59.35° N 151.15° E Magadan SecondaryPA 04 S.44 Yakutskaya= Oblast' Okhotsk 116,415 59.20° N 143.15° E Magadan SecondaryPA 04 T.01 Kol'skiy Poluostrov Murmansk 803,005 68.59° N 33.08° E

a. All CC operatives in Osaka were lost during the depopulation of that area. New National HO: Abashiri (PA 02 C.3). New Primary: Shizuoka (PA02 S.13).

b. New Supreme High Command: Kagoshima, KyOshO, Japan.c. Research team PA 03 R.1 roves the arctic regions, and has no permanent base station. The scientists can often be found as near as possible

(without crossing the 0° or 180° lines) to the research team of the Western Arctic Free Zone (TA 05 R.1).d. New Regional HO: Minsk, SSSR (PA 04 C.2).e. "White Russia"f. Replaces Moskva as Regional HO, P.A.U. North.g. Do not confuse with Krasnoyarskiy, to the southeast (51.59° N, 59.53° E).h. Petropavlovsk-Kamchatskiyi. On Primorskiy Krayj. All CC operatives in Leningrad were lost during the depopulation of that area.k. Fifty percent or more of the Magadan metro area consists of specialized high-tech facilities with numerous resident personnel.I. Poland; a separate state of the SSSR, not in Russiya. .m. On Khabarovsk Kray

16

Page 18: CYBORG COMMANDO RPG-Campaign Book-Referees' Manual

P.A.U. Bases: Region A (North), SSSR (cont.)

Base Territory Metro Area Population Latitude Longitude Notes

PA 04 T.02 Tyumenskaya Oblast' Khanty Mansiysk 34,610 61.01° N 69.00° EPA 04 T.03 Mordovskaya Oblast' Saratov 2,589,575 51.30° N 45.55° EPA 04 T.04 Kalmytskaya Oblast' Astrakhan' 1,104,730 46.22° N 48.04° EPA 04 T.05 Kalmytskaya Oblast' Makhachkali 620,070 42.59° N 47.30° EPA 04 T.06 Gruzinskaya Oblast' Batumi 294,595 41.37° N 41.36° EPA 04 T.07 Sibir' (Siberia) Nordvik 21,140 74.01° N 111.30° EPA 04 T.08 Sibir' (Siberia) Dikson 17,890 73.32° N 80.39° EPA 04 T.09 Kazakhskaya Oblast' Balkhash 185,310 46.50° N 74.57° EPA 04 T.10 Aral'skoye More" Rybachiy Poselok" 78,400 45.05° N 59.13° E

e PA 04 T.11 Novosiberiskyie Ost," Kotel'nyy 63,133 75.59° N 138.00° EPA 04 T.12 Magadan Provideniya 135,510 64.30° N 171.11° EPA 04 T.13 Yakutskaya Oblast' Yakutsk 368,240 62.10° N 129.50° EPA 04 T.14 Sakhalinskaya Ostrova Okha 38,765 53.35° N 143.01° E

seorPusan"DandongW6nsanKunsanMokp'o

PA 05 C.1PA 05 P.1PA 05 S.11 Liaoning, Zhongguo 3PA 05 S.12 - (C.M.I.K.)PA 05 S.13 -PA05S.14 -

25,599,2806,841,300

26,135510,800397,760501,110

37.30° N 127.00° E Taehan-Min'guk National HQ35.05° N 129.02° E40.08° N 124.24° E Pusan Secondary39.07° N 127.26° E Replaces PA 05 P.135.57° N 126.42° E Pusan Secondary34.50° N 126.25° E Pusan Secondary

Region B (Southwest)

PB 01 C.1 Hejaz Asir Jidda (Juddah) 1,333,100 21.30° N 39.10° E AI-'ArabTyah as-Sa'udlyah HQ

PB02C.1 AI-Basrah (Basra) 881,205 30.30° N 47.50° E Al-fraq National HQ

PB 03 C.1PB 03 T.01 -

Bandar e-Torkeman 39,890Chah Bahar 10,850

35.57° N 49.03° E Iran National HQ25.16° N 60.14° E

No bases

AdenPB 05 C.1 PD.R. Yemen 645,280 12.47° N 45.03° E lttihad National HQ

Jerusalem!PB 06 C.1 997,850 31.4]0 N 35.13° E Regional HQ, P.A.U. Southwest

SukkurPB 07 C.1 377,240 27.42° N 68.54° E Pakistan National HQ

a. Aral Seab. On the Ostrova (island) Vozrozhdeniyac. New Siberian Islands (Ostrova)d. Seoul; Command base was lost in the depopulation of that area. No replacement HQ has been designated.e. All CC operatives in Pusan were lost in the depopulation of that area. Due to the loss of both Soul and Pusan, the Primary was moved to

Wonsan, Chosen Minjujuui In'min Konghwaguk (PA 05 S.12), under the P'yongyang command.f. Also known as EI Quds Esh Sherif or Yerushalayim.

17

Page 19: CYBORG COMMANDO RPG-Campaign Book-Referees' Manual

P.A.U. Bases: Region B (Southwest), Sinai

Base Territory Metro Area Population Latitude Longitude Notes

No bases

PB 09 C.1PB 09 T.01

As-SuriyahAs-Suriyah

AI Ladhiqiyah (Latakia) 484,675Ar Raqqah 115,230

35.31° N35.57° N

35.47° E United Arab States National HQ39.03° E

PB 10 C.1 Tel Avlv-Yafo- 3,207,400 32.05° N 34.46° E Yisra'el National HQ & PrimaryPB 10 S.11 As-Suriyah (U.A.S.) Tartus 18,745 34.55° N 35.52° E Tel Aviv-Yafo SecondaryPB 10 S.12 Al-Lubnan (U.A.S.) Sourh 29,700 33.16° N 35.12° E Tel Aviv-Yafo SecondaryPB 10 S.13 Ashdod 148,015 31.48° N 34.38° E Tel Aviv-Yafo SecondaryPB 10 S.14 Elat (Elath) 44,905 29.33° N 34.57° E Tel Aviv-Yafo Secondary

Region C (Southeast)

No bases

PC02C.1 Uttar Pradesh Kanpur<' 3,136,125 26.27° N 80.14° E Bharat National HQPC 02 P.1 Maharashtra Bombay 16,036,600 18.56° N 72.51 ° E New Primary: PC 02 S.14PC 02 S.11 Gujarat Porbandar 253,565 21.40° N 69.40° E Bombay SecondaryPC02S.12 Gujarat Bharuch 18,450 21.40° N 73.02° E Bombay SecondaryPC02S.13 Karnataka Karwar 7,125 14.50° N 74.09° E Bombay SecondaryPC02S.14 Karnataka Mangalore 512,000 12.54° N 74.51° E Replaces PC 02 P.1PC 02 T.01 Bangladesh Chittagong 2,851,025 22.20° N 91.48° E Reports to PC 02 C.1PC 02 T.02 Kerala Mattancheri 41,505 09.51° N 76.16° E Reports to PC 02 C.1

PC 03 R.1 Tashigang 5,940 27.19° N 91.33° E Reports to PC 02 C.1

No bases

PC 05 C.1PC 05 C.2

Viet-nam D.C .•Prathet Thai!

Da NangKrung The{1l

1,040,4758,022,860

16.04° N13.44° N

108.14° E100.30° E Lao National HQ & Tertiary

a. In a surprising maneuver (technically illegal, for reasons of military rank and command structure), two of the Type-1 CC operatives stationed inTel Aviv-Yafo were placed in command of all conventional forces of the "Middle East." They were equipped with new programming and devicessupplied by Trans-American CC bases, and the third CC coordinated details while ensuring interforce communications. After six days of intensecombat, the CCs and their allies succumbed to an overwhelming influx of enemy troops, establishing in the process what may have been thebest resistance offered by any of Earth's forces. A fully documented record was provided by the third (coordinating) CC, who survived due to herremote location relative to the combat. During the fighting, all personnel at the Yisra'el Primary in Tel Aviv-Yalo were transferred to Ashdod(though the former remains undamaged) for reasons of general security.

b. Also known as Sur, or Tyre.c. Do not confuse with Kanpur, Orissa (20.25° N, 85.15° E).d. All CC operatives in Bombay were lost during the depopulation of that area. New Primary: Mangalore (PC 02 S.14).e. Viet-nam Dan-Chu Cong-haf. Thailandg. Bangkok; new HQ: Phnom Penh (PC 05 C.3)

18

Page 20: CYBORG COMMANDO RPG-Campaign Book-Referees' Manual

P.A.U. Bases: Region C (Southeast), Lao (cont.)

Base Territory Metro Area Population Latitude Longitude Notes

PC 05 C.3 Kampuchea Pr."PC 05 T.01 Kampuchea Pr.

Phnom PenhKompong Sorn"

936,58058,400

11.35° N 104.55° E Replaces PC 05 C.210.38° N 103.28° E Reports to PC 05 C.3

PC 06 C.1 Pegu Renqoorr 7,127,400 16.47° N 96.10° E Myanma National HQ & PrimaryPC 06 S.11 Tenasserim Martaban 24,240 16.32° N 97.35° E Rangoon SecondaryPC 06 S.12 Irrawaddy Pyapon 30,065 16.15° N 95.40° E Replaces PC 06 C.1 PrimaryPC 06 S.13 Mon State Tavoy 125,920 14.02° N 98.12° E Replaces PC 06 C.1 Natl. HQPC 06 S.14 Prathet Thai (Lao) S. Sonqkhrarrr' 46,390 13.25° N 100.01° E Rangoon Secondary

PC 07 R.1 Ghumthang 21,715 27.52° N 85.51 ° E Reports to PC 02 C.1

PC 08 C.1 Colombo 3,660,800 06.55° N 79.52° E Sri Lanka National HQ

PC 09 C.1 Beijing Beijinge 28,213,050 39.55° N 116.26° E HQ, Zhongguo Sectors 1 & 2PC 09 C.2 Guangdong Guangzhou f 5,942,860 23.08° N 113.20° E Regional HQ, P.A.U. SoutheastPC 09 C.3 Sichuan Ohonqoinq» 6,893,715 29.30° N 106.35° E HQ, Zhongguo Sector 3 (SE)PC 09 P.1 Tianjin Tianjinh 16,640,000 39.00° N 117.42° E New Primary: PC 09 S.11PC 09 P.2 T'aiwan Taipei! 9,087,400 25.13° N 121.29° E New Primary: PC 09 S.22PC 09 P.3 Hong Kong victoris' 15,384,125 22.16° N 114.13° E New Primary: PC 09 S.33PC 09 R.1 Xizang Zizhiqu' Qumigxung 455 30.53° N 86.38° EPC 09 R.2 Xizang Zizhiqu Chang La' 75 28.01° N 86.56° EPC09S.11 Liaoning Yinqkou" 416,380 40.40° N 122.1r E Replaces PC 09 P.1 & C.1PC 09 S.12 Hebei Qinhuangdao 181,210 39.55° N 119.3r E Tianjin SecondaryPC 09 S.13 Liaoning Dalian 224,485 38.53° N 121.37° E Tianjin SecondaryPC 09 S.14 Shandong Yantai 51,945 37.30° N 121.22° E Tianjin SecondaryPC 09 S.21 Fujian Ningde 83,825 26.40° N 119.30° E T'aipei SecondaryPC 09 S.22 Fujian Quanzhou 447,500 24.53° N 118.36° E Replaces PC 09 P.2PC 09 S.23 T'aiwan T'ai-Tung 100,345 22.43° N 121.10° E T'aipei SecondaryPC 09 S.24 T'aiwan Kao-Hsiung 64,590 22.36° N 120.17° E T'aipei SecondaryPC 09 S.31 Guandong Shantou 116,250 23.23° N 116.39° E Victoria SecondaryPC 09 S.32 Guandong Lufeng" 322,265 22.59° N 115.40° E Victoria SecondaryPC 09 S.33 Guandong Yangjiang 142,630 21.52° N 111.52° E Replaces PC 09 P.3PC 09 S.34 Guandong Zhanjiang 95,445 21.10° N 110.20° E Victoria SecondaryPC 09 T.01 Mongolia Choybalsan 350,000 48.02° N 114.32° E Reports to PC 09 C.1PC 09 T.02 Qinghai Heimahe 81,205 36.40° N 100.00° E Reports to PC 09 C.1PC 09 T.03 Anhui Tonglingo 131,450 30.57° N 117.40° E Reports to PC 09 C.3PC 09 T.04 Sichuan Yibinp 69,270 28.50° N 104.35° E Reports to PC 09 C.3PC 09 T.05 Guandong Haikou 653,715 20.05° N 110.25° E Replaces PC 09 C.3

a. Kampuchea Pracheathipatey (Kampuchea, or Cambodia).b. Sihanoukville, on the end of the peninsula; not the town of Kompong Som on the Piphat river to the northeast (11.03° N, 103.41 ° E).c. All CC operatives in Rangoon assisted in the city's evacuation but escaped into the Andaman Sea during the depopulation. New National HQ:

Tavoy (PC 06 S.13). New Primary: Pyapon (PC 06 S.12).d. Samut Songkhrame. aka Peking or Peiping. New Sector 1 HQ: Choybalsan, Mongolia (PC 09 T.01). New Sector 2 HQ: Yingkou (PC 09 S.11).f. Canton. New Regional HQ: Da Nang, Lao (PC 05 C.1).g. Chungking; New HQ: Haikou (PC 09 T.05).h. All CC operatives in Tianjin (aka Tientsin or Tienching) were lost in the depopulation of that area. New Primary: Yingkou (PC 09 S.11).i. All CC operatives in Taipei escaped into the ocean before the area was depopulated. New Primary: Quanzhou (PC 09 S.22).j. All CC operatives based in Victoria were at Chang La Pass Research base (PC 09 R.2) at the time of the invasion, and survived. New Primary:

Yangjiang (PC 03 S.33).k. XizangTibetian Autonomous RegionI. Chang La Pass, about two miles from Mt. Everest.m. Do not confuse with the small town of Yingkou, which is commonly known as Dashiqiao (40.38° N, 122.30° E).n. Do not confuse with Lufeng in Yunnan province 25.07° N, 102.10° E.o. Greater southern Tongling, not the nearby smaller town of the same name (30.58° N, 117.48° E).p. Greater northern Yibin, not the nearby smaller town of the same name (28.42° N, 104.300E).

19

Page 21: CYBORG COMMANDO RPG-Campaign Book-Referees' Manual

Trans-American Union: CC Bases Map (North)

2. Canada

o"*••••oCi

4. U.S.A.

*.••.••. f .••.-

\,'\ ,-,. \,,

\

States * ~

20

Page 22: CYBORG COMMANDO RPG-Campaign Book-Referees' Manual

Trans-American Union: CC Bases Map (South)

.'veneZUela(~"\

1I

/,{

r 3.Iv,

6. Colombia

\ - 9. Selv8s\.1I\=:

4. Bolivia

21

Page 23: CYBORG COMMANDO RPG-Campaign Book-Referees' Manual

Trans-American Union

Trans-American

In population, land area, and food pro-duction, the TAU. is the second largestbloc on the globe. It is the richest in totalwealth, but places third (after Europe andOceania) on a per capita income basis. Italso leads the world in both overall stan-dard of living and technological expertise,but stays barely ahead of Pan-Asia in thelatter category.

Dallas, Texas, the capital of the Union,is located in its most prosperous nation,the United States of America. The TAU.is divided into three regions on a geo-graphic basis. The North is completelydominated by the U.S.A. Control of theCentral region balances between Mexicoand the Caribbean nations, since the lead-ers of the Central American countries arefar too busy coping with poor resourcesand overpopulation to be concerned withregional politics. South America, shakenby the war of 2005-2009, dangles from theeconomic apron-strings of the oil-richnations on the northern coast.

The U.S.A., Canada, Hispaniola, andVenezuela are responsible for over 90%of the Union's world leadership in technol-ogy. Overpopulation in Central and SouthAmerica accounts for the Union's #2 posi-tion in world population, and for the resul-tant drop in per capita income. The pri-mary TAU. food-producing areas are thegreat plains of Canada and the U.S.A., aswell as the new croplands where oncestood the great Amazonian jungle ofBrasil.

In the key that begins on the next page,bases are listed in order under the nationto which they report. CC bases in italicizedcities were lost during the depopulation ofthose metro areas.

CC Command Structure

Losses incurred during the invasionare marked with an asterisk. Post-inva-sion changes are given at the end of eachregion.

National, International, and Sector HQare listed under the Regional commandbases to which they report. Primary basesare listed under the appropriate localcommands. All secondary, tertiary, andresearch bases technically report directlyto the local HQ. Bases destroyed in theinvasion are marked with an asterisk. Seethe individual CC base listings in the Keyto CC Bases for details on replacementbases.

22

Union

* Supreme High Command: Houston, State of Texas, U.S.A. (TA 04 CA)Region A (North) Command: New Orleans, State of Louisiana, U.S.A. (TA 04 C.3)

Canada Sector 1 (West) and Arctic Free Zone, International HQ: Prince George,Province of British Columbia, Canada (TA 02 C.1)

Primary: Vancouver (TA 02 P.1)Canada Sector 2 (East) and Grenland, International HQ: Quebec, Province of

Quebec, Canada (TA 02 C.2)Primary: St. Johns (TA 02 P.2)

U.S.A. Sector 1 (West) HQ: Flagstaff, Arizona (TA 04 C.1)* Primary: San Francisco, California (TA 04 P.1 )

* U.S.A. Sector 2 (Central) HQ: St. Louis, Missouri (TA 04 C.2)* Primary: Chicago, Illinois (TA 04 P.2)Primary: Corpus Christi, Texas (TA 04 P.3)

U.S.A. Sector 3 (East) HQ: Richmond, Virginia (TA 04 C.5)* Primary: Boston, Massachusetts (TA 04 PA)* Primary: Cape Canaveral, Florida (TA 04 P.5)

Region B (Central) Command: Merida, State of Yucatan, Mexico (TB 08 C.2)* Mexico Sector 1 (North) HQ: Monterrey, Nuevo Leon (TB 08 C.1)

Primary: Mazatlan (TB 08 P.1 )Mexico Sector 2 (South) HQ: Acapulco, Guerrero (TB 08 C.3)

Primary: Llave (TB 08 P.2)Panama National HQ: Colon (TC 10 C.1 )

Primary: Panama (TC 10 P.1)Republicas Americanas HQ: San Juan, Puerto Rico, Hispaniola (TB 06 C.2)Other National HQ: Nassau, Bahamas; Limon, Costa Rica; Santiago de Cuba, Cuba;

San Salvador, EI Salvador; Antigua, Gutemala; Santo Domingo, Republicas Dom-inicas, Hispaniola; La Ceiba, Honduras; Managua, Nicaragua; Colon, Panama.

Region C (South) Command: Belem, State of Tocantin, Brasil (TC 05 C.1)* Argentina National HQ: Santiago, Province of Chile (TC 02 C.1 )

* Primary: Buenos Aires (TC 02 P.1)* Brasil National HQ: Sao Paulo (TC 05 C.2)

Primary: Fortaleza (TC 05 P.1)Venezuela National HQ: Maracaibo (TC 11 C.1)

* Primary: Caracas (TC 11 P.1)Other National HQ: Paramaribo, State of Suriname, Atlantic States; La Paz, Bolivia;

Guyazuil, Province of Ecuador, Colombia; Willemstad, Island of Curacao, Confed-erated Caribbean Territories (CCT); Stanley, Islas Malvinas; Santarern, Salvas.

CC Base Staffing

Initial CC CC Losses New CCStaffing in Invasion Staffing

Base Metro area T-1 T-2 T-1 T-2 T -1 T-2TA 02 P.1 Vancouver 3 1 3 0 0 1TA 02 P.2 St Johns 4 1 3 0 1 1TA 04 P.1 San Francisco 1 3 1 0 0 3TA 04 P.2 Chicago 2 2 2 2 0 0TA 04 P.3 Corpus Christi 2 3 1 0 1 3TA 04 PA C. Canaveral 0 5 0 0 0 5TA 04 P.5 Boston 1 3 1 0 0 3TB 08 P.1 Mazatlan 3 1 3 0 0 1TB 08 P.2 Llave 2 1 2 0 0 1TB 10 P.1 Panama 3 1 3 0 0 1TC 01 P.1 Buenos Aires 1 2 1 2 0 0TC 05 P.1 Fortaleza 1 1 1 0 0 1TC 11 P.1 Caracas .2 1 1 Q 1 1

25 25 22 4 3 21

Page 24: CYBORG COMMANDO RPG-Campaign Book-Referees' Manual

T.A.U. Bases: Region A (North), Bermuda

Key to CC Bases of the Trans-American Union

Base Territory Metro Area Population Latitude Longitude Notes

Region A (North)

TA 01 T.01 Bermuda Island Hamilton 28,430 32.18° N 64.48° W Reports to Int. HQ (TA 04 C.5)

.. TA02C.1 British Columbia Prince George 135,150 53.55° N 122.49° W IntI. HQ, Canada 1 & Arctic FZTA 02 C.2 Quebec Quebec 1,222,700 46.50° N 71.15° W IntI. HQ, Canada 2 & GranlandTA 02 P.1 British Columbia Vancouver 3,140,600 49.13° N 123.06° W Sector 1 PrimaryTA 02 P.2 Newfoundland St. Johns' 323,375 47.34° N 52.41° W Sector 2 PrimaryTA 02 R.1 Northwest Territory Resolute 1,350 74.40° N 95.00° W Reports to TA 02 C.1TA02S.11 British Columbia Kitimat 26,600 54.05° N 128.38° W Vancouver SecondaryTA 02 S.12 British Columbia Prince Rupert 33,275 54.18° N 130.1]0 W Vancouver SecondaryTA 02 S.13 British Columbia Squamish 2,250 49.41° N 123.11° W Vancouver SecondaryTA 02 S.14 Washington (U.SA) Bellingham 103,275 48.45° N 122.29° W U.S.A., Sect. 1, Vancouver Sec.TA 02 S.21 Newfoundland Twillingate 5,650 49.38° N 54.45° W St. Johns SecondaryTA 02 S.22 Newfoundland Stephenville 23,200 48.33° N 58.34° W St. Johns SecondaryTA 02 S.23 New Brunswick Caraquet 12,800 47.48° N 64.59° W St. Johns SecondaryTA 02 S.24 Nova Scotia Glace Bay 49,250 46.11° N 59.58° W St. Johns SecondaryTA 02 T.01 Northwest Territory Tuktoyaktuk 1,700 69.27° N 133.00° W Reports to TA 02 C.1TA 02 T.02 Manitoba Churchill 3,850 58.45° N 94.00° W Reports to TA 02 C.2TA 02 T.03 Manitoba Grand Rapids 2,050 53.12° N 99.19° W Reports to TA 02 C.2

TA03R.1 Nord 400 81.30° N 17.30° W Reports to Int. HQ (TA 02 C.2)TA 03 T.01 - Scoresbysund 945 70.30° N 22.00° W Reports to Int. HQ (TA 02 C.2)TA 03 T.02 - Godthab 19,275 64.15° N 51.35° W Reports to Int. HQ (TA 02 C.2)

TA 04 C.1 Arizona Flagstaff 78,125 35.12° N 122.49° W HQ, U.S.A., Sector 1 (West)TA 04 C.2 Missouri Sf. Loui!f> 5,325,490 38.40° N 90.15° W HQ, U.S.A. Sector 2 (Central)TA 04 C.3 Louisiana New Orleans 2,925,335 30.00° N 90.03° W Regional HQ, TAU. (North)TA 04 C.4 Texas Houstotr 6,041,200 29.45° N 95.25° W Supreme High CommandTA 04 C.5 Virginia Richmond 494,375 37.34° N 77.27° W IntI. HQ, U.S.A. 3 & BermudaTA 04 P.1 California San Francisccf 4,632,910 37.45° N 122.2]0 W New Primary: TA 04 S.14TA 04 P.2 Illinois Chicag(j> 6,777,050 41.50° N 37.45° W New primary: TA 04 S.21TA 04 P.3 Texas Corpus Christi 523,200 26.46° N 97.26° W Sector 2 PrimaryTA 04 P.4 Massachusetts Boston 7,502,220 42.20° N 71.05° W New Primary: TA 04 S.44TA 04 P.5 Florida Ceneverel' 88,500 28.28° N 80.32° W New Primary: TA 04 S.52TA 04 R.1 Hawaii Hil09 53,18 19.42° N 155.04° W Reports to TA 04 C.1TA04S.11 California Eureka 54,475 40.49° N 124.10° W San Francisco SecondaryTA 04 S.12 California Elk 1,725 39.08° N 123.42° W San Francisco SecondaryTA 04 S.13 California Monterey 62,155 36.35° N 121.55° W San Francisco SecondaryTA 04 S.14 California Big Sur area 300 36.15° N 121.47° W Replaces TA 04 P.1TA 04 S.21 Wisconsin Manitowoc 73,400 44.04° N 87.40° W Replaces TA 04 P.2TA 04 S.22 Michigan Holland 59,270 42.46° N 86.06° W Chicago SecondaryTA 04 S.23 Illinois Cairo 13,375 37.01° N 89.09° W Chicago SecondaryTA 04 S.24 Michigan Escanaba 32,375 45.47° N 87.04° W Chicago Secondary•• TA 04 S.31 Louisiana Morgan City 36,350 29.41° N 91.13°W Corpus Christi SecondaryTA 04 S.32 Texas Freeport 30,325 28.56° N 95.20° W Corpus Christi Secondary

a. Fifty percent or more of the St. Johns metro area consists of specialized high-tech facilities with numerous resident personnel.b. New HQ: Memphis, state of Tennessee. There was no base at this location prior to the invasion.c. New TAU. High Command: New Orleans (TA 04 C.3), which is also the North Regional Command.d. The Type-1 CC assigned to San Francisco was lost during the depopulation of this area. All Type-2 CC operatives escaped prior to that incident.e. All CC operatives in Chicago were lost in the depopulation of that area.f. All CC operatives based at Canaveral were engaged in underwater testing operations on the Atlantic ocean floor at the time of the invasion.They were

ordered to escape without detection, and succeeded. Priority 1: Activate replacement base at Bayport, Florida (TA 04 S.52). Priority 2: Activatesecondary base in Stuart, Florida (TA 04 S.53).

g. Hilo research primarily involves the Mauna Loa volcano 40 miles to the southwest, though some undersea testing is also performed.

23

Page 25: CYBORG COMMANDO RPG-Campaign Book-Referees' Manual

T.A.U. Bases: Region A (North), U.S.A. (cont.)

Base Territory Metro Area Population Latitude Longitude Notes

TA 04 S.33 Texas Port Lavaca 24,600 28.36° N 96.39° W Corpus Christi SecondaryTA 04 S.34 Texas Port Isabel 8,500 26.04° N 97.14° W Corpus Christi SecondaryTA04 S.41 Maine Addison 800 44.38° N 67.46° W Boston SecondaryTA 04 S.42 New York Oswego 44,640 43.2JO N 76.31° W Boston SecondaryTA 04 S.43 New Hampshire Portsmouth 59,210 43.03° N 70.47° W Boston SecondaryTA 04 S.44 Massachusetts New Bedford 222,090 41.38° N 70.55° W Replaces TA 04 P.4TA 04 S.51 Georgia Brunswick 39,700 31.09° N 81.30° W Canaveral SecondaryTA 04 S.52 Florida Bayport 1,050 28.33° N 82.39° W Replaces TA 04 P.5TA 04 S.53 Florida Stuart 21,350 27.12° N 80.16° W Canaveral SecondaryTA 04 S.54 Florida Flamingo 860 25.08° N 80.07° W Canaveral SecondaryTA 04 T.01 Alaska Juneau 44,050 58.20° N 134.20° W Reports to TA 04 C.1TA 04 T.02 Alaska Fort Randall 1,540 55.10° N 162.47° W Reports to TA 04 C.1TA 04 T.03 New Mexico Albuquerque 748,200 35.05° N 106.38° W Reports to TA 04 C.1TA 04 T.04 North Dakota Bismarck 100,325 46.50° N 100.48° W Reports to TA 04 C.2TA 04 T.05 Tennessee Chattanooga 382,400 35.02° N 85.18° W Reports to TA 04 C.2

TA05R.1 (mobile)" 28 85-90° N 1-179° W

Region B (Central)

lion # 1'; Bahanuts'l4

TB 01 C.1 New Providence Nassau 310,350 25.05° N 77.20° W Bahamas National HQTB 01 T.01 North Caicos Island Kew 8,410 21.55° N 72.04° W

TB02C.1 lim6n 133,920 10.00° N 83.01° W Costa Rica National HQTB 02 T.01 - Puntarenas 88,670 10.00° N 84.50° W

tion # 3: Cuba + %~'"

ifi_=- .~

TB 03 C.1 Santiago de Cuba 996,945 20.00° N 75.49° W Cuba National HQTB 03 T.01 - Cienfuegos 281,930 22.10° N 80.2JO W

TB04C.1 2,201,400 13.40° N 89.10° W EI Salvador National HQSan Salvador

TB 05 C.1TB 05 T.01 Belize

14.33° N 90.42° W Guatemala National HQ17.29° N 88.10° W

AntiguaBelize City

54,100126,885

TB 06 C.1 Republicas Dominicas- Santo Domingo 2,995,160 18.30° N 69.57° W Dominican Republic Natl. HQTB 06 C.2 Puerto Rico San Juan 4,293,260 18.29° N 66.08° W Republicas Americanas HQTB 06 T.01 Jamaica Montego Bay 133,780 18.27° N 77.56° WTB 06 T.02 Haiti Jacmel 36,445 18.18° N 72.32° W

tion II 7: HonduraS

TB07C.1 La Ceiba 137,280 15.45° N 86.45° W Honduras National HQ

a. The"base" in the Western Arctic Free Zone consists of a research team with equipment. The team moves around to various locationsand has no permanent base station.

b. Dominican Republic

24

Page 26: CYBORG COMMANDO RPG-Campaign Book-Referees' Manual

T.A.U. Bases: Region B (Central), Honduras (cont.)

Base Territory Metro Area Population Latitude Longitude Notes

TB 07 T.01 - Barra Kruta 23,500 15.15° N 83.24° W

TB 08 C.1 Nuevo Le6n Monterrey 5,885,700 25.40° N 100.20° W HQ, Mexico Sector 1 (North)TB 08 C.2 Yucatan Merida 804,735 20.59° N 89.39° W Regional HQ, TAU. CentralTB 08 C.3 Guerrero Acapulco 1,287,515 16.51° N 99.56° W HQ, Mexico Sector 2 (South)TB 08 P.1 Sinaloa- Mazatlan- 543,320 23.11° N 106.25° W

¢ TB 08 P.2 Veracruz- Llaves 1,115,990 19.11° N 96.10° WTB08S.11 Sonora Guaymas 175,790 27.59° N 110.54° W Replaces TB 08 C.1TB 08 S.12 Baja California La Paz 140,675 24.10° N 110.1?D WTB 08 S.13 Jalisco Puerto Vallarta 73,850 20.36° N 105.15° W

.; TB 08 S.14 Colima Manzanillo 63,535 19.00° N 104.20° WTB 08 S.21 Nuevo Leon La Pesca 19,875 23.46° N 97.47° WTB 08 S.22 Quintana Roo Puerto Juarez 13,760 21.100N 86.50° WTB 08 S.23 Veracruz Tuxpan- 103,650 20.58° N 97.23° WTB 08 S.24 Veracruz Coatzacoalcos 365,205 18.10° N 94.25° WTB 08 T.01 Campeche Campeche 316,760 19.50° N 90.30° W

TB09C.1TB 09 T.01 -

ManaguaPuerto Cabezas

1,690,49016,970

12.06° N 86.18° W Nicaragua National HQ14.02° N 83.24° W

TB 10 C.1 Col6n 250,715 09.21° N 79.54° W Panama National HQTB 10 P.1 Panama 1,972,085 08.5?D N 79.30° WTB 10 S.11 - (EI Salvador) La Uni6n 11,465 13.20° N 87.50° W Panama SecondaryTB 10 S.12 - Crist6bal 14,675 09.21° N 79.54° W Panama SecondaryTB 10 S.13 - Ohlman 6,420 08.42° N 78.35° W Panama SecondaryTB 10 S.14 - (Costa Rica) Golfito 15,900 08.42° N 83.10° W Panama Secondary

TB 11 T.01 Guadeloupe Point-a-Pitre 180,395 16.14° N 61.32° W Reports to TB 06 C.2

Region C (South)

No bases

TC02C.1 Chile Santiagd 11,290,500 33.30° S 7.40° W Argentina National HQ;;, TC 02 P.1 Buenos Aires Buenos AireS'J 39,757,500 34.40° S 58.30° W New Primary: TC 02 S.14

TC02R.1 Chile Punta Arenas 150,210 53.10° S 70.56° WTC 02 S.11 Uruguaya (Brasil) Maldonado 59,290 34.5?D S 54.59° W Buenos Aires SecondaryTC02S.12 Chile Constituci6n 9,460 35.20° S 72.28° W Buenos Aires SecondaryTC 02 S.13 Buenos Aires Mar del Plata 1,609,620 38.00° S 57.32° W Buenos Aires SecondaryTC 02 S.14 Buenos Aires Necochea 153,900 38.31° S 58.46° W Replaces TC 02 P.1TC 02 T.01 Chile Iquique 251,055 20.15° S 70.08° W Replaces TC 02 C.1\,

,a. New HQ: Guaymas, Sonora (TB 08 S.11)b. All Type-1 CC operatives in Mexico were lost during initial engagements with the enemy.c. Fifty percent or more of the Mazatlan metro area consists of specialized high-tech facilities with minimal resident personnel.d. City of Veracruze. Tuxpan de Rodriguez Cano. do not confuse with Tuxpan, Jalisco, or with Tuxpan, Nayarit.f. New HQ: Inquique (TC 02 T.01).g. All CC operatives in Buenos Aires were lost during the depopulation of that region.

25

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Page 27: CYBORG COMMANDO RPG-Campaign Book-Referees' Manual

T.A.U. Bases: Region C (South), Argentine Republic (cont.)

Base Territory Metro Area Population Latitude Longitude Notes

TC 02 T.02 Rio Negro Viedma 18,065 40.45° S 63.00° W

TC 03 C.1 SurinameTC 03 T.01 Guyane francaise-

ParamariboCayenne

675,500117,575

05.52° N 55.14° W Atlantic States National HQ04.55° N 52.18° W

TC 04 C.1 La Paz 4,016,930 16.30° S 68.10° W Boliva National HQ

TC05C.1 Tocantin Belem 3,687,045 01.27° S 48.29°W Regional HQ, T.A.U. SouthTC 05 C.2 Sao Paulo Sao Pauld' 38,214,000 23.33° S 46.39° W Brasil National HQTC 05 P.1 Ceara Fortaleza- 4,435,500 03.45° S 38.35° WTC 05 S.11 Piaui Parnaiba 220,135 02.58° S 41.46° WTC 05 S.12 Rio Grande de Norte Natal" 968,010 05.35° S 42.37° WTC 05 S.13 Alagoas Penedo 83,955 10.16° S 36.33° WTC 05 S.14 Bahia Santo Amaro- 58,675 12.35° S 38.41° WTC 05 T.01 Minas Gerais Conceicao de Barra 45,550 18.36° S 39.46° WTC 05 T.02 Santa Catarina Itajai 208,960 26.50° S 48.39° W Replaces TC 05 C.2

TC 06 C.1 Guayas, EcuadorTC 06 T.01 Ancash, Peru

GuayaquilChimbote

4,319,495613,915

02.13° S 79.54° W Colombia National HQ09.04° S 78.34° W

TC 07 C.1 Curacao Willemstad 363,360 12.12° N 68.56° W CCT National HQ

TC08C.1 Stanley 4,170 51.45° S 57.56° W Islas Malvinas National HQ

TC09C.1 Santarem 197,335 02.26° S 54.41° W Selvas National HQ

No bases

TC 11 C.1 Maracaibo 3,961,840 10.44° N 71.37° W Venezuela National HQTC11P.1 Caracas 9,553,500 10.35° N 66.56° W Venezuela PrimaryTC 11 S.11 Falc6n Puerto Cumarebo 33,970 11.31°N 69.30° W Caracas SecondaryTC 11 S.12 Anzoategui Puerto La Cruz 244,240 10.14° N 64.40° W Caracas SecondaryTC 11 S.13 Bolivar Ciudad Guayanas 554,065 08.22° N 62.37° W Replaces TC 11 P.1TC 11 S.14 Guayana (Atlantic Sts.) Georgetown 722,030 06.46° N 58.10° W Caracas Secondary

a. French Guianab. New HQ: ltaial (TC 05 T.02)c. The Type-1 CC operative in Brasil was lost during initial engagements with the enemy.d. In Rio Grande de Norte; do not confuse with Natal (Amazonas) in Selvas (06.59° S, 60.16° W).e. Do not confuse with Santo Amaro (Maranhao) Brasil (02.31 ° S, 43.10° W).f. One Type-1 CC operative in Venezuela was lost during initial engagements. The remaining Type-1 was deactivated in the process but was

recovered, barely alive, nine days later. New Primary: Ciudad, Guayana (TC 11 S.13).g. Also known as Santo Tome de Guayana

26

Page 28: CYBORG COMMANDO RPG-Campaign Book-Referees' Manual

Region A (West)

1. Algerie

4.

/~5. Sao Tome Isi.

8. S.A.S.

KEY TO SYMBOLS

Command/Primary 0Command *Primary •Secondary •Tertiary •Research 000

United Afrika: CC Base Map

I,,,,, "I ',t,

""I).,,

3. Ubiya

2.,:"><, -----.•.•j' .-: I <; ...1

.> I) <,III

).-(

6. Tchad

1. As-SOdanNigeria

8. Yaitopya

27

Page 29: CYBORG COMMANDO RPG-Campaign Book-Referees' Manual

United Afrika

The dark continent is unfortunately stillthe backwater of the world, trailing all theother blocs in technology, total wealth,and per capita income. It is third in bothpopulation and food production, andneeds all of the latter to support the for-mer. Though once third in land area, itdropped to fourth when Antarctica wasadded to the U.N.O.

U.A. is a land divided, and its "capital,"Afrikana, presents an unconvincing fa-cade of continental unity. It is technicallydivided into thirds, each having equalstature. However, each of these parts islocated in a different part of the continent:in suburbs of Dar-el-Beida (AI-Magreb, orMorocco), Cairo (Misr, or Egypt), andMaputo (Mogambique). The many inde-pendent nations of UA are grouped intofour regions. The West is aggressive andfast-growing, controlled by AI-Magreb,though Senegal constantly disputes thisauthority. The Northeast has always beenled by Misr (Egypt), but the new nation ofBanghazi (formerly eastern Libya) enjoysa booming economy. Central Afrika, themysterious and scenic heart of the conti-nent, still clings to ancient customs andgenerally rejects modernism. And theSouth, once dominated by Suid-Afrika(South Africa), fell to chaotic squabblingafter that nation was split by civil war. Noone nation speaks for that region now.

The Sahara desert and ancient junglesare giving way to modern agriculture,thanks to advanced technology and newsupplies of fresh water for irrigation fromAntarctica. But changes meet stiff resis-tance, and meanwhile millions die fromplague, starvation, and other follies ofmismanaged national governments.

In the key below, bases are listed inorder under the country to which theybelong. CC bases in the italicized metroareas were lost during the depopulation.

United Afrika

CC Base StaffingInitial CC CC Losses New CCStaffing in Invasion Staffing

Base Metro area T -1 T-2 T -1 T-2 T -1 T-2

AA 02 P.1 Dar-el-Beida 2 1 1 0 1 1AA 11 P.1 Dakar 3 0 0 0 3 0AB 04 P.1 AI-Iskandariyah 4 1 2 0 2 1AD 09 P.1 Kaapstad 1. 1 1 Q s 1

13 3 4 0 9 3

CC Command Structure

National, International, and Sector HO are listed under the Regional command basesto which they report. Primary bases are listed under the appropriate local commands. Allsecondary, tertiary, and research bases technically report directly to the local HO. Basesdestroyed in the invasion are marked with an asterisk.

Supreme High Command: Oar es Salaam, Tanzania (AC 06 C.1)

Region A (West) Command: Dakar, Senegal (AA 11 C.1)* AI-Magreb National HO: Dar-el-Beida, Anfa (AA 02 C.1)

Primary: Dar-el-BeidaSenegal & Guinee International HO: Dakar, Yoff (AA 11 C.1)

Primary: DakarOther National HO: 'Annaba, Algerie; Monrovia, Liberia province, Freeland; Gao,

Mali; Cotonow, Benin province, Nigeria.Region B (Northeast) Command: Aswan, Misr (AA 04 C.1)

Misr & Banqhazi International HO: Aswan (above)* Primary: AI-Iskandariyah, Lower Egypt (AB 04 P.1)

As-Sudan & Tchad International HO: Malakal, Sobat, As-SudanUbiya & Tunisie International HO: At-Khums, UbiyaSomaliya National HO: Hobyo, Mudug

Region C (Central) Command: Goma, Zaire (AA 08 C.1)National HO: Libreville, Gabon province, People's' Republics of the Congo; Bangui,

Hepublique centrafricaine; Malabo, Bioko, Sao Tome Islands; Oar Es Salaam,Tanzania; Goma, Zaire.

* Region D (South) Command: Kaapstad, Suid-Afrika (AD 09 C.1)* Suid-Afrika National HO: Kaapstad (above)

* Primary: KaapstadOther National HO: Luanda, Angola; Toamasina, Madagasikara; Maputo,

Mocarnbique: Swakopmund, Namibia; Maramba, Zambia.

Key to CC Bases of United Afrika

Base Territory Population Latitude Longitude NotesMetro Area

Region A (West)

AA01 C.1 'Annaba

28

'Annaba (Bone) 1,219,875 36.55° N 07.47° E Algerie National HO

Page 30: CYBORG COMMANDO RPG-Campaign Book-Referees' Manual

U.A. Bases: Region A (West), AI-Magreb

Base Territory Metro Area Population Latitude Longitude Notes

AA02C.1 Anfa Dar-el-BeidCl' 6,134,900 33.39° N 07.35° W AI-Magreb Natl. HQ & Pri.AA 02 S.11 - Tanger (Tangier) 731,885 35.48° N 05.50° W Dar-el-Beida SecondaryAA02S.12 - (Algerie) Oran (Ouahran) 1,889,715 35.45° N 00.38° W Dar-el-Beida SecondaryAA02S.13 - Safi 502,920 32.18° N 09.20° W Dar-el-Beida SecondaryAA02S.14 - Essaouira (Mogador) 117,095 31.30° N 09.48° W Dar-el-Beida SecondaryAA 02 T.01 Canaria" Las Palmas- 669,670 28.08° N 15.2r W

No bases

AA 04 C.1 Liberia Monrovia 795,440 06.20° N 10.46° W Freeland National HQ

No bases

AA 08 C.1 Tuareg Gao 66,220 16.19° N 00.09° W Mali National HQ

No bases

AA 10 C.1 Benin Cotonow 693,345 06.24° N 02.31 ° E Nigeria National HQ

AA 11 C.1 YoffAA 11 S.11 -AA 11 S.12 -AA 11 S.13 - (Guinee)AA 11 S.14 - (Guinee)

Dakar' 3,111,500 14.38° N 17.27° W Regional HQ, U.A. West & Pri.Saint-Louis 342,77!? 16.01° N 16.30° W Dakar SecondaryBanjul (Bathurst) 341,940 13.28° N 16.39° W Dakar SecondaryBissau 277,215 11.52° N 15.39° W Dakar SecondaryConakry 768,395 09.31° N 13.43° W Dakar Secondary

Region B (Northeast)

AB 01 C.1 Sobat Malakal 135,935 09.31 ° N 31.40° E Int. HQ, As-Sudan & Tchad

No bases, but AS 04 S.11 is located here.

a. Casablanca; all operatives (CC and otherwise) escaped before the depopulation. New HQ: Tanger (AA 02 S.11). New Primary: Essaouria (AA 02S.14).

b. Canary Islandsc. Las Palmas de Gran Canariad. Also International HQ (Senegal & Gulnee)

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U.A. Bases: Region B (Northeast), Ubiya

Base Territory Metro Area Population Latitude Longitude Notes

AB 03 C.1 Tripolitania At-Khums 51,935 32.39° N 14.16° E Int. HQ, Ubya & Tunisie

AB04C.1 Upper Egypt Aswan- 562,380 24.05° N 32.56° E Regional HQ, U.A. NortheastAB 04 P.1 Beheira A/-/skandadya/i' 11,101,320 31.13° N 29.55° E New Primary: AB 04 S.13AB 04 S.11 - (Banghazi) Tubruq (Tobruk) 82,560 32.05° N 23.59° E AI-Iskandariyah SecondaryAB04S.12 - Matruh 68,175 31.21° N 27.15° E AI-Iskandariyah SecondaryAB04S.13 Lower Egypt Port Said 1,055,600 31.1JON 32.18° E AI-Iskandariyah SecondaryAB04S.14 Upper Egypt Hurghada 58,440 27.17° N 33.4]0 E AI-Iskandariyah Secondary

AB 05 C.1 Mudug Hobyo 43,280 05.20° N 48.30° E Somaliya National HQ

AB 06 R.1 Kanem Bol 1,300 13.2JO N 14.40° E Reports to AB 01 C.1

AB 07 R.1

rnone- 25 (variable) Reports to AB 03 C.1

No bases

Region C (Central)

No bases

AC 03 C.1 Estuaire, Gabon Libreville 977,695 00.30° N 09.25° E PRC National HQ

AC 04 C.1 Ombella-Mpoko Bangui 728,400 04.23° N 18.37° E Rep. centrafricaine Natl. HQ

AC 05 C.1 Bioko (Fernando P60) Malabo (Santa Isabel) 107,560 03.45° N 08.48° E Sao Tome Islands National HQ

AC 06 C.1 Oar Es Salaam Oar Es Salaams 3,388,825 06.51° S 39.18° E Supreme High Command, U.A.

No bases

a. Also International HQ, Misr & Banqhazib. Alexandria; two Type-1 CC operatives were lost in combat.c. The "Tstborq" (local version of Cyborg) research team roves in the dry wastes of south Tunisia. The team members are in occasional contact with

the 'Annaba (Algerie and At-Khums (Ubiya) bases (AA 01 C.1 and AB 03 C.1, respectively).d. Also Tanzania National HQ

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U.A. Bases: Region C (Central), Zaire

Base Population Latitude Longitude NotesMetro AreaTerritory

AC 08 C.1 KivuAC 08 T.01 Shaba

Gorna-Moba (Baudouinville)

189,30587,000

01.40° S07.40° S

29.14° E Regional HQ, U.A. Central29.45° E

Region 0 (South)

AD 01 C.1 Bengo Luanda- 1,851,500 08.50° S 13.15° E Angola National HQ

No bases

AD 03 C.1 Toamasina (Tamatave)281 ,800 18.10° S 49.23° E Madagasikara National HQ

No bases

AD 05 C.1 GazaAD 05 T.01 Zarnbezia

Maputo-Quelimane

1,331,855 25.58° S 32.35° E Moc;ambique National HQ17.53° S 36.51° E

AD 06 C.1 Damaraland Swakopmund 22,130 22.40° S 14.34° E Namibia National HQ

No bases

AD09C.1 KaapAD 09 S.11 -AD 09 S.12 -AD09S.13 -AD 09 S.14 -

KaapstacfJPort NollothOos-LonderrKnysnaVoorbaii

4,382,10038,450

740,09054,53048,185

33.56° S29.1]0 S33.00° S34.03° S34.09° S

18.28° E Regional HQ, U.A. South & Pri16.51 ° E Kaapstad Secondary27.54° E Replaces AD 09 C.1 as Natl. HQ23.03° E Replaces AD 09 C.1 as Primary22.06° E Kaapstad Secondary

AD 10 C.1 Southern Zambia Maramba (Livingstone)311 ,620 17.50° S 25.53° E Zambia National HQ

No bases

a. Also Zaire National HQb Replaces AD 09 C.1 as Regional HQ, UA South.c. Lourenco Marquesd. Capetown; also Suid-Afrika National HQ. All CC operatives escaped before the depopulation of that area. New Regional HQ: Luanda, Angola (AD

01 C.1). New National HQ: Oos-Londen (AD 09 S.12). New Primary: Knysna (AD 09 S.13).e. East London

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United Nations of Oceania: CC Base Map

32

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United Nations of Oceania

United

The U.N.O. has the fewest people andthe lowest food production of all the blocs,and it is next to last in technology and totalwealth. But it is nevertheless the mostpromising, dynamic, and fastest-growingof them all. It is the third largest bloc in landarea (most of that in Australia and Antarc-tica), and the hard-working nature ofOceania's people has made them thesecond richest (per capita) in the world.

Sydney, Australia, is the capital.Oceania is divided into three regions bygeography. The West is both dominatedand handicapped by Indonesia, as thatnation has one of the densest populationson the globe. The East is lackadasical; themany small isles of the South Pacific areeasily controlled by New Guinea. TheSouth, the new frontier of the 21 st century,is dominated by Australia.

The rise of Oceania was due to twoprincipal factors. In the 1980s, touristadvertising by Australia produced incred-ible results. That, plus international pho-

I:l,

Nations Oceaniaof

bias about nuclear war and the threat ofAI DS, prom pted hund reds of thousands toimmigrate from North America and Eu-rope between 1990 and 201 O. The secondfactor was the development of Antarctica;the U.N.O. created (and kept control of)the technology to insulate and move ice-bergs, and now sells them worldwide. As

pollution problems continue to spread,these may become the world's primarysupply of fresh water.

In the key that begins on the next page,bases are listed in order under the nationsto which they report. CC bases in italicizedcities were lost during the depopulation ofthose metro areas.

CC Command Structure

National, International, and Sector HQ are listed under the Regional command basesto which they report. Primary bases are listed under the appropriate local commands. Allsecondary, tertiary, and research bases technically report directly to the local HQ. Basesdestroyed in the invasion are marked with an asterisk. See the individual CC base listingsin the Key to CC Bases for details on replacement bases.

Supreme High Command: Wellington, South Aukland, New Zealand (OC 03 C.2)

* Region A (West) Command: Bandung, Jawa, Republic of Indonesia (OA 02 C.1)* Indonesia National HQ: Djakarta, Jawa (OA 02 P.1)

* Primary: Djakarta* Pilipinas National HQ: Manila, Luzon (OA 04 C.1 )

* Primary: ManilaOther National HQ; Kwajalein, Marshall Islands, Federation of Northwestern Polyne-

sia; Balikpapan, Timur, Kalimantan. 'Region B (East) Command: Port Moresby, New Guinea (OB 04 C.1)

No bases with CC staff.National HQ: Papeete, Tahiti Island, Federation of Eastern Polynesia; Nadi, Fiji

Island, Federation of Southwest Polynesia; Oekusi, Timor Island, Molucca; PortMoresby, Papua, New Guinea.

* Region C (South) Command: Sydney, New South Wales, Australia (OC 02 C.3)* Australia Sector 1 (West) HQ: Perth, Western Australia (OC 02 C.1)

* Primary: Perth* Australia Sector 2 (East) HQ: Brisbane, Queensland (OC 02 C.2)

* Primary: Brisbane (above)* Primary: Melbourne, Victoria (OC 02 CA)

New Zealand National HQ: Aukland, Central Aukland (OC 03 C.1)Primary: Aukland

Other National HQ: Scott City, Antarctic States; Hobart, Tasmania.

CC Invasion Losses

Initial CC CC Losses New CCStaffing in Invasion Staffing

Base Metro area T ·1 T·2 T ·1 T·2 T ·1 T·2

OA 02 P.1 Djakarta 3 1 2 0 1 1OA 04 P.1 Manila 3 1 2 0 1 1

OC 02 P.1 Perth 3 1 1 0 2 1OC 02 P.1 Brisbane 5 0 1 0 4 0OC 02 P.2 Melbourne 3 1 3 1 0 0OC 03 P.1 Aukland ;2 1 Q Q ;2 1

20 5 9 1 11 4

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U.N.O. Bases: Region A (West), Federation of Northwest Polynesia

Key to U.N.O. CC BasesBase Territory Metro Area Population Latitude Longitude Notes

Region A (West)

OA 01 C.1 Marshall Islands Kwajalein 52,465 09.15° N 167.30° E F.N.w.P. National HQ

OA 02 C.1 Jawa (Java) Djakarta' 20,445,425 06.08° S 106.45° E Indonesia National HQ & Pri.OA 02 C.2 Jawa Bandung 7,114,140 06.57° S 107.34° E Regional HQ, U.N.O. WestOA 02 S.11 Sumatra Tanjunq-Teluk," 625,900 05.28° S 105.16° E Djakarta SecondaryOA02S.12 Jawa Tjirebon (Cirebon) 561,555 06.46° S 108.33° E Djakarta SecondaryOA 02 S.13 Jawa Sernaranq- 2,033,815 06.58° S 110.29° E Replaces OA 02 C.1 as Pri. & HQOA02S.14 Jawa Surabaya 9,212,900 07.14° S 112.45° EOA 02 T.01 Sumatra Sigii 86,985 05.21° N 95.56° EOA 02 T.02 Sumatra Padang 617,575 01.00° S 100.21° E

OA 03 C.1 Timur Balikpapan 431,995 01.15° S 116.50° E Kalimantan National HQ

OA 04 C.1 Luzon Manilcf 17,299,975 14.37° N 120.58° E Pilipinas Natl. HQ & PrimaryOA 04 S.11 Luzon Lingayen 185,690 16.02° N 120.14° E Manila SecondaryOA04S.12 Luzon Batangas 394,325 13.46° N 121.01 ° E Replaces OA 04 C.1 as PrimaryOA 04 S.13 Mindoro Calapan 174,915 13.23° N 121.10° E Manila SecondaryOA 04 S.14 Leyte Tacloban 253,860 11.15° N 125.01° E Manila SecondaryOA 04 T.01 Mindanao Davao 1,524,535 07.05° N 125.38° E Replaces OA 04 C.1 as Natl. HQ

No bases

Region B (East)

OB 01 C.1 Tahiti Papeete 132,110 17.32° S 149.34° W F.E.P. National HQ

OB 02 C.1 Fiji Nadia 46,550 17.47° S 177.29° E F.S.w.P. National HQ

OB 03 C.1 Timor Kupang 165,760 10.13° S 123.38° E Molucca National HQ

OB 04 C.1 Papua Port Moresby 335,300 09.30° S 147.07° E Regional HQ, U.N.O. East

a. All CCs in Djakarta successfully evacuated before the depopulation of that region; two Type-1 CC operatives were lost in combat. New NationalHQ and Primary: Semarang (OA 02 S.13).

b. Tanjungkarang-Telukbetungc. New National HQ and Primary, replacing Djakarta and Bandung.d. New National HQ: Davao (OA 04 T.01). New Primary: Batangas (OA 04 S.12).e. On Viti Levu

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U.N.O. Bases: Region C (South), Antarctic States

Base Territory Metro Area Population Latitude Longitude Notes

Region C (South)

OC 01 C.1 Polar Free Zone Scott City 22,435 90.00° S 00.00° - Antarctic States National HQOC 01 C.2 Sakharov Vostok 8,210 78.27° S 106.51° E formerly SSSR (PAU. A-4)OC 01 R.01 Ross Russkaya 1,740 74.46° S 136.51° W formerly SSSR (PAU. A-4)OC 01 R02 Coats Halley 635 75.31° S 26.56° W formerly U.K. (E.C. A-9)OC 01 R.03 Maud Neumayer 820 70.37° S 08.22° W formerly B.RD. (E.C. B-2)OC 01 R.04 Maud Gangotri 2,295 70.05° S 12.00° E formerly Bharat (P.A.U. C-2)OC 01 R.05 Enderby Mizuho 3,450 70.42° S 44.20° E formerly Japan (P.A.U. A-2)OC 01 R.06 Enderby Mawson 960 67.36° S 62.52° E formerly Australia (U.N.O. C-2)OC 01 R.07 Wilkes Durville 1,820 66.40° S 140.01° E formerly France (E.C. B-5)OC 01 R08 Ross McMurdo 6,365 77.51° S 166.40° E formerly U.S.A. (TAU. A-4)

OC 02 C.1 Western Australia Pertl1' 5,430,120 31.58° S 115.49° E HQ, Australia Sect. 1 (W) & Pri.OC 02 C.2 Queensland Brisbanl!' 6,235,790 27.30° S 153.00° E HQ, Australia Sect. 2 (E) & Pri.OC 02 C.3 New South Wales Sydney 19,624,270 33.55° S 151.10° E Regional HQ, U.N.O. SouthOC 02 P.3 Victoria Melbournfl 16,836,690 37.45° S 144.58° EOC 02 R.1 Northern Territory Lake Amadeus- 165 24.72° S 130.92° EOC 02 S.11 Western Australia Carnarvon 34,895 24.51° S 113.45° E Perth SecondaryOC02S.12 Western Australia Geraldton 75,865 28.49° S 114.36° E Replaces OC 02 C.1 as PrimaryOC02S.13 Western Australia Esperance 61,375 33.49° S 121.52° E Perth SecondaryOC 02 S.14 Western Australia Albany 103,175 34.5]0 S 117.54° E Replaces OC 02 C.1 as HQ, S 1OC 02 S.21 Queensland Gladstone 27,470 23.52° S 151.16° E Brisbane SecondaryOC 02 S.22 Queensland Maryborouqh' 31,650 25.32° S 152.36° E Replaces OC 02 C.2 as PrimaryOC 02 S.23 New South Wales Coffs Harbour 7,290 30.18° S 153.08° E Brisbane SecondaryOC 02 S.24 New South Wales Port Macquarie 14,675 31.28° S 152.25° E Brisbane SecondaryOC 02 S.31 South Australia Victor Harbor 26,665 35.33° S 138.37° E Melbourne SecondaryOC 02 S.32 New South Wales Merimbula 22,395 37.18° S 146.08° E Melbourne SecondaryOC 02 S.33 Victoria Portlands 9,420 38.21° S 141.38° E Melbourne SecondaryOC 02 S.34 - (Tasmania) Burnie 29,845 41.03° S 143.55° E Replaces OC 02 P.3OC 02 T.01 Northern Territory Darwin 286,715 12.23° S 130.44° EOC 02 T.02 Western Australia Broome 51,180 17.58° S 122.15° EOC 02 T.03 South Australia Ceduna 102,835 32.07° S 133.42° EOC 02 T.04 Queensland Weipa 11,430 12.35° S 141.56° EOC 02 T.05 Queensland Townsville 590,575 19.13° S 146.48° E Replaces OC 02 C.2 as HQ, S 2

OC 03 C.1 Central Aukland Aukland'' 3,212,725 36.55° S 174.4]0 E New Zealand National HQOC 03 C.2 South Aukland Wellington 1,450,490 41.17°S 174.47°E Supreme High CommandOC 03 S.11 South Aukland Mt. Maunganui 48,905 37.38° S 176.12° E North IslandOC 03 S.12 Taranki New Plymouth 185,300 39.03° S 174.04° E North IslandOC 03 S.13 Hawkes Bay Napier 458,485 39.29° S 176.58° E North IslandOC03S.14 Nelson Motueka 66,750 41.08° S 173.01° E South IslandOC 03 T.01 Otago Dunedin 468,435 45.52° S 170.30° E South Island

OC 04 C.1 Hobart 705,550 42.54° S 147.18° E Tasmania National HQ

a. All CC operatives evacuated Perth before the depopulation of that area. New Sector HQ: Albany (OC 02 S.14). New Primary: (OC 02 S.12).b. All CC operatives in Brisbane evacuated before the depopulation of that area. New Sector HQ: Townsville (OC 02 T.02). New Primary: Marybor-

ough (OC 02 S.22).c. New Regional HQ: Aukland, New Zealand (OC 03 C.1).d. All CC operatives in Melbourne were lost during the depopulation of that area. New Primary: Burnie, Tasmania (OC 02 S.34).e. Lake Amadeus (with no nearby towns) is a body of salt water; the research base is located beneath the lake bottom.f. Do not confuse with Maryborough, Victoria (37.05° S, 143.47°E).g. Do not confuse with Portland, New South Wales (33.20° S, .150.00° E)h. On North Island. Replaces Sydney, Australia (OC 02 C.3) as Regional HQ, UNO. South. Invading forces did not strike any part of New Zealand

in the initial invasion. It is believed that an error may have been made in the troop deployment. As a precaution, the base was immediatelymoved to a different building in the city.

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Page 37: CYBORG COMMANDO RPG-Campaign Book-Referees' Manual

Xenoborgs

Most of the alien invaders, and in factall of the combat troops, are of this race.Because of their appearance, seeminglypart metal and part organic, people calledthem Xenoborgs - xeno (strange) andborg (short for cyborg, or cybernetic or-ganism). They were not, in fact, far wrong.

The Xenoborgs as a race are pawns ofthe Masters (see page 47), though theyare not aware of this.

General Notes

Most of the alien invaders are of thisrace. A Xenoborg resembles a giant-sizedversion of the microscopic dust mitecommonly found in households. This tinyterror, so small that an electron micro-scope is required to examine it accurately,feeds on the minute flakes of skin we shedin the course of a normal day. Its largealien look-alike, however, is more than 3meters tall and wide, and about 4.5 meterslong. Its six (or eight) small, spindly legsseem incapable of supporting the massivebloated body. However, since much of thecreature's interior consists of spaces inwhich objects and gases are held, the 28.3cubic meters (1,000 cubic feet) of bodyvolume masses only about 250 kg (550pounds). The creature's weight is oftenless than that - 204-227 kg (450-500pounds) - since some of the gases car-ried within its form are lighter than air.

Xenoborg technology embodies rela-tively few principles unknown to Man, butit has enjoyed a longer period of develop-ment; the Empire has stood for millenia.Though the aliens do craft and use de-vices of various sorts, they do not relyprimarily on inanimate objects as tools.Instead, they create genetically engi-neered beings to perform various tasks,because life forms provide maximum di-versity and adaptability. Xerioborg trans-ports for land, water, air, and space arecreatures, genetically designed andgrown for those specific purposes and out-fitted with the appropriate devices. (SeeTeleborgs, page 48, for more details.)

During the invasion, however, most ofthe Xenoborg troops are not mounted.They can move rather quickly on land byadept use of their jointed legs. Whenconfronted with special movement needs(such as aquatic), they simply "grow"holes to suck air or water into their bodies,as well as similar mechanisms to expel it,

36

Xenoborgsproviding directional propulsion of goodspeed and accuracy. They can even float(like dirigibles) by inflating themselveswith hydrogen, if given a sufficient watersource from which to extract the gas. (SeeXenobiology, page 40, forthe exact proce-dures involved.)

Game Data

Since the DVs, stats, and other detailsabout Xenoborgs are often needed duringgames, the reference tables are locatedon the inner and outer back covers of thisbooklet, where you can most easily findand use them. The stats and IPs given areaverages, and may vary by as much as±20%.

Most of the Xenoborgs encountered inthe course of a CC game will be standard,low-ranking military types. Initially, norole-playing notes or special skills apply tothese. The things act predictably, are usu-ally hostile, and do not normally communi-cate with humans to any great extent.Once CCs are seen as a real threat, how-ever, any Xenoborg may be willing to talk.

Leaders

Leader-type Xenoborgs often haveknowledge of Skills. Apply the same skillsystem used for CC characters, but beforeassigning specific fields and areas, read"Xenoborgs as Beings" (page 44) to be-come familiar with the extraterrestrialviewpoint, and choose Skills accordingly.

Xenoborgs of the ranks of Sergeant orhigher also have better scores (includingStats and IPs) than do Privates and Cor-porals. This is in part due to their largersize, summarized on the table below. (Thenumbers represent meters or yards.)

Xenoborg SizesHeight

Rank Length & Width

Private & Corporal 4.5 3.1Sergeant 4.9 3.2Lieutenant 5.1 3.5Captain 5.5 3.7Major 5.9 4.1Colonel 7.1 4.6Brigadier 7.7 5.1General 8.3 5.5

Defense Values (DVs)

Xenoborgs can consciously soften orharden selected body parts by varying thewater content in the individual cells. (SeeXenobiology for details.) Fully hydratedcells are soft, providing maximum flexibil-ity and tactile sense; dehydrated cells arehard, affording better defense but lessmobility. The harder the cells, the betterresistance the creature has to most formsof attack. Xenoborg DVs thus vary by thestate of the exterior cells (soft, natural,firm, or hard), and by the type and amountof special defenses used. As a generalrule, more and better defenses (such asarmor) are available as rank increases.These defenses may range from simplemetallic body shields to sophisticatedsystems of types similar to those found ina CYBORG COMMANDOTM character.

Three tables on the inside back coverof this booklet give DVs by cell hardnessfor Xenoborgs of the ranks of Private, Cor-poral, Sergeant, and Lieutenant. Each DVon these tables may vary by ± 5.

A fourth table gives the formula forcalculating the special DVs for Xenoborgofficers of higher ranks. To use this infor-mation, multiply the DV given in the rankdescription (indicated on the table with a #mark) by the percentage given on thetable, and round up the result to the near-est whole number.

Add a +5 bonus to all DV scores givenon any table if the Xenoborg is either per-sonally inhabited by a Master or controlledby a Master's computer implant.

By deliberately softening areas of itsbody, a Xenoborg can change its shape,extruding or retracting appendages asdesired. (See Xenobiology for details.)This is not normally done during combat orin potentially hazardous environments,but in the months after the invasion, char-acters may come upon an alien that isundergoing this process. In mid-change,the entire creature is soft. However, themore probable Xenoborg status in suchan encounter is mostly natural (in theprocess of hardening its exterior), withsome soft newly-created parts.

The hardness of Xenoborg body partsvaries according to their intended func-tions. Except in special circumstances,the state of various Xenoborg body partsis as follows. Note that all appendages areoptional, including heads, and few Xen-oborgs have all the parts listed.

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Body Areas

Xenoborgs: Body Parts

Body:Ear spot:Eye spot:Feeler:Foot:Head:Interior:Joint (any):Leg:Mandibles:Pore:Spike:Tail:Tentacle:Wound:

hardfirmnaturalsofthardfirm or hardsoftnaturalfirmhardnaturalhardfirmnaturalsoft +

Notes on Body Areas

Body: In Terran combat conditions, aXenoborg normally maintains a hardexterior. Under water, the hardestpossible is firm. In a safe environmentthe creature relaxes to a firm or naturaistate.

Ear or eye spot: These patches of externalskin cells appear slightly lighter in colorthan the surrounding area. Each per-forms the appropriate sensory func-tion.

Feeler: This tentacle-like appendageextruded from a body opening is ex-tremely hydrated for maximum tactilesensory input. Feelers often ooze apurplish slime.

Foot: Though a foot is hard, for durability,note that the leg is firm; no joint per seoccurs between the two.

Head: Any appendage appearing to be ahead is actually a decoy to attract at-tacks, and has little or no real functionunless it wields mandibles. If merely adecoy, the head is usually hard. Ifequipped with attack modes, it is firm.

Interior: This is always kept in soft state,with cells ready to move about or ma-nipulate devices carried.

Joint: Some hydration of cells is requiredfor ease of movement. Joints occuronly at the intersections of natural orhard areas (leg to body, occasionallymid-leg, arm to body, etc.)

Leg: Typically insectoid, these append-ages may be jointed for speed andmaneuverability, but are often not.

Mandibles: These clawlike pincers pro-truding from "mouths" are oftentoothed or sharply edged, but they arealways hard.

Pore: A pore is a hole in the body fromwhich a weapon or feeler protrudes.Since the weapon may be withdrawnback into the body, the pore is keptsemi-soft, but once this occurs, theouter cells (natural) close over thepore.

Spike: Usually pointed, spikes may occuron any body surface, commonly on thebody, tail, and/or tentacle.

Tail: This is actually a special form oftentacle, hardened and adorned byspikes on its sides and/or end.

Tentacle: A semi-soft unadorned append-age, this is often used for handlingobjects or victims. It may be of anylength from 1-10 meters. If the append-age is intended for impact attacks,parts of it are usually dehydrated tonatural or hard state.

Wound: Except in the special case of the"head" decoy, all wounds reveal thebody interior, which is initially soft andremains so for 10 CT. As the exposedcells dehydrate, they are natural foranother 10 CT, then firm for 10 CTbefore finally reaching hard state.

Use the body parts table and the DVvalue given on the table (inside backcover) to calculate the actual DV value forhigher ranks.

Example: A flame thrower is fired at aXenoborg Captain's tentacle. The givenTDV on Table 1 is 45 (for hard), but atentacle is natural (60%, given on Table3), so the actual TDV is 27 (45 • 0.6).

Equipment

Xenoborgs carry a variety of specialweapons and other devices. To equip aXenoborg, find its rank on Table 1, andnote the communications (Comm) equip-ment and number of weapons carried.Then select specific weapons, up to themaximum noted within the categoriesindicated. (Fewer are possible.) Finally,add the Powwers required to supply thosedevices (see table on page 39).

If a Xenoborg with a Comm unit orClass 2 Weapon falls in combat, a reason-able effort will be made to retrieve thatequipment. Class 1 weapons are only re-trieved if such action is convenient.

Communications Devices

Each Xenoborg leader in the invasionforce is equipped with a Comm unit, whichit carries and uses entirely within its body.Specialized superhydrated cell groupsdeep inside the creature manipulate the?ontrols,. receive and translate incominginformation, and produce signals for emis-sion, Broadcasting antennae need nothave exterior mountings, though devicesfor sensing the environment (such as anA-V camera, sensors, etc.) or for affectingit (such as infrared lights) must be broughtto the exterior to be of much use, ofcourse.

Power costs for the use of Comm units

are given. If the cost is noted as minimalyou need not keep track of it unles~extensive Comm activity is expected. Thedevices listed below are cumulative; thatis, each includes the functions of the all theitems listed before it. For example, #2, theA-V Comm Unit, includes a Basic CommUnit (#1) as well.

1. Basic Comm Unit

Power cost: minimal (1 PU per 10 signals)

This is a simple radio capable of send-ing and receiving signals on any of a widevariety of channels. It is omnidirectional-that is, the signals emanate in all direc-

tions - and easily overheard by terranreceivers.

2. A-V Comm Unit

Power cost: minimal (1 PU per 5 signals)

This unit is essentially a simple televi-sion camera, receiver, and omnidirec-tional broadcaster.

3. Sensor

Power cost: minimal (1 PU per AT)

Similar to an optical camera with at-tached sensors, this E-M pickup detectsmuch of the electromagnetic spectrum -x-rays, infrared light, ultraviolet, and mi-crowaves. Lamps that produce a likerange of emissions are included. Thesensor also contains a motion detector, asound detector sensitive to a wide rangeof frequencies and decibels, and a soundfiltering device capable of removingextraneous noises from audio signals.

4. Laser Comm Unit (LasCom)

Power cost: 1 PU per signal sent

This device uses a standard combatlaser (not included) to transmit a signal.The signal can only be translated by areceiver-decoder, which is included withthe unit, and only if the beam strikes it. Ef-fects which obscure the light beam (suchas smoke) can affect the signal slightly,but usually not enough to ruin it. The beamcan be aimed at and successfully receivedby an orbital Xenoborg Comm satellite. ALasCom compresses a signal by a factorof 1,000; for example, a detailed realtimerecord of a one-hour survey can be re-ported in 3.6 seconds.

5. ComPak

Power Cost: 10 PLJper CT of signal

The most complex and expensive ofthe Xenoborg Comm units used by the

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Xenoborgs: Armament

invading forces, the ComPak contains asmall computer with sophisticated andspecialized communications applications.Starting with a signal produced by any ofthe means given above, the computer canscramble it quite thoroughly, shift frequen-cies of transmission rapidly, code anddecode messages, and so forth. It does allthis in microseconds, and its output isgenerally understood only by anotherComPak, or by an equally sophisticatedcomputer using the proper programming.A ComPak can compress a signal by afactor of 10,000; for example, a detailedrecord of a full day's activity can be trans-mitted in 8.6 seconds (1 CT).

Armament

The limits herein apply only to devices.Every Xenoborg has body parts usable asweapons - claws, mandibles, spiked tail,etc. If an enemy presents no real threat(e.g. human civilians), devices will notnormally be used; they are reserved forreal dangers. CC characters do not ap-pear as normal humans to Xenoborgsight; they are too tall, and they are de-tectably electrical in nature.

Weapons are grouped into threeclasses by their cost, rarity, and effect.Class 3 Armament, which includes majorweapons such as anti-matter bombs, anti-personnel radiation bombs, and chemicalor biological tools, can only be used afteragreement by both Marshals (i.e. whentheir Masters decide it necessary).

Weapons List

Class 1 Class 2

E!ectromagnetGrenadeIgnition SystemLaser

Electrostatic GeneratorE-M BeamerMissilePulser

Weapon Descriptions

Electromagnet (Class 1)

Power cost: 10 PU per CTRange: 5Damage: none

As much an all-purpose tool as aweapon, this device produces a powerfulmagnetic field. Though it has little effect onunarmed enemies, it can exert a strongpull on ferrous (iron-based) metals at adistance of 5 meters, and it is quite usefulfor disarming or immobilizing nearby op-ponents. The electromagnet can beturned on and off as quickly as desired.(Note that very few Xenoborg devices aremetallic, and of those listed above, onlythe electrostatic generator and the missileare ferrous.)

38

Electrostatic Generator (Class 2)

Power cost: 10 PU per chargeRange: 10 (to closest ground)Damage: none (special)

Like the CC weapon of the same name,this device produces an electrical chargethat will jump to the nearest ground. Itinflicts no damage to life forms, but canscramble signals or destroy sensitivecomponents of electrical circuitry.

E-M Beamer (Class 2)

Power cost: 5 PU per shotRange: 30Damage: standard d1 Ox (E-M)

This device produces intense radiationfrom transmitters and focuses it with asmall parabolic cone. It can be used toproject either X-rays or microwaves, butnot both at once. The former has littleimmediate effect, but causes death within72 hours from organ failures and a rapidly-growing form of cancer. Its beam can onlybe blocked by dense substances, such aslead. The microwaves have quick effect,frying the victim's interior within 1 CT, butcan be blocked by even very thin metals.

Grenade (Class 1)

Power cost: noneRange without launcher: 50Range with launcher: 500Damage (by type):

Explosive fragmentation: normald10x (impact)

Gas, paralytic: stat check (neural) orparalysis 1-1a AT

Gas, poison: stat check (physical) ordeath

Smoke: none (obscures vision only)Sonic: 10 fixed damage (sonic) and

stat check (neural) or paralysis 1CT (8.6 seconds)

White Phosphorus: two damages;normal d1 Ox (thermal) and 10fixed damage (impact)

Quite similar to a terrestrial grenade,this is a small spherical object which deto-nates either on impact or at a preset timeafter triggering. Grenades may be me-chanical or electronic. Several types areavailable, including adhesive flammablematerial (white phosphorus), explosivefragmentation, gas (poison, paralytic, andotherwise), sonics (high-pitched noisepainful to most terrestrial creatures), andsmoke. A Xenoborg can accurately throwa grenade up to 50 meters by opening apore in its surface and constricting spe-cialized cell groups to expel the object. Amechanical launcher can increase thethrowing range, but only 10% of the Xen-oborgs with grenades are so equipped.

Ignition system (Class 1)

Power cost: minimal (1 PU per 10ignitions)

Normal jet:Range: 10 metersDamage: standard (d1 Ox)

Intense jet:Range: 2 metersDamage: d1 Ox +10 bonus

When a Xenoborg breaks water downinto its components to gain oxygen, it canencyst the hydrogen within its cells. Given

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Xenoborgs: Power Sources

a few hours' preparation, it can transferthis collected gas from the cell vacuolesinto a central body cavity. With this ignitionsystem added, the creature can expel thehydrogen in a flaming jet (maximum length10 meters) through a valve and nozzleformed of specialized cells. Properlydone, this destroys only a few such cells.

If other chemicals are carefully pre-pared and added, the jet can be intensifiedand focused to weld or cut through mate-rials (maximum jet length 2 meters).However, this version is a very short-range weapon, and its use requires knowl-edge, special chemicals, and many hoursof additional preparation. The propercombination of all these factors is onlyfound in 10% of the Xenoborgs who haveignition systems in the first place.

Laser (Class 1)

Power cost: 5 PU per shotRange: 1,000 (line of sight)Damage: standard d1 Ox

The Xenoborg standard combat laserworks on the same principle as the com-mon terran version, producing a beam ofcoherent light by appropriate stimulationof a corundum crystal. Xenoborg laserbeams are usually green, emanating froma crystalline substance similar to emerald.

Missile (Class 2)

Power cost: noneRange (minimum): 30Range (maximum): 5,000Damages (2):

Impact: d1 Ox +20 bonusThermal: d1 Ox + 50 bonus

This is a miniaturized version of theterran missile, including a warhead pay-load of high explosive, and an internalguidance system that can be set for prox-imity, impact, heat-seeking, or other deto-nation mode. A small disposable launcheris included.

Pulser (Class 2)

Power cost: 5 PU per burstRange: 300Damage (per burst, by ammo):

Normal: fixed 25Explosive: standard d10x

Similar to a terrestrial rifle, this devicepropels metal pellets through the barrel atvery high speed by applying electromag-netic pulses at many points. The projec-tiles may be either solid or filled with explo-sive. Up to 50 bursts of ammunition aretypically included. Only 20% of the Xen-oborgs with pulsers have explosive am-munition.

Power Sources

Xenoborgs do not use chemical stor-age batteries as power sources; instead,they breed and use creatures, calledPowwers, for the same purposes. (SeePpwwers, page 48, for more details.)

The actual numbers of Powwers re-quired to run the various pieces of Xen-oborg equipment are given on the table atright. Devices not listed do not normally re-quire any Powwers for their exclusive use;instead they use minor amounts of elec-tricity from some other Powwer carried.Note that the number given applies perdevice; for example, a Xenoborg with fourlasers would carry eight Powwers to sup-ply them. Powwers carried may be used inany manner desired, and are not restrictedto those devices for which they were origi-nally allocated.

Powwer supplies vary by the needs ofthe individual Xenoborgs, of course. At thestart of the invasion, for example, eachXenoborg carries 3-5 times as manyPowwers as indicated here.

Using Powwers

A Xenoborg carries its Powwers insideits body, where they can physically touchthe devices that require power souces. Bycarefully stroking a Powwer, the Xen-oborg causes the creature to emit a con-trolled amount of energy, typically 5 PU.Larger amounts are possible, up to thePowwer's maximum capacity of 100 PU,but the minimum produced is 1 PU. Keeptrack of the total PU available to a Xen-oborg, not the totals for individualPowwers carried.

When a Powwer's stored electricalforce has been expended, the creature isuseless until recharged. A Powwer ab-sorbs electromagnetic radiation, regain-ing power at the rate of 10 PU per hour'sexposure to sunlight (or some other radi-

ant source). The creature must be in waterwhile recharging, though the water may beof any type - fresh, salty, polluted, etc.

Powwer AllocationsNumber of

Device Powwers

Comm unitClass 1 1Class 2 or better 2

ArmamentElectromagnet 1Electrostatic generator 2E-M beamer 1Laser 2Pulser 1

Control by Masters

Masters are the beings controlling theXenoborg invasion force. A Master re-sides within each Marshal at CommandHQ, and six others occupy Generals. NoXenoborg personally inhabited by a Mas-ter will visit the Earth until the planetseems to be under control. This may occurfrom 2-6 months after the invasion, afterstabilization but before the CC Force pres-ents a real threat to the invaders.

The Masters' computers are implantedin many of the other Xenoborgs. These in-dividuals are placed within the normaltroop structure; many are involved (andsome lost) in the initial combat. They pro-vide a direct source of information to theMasters.

Xenoborgs controlled by the Mastershave better attack capacity (+1 attack percycle) and defense values (+5 bonus toeach). To randomly determine whether analien encountered is under the control ofsuch a computer, check the percentagegiven in the last column of the table belowfor Xenoborgs of that rank.

Master-Controlled Xenoborgs% New %

Original of rank New of rank RandomRank Number Controlled Losses Number Controlled % Check

Sergeants 1,550 1 97 1453 1.1 1Lieutenants 625 2 29 596 2.1 2Captains 250 4 10 240 4.1 4Majors 100 8 7 93 7.9 8Colonels 40 16 2 38 16.1 16Brigadiers 15 30 1 14 31.1 31Generals' 6 60 0 6 60 60Marshals' 2 100 0 2 100 100

Totals" 2,580 1.3 146 2,434 1.4

'Both Marshals and 6 generals are occupied by Masters; none are computer-controlled"Percentage of total is with respect to officers (including sergeants)

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Xenobiology

... or Xenotomy, the study of strangestructures - in this case, extraterrestrial.

The key to understanding Xenoborgdevelopment, abilities, and habits is un-derstanding their cells. Xenoborgs are notorganisms per se, as they have no organs.Their cells are hereafter referred to as X-cells.

General Notes

An X-cell is protein-based, composedentirely of elements found on Earth, inproportions remarkably similar to those ina terran cell, including the water content.The outer surface is smooth, without ciliaor flagella. The cell functions in much thesame way as the cell of a terran life formdoes, taking in nourishment and expellingwaste.

Although an X-cell is amoeboid,capable of moving and eating by extend-ing pseudopods, it always returns to its"natural" form when not involved in suchpursuits. Every X-cell has one of two basicforms. The immature version (protocell,from the Greekproto-, meaning "first") hasan elongated diamond shape (fig. 1). Asthe protocell grows, it changes in shape,becoming a regular pentagon (fig. 2). Thismature X-cell (telocell, from the Greektelo- or teleo-, meaning "end") retains thisform thereafter.

X-cells are easily visible to the nakedhuman eye. The protocell is about 2 cm(1.6") long and 1.35 cm (0.53") wide. Eachside of a telocell is about 2.3 cm (0.91")long, or 3.5 cm (1.38") across two points.

An X-cell is fairly acidic, having a pHvalue of 3.5 (7 being neutrality). Its normal

Xenobiology

temperature is about 45° C (113° F), but itis quite pceocilothermic, able to acclimateitself to a temperature ± 33% of normal, orfrom about 25° to 65° C (77° to 149° F).Note that this is the actual cell tempera-ture; an unprotected Xenoborg can func-tion well within a wider range (est. 15-80°C, or 59-176° F). Temperature regulationis accomplished by air and/or water in-take, circulation, and emission. With pro-tective gear, the lower range can be con-siderably extended, down to about -30° C(-22° F).

Xenoborgs are quite sensitive to cold.In an environment below -29° C (-20° F),an unprotected Xenoborg takes 1 point offixed damage per Phase for each 5 de-greees below that temperature. Oppo-nents attack forms using extremely coldsubstances, such as liquid nitrogen, mayinflict either fixed or standard d1 Ox dam-age to Xenoborgs.

Cell Structure

The structure of an X-cell is similar tothat of a terran cell in that it contains manybodies which function in nearly identicalways. The following features are commonto both cell types.

Membranes: The nuclear membranesurrounds the nucleus, and the unitmembrane surrounds the entire cell.Each membrane has variable permea-bility and some limited ability to repairitself.

Cytoplasm: The material between thenuclear and unit membranes, in whichparticles, fluids, and organelles aresuspended.

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Figure 1 Figure 2

40

Organelles: These interior cell bodiesperform various functions, as follows:

Centrioles function only during celldivision.

Golgi bodies produce specificsecretions.

Lysosomes perform digestive functions.Mitochondria carry out respiratory

functions.Nucleus is the "commander" of the cell.Ribosomes aid in synthesizing protein.Vacuoles store, process, and/or

transport materials (such as those tobe digested).

Each terran cell has one nucleus; this istrue for every life form on Earth. The oneutterly extraterrestrial feature of an X-cellis the presence of and apparent coopera-tion between five nuclei, all distinctly dif-ferent in composition and function. Two ofthese nuclei have functions that parallelthose of a terran cell nucleus, though to agreater degree of complexity. The otherthree nuclei have functions not found inthose of any terran life form.

The following X-cell nuclei have func-tions analogous to terran cell nuclei:

M-nucleus (metabolic; respiration &digestion): This nucleus controls or-ganelles similar (and presumablyanalogous) to mitochondria, ribo-somes, golgi bodies, and someIysosomes & vacuoles.

E-nucleus (excretory; waste grouping &elimination): This controls someIysosomes & vacuoles in a fashionsimilar (perhaps identical) to that ofterran cells.

The X-cell nuclei with no terran analogsare as follows:

D-nucleus (dynamic; overall cell size &movement): Cell size is changed byvarying the water content and/or theamount of cytoplasmic material,thereby altering the nucleocytoplasmicratio. Cell movement is accomplishedindividually by pseudopod extension,or en masse as part of a cell group inmotion.

S-nucleus (sensory; message sending,receiving, & translating): This is the keyto Xenoborg intelligence, movement,and other unique activity. Informationis conveyed from cell to cell by both

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Xenobiology

o

Figure 3

Figure 4

chemical and electrical means, theformer involving minute changes in thechemical composition of the neighbor-ing cells, and the latter minute changesin electrical charge, polarity, and otherfactors.

I-nucleus (information-storing; codinginformation into chemical form): Thisnucleus receives messages from theS-nucleus and then assembles ex-tremely complex compounds, whichare encased within a resilient protec-tive material for long-term storage. Theinformation coded into the compoundscan later be accessed, replicated (pre-serving the original), and decoded bythis nucleus.

j Nuclear Cooperation

In a protocell, the S- and I-nuclei arefully functional, but the other nuclei areonly partially so. This type of cell is thusvery efficient at intercell communications,but needs assistance for its very survival,and can move itself only very slowly. Itquickly bonds with telocells (see Develop-ment & Function, right) after its creation.By contrast, the S-nucleus becomessmaller as the cell ages, while the M-andE-nuclei enlarge slightly. All the nucleiexcept the sensory maintain a balance of

control, none being dominant.

Development & Function

As a terran zygote grows into a com-plete organism, many of its cells becomespecialized, forming various organs of thebody. Thereafter, those cells are uselessfor any other purpose. By contrast, eachcell of a Xenoborg's body is multi-func-tional. Groups of X-cells, incorporatingboth protocells and telocells, are oftencreated for specific functions, and thesefunctions may parallel those of organs interran life forms. But such organization istemporary, and causes no change in thecells themselves.

Two telocells often pair to form a du-plex cell (fig. 3). Thereafter, it is commonfor two protocells to bond to the sides,forming a four-cell unit called a tetrad (fig.4). Tetrads often mesh tightly in matrix(tessellate) to form large surfaces (fig. 5).Sheets of tesselated X-cells form most ofthe Xenoborg's body.

Other cell groups, such as those in fig.6, are created to perform specializedfunctions, including those carried out bythe organs of terran life forms. Most suchX-cell arrangements are, in fact, non-tessellating, and none are permanent.Xenoborgs thus have no fixed brain,

heart, stomach, or any other organs.X-cells form many of these special

groupings naturally, according to the in-structions of some genetic analog withinthe cells, or in response to commandsissued from other cells, but the Xenoborgmay bring about the arrangementsthrough conscious volition as well.

Cell groups whose functions are basi-cally sensory, such as eyespots, arecomposed primarily of protocells, sincethey are best suited for such activity. In cellgroups with little or no sensory function,such as legs, tails, or body weapons, telo-cells are predominant.

The means by which a Xenoborgexerts control over its individual cells is notcompletely clear, but it is obviously quiteeffective. Minute chemical and electricalchanges in the cell membranes can passinformation from cell to cell with very highspeed. Alternately, some psychogenicmeans may be used, even though Xeno-borgs have no psychogenic abilities perse, at least not as they are known to Man.Whatever the mechanism, the S- and D-nuclei are definitely involved.

Respiration

X-cells breathe, just as do cells of ter-ran organisms. The method is very similar,except for the Xenoborgs' lack of a spe-cialized processing organ like the terranlung. A fluid medium (air or water), takeninto the Xenoborg body through any con-venient orifice, is circulated so as to con-tact as many cells as possible. Oxygen isremoved from the medium, absorbed, andused by the cell for various purposes. Thewater or air contacting the unit membranealso picks up various excretions of the cellat the same time. Many such excretionsare nitrogenous, like those of terran cells.

Unlike terran life forms, Xenoborgs cantake the oxygen they need directly fromwater on a cellular level. Water contactingthe unit membrane of a cell flows intopinocytotic channels (the grooves be-tween pseudopods), where it is "pinchedoff" and encysted in vacuoles. Hydrolyticenzymes break it down into hydrogen andoxygen; the latter is consumed, but thehydrogen is usually excreted. Sometimes,when the Xenoborg has a use for thisflammable and lighter-than-air gas, thehydrogen is encysted in vacuoles andstored. The cells of a Xenoborg in"bloated" form typically contain many suchvacuoles; in this state, the creature isalmost identical in shape to the micro-scopic terran look-alike, the dust mite.

Other X-cell enzymes may react withimpurities in the water or air absorbed, inattempts to gain sustenance (see Diges-tion, below). None of these enzymes areidentical to those found in terran life forms,but the functions are similar. Note that a

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Xenobiology

Xenoborg can consume salt water, as theunwanted components can be excreted,but the effort of coping with the alkalinityprevents the cells involved from participat-ing in any other functions during this proc-ess.

Digestion

]X-cells are able to derive sustenance

from nearly any organic material, and theirbasic nutritional needs are very similar tothose of their terran analogs. The morenutritious the material ingested, the less ofit is needed, and vice versa. If a Xenoborgis forced to feed on soil, it must ingest largequantities of it (and, incidentally, expelmost of it) to survive. If it has access tohighly nutritious food sources, such ascreatures high in a food chain (unfortu-nately including humans), relatively little isneeded.

In a physical process similar to thatused to circulate air or water, food sourcesare moved about within the Xenoborgform so as to contact as many cells aspossible. Some cells excrete acidic sub-stances which aid in the breakdown of thefood source, and all the cells of the bodybenefit thereby. Individual cells employphagocytosis, just as do terran cells,extending pseudopods to surround solidfood particles.

As with terran cells, the individual X-cells cannot handle most raw foods. Oncethe particles are encysted in vacuoles, theM-nucleus emits proteolytic digestiveenzymes to reduce the gross food sourceto digestible compounds, which are thentransferred to other vacuoles for deliveryto the nuclei or absorbed by the cyto-plasm. It is very noteworthy that someenzymes from the M-nucleus can easilyhandle bacteria, viruses, and other bioticmicroorganisms which cause disease inMan. The Xenoborg thus never toleratessymbiots of any sort.

Given a nutritiously dense food, aninactive Xenoborg consumes about 5% ofits body weight per day, or approximately11.4 kg (25 pounds) for a typical speci-men. A highly active creature may need asmuch as eight times that amount. Eatingoccurs every 12 hours, on the average.Lack of food does not cause pain or weak-ness, but simply results in a loss of mass,at a rate approximately equal to 40% of thefood requirement - 4.5 kg (10 pounds)per day during inactivity, or 34-36 kg (75-80 pounds) per day for strenuous activity.As a Xenoborg loses mass, however, italso loses intelligence; a creature of 113-181 kg (250-400 pounds) is semi-intelli-gent at best, and it effectively becomesanimalistic-irrational and ravenous-atany weight below that. In this condition, aXenoborg can be extremely dangerous toany life form, though direct intercell com-

]

munications will convince it to stop eatinganother of its own kind before muchdamage is done.

Hydration

Several characteristics of the Xeno-borg life form are based on its ability tocontrol the water content of its cells, afunction of the D-nucleus in each cell. X-cells with normal water content handlemost of the body functions. Some cells aredeliberately dehydrated to perform otherfunctions, and some highly specializedfunctions (notably the tactile senses) areperformed by superhydrated cells.

Partially dehydrated cell groups offergreater tensile and motive strength, per-forming functions analagous to musclecells in terran organisms. With partialdehydration comes greater cell stability,though size changes and cell movementare correspondingly slower.

Cell groups dehydrated to a greaterdegree than the "motive" sort are sensitiveto vibrations within part of the electromag-netic spectrum. These groups fulfill vari-ous sensory functions (q.v.), such as sightand hearing.

Fully dehydrated cells become quitestiff and rather uncommunicative withrespect to others in the Xenoborg life form.Cells exposed to external air tend to as-sume this form naturally, through evapo-ration. Such cells are typically used only toform a rigid external protective surface,called the ectodermic layer. If the watercontent is reduced to an absolute mini-mum within the range permitting cellularsurvival, the hardness is equivalent to themineral quartz (Mohs scale 7; compare to6.5 for a steel knife or file). Cells in thiscondition are also highly resistant to ex-tremes of heat and cold, though alkalinesubstances and salts can have notableeffects. (See CC weaponry section in CCFManual for details.)

Such cells also serve as insulation,resisting moderate electrical shocks quiteefficiently. They do succumb to impacts ofhigh force, however, as their brittleness (afunction of the vertical instability of the cellmatrix) results in fractures and someshedding under such stresses. But thegaps created thereby are minimal, and arequickly filled by soft replacement cellsfrom the interior, which may be dehy-drated by the Xenoborg's conscious voli-tion, or allowed to harden naturally.

Immersion in water causes some slightsoftening of the hard ectodermic layer (toMohs 3; compare to 2.5 for a humanfingernail), but there is no further effectunless the Xenoborg desires it. The crea-ture can also soften a given area withoutimmersion, by exuding water from nearbyinner cells. All exterior cells can be fullyhydrated in about 10 minutes if immersed

in pure water, or in about 2-4 hours other-wise, varying by the pH factor and theamount and type of impurities. Note thatsalt water can be processed, but the effortof coping with and expelling the saltsmakes the cells unable to perform anyother function simultaneously.

Cell Survival & Regeneration

An isolated X-cell of either type (proto-cell or telocell) cannot survive alone in anyknown terran conditions. However, a tet-rad (or any group of equivalent or greatersize) can survive independently for aconsiderable length of time. Givenadequate food and water, such a cellgroup can reproduce and recreate anentire functional Xenoborg - albeit ofsmall size, about 1 meter long (9 cubic feettotal volume) and massing only about 8-10 kg (18-22 pounds) - in about 72 hours.However, the resulting creature is almosttotally unintelligent, since the degree ofsentience is a direct function of the being'soverall mass (see Intelligence, below). Itwill do little more than try to eat everythingin sight. If adequate sustenance is avail-able, it can grow into a full-sized (15' long)Xenoborg in another 10 days.

X-Cell Life Cycle

In the course of normal life, X-cells dienatural deaths and are replaced by newones, just like cells in terran organisms.The procedure by which replacementcells are generated is apparently identicalin both; no conscious or subconscious di-rection is needed. Protocells do not di-vide; they can only grow into telocells(changing from four- to five-sided in theprocess) or die. A telocell does not grow;it divides, creating two protocells, and inthe process (mitosis) the cell nuclei repli-cate themselves. The mitotic period of atelocell is about 2 hours. Cells undergoingmitosis are quite busy with the process,and are not usable for any other functions.

The utter selflessness and dedicationof the Xenoborgs, combined with theirdurable physical characteristics and ad-vanced technology, thus puts Man in avery grim position. Indeed, the Empiretook the Earth in a matter of days. Buttaking a thing and keeping it are quitedifferent matters, as the Xenoborgs (andtheir Masters) will discover ... thanks tothe CYBORG COMMANDO Force.

For notes on Xenoborg military organi-zation, see "Invasion" (page 56). For de-tailed information on the living beings theyuse as vessels and power supplies, seeTeleborg and Powwer, respectively. Fornotes on Xenoborg activities and society,see the next section.

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Xenoborgs as Beings

Xenoborgs

Since Xenoborgs have no organs thatcould be called brains or nerves, they lackthe corresponding weaknesses of terrancreatures. They have no blood, either,since individual cells take in sustenancedirectly, rather than through a medium.Damage to a Xenoborg's body results incritical effects only if some specialized cellgroup is destroyed, in which case the criti-cal effects apply only to the function of thatgroup. As opponents, Xenoborgs mustsimply be eroded to a point at which theycannot compensate quickly enough tofunction with any speed, then completelydestroyed.

Intelligence

Due to the comparatively large size ofX-cells, the number required to form neu-ral pathways of a complexity equivalent tothe human brain would fill several hundred(or more) cubic feet. One of the earliest

as Beings

observed facts about Xenoborgs was theirsize - several hundred, perhaps a thou-sand cubic feet for a typical specimen.Humans thus decided rather quickly, oncethey became aware of the size of X-cells,that a Xenoborg had either no brain at allor an electronic equivalent.

In a very real sense, however, aXenoborg's entire body is its brain. All X-cells not dedicated to specific functionstake part in communications exchangesand interactions - thoughts which,though slower than human thoughts by anorder of magnitude, are nevertheless justas effective and intelligent. Such commu-nications between the cells are the pri-mary function of the S-nuclei.

There are two types of Xenoborgmemory: immediate and archived. Imme-diate memory is held in the neural path-equivalents formed by the body cells, andis accessible with the speed of Xenoborgthought. The speed of these "nerve im-pulses" varies from 10-80 meters per

second, despite the large size of the X-cells. Human nerves, by comparison,transmit such impulses at a speed of 0.6 to120 meters per second. The apparenthigh efficiency of X-cell communication isprobably due to the lack of synaptic jumpsrequired for human nerve cell operation.

Archived memory requires 2-4 hoursfor retrieval. Memories of this type arecoded into chemical compounds by the 1-nuclei of the cells, then encysted in vacu-oles physically near to that nucleus. Re-dundancy is common, to the extent thatimportant memories may be duplicated indozens of locations. The retrieval processis initiated voluntarily, and an I-nucleuswhich controls the desired memory subse-quently duplicates the compounds andsends them to adjacent cells, where theprocess is repeated. As the informationspreads, the memory gradually appears tothe Xenoborg's consciousness, eventu-ally reaching complete restoration. Thecreature slowly becomes aware of general

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principles relevant to the information, andthe gaps in the memory are filled as thedata becomes more widespread, ulti-mately becoming "immediate memory."

Intelligence of terran life forms is par-tially a function of the number of neuralpathways in an organism's brain. Xen-oborg intelligence has a similar relation-ship to the number of usable X-cells in thebody. Those cells which are devoted tospecific functions, such as mitosis, exod-ermic protection, muscle-analog groups,and others, are unable to playa role inXenoborg thought. Thus, at certain timesXenoborgs are complete idiots by anystandard. Situations in which this com-monly occurs .inctude superdehydration(when a Xenoborg dehydrates most of itsform to an extreme degree, becoming verycompact and immune to most damage),memory-sharing (when one Xenoborgconsumes another and immediately de-votes its entire being to replicating itself-see Reproduction, next page), earlygrowth stages (when most of the X-cellsare busy with mitosis), attempts to eat ordrink quickly, and attempts to process saltwater on any large scale.

A direct corollary to this phenomenon isappropriate to combat situations: the intel-ligence of a Xenoborg decreases in pro-portion to its body mass. Simply put, themore you hit it, the stupider it gets.

]

Senses

Specialized X-cell groups can tasteand smell (analyze solid, liquid, and gase-ous matter) with accuracy somewherebetween a CC's sampler and the com-paratively limited ability of the humantongue, throat, and nose. Such sensorygroups are slightly superhydrated, andconsist mainly of protocells.

Superhydrated cell groups can also beformed into a sensitive tentacle. This canbe extruded from a pore of the body andused for tactile sense, feeling textures andcontours. The extreme superhydrationproduces high internal cell pressure, andsome cell excretions pass through themembranes, occasionally dripping fromthe tentacle in the form of a purplish ooze.This material is not living, and quicklydries, but leaves a characteristic smear.

A Xenoborg can sense various electro-magnetic radiations by using semi-dehy-drated ("firm") cell groups, again mostlyprotocells. The detectable range is about2,000 to 1,000,000 angstroms, or roughlymiddle ultraviolet to high infrared. Xen-oborgs have little concept of color exceptas it relates to light absorption, reflection,and so forth. In darkness, they can "see"by employing a sonar effect, emitting inter-mittent hums or chirps; these may be from100-50,000 Hz and of 10-100 Db in vol-ume. Compare this to a typical human's

electronic music-reproduction system(stereo), which typically produces signalsfrom 20-20,000 Hz, and to the humanear's thresholds of audible sound (4 Db)and pain (120 Db).

Communication

Specialized X-cell groups of a resilientformation (partially dehydrated) can bevibrated to produce wave movement ofadjacent air or water. Other similar groupscan receive such vibrations, which are inturn translated by the intelligence of thebeing. The range of possible frequenciesis wide (see paragraph above), and themechanics of Xenoborg speech are thuscomplex - as are the grammar and syn-tax, due to the high intelligence of themature specimens.

When the I-nucleus encodes and en-cysts information as complex compounds,that material can be replicated and passedto a neighboring cell. This is integral to theprocess of retrieving archived memory.However, the material can also be passedto other cells along with specific "instruc-tions" from the S-nucleus of the originatingcell to handle it in a quite different manner.When this process in initiated, the recipi-ent cells devote themselves to reproduc-tion, and soon a cluster of cells is formed

Xenoborgs as Beings: Memory

with the sole purpose of holding that ar-chived knowledge. Encysted food is alsoplaced in the cells of this "carrier" group.The I-nucleus of each cell within thiscluster becomes dominant. The M- and E-nuclei remain functional, though they arecompletely under the control of the I-nu-cleus; the other two nuclei become dor-mant. The Xenoborg can then expel thisentire cell group from its body. The clusteris gooey at first, but soon dehydrates toresemble a smooth light-blue stone, withfaint lines indicating the cell boundaries.

This material is called "memory food."Because of the instructions contained inthe dominant I-nucleus, the cluster willneither seek outside sustenance nor at-tempt to reproduce, as small independentgroups of X-cells normally do. Instead, itsurvives on the stored foods within theindividual cells, which are adequate forseveral years of survival.

When this memory food is consumedby another Xenoborg, the information andmemories contained therein are trans-ferred intact. By taking just a bit longer inthe process, the creature ingesting thecluster can merely replicate a few of thecells containing the information, leavingthe original memory food intact. An imma-ture Xenoborg will, however, simply con-sume the memory food, ignoring anddestroying the knowledge it contains.

Memory foods are often organized,cultured, and kept by custodians of amemory bank. Such banks are wide-spread on the Xenoborgs' home planet.Others are cultivated at all new colonies,updated as often as possible with newmaterial from home and other regions.

Polymorphism

Once all ofaXenoborg's exterior cellsare fully relaxed by normal or high watercontent, the creature can rearrange itsoverall cell structure as desired, withincertain limitations. In the process, it canliterally grow as many appendages as itwants, of any specialized or general type.Upon assuming a new form, the Xenoborgsimply dehydrates the exterior cells toproduce the degree of protection desired.

The dexterity of individual appendagesis a function of the degree of hydration,within the restrictions of cell size. A Xeno-borg appendage in the shape of a humanhand, for example, would have to be atleast 8 to 10 times the size of a human's(due to cell size) and superhydrated ifflexibility were desired. It would thus bequite vulnerable to damage.

As a result of this shape-alterationability, most of the invading Xenoborgtroops have specialized body parts. Ap-pendages may be wholly or partially bluntfor crushing, jagged for rending, or sharpfor stabbing or cutting. Possible forms

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include heads, mandibles, toothed (other-wise non-functional) mouths, tentacles,tails, legs of various shapes, sizes, andnumber, and so forth - literally anythingthey (or you) can imagine. The sharpestedge achievable, due to cell size, is ap-proximately that of a blunt butter knife; buta totally dehydrated protocell forms anadequately pointed tip for the end of aspike, about equal to that of a screwdriver.

Xenoborgs often produce appendageswith human psychology firmly in mind.Since they have a superficial resem-blance to bugs, they often produce head-shaped protruberances, even though theyhave no real need for them. During theinvasion, heads composed of cells thathad been allowed to die off served quitewell as decoys, drawing fire away from theliving body mass. Heads composed ofliving cells could also be used to displaymandibles, teeth, etc., for horror effect.

Feeding

As previously noted, a typical Xeno-borg tends to eat once every 12 hours,consuming about 6 kg (13 pounds) ofnutritionally dense food each time. It alsotakes in a small amount of water (roughly620 gm, or 22 ounces) in the same period.In adverse conditions, a Xenoborg will

46

take in up to ten times those amounts in asingle "meal" and encyst most of it for lateruse. A fully prepared Xenoborg may thusbe able to survive for as long as five terrandays without any sustenance whatsoever,and suffering no ill effects therefrom.

Xenoborgs usually prefer to catch andeat living food sources by producing extralegs (for greater speed) and longtentacles. Not only do living creaturestaste better, being fresh, but they offer a bitof sport in the process. Food beasts ofconvenient size (5-8 kg) are bred forrelease on planets firmly under Xenoborgcontrol. These unintelligent little creaturesare genetically designed to convertvegetation of the area in which they are tobe placed into the densest possibleconcentrations of protein.

When food-beasts are unavailable, asis the case during most planetary inva-sions, Xenoborgs catch and feed on locallife forms. Since a Xenoborg in combatconditions has selected its appendagesfor considerations other than food gather-ing, it is usually forced to capture its foodusing whatever weapons are available.

Once it has caught its prey, theXenoborg simply draws the food into itsbody by any expedient means. It thenmoves the mass carefully about withinitself, so that every cell comes into directcontact with the food. The individual cellstake in the small amounts of material theyneed for survival.

Reproduction

A Xenoborg can reproduce itself alone,simply by splitting into two parts. Each halfmust spend considerable time growingthereafter, and both will be idiots studyingto be morons until a reasonable mass isreached. Even so, these immature crea-tures are only semi-intelligent until theygrow to full size. Education is anotherfactor, as all immediate memory is lost inthe process of reproduction. Memory foodand self-encysted knowledge can offsetmuch of the loss.

However, the Xenoborg race has adifferent custom for reproduction. Two ofthe creatures customarily discuss thematter, and one agrees to be eaten by theother. The resultant large body mass thensplits into three reasonably large, semi-intelligent Xenoborgs, which quickly growto full size.

The main advantages to this customare the sharing of memory and knowl-edge, plus the minor variations that occa-sionally occur through natural mutation.On the Xenoborgs' home planet, returningexplorers and soldiers are routinely eatenunder controlled circumstances. The re-sulting beings are carefully examined forchanges, then interrogated for new knowl-edge. If a mutation or new piece of knowl-

edge that could adversely affect theEmpire is present, the individuals aredestroyed, and a determined effort ismade to locate and destroy all other Xeno-borgs carrying the taint. But if beneficialmutations or knowledge are present, theyare spread deliberately. If the Emperor(see right) decides that a specific factshould be known to the entire race (a rareevent but not unprecedented), the knowl-edge can be spread throughout the Em-pire within about ten years, using memoryfood and other tools.

The Xenoborg Culture

The Xenoborg race is led by an Em-peror, a single entity of vast size - aboutthat of a large building, roughly 450,000cubic feet. The Emperor's vast number ofbody cells permits a phenomenal amountof immediate memory and amazing intel-ligence. The Emperor is assisted by fiveaides of very large size, each of whom isin turn served by five more slightly smallerXenoborgs, and so forth. The first echelonbelow the Emperor is generally called theCouncil. The Emperor delegates manyminor matters for that group's attention,reserving its own thoughts for complexmatters.

The Emperor and the Council mem-bers are all inhabited by Masters (q.v.), butare not aware of that fact. To a largerperspective, the entire Xenoborg Empireis merely one of several tools the Mastersemploy, but that discussion is beyond thescope of this game.

The philosophy of the entire Xenoborgrace is one of unity and total dedication tothe Empire. Each creature is essentiallyidentical to all others, and this concept isreinforced by various social customs.Individuality per se is counterproductiveand evil, but individual Xenoborgs dospecialize in various branches ofknowledge or service, as the Empire (i.e.the Emperor and/or the Council) deemsbest. The Xenoborgs pity theunderdeveloped, chaotic races theyencounter that lack such unity, and whosuffer under the delusion of freedom.

The utter selflessness and dedicationof the Xenoborgs, combined with theirdurable physical characteristics and ad-vanced technology, thus puts Man in avery grim position. Indeed, the Empire,already a formidable galactic power, tookthe Earth in a matter of days. But taking athing and keeping it are quite differentmatters, as the Xenoborgs (and theirMasters) will discover ... thanks to theCYBORG COMMANDO Force.

For notes on Xenoborg military organi-zation, see "Invasion" (page 56). Fornotes on the living beings they use asvessels and power supplies, see "Tele-borg" and "Powwer," respectively.

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Other Aliens: Masters

OtherAlthough most details about the alien

invaders are not known to Man in the initialyear ofthe post-invasion game (i.e. 2035),much information will be acquired duringthe course of play. By late 2038,the CCswill amass enough data to make possiblean organized assault on the invaders, andsuccess in driving them from the Earth.

But as Game Master, you must ofcourse have adequate knowledge of thealiens. Five basic types are involved:

Masters (who control everything)Powwers (who store and emit electrical

power for general use)Teleborgs (the living vessels in which

all others travel)Xenoborgs (most of the invading

troops)Bugborgs (or buglies; specialized

troops who resemble giant versionsof terran insects, rare in the initialinvasion but widely used later)

Very little information about Bugborgsis given in this set. They comprise thealiens' major response to the rise of theCC Force, arriving about 8-12 monthsafter the invasion. Details about the vari-ous extraterrestrials (other than the Xeno-borgs) involved in the initial assault arepresented hereafter in alphabetical order.

MastersThe entire invasion is controlled, di-

rectly or indirectly, by one "master race,"the existence of which is not initially knownto Man. Members of this race call them-selves a term meaning "controllers ofreality" in their own language, but to thecommanders of the invasion force, theyare simply ''the Masters."

A Master is a wormlike creature with tri-lateral symmetry. An adult's smooth, ta-pering body is 61 cm (2') long, 15cm (6")wide at its thickest (uppermost) point, andtopped by a bulbous head about 31cm (1')in diameter. Three sucker-like mouths andthree eyes are evenly spaced around thehead, and eighteen small tentacles pro-trude from the body, again evenly spacedand symmetrically located. The creature'sbody masses about 41 kg (90 pounds),and has a total volume of 27,000cc (1,650cubic inches).

A Master can move on land or throughwater by oscillating its body in a fashionsimilar to certain terran snakes, aided by

Aliensits tentacles. However, it prefers to live ina host, from which the mouths draw offsmall amounts of body fluids, providingthe Master with both food and oxygen. AMaster can survive for weeks withoutfood, or for about 20 hours without air. Ithas an average lifespan of approximately400years, but it can live to twice that ageunder ideal conditions.

Masters are hermaphroditic and canthus reproduce singly, though their cus-toms include a ritual gene pooling throughnormal sexual activity. In either case, asingle embryo is carried within theparent's body in a manner similarto the re-productive cycles of terran mammals, ex-cept that the gestation period is about fouryears. During the latter half of the preg-nancy, the parent educates the fetus viapsychogenics. At birth, the physicallyimmature Master is a tenth the size of theadult and appears furry because of thethousands of small tentacles covering itsbody, but it is already fully mature men-tally. The infant is able to survive alonewithin a few hours, and given sufficientnutrients, it will reach adult size within oneyear. During this time, most of the tinytentacles dry up and fall off, except foreighteen that grow longer and stronger.

Incredibly intelligent by human stan-dards, Masters are also skilled in psycho-genics, and they rely on this ability tomanipulate their environment and otherbeings. They prefer to retain anonymity inthe process, surreptitiously controllingimportant members of other intelligentraces. The Masters' ultimate goal is noth-ing less than Universal government bythose with the greatest intellect, i.e. them-selves. At the appropiate times, the Mas-ters incline their victims' thoughts and ac-tions toward that objective. Masters insti-gated, planned, and now control the entireinvasion of Earth through the Xenoborgs,though the latter are unaware of that fact.

In addition to their use of psychogen-ics, the Masters can exert direct controlover other races by either of two means.The more common is an implanted deviceeither in place of or in control of the brain(or equivalent) of the subject. This deviceclosely resembles the MadMac computerused in the Cyborg Commando Force, butthere is one crucial difference in its methodof operation: the computer, notthe organicbrain, has control. These devices were de-signed by the Masters, but created by oneof their subjugated races (not one of thoseinvolved in this invasion).

The second and much rarer method ofcontrol is for a Master to physically enterand dwell within the body of another being.Once inside, the Master usually assumescomplete control of the body by comman-deering the nervous system (or equiva-lent) of the victim. The Master may choosenot to do this, and might merely residewithin a body cavity. The usual purpose ofsuch actions is camouflage and/or trans-portation. If the process of entering thevictim causes some damage that the Mas-ter wants to conceal, it accelerates anddirects the victim's natural healing proc-esses to accomplish this. The victim usu-ally remains entirely unaware of theMaster's presence within.

Master (without host)

StatsMental 110Neural 75Physical 15

Psychonic Score 500

Move rate 5

Attacks per Cycle 1

Defenses (DVs)Laser 15Impact 10Thermal 30E-M 60Sonic 25

Integrity Points (IPs)basic game: 30advanced game

Head: 27Body: 18

Skills

300. Dynamic Psychogenics310. Matter (all areas) 50320. Energy (all areas)" 70330. Beings (all areas)" 90

400. Communications460. Psychogenics (all) 90

a. Includes heat, light, & molecularenergy.

b. Extraterrestrials only; thoughts ofindividuals, societies, & animals.

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Other Aliens: Powwers

d10x roll in this case determines only thehit probability, damage being irrelevant.

PowwersThough Teleborgs are equipped with

power sources very similar to terran bat-teries, individual Xenoborgs carry nochemical reactors of that sort. Their powersources are creatures, known by a namewhich translates best as "Powwers."

A Powwer is part plant, part animal. Ithas no eyes, ears, mouth, nor any othervisible openings in its surface. The volumeof an adult ranges from 21-42 liters (0.75to 1.5 cubic feet), with a mass of 9-18 kg(20-40 Ib). A Powwer has no fixed shape.It often appears as a featureless asym-metrical blob, but it can change slowly toany convenient form. Its skin is a dull sil-very color.

Powwers have animal intelligence atbest, often less. They feed on (and areopaque to) electromagnetic radiations of awide spectrum, absorbing wavelengthsfrom 0.01 A to 0.2 micrometer (gammarays, X-rays, ultraviolet light, and visiblelight of high frequency). Radiations oflarger wavelengths, including intense mi-crowaves, are simply reflected. A Powweralso needs water for survival, plus tracesof certain heavy metallic elements.

Similar in principle (though not in prac-tice) to Earth's electric eel, a Powwerstores energy and releases it by con-scious volition. The organs that store aPowwer's electrical potential are com-pletely different from those in any terranlife form, and are far more efficient. Anadult Powwer can store 100 power units(PU) of force; an immature one can store50 PU, and an exceptionally old and largespecimen may store as much as 130 PU.

If carefully stroked and prodded in acertain way, a Powwer will emit an electri-cal impulse, the intensity of which is con-trollable under those circumstances.Xenoborgs, being the genetic engineersof the creatures, are very familiar with thistechnique. If a Powwer is in physical con-tact with a mechanism when the electricityis released, that current is channeled intothe device. Most Xenoborg troops thuscarry a number of Powwers within theirbodies to supply electricity for weaponsand communications units.

If touched by an unfamiliar being orobject, a Powwer releases 1-10 PU ofelectricity, automatically hitting the of-fender and inflicting that amount of dam-age. (Treat as an automatic hit, ignoringDVs, and roll1d10 for damage.) If struck,a Powwer may release 1-100 power units.(Roll d 1Oxnormally for the attack, compar-ing against the attacker's E-M DV). Inpractice, no one but a Xenoborg cansafely handle a Powwer, unless psycho-genic means are used to dupe it. Skill area330 (dynamic psychogenic effects onbeings) is applicable, if the user specifiesthe intent properly. Powwers are inoffen-

48

sive if undisturbed.Once a Powwer has completely dis-

charged its stored electricity, it is relativelyuseless until recharged, though it can liveseveral weeks in this state. If placed inpure water and exposed to Earth's sun-light, it recharges its full 100 PU potentialin a normal day (about 10 hours, but withmaximum radiation absorption at noon,and minimal absorption during the periodsnear dawn and dusk). In this idyllic state, itspreads itself out to present a maximumamount of surface area to the incomingradiation. If struck by an electromagneticattack form that falls within its absorptionspectrum, a Powwer will regenerate anamount of electricity (in PU) equal to thepower used to produce that attack. The

Powwer

StatsMental 1Neural 8Physical 15

Move rate 1

Attacks per Cycle 0'

Defense Values (DVs)Laser 60Impact 20Thermal 30E-Mb 100Son~ 10

Integrity Points (IPs)basic game 30advanced game

Critical areas- 9Other areas 36

a. Unless touched or struckb. May absorb somec. About 20% of the creature's body mass

is critical organs (hit 1-2 on 1d10); hitsin other areas have little effect.

TeleborgsLike Powwers, Teleborgs were geneti-

cally designed and created by Xenoborgs.But while Powwers have a specific, limitedpurpose, Teleborgs are multi-purposecreatures with many abilities. Generally,they are the mounts on (and occasionallyin) which Xenoborgs travel, not only onland, but also through water, air - andeven space. Teleborgs can thus be di-vided into four basic categories accordingto their use. Most of the Teleborgs used inthe invasion are of spacegoing type.

A Teleborg is part plant, part animal. Itis semi-intelligent, and can survive un-guarded and untended, assuming ade-qute food sources. Whatever its form,state, or age, each Teleborg consists of acentral body mass with several projectingparts. The latter range from very softappendages, such as tentacles, to ex-tremely hard ones, such as spikes. Thecreature's cells are much like those ofXenoborgs; there are no specific organs inthe body. Each Teleborg exerts controlover its individual cells, though not to thedegree exhibited by its remarkable crea-tors. Several natural body openings servefor the intake of food and water, wasteemission, senses, tentacle production,and so forth. With maturity and education,the creature can learn to close these porestightly, so that it presents no obviouspoints of weakness or entry in combat sit-uations. It is also typically equipped andarmored for specific uses.

Reproduction is accomplished bybudding. Weight at birth is about 50 kg(110 Ib) within a volume of 57 liters (2 cubicfeet), but the creature quickly grows to fullsize if sufficient nutrients are available.That density, about 877 grams per liter (55pounds per cubic foot), is maintained by allthe specie of this race, whatever theireventual sizes and shapes. These latterfactors are genetically predetermined,

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Other Aliens: Transport Teleborgs

General Data, Transport Teleborgs

Surface UnderLand Water Water Air

StatsMental 5 5 7 10Neural 16 14 20 29Physical 325 225 550 1,850

Move rate 10 30 20 100

Attacks per Cycle 1 1 2 2

Defense Values (DVs)aLaser 20 20 20 30Impact 30 20 25 35Thermal 25 30 35 25E-M 15 15 15 15Sonic 10 10 10 10

Integrity Points (IPs)basic game 650 450 1,100 3,700advanced game

Body 775 585 1,500 4,750Leg (each)> 10 15 - 25Tentacle (each)" - - 15 50Wing (each)" - - - 100

Hit Locations (1d10) 1-2 leg 1-3 leg 1 tentacle 1 leg3-10 body 4-10 body 2-10 body' 2-5 wing

6-10 body

varying according to the creature's in-tended use.

The larger Teleborg mounts are de-signed such that one or more Xenoborgsmay choose to ride within them. In suchcases, the "driver" may peer out from itspores or communicate directly with thecreature's limited intelligence to navigate.

Transport TeleborgsA Teleborg designed as a land mount

resembles a huge twenty-legged centi-pede, nearly 18 meters long and 3 meterstall and wide. Very few of these are in-volved in the invasion. They resemblegiant versions of terran centipedes, withten pairs of short legs on an elgongated(15 meter) body, though they are not seg-mented. They are quite efficient in rugged,broken terrain. Each can carry two or threepassengers of typical Xenoborg size.

Two distinct types of Teleborgs areused for negotiating fluid bodies, such aslakes or seas. One, which appears similarto a six-legged water spider with verybroad webbed feet, is capable of walkingon water unless heavily laden. Its body isa mere 7 meters long and about 5 metersin diameter, tapering at the ends. The sub-surface Teleborg is much different. Verysimilar to its space-going cousin (q.v.), ithas the same general proportions, but ona smaller scale, its dimensions beingabout 80% of those of the smallest variety.Both water-type Teleborgs are able tomove by taking water in through pores andexpelling it directionally through shorttube-like tentacles.

A Teleborg for aerial transport is large,with three pairs of wings (each 55 metersacross) and four narrow but strong legssupporting a body that is 23 meters long,8 meters wide, and 5 meters thick. Twolong, thin, whip-like tentacles protrudefrom the front of the body, and fins (stabi-lizers) appear at three equilateral pointsnear the rear. Aerial transports are usuallyarmored for defense, with protective ma-terials varying widely from light shiny clothto thick, heavy metallic coverings.

Only a few hundred (total) land, water,and aerial Teleborgs accompany theXenoborg forces, and most of those arereserved for special needs. The mostcommon Teleborg found on or near Earthafter the invasion is the spacegoing type,of which about 4,000 were grown forcombat use. Each such creature can holdfrom 5 to 150 fully grown Xenoborgs withinit. During the deployment of the Xen-oborgs' First Army, the larger Teleborgswere filled beyond their normal capacity,carrying both regular troops and dozens ofsuperdehydrated (and thus very compact)Xenoborgs destined for ejection over suit-able bodies of fresh water in the selectedcombat zones.

a. DVs: assumes combat conditions; also see text for variations by exterior hardness.b. legs: 20 for land type, 6 for surface water type, 4 for air type.c. tentacles: 10 for subsurface water type, 2 for air type.d. wings (6, on air-type only): damage only slows maximum speed until any 3 wings are

completely destroyed, which makes continued flight impossible (causing immediatefalling if airborne).

Space Teleborgs in a reaction chamber, and the resultanthot gases are directed through nozzles.This drive is usable in any environment,though it is normally reserved for vacuumunless high velocity is needed in a shorttime. The latter system is similar in prin-ciple to a jet engine, sucking air into ventsand expelling it through small directionalnozzles. This system is usable only in airor water; no combustion is involved.

The maximum acceleration with fluiddrive is 5 meters per second per second;that of the reaction drive is 70 rn/sec".Xenoborg home-planet gravity ("XG"force) is about 8.23 rn/sec" (9 yards/see').A Xenoborg can withstand 2-3 XGs indefi-nitely, but can survive maximum thrust(8.5 XGs) for only a few minutes.

In the first wave of the invasion, mostTeleborgs landed only briefly to deploytheir troops, then immediately lifted off,thus presenting a fixed target for only a fewseconds. Some of the creatures were left

A Teleborg grown for space flight issimilar in shape to one of Earth's classic"flying saucers" (or more accurately, onetable saucer inverted and placed uponanother), but with several living and me-chanical appendages. Its diameter isabout four times the thickness of the cen-ter. The smallest of these creatures is 16meters across and 4 meters thick at thecenter. The dimensions of the largest areabout four times those of the smallest.

Each spacegoing Teleborg is heavilyarmed, equipped with fuel tanks and pro-pulsion units, arid armored against boththe severity of hard vacuum and the attackmodes of the enemy.

The two primary drive systems are areaction drive and a fluid manipulator. Thefirst is quite similar to Earth devices. Liquidoxygen and explosive fuel are mixed with-

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Base Teleborg

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Base Teleborgs

near Earth's surface, but most were with-drawn to a stable orbit about the planet, tominimize both power expenditure andvulnerability. Within a few days, after theinvading Xenoborgs completed their firstsweep of Earth's conventional forces andachieved a firm hold on the planet, morethan 2,500 Teleborgs were brought backto the surface to serve as bases. Uponlanding, they settled firmly into their desig-

nated locations and hungrily extendedtheir roots into the earth.

The creatures were ravenous. Foryears they had been forced to feed on thesparse nutrients in the lunar rock, thoughtheir diet was minimally augmented by thebase's food-culture tanks. During the daysof the invasion itself, they survived onwhat little nourishment they were allowedto carry. After the long-awaited landing,

Space- and Base-Teleborgs (by size)

Small Medium Large Huge

DimensionsDiameterThicknessVolume

TentaclesMaximum lengthMaximum number

StatsMentalNeuralPhysical

Move rate"

Attacks per Cycle

Defense Values (DVs)bLaserImpactThermalE-MSonic

Integrity Points (IPs)basic gameadvanced game

TotalBodyTentacle (each)-

Battery PowerMaximum PURecharge rate

EquipmentComm ClassWeapons

Class 1Class 2

Supply units

164

536

824

1,075

5

2,150

3,2252,900

32

2,000500

328

4,290

810

1620

4812

14,476

2430

2473

29,000

20

15

3545403025

58,000

87,00081,780

174

6,0001,000

4

168

80

6416

34,315

3297

68,500

30

137,000

205,500197,280

205

5

8,0001,500

2010

160

3240

20

4050453530

5

1649

8,500

10

5 10

a. Movement rate (for land or water) assumes no root anchoring, and the production ofshort, stiff tentacles to serve as legs. Typical rates using the propulsion devices are50-80 for fluid propulsion (air or water), and 4,000-5,000 for reaction drive.

b. DVs: assumes combat conditions; note that variations by exterior hardness also apply.c. Value per tentacle at maximum size; proportionately less for smaller tentacles.

Deduct total tentacle values from overall total to find current body value.

2535302015

3040352520

17,000

25,50023,460

102

4,000750

3

845

126

20

however, the Teleborgs stuffed them-selves on the feast afforded by the terransoil. Consuming all plant and animal lifewithin a range equal to twice its diameter,each creature at least doubled in sizewithin a few weeks. The nearby soil, per-meated by the Teleborg's root system,turned bluish-black as it became satu-rated with excretory ooze. And as it grewin size, each Teleborg grew in intelligenceas well. Within a month of the invasion, theXenoborg bases became large, smart,dangerously festering sores on the face ofthe Earth.

A scant few of the space-going Tele-borgs carry Q-drives as well. For securityreasons, any Teleborg equipped withsuch a device remains a vessel, and isnever converted for use as a base. Inaddition, the Q-drive is equipped with aself-destruct mechanism, and is under theconstant personal supervision and controlof a Xenoborg officer of at least the rank ofMajor. No Q-drive is allowed on the Earthfor any reason.

Defenses

The chart at left gives the number oftentacles above the surface. That valuedoes not include the creature's root struc-ture, which involves about 10 times asmany growths, though these are relativelyinflexible ones. Tentacles may be protrud-ing or withdrawn at any time, but if thelatter is the case, an exterior dimple re-mains; this expands into a pore from whichthe tentacle can again be extruded. Themaximum length of a tentacle is equal tohalf the Teleborg's diameter. A tentaclemay be used to strike or grasp, but it isalways smooth, never marked by spikesor other protruberances.

Base-Teleborgs have no visible bodyopenings, except for the dimples or poresfor tentacles. Visitors must approach thecreature and allow a tentacle to touch andexamine them. If the Teleborg decidesthat entry is permitted, it creates a hole inits surface, allowing access to its interiorcavity. If a base is staffed, those insidemay cause the creature to open itself,either for egress or for fast entry by ap-proaching allies. Base-Teleborgs do notallow entry by any terran life forms, and willautomatically and vigorously defendthemselves. Any intruder who survives thecreature's ranged defenses (see Equip-ment, left) and tentacle attacks to suc-cessfully penetrate the outer surface issubjected to an acidic digestive attack offixed damage 10 (using d10x to hit vs.SDV) during every combat Phase spentwithin the body cavity.

As with Xenoborgs, modifications bycell hardness may apply to soft, natural, orfirm cells or body parts. The procedure fordetermining adjustments is identical to

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Do-It-Yourself Teleborgs

that for Xenoborgs. The percentagesgiven on the inside cover apply to Tele-borgs as well, as do the details for Xen-oborg body parts listed and explained onpage 37. A Teleborg never has a head orfeeler, but all other details may be used.

Equipment

A Teleborg functioning as a base con-tains all the devices with which it wasequipped for the invasion, with additionalmechanisms for its new purpose. Theformer category includes the propulsionsystems detailed earlier. The weaponsand Comm units vary by the Teleborg'ssize, as given on the table below; selectspecific items from the lists given forXenoborgs (page 37-38). Power for aBase-Teleborg's weaponry comes fromchemical batteries, each of which holds atotal PU as given on the table below.Power can be regenerated during daylighthours, when specialized cells of theTeleborg's body act as solar collectors,absorbing sunlight and converting it torecharge the batteries.

A Base- Teleborg also serves as a sup-ply depot for Xenoborg troops. The num-ber of Supply units per base is given in thechart on the previous page. The itemslisted below are included in each Supplyunit given; multiply by the number on thechart to find the total present. Keep track ofthe supply status of all Base- Teleborgsthat appear in an adventure or campaignwith any frequency. Base-Teleborgs forwhich you do not keep an accounting maybe assumed to maintain full stock at alltimes, unless character actions prevent

Base-Teleborg Supplies(per Supply Unit)

Powwers: 5

Comm Units:

1 each of types 1 & 21 backup for each higher type

used by Xenoborg staff

Weapons:

3 Electromagnets~ Electrostatic Generator12 grenades (2 per type)1 Ignition system1 Laser1 E-M Beamer1 Pulser10 magazines (500 shots)

normal pulser ammo2 magazines (100 shots) ex-

plosive pulser ammo

the regular resupply vessels from reach-ing them.

Base-Teleborgs are also used aswarehouses for storing terran devices ofinterest collected by marauding Xen-oborgs, and for holding terran captives(human and otherwise) as well. Terranobjects and creatures are always kept inbody cavities separate from the Xenoborgoperations area. Captives are usually fedto the Base- Teleborg after their use isended, though the Xenoborgs occasion-ally consume a few themselves. If largenumbers of objects and/or creatures arecollected, some may be kept in an outsidearea near the Base-Teleborg (though stillunder the creature's guard). This situationis rare, however, and is usually alleviatedwithin a few days by the arrival of a vesselto pick up the merchandise and shuttle itelsewhere, usually to a dump near lunarbase.

If characters try to reach the Xen-oborgs' lunar base by hiding amongstcollected objects, they will either be over-whelmed by the hundreds of well-armed

and armored Xenoborg troops therein, orremoved via anti-matter bombs. CC Com-mand will absolutely veto any such planthat the characters may suggest, and for-bid them to endanger themselves in thisway. (Lunar base itself will be detailed in afuture accessory.)

Do-It-Yourself Teleborg Bases

Since most game details are directlybased on a Teleborg's size, you can applythe formulae given here to find the IPs,number of tentacles, and other details fora creature of any size. Start with either thediameter or radius (1/2 the diameter) ofthe Teleborg desired. Use a calculator.

Abbreviations used

DRTV

diameterradiusthicknessvolumemultiplicationcube root3"

DVs: Extrapolate from the chart

52

Creating Base-Teleborgs

DimensionsDiameter (D): Select one. Find the radius (R, which is 1/2 the diameter).Thickness (T) = R • 0.5Volume (V) = R • R • T • 2.094395

TentaclesMaximum length = TMaximum number = T • 2.5

StatsMental = T • 2.5Neural = 3 .3"VPhysical = V • 2

Attacks per Cycle = T • 1.25

Move Rate: 5 to 30 or more; extrapolate from the chart

Integrity Points (IPs)basic game = Physical score· 2advanced game

Total = Physical score· 3Body = total IPs • F, where F ranges from 0.9 (for radius 8) to 0.96

(radius 32) or more, approaching but not reaching 1.0; extrapolatefrom the chart

Each tentacle = (Total IPs minus Body IPs) + Maximum number oftentacles

Battery PowerMaximum PU = 2,000 to 8,000 or more (extrapolate from the chart)Recharge rate = 500 to 1,500 or more (extrapolate from the chart)

Equipment: Extrapolate all from the chart

Page 54: CYBORG COMMANDO RPG-Campaign Book-Referees' Manual

Q-Space Travel

Xenoborgs are an intelligent, adapt-able, technologically advanced race, butthey would be no more than a footnote togalactic history were it not for their inter-stellar propulsion system, the Quantumdrive. This device shifts itself and a pre-dictable amount of nearby matter (such asa vessel) into a frame of reference that isnot limited to three dimensions. In practi-cal terms, it reduces very long distances toshort ones, thereby making all of our gal-axy (and others) reachable.

The Empire

The Xenoborgs' realm consists ofhundreds of planets, most populated bylife forms of lesser orders than them-selves. Since no effort was made to con-quer by sector, the planets that comprisethe Empire are scattered throughout thegalaxy in no particular pattern; they aremerely those which had the misfortune tobe encountered by Xenoborg probes.

These probes are completely me-chanical devices, equipped with Q-drivesand launched in all directions parallel tothe galactic plane. They are often aimed attarget stars or groups thereof, thoughsome are also shot off at random.

Many probes are destroyed by a vari-ety of hazards, and some pass beyondpractical ranges, eventually reaching fardistant galaxies. Most re-enter normalspace from fourspace (see below) in thevicinity of solar systems that are unsuit-able for Xenoborg colonies, though theplanets may be rich enough to warrant amining operation. Less than one probe ina thousand encounters a planet meetingthe aliens' ideal specifications, wherecarbon-based life forms flourish and theliquid water exists. Such is their homeplanet, and of course, such is Earth. In theearly 13th century (as humans reckontime), a randomly directed Xenoborgprobe happened upon the solar system ofMan.

A probe always destroys its Q-driveupon re-entering normal space. Thoughsurvey reports could be obtained in hoursor days if the probes were permitted toreturn, this option would involve a chance

Q-Space Travel

gravity of a mass, such as a planet or star,produces a dimple, or "gravity well." In Q-drive mechanics, this model is still partiallyvalid, but gravity sources are assumed toproduce not wells, but "gravity peaks" ofvarying steepness and height. (Simplyinvert the previous model, but rememberthat such models describe only the phys-ics of a region, not the region itself.) Thetop of such a peak represents the center ofthe mass producing it, and the curvature ofthe peak represents the density of themass.

But when the universe is pictured in thisway, its three dimensions lie within thattwo-dimensional rubber sheet. The peaksprotrude in a new dimension, that of grav-ity. This picture thus has four dimensions,so it is called fourspace (or space'), asopposed to "normal" space (also calledthreespace, or space"). The basic prin-ciple of the Q-drive is this: if force isapplied to an object in a direction at rightangles to all three of its dimensions, theobject can be moved to a point very nearto but "above" that inverted-rubber-sheetuniverse - that is, moved along the fourthdimension of gravity. The mechanicaldetails of such force applications arecomplex," but the amount of energyneeded is relatively small.

Q-drive Limits

The energy cost of movement intospace- - that is, a Q-shift - varies by thecharacteristics of space- in the vicinity ofthat mass. The inverted rubber-sheetmodel shows that a Q-shift is easiest (i.e.requires the least energy) where the sheetis flat. The greater the curvature of space(and the taller the gravity peak), the moreenergy is required.

That same curvature of space- im-poses a limit on Q-shifts. The force of agravitational field in excess of 11,145Newtons (a fixed constant) causes theparticles entering space" to disintegrate inthe process. That force (f) at any givenpoint can be calculated using equation 1(next page). Express all masses in grams,and all distances in centimeters. The dis-tance limit DL within which the Q-drive will

- miniscule though it might be - ofanother race capturing one of the devices,and with it, possibly, the secret of the Q-drive. The Xenoborgs have never encoun-tered another race that possesses Q-drive, and they want to keep it that way ifat all possible. Therefore, they are contentto spend decades, or even centuries,waiting for a probe's signal to return,crawling along at the speed of light.

Upon receipt of the signal from a suc-cessful probe, however, the Xenoborgswaste little time. A more sophisticatedtwo-way probe is often sent to get a situ-ation update; this device may even beoccupied by a Xenoborg or two. And fromthe moment the decision is made to use anewly discovered planet or system, thatlocale is quickly accessible by any of thethousands of Xenoborg vessels equippedwith Q-drives that the Emperor and Coun-cil may choose to send. Any target withinthe galaxy is effectively closer, in terms oftravel time, than was America to its Euro-pean colonists of 17th century Earth.

At the time of the game, Q-drive isunknown to Man, despite the fact that itsoperation can be derived from basicformulae known through much of the 20thcentury (see Appendix, next page). Asnoted above, the drive is the most closelyguarded secret of the Xenoborg Empire,and it will not be allowed to fall into humanhands, though a future CC Force oper-ation may (and should) capture a Q-drivemechanism over the aliens' objections."But since the very existence of the drivecan be deduced from the Xenoborgs'presence, and since knowing that some-thing is possible often surmounts thebiggest hurdle in the path of creativity(scientific or otherwise), Earth maydevelop its own Q-drive within two years ofthe invasion. The following details arethus very relevant to either that event orthe intensive study that will follow thecapture of the drive from an extra-terrestrial source.

Fourspace

Classic theory often depicts the uni-verse as a "rubber sheet" in which the

a. This adventure is scheduled for release in 1989.b. Particles released by a controlled Ia.ser-generated fusion process are manipulated so that each particle's moments of spin and magnetism are

converted to imaginary quantities. This forces the particles into non-existence without destroying them. In experiments performed in microscale, boththe particles and a fixed amount of nearby matter simply vanish.

53

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a-Space Travel: Movement

changes. The speed of light is still a fixedlimit in both space- and space'.

not function properly is thus determined(in centimeters) by equation 2. Multiply theresult by 100,000 to find kilometers, or by62,137.1 to find miles.

1: f = GMMs + 02

2: 0L = -J (MMs + 2.2489 • 10'2)

G = 6.67· 10-8 dyne ern" gm-2 (a universalconstant)

M = the small mass of the object beingmoved

Ms = the large mass of the body exertingthe gravitational force

o = the distance between the centers ofmasses M and Ms

0L = distance limit from center of mass Mwithin which a Q-shift will not workproperly

Movement

Though entry into space' requires aspecial application of force, the shiftmechanism is not needed thereafter.Once it is within space", an object willremain there until it again comes within thegravity field of a large mass (as describedabove).

Space' is part of the normal universe,though not a part with which most crea-tures are familiar. Within it, all physicallaws still apply, including the physics ofmovement. Einstein established long agothat velocity and acceleration are meas-urements relative to the surroundings(whether "real" or "Q-type") of the ob-server; space' is merely a new frame ofreference.

When a real (space') distance is meas-ured in "Q-units" - each equal to 10'0atomic diameters, or 1.145 meters(3.75656 feet) - the relationship betweendistances in space' (04) and normal space(0) becomes very logical. 04 equals thecube root of the square of 03 (equation 3).

Space" represents a considerable sav-ings in distance, and therefore in trip timesas well. But the effect of that relationshipbetween the spaces is that the further onetravels in space", the greater the savings.Assume that a vessel accelerates at oneEarth-gravity for half of a given trip, thenflips over and decelerates at the samerate. A trip of one light-year (9.454 trillionkilometers, or 5_875 trillion miles) wouldtake about 38 hours using Q-drive. But atrip from Earth to the home planet of theXenoborgs, 700 light-years away, wouldtake only 340 hours. Though the distanceis 700 times as far, the trip takes less than9 times as long.

Table 1 gives a few sample distances,all measured in real (space') terms. Table

54

2 gives the shorter space' distances be-tween certain planets and stars. The re-sulting travel times for different accelera-tions are given in Table 3.

Travelers in space' see a universe thatappears to have been flattened out into atwo-dimensional plane, in which theirvessel is moving, but "normal" distancesappear to pass with much greater speedthan they did in space", Both of these phe-nomena occur because one of the "nor-mal" three dimensions has been replacedby the previously "imaginary" fourth di-mension, making the former irrelevant to(and actually invisible from) the traveler'sperspective.

If the traveler is able to detect gravityeffects at long range, either through nor-mal senses or special equipment, thegravity peaks protruding from the space-masses become visible. The traveler canthen deduce information about themasses by examining the heights andslopes of the peaks (as well as their bright-ness, which indicates heat), and canmake a well-informed choice as to thepoint of reentry into space". That reentryprocess is simple; merely entering a grav-ity peak of sufficient height pulls the trav-eler and any associated matter (such as avessel) back into normal space. Speed atre-entry is identical to that immediatelyprior to it; only the frame of reference

Tables & Appendix

The following abbreviations are usedherein:

A Andromeda galaxya acceleration03 real distance (in normal space')04 effective distance in space", us-

ing Q-driveE EarthGE gravity of Earth = 9.8066 m/sed

(32.174 It/sees)Gx gravity of Xenoborgs' home

planet = 9.06 m/sec' (29.7244tt/sec-)

J Jupiter orbit (averaged)LY Light Year (distance)M Magellanic cloudso Our galaxy (the Milky Way)P Parsec (distance)Q QuantumSE Earth's SunS, Xenoborgs' SunT timeX Home planet of the Xenoborg

Empire

Table 1Real Distances (03)

Range Light Years Kilometers Miles a-units

J to SE 2.132.10-4 7.783.108 1.25255.109 6.7974·10"1 Light Year 1 9.454· 10'2 5.875.10'2 8.2568 • 10'5

1 Parsec 3.26 3.08. 10'3 1.91525.10'3 2.69· 10'6

SEto s, 700 6.6178.10'5 4.1125.10'5 5.7797· 10'8

cross 0 75,000 7.0905 • 1017 4.40625.1017 6.1 926 • 1020

Oto M 800,000 7.5632 • 10'8 4.7.10'8 6.6054 • 1021

Oto A 1,840,000 1.7395.10'9 1.081.10'9 1.5192 • 1022

Table 2Space4 distances ( D 4 = 3--J[D

3F )

Range Miles Kilometers a-units

J to SE 55,002.7 88,518.3 77,308,5801 Light Year 29,064,532.5 46,774,831 40,851,380,8321 Parsec 63,873,407.9 102,794,285.7 89,776,668,771SEto s, 2,291,370,772 3,687,603,803 3,220,614,675,000cross 0 51,689,720,591 83,186,541,695 72,652,001,480,665Oto M 250,4 70,548,598 403,093,274,563 352,046,528,002,633Oto A 436,417,910,610 702,346,545,933 613,403,096,884,329

Page 56: CYBORG COMMANDO RPG-Campaign Book-Referees' Manual

Q-Space Travel: Appendix

Table 3: Travel Times in Space4

The following presumes constant ac-celeration for half the trip, followed by flip-turnover and constant (equal) decelera-tion thereafter. All accelerations/decel-erations are in units per second per sec-ond. Abbreviations: D, H, M, S = days,hours, minutes, seconds.

I. Alien Probes (no life forms aboard);a = 70 meters (229.66 feet)

II. Vessels containing Xenoborgs;a = ~ = 9.06 meters (29.7244 feet)

III. Hypothetical vessels containinghumans; a = GE = 9.8066 meters(32.174 feet)

Formula:

T = 2 " (1000· D a) where ...

T = total trip time assuming midpoint flip;D = distance in kilometers; anda = acceleration, in meters per second'

Range I. Probe II. Xenoborgs III. Humans

D H M S D H M S D H M S

Jupiter to Earth's Sun 37 29 1 44 11 1 40 091 Light Year 14 21 40 1 15 55 05 1 14 22 061 Parsec 21 17 22 2 11 10 35 2 08 52 44Xenoborg home to Earth 5 07 30 43 14 18 26 03 14 04 40 28Across our galaxy 25 05 37 36 70 03 24 36 67 10 03 28Milky Way to Magellanic Clouds 55 13 09 25 154 09 39 55 148 09 48 22Milky Way to Andromeda 73 07 45 47 203 19 28 01 195 21 34 24

Formulae relevant to the discovery,description, and use of Quantum Space

Warning: The actual derivations ofthese formulae are not given here; afterall, Man has not yet discovered them. Thissection does, however, give the tools thatwill be used in the forthcoming discovery.Feel free to attempt the derivations if youare both mathematically creative and alsoquite familiar with tensor calculus.

1. The gravity force acting on a massis obviously determined by the gravita-tional field in the nearby area. At point P,a distance R from a large mass, this fieldis of intensity I (equation 1) where F = forceon mass M at P.

2. For a spherical body, the gradient

Appendix

(<1»of the gravitational potential of a field isgiven by equation 2, and the potentialenergy of M within that field = V = M<1>.

3. Consider the effect on the above ofEinstein's metric tensor gllv' the generali-zation of Newton's formula expressing thegeometry of space-time (equation 3).

4. The Schwarzschild solution for themetric tensor outside a static sphericallysymmetrical mass distribution, whenproperly manipulated by an N-dimen-sional algebra (using a Hilbert space) soas to examine the curvature inherent in thegravitational field, provides a key perspec-tive that escalates space" from an

abstraction to a phenomenological reality(equation 4a). This refers to the four-indexcurvature tensor R~p(J'of course, and in-corporating the principles described bythe field equations, summarized symboli-cally by equation 4a (where k = G + c2andTW is a symmetrical tensor of the broadestpossible scope).

5. The Dirac equation that defines therelation of spin and magnetism in an elec-tron also defines the principle of the Q-drive mechanism itself (equation 5), al-though considerable experimentation isrequired in the field of artificially main-tained fusion reactions before this can beimplemented.

1: 1= GM + R2 and F = 1M

2: <1>= - GM + R where I = - gradient <1>

ds2 = t gllv dx-dx"Il,V = 1

3:

Equations

55

Page 57: CYBORG COMMANDO RPG-Campaign Book-Referees' Manual

Invasion

Having spent decades studying Man-kind and preparing for the invasion ofEarth, the Xenoborgs executed a plan ofattack that was comprehensive, effective,and successful. Though the details are fartoo numerous and complex to be givenhere, a summary will convey the overallresult. For clarity, the point of viewthroughout is the Xenoborgs', at a timejust prior to the invasion.

Troop Organization

When the invasion begins, the attackforce will consist of two armies, each or-ganized in standard fashion, as shown inthe table below. Titles of groups and com-manders are translated into the approxi-mate English language equivalents, andmay not correspond exactly to anyonecountry's current military organization.

Command

Man has not discovered the existenceof Q-space, so the command headquar-ters (CHQ) for the invasion will be de-ployed therein, next to the base of Earth'sgravity peak. However, it is imperative thatQ-space technology be kept secret fromhumans. Therefore, communications withCHQ will be by standard non-mobile Q-space capsules. The possession of Q-

Invasioncapsules outside of CHQ is limited to offi-cers of the rank of Colonel and higher.

CHQ personnel will consist of oneMarshall, all 10 Generals, and 40 Briga-diers. The remaining Marshall and 10Brigadiers will occupy moon base HQ, toassume command in the unlikely eventthat CHQ can no longer function.

Objectives

Our long-range goal is to colonizeEarth and make it a useful addition to theEmpire. Earth's environment is a desir-able one, including its atmosphere, lifeforms, and material assets. Furthermore,its position in the galaxy makes it suitableas a base from which further explorationcan be conducted.

Though Earth's dominant sentient lifeform is of little use to the Empire, many ofMan's creations have value. Culturalproducts, including music and the graphicarts, may be profitable export items. Citiesare rich sources of refined metals andother processed materials. Ideally, themetropolitan areas should be carefullydismantled - "mined" for their physicalcontents - within a few decades of theinvasion.

We thus want Earth intact, and thatmeans minimizing the adverse effects ofthe invasion with respect to the planetaryecology. The weapons used to wrest the

Xenoborg Troop Organization

Group Number of Total GroupsRank Xenoborgs aka Leader per Army

Army 410,156 5 corps Marshall 1Corps 82,031 5 divisions General 5Division 16,406 5 regiments Brigadier 25Regiment 3,281 5 battalions Colonel 125Battalion 656 5 companies Major 625Company 131 5 platoons Captain 3,125Platoon 26 5 squads Lieutenant 15,625Squad *5 4 Privates & 1 Cpl. Sergeant 78,125(Individual) 1 1 Private or Cpl. - 390,625

Total troops: 410,156 per army, or 820,312 totalOfficers only: 3,906 per army, or 7,812 total (just less than 1 %)

• For initial organization and post-combat stabilization only; after combat attrition and minorfield reorganization, a squad may consist of 3-7 Xenoborg troops

56

planet from its current sentient occupantsmust therefore be carefully selected, andresistance presented by those occupantsmust somehow be limited to effects that donot seriously upset that ecology.

Military Targets

The military forces of Earth do presenta problem. If not removed quickly, they arequite capable of rendering the planetuseless for our purposes (and for Man's aswell, though this is irrelevant) by usingtheir primitive, "dirty" nuclear weapons.The military forces are also the onlyhumans possessing sufficient lesserarmament to present a real threat to ourtroops. Therefore, a special plan has beendesigned to handle this threat.

First and foremost, our initial troopdeployments will be as widespread aspossible. Many troops will be aerially dis-persed across large areas. Since humansare not aquatic or amphibious, most suchdispersals will be over land targets. Somehyperdehydrated troops will be deployedin fresh water, and should achieve somemeasure of surprise when they emerge.

When a carrier vessel lands, its troopswill immediately spread out in all direc-tions at maximum speed, ignoring orevading local resistance. The vessel itselfwill depart the instant all troops are out, orupon detecting an incoming nuclear at-tack, whichever happens first. With maxi-mum troop dispersion, the efficiency of re-taliation by nuclear weapons will quicklydrop. The humans should realize that andrefrain from useless attacks.

As a secondary objective, we shallseize all fissionable material currentlyused in weapons and power systems, andshall later secure all such reserve and rawmaterial that could possibly be used forthose purposes.

Earth's Orbital Station, the most ex-pensive, but most promising, of Man'srecent experiments, was begun in 1994and quickly became an eternal project; it isstill in progress. It has a resident staff of150 humans and about 30 other visitors atany given time. Unmanned orbital devicescurrently circling the planet include about700 ·functional communications, power,research, and military satellites, the lasttype often containing nuclear weapons .Most of Man's extraterrestrial devices,with the sole exception of the Orbital Sta-

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Invasion

tion, will therefore be destroyed by our ap-proaching vessels, using particle beams,lasers, and antimatter bombs." The soleexception is the Orbital Station; becauseof its resources, it is instead scheduled fordepopulation.

Our probes have compiled extensiverecords of the deployment of land-basednuclear missiles worldwide. These weap-ons will not fire if their containers do. notopen. In the first minutes of the invasion,therefore, high-intensity lasers will beused to weld every missile silo shut, fusingearth and steel to prevent launches whileavoiding detonations. Radiation-absorb-ing chemicals will be dumped on thoseareas simultaneously to minimize ecologi-cal damage in the event of accidentaldetonations. Trcope '."Ji!! then be sent inforce to seize all such missiles that remainfor our later use.

Mobile nuclear missiles (such as thosehoused by submarines) will present a

problem, but will be the subjects of inten-sive troop deployment - generally, onesquad per three missile launchers or sub-marines. If possible, these carriers willalso be welded shut before launching theirmissiles, like the land-based silos.

All military installations and vesselsthat contain no nuclear devices will bedestroyed by antimatter bombs." Severalhundred thousand of these have beenassembled in deep space and are nowready for use. Though it may seem waste-ful to vaporize the vast amount of refinedmaterial in these military targets, it hasbeen deemed necessary for the securityof the operation in both the short and thelong term.

Non-ft4iilitary Targets

Based on careful analysis of Man'sposition in the planetary ecology, we have

decided that up to half of the populationcan be removed in the initial stages of the.invasion, but no more - at least not untila more thorough analysis can be made ofthe ecological effects of extensive de-population.ln fact, the immediate removalof about a third of humanity is advisable,as Man's carelessness is significantlyendangering other ecological elements.

For all humans other than those in themilitary, a basic strategy of urban depopu-lation will thus be implemented. We havemany tools for this technique, and haveselected the following for this situation.Various combinations will be employed,depending on the characteristics of thetargets,

Option 1: Middle-altitude detonations ofnuclear bombs with a low half-life de-signed to spray radiation with maxi-mum effect on life forms but minimumeffect on other materials; plus broad

• Translator's Note: An antimatter bomb is mostly normal matter. It holds a very small amount of magnetic antimatter - usually 10 grams or less-suspended by a superconductive electromagnet within a chamber of perfect vacuum.

A typical antimatter bomb is cylindrical, about 2' long and l' wide, and is not fragile. The detonator is a tiny amount of normal explosive, which de-stroys a crucial component of the electromagnet. The antimatter then falls to one side, exploding on contact with the normal matter. The reaction is over99% efficient; each gram of antimatter produces the energy equivalent of almost 10,000 tons of TNT, vaporizing all matter in the blast radius.

These devices can only be assembled in deep space, and the process is quite hazardous; contact with even a few atoms of normal matter could causean explosion. The antimatter used to construct such bombs is mined by a complex procedure from certain areas althe fringes of and outside of our galaxy.

57

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Invasion

high-intensity microwave broadcasts,causing internal damage resulting indeath within 100 hours.

Option 2: Low-altitude spraying andcanister drops of poisonous gas, care-fully synthesized so as to affect mam-mals only and to degrade into an ecol-ogically inert substance within 200hours. The substance is not lethal tous, but it is unpleasant.

Option 3: Short-range combat methods,including lasers, projectile weapons,microwaves, and specially grown per-sonal weaponry. The last shall includeclaws and mandibles, plus barbed andspiked appendages of various sorts.

During and after the depopulation ofmajor metropolitan areas, we will cut offsupplies of food, water, and power frommost of the remaining population. Humanattrition therefrom should be relativelylight, since the areas least capable of self-sufficiency are those being depopulated.The purpose here is strategic, not tactical.By deactivating mass communications,forcing the individual's attention towardpersonal survival rather than group activ-ity, and preventing the rebuilding of soci-ety as it has been heretofore known, wecan quickly reduce Man to small groups offearful, uninformed individuals, with littleor no chance to present an effective post-invasion resistance.

Certain key areas will be left with powerdeliberately, and if humans reactivate anyof the initially targeted power sources,they will not be stopped. Instead, we willtake control of communications stationsthat become operative, and use themexclusively for our own transmissions.Most have been assembled from parts ofprevious broadcasts; some are computer-generated imitations. Although our pro-grams will seem to be of normal humanorigin, they have been carefully con-structed for precise psychological effects.Those who have the capacity to listen totheir radios, or to watch their audio-visualreceptors, will find only despair, and ap-parent international acceptance of ourdominance.

When the situation stabilizes after theinitial days of combat, squads will be de-ployed to control all noteworthy populationcenters in which 5,000 or more humansremain. Our posture will not be utterlyhostile (though occasional human casual-ties will serve to maintain a high degree offear), but our grip will be strong.

Environmental analysis will com-mence at once. If we find that humanshave no critical place in the planetary eco-logy, we should be able to find some usefor them - perhaps as tools, and certainlyas a food source. If no uses present them-selves, we shall preserve a few for futurereference, and remove the remainder.

58

Initial Results

The following battle summary was trans-mitted to CHQ on Day 3 of the invasion.

The First Army (excepting its CHQ per-sonnel) comprised the first wave of attack.This consisted of 410,150 troops con--veyed by 3,125 vessels. Losses due tonuclear and other space attacks were76,945; another 6, 184 were lost in deploy-ment, as some vessels crash-landed intothe sea or on land. Another 47,426 werelost in ground combat before the situationstabilized, leaving 279,595 survivors. Thetotal xenoborg losses were thus 31.83%,slightly more than the 30% anticipated,but quite satisfactory overall, since theconventional forces of Man were virtuallydestroyed in the process. Only 613 ves-sels were lost, mostly to nuclear attack.

The Second Army was deployed bydivisions to augment our forces in thoseareas suffering the greatest losses, and tostabilize the situation further. The 689,695total troops active on Earth's surface arequite sufficient to maintain control of theplanet, even though there is only onesoldier for each 11,600 humans(averaged; in practice, of course, differentareas have different concentrations, thehuman number in that ratio varying from1,000 to 50,000).

Some interesting resistance was pro-vided by human troops located in the area

known as the "middle east." The onlynoteworthy detail about that resistance isthe presence of two leaders who wereapparently humanoid machines. Reportsof other such machines have come in fromother parts of the world, and we presumethat these are the "cyborg commandos"touted by Earth's media in the last decade.Despite the human propaganda, thesedevices have presented no real threat asyet. There seem to be very few in anyevent - perhaps a dozen at most. Weexpect to capture several for examinationin the near future, though their locationsare not yet known.

Xenoborg Losses

Rank Losses Survivors

Privates & Cpls 108,421 516,579Sergeants 19,144 137,106Lieutenants 2,453 28,797Captains 441 5,809Majors 77 1,173Colonels 14 236Brigadiers 5 45

Totals

Officers 22,134 173,178Others 108,421 516,579All Ranks 130,555 689,797

Page 60: CYBORG COMMANDO RPG-Campaign Book-Referees' Manual

Post-Invasion Notes

Cities

Urban Targets

As a general rule, every metropolitanarea on Earth with a population over 4.5million was selected as a primary target fordepopulation during the invasion. Thelargest cities were the last to go; they werenot hit until about 24 hours after the inva-sion began. These areas were left undis-turbed until then for one purpose - com-munications. The Xenoborgs wantednews of Earth's terrible losses to be trans-mitted as widely as possible, and that isexactly what occurred. Naturally, all thesurvivors were sure of Man's eventualvictory. Then, as they eagerly awaitedword of the unnamed rescuers, that last-minute miracle inherent in every aspect ofhuman culture - everything stopped. Thevoices of these last great concentrationsof human culture were all suddenly si-lenced. Survivors the world over werestartled at first, as if they had seen afamous actor forget his lines ... and then,with the realization of defeat, came fear.

Depopulation was not total, of course;some people will survive almost anything.To find out how many were left alive in agiven city, first divide the population forJan. 1, 2035, given on the chart (nextpage), by ten; this gives the maximumpossible number of survivors. Then rolld1 Ox. Multiply the two numbers and divideby 100 to get the actual number of personspresent on Feb. 1, 2035.

These unfortunates must cope withwinter, lack of supplies, pestilence, dis-ease, and radiation sickness - but atleast they're alive. Depending on thoseand other factors, however, only 10-80percent (GM's judgment) of them will sur-vive more than 4 weeks longer.

Example: The population given forHouston, Texas,· is 6,041,203, so themaximum possible survivor total is604,120. The result of a d1 Ox roll is 18, so108,742 of the residents survive the de-population. But due to the lack of naturalwater in that area, the GM decides thatonly 30% of them (32,623) are still alive amonth later.

These are not the only human casual-ties, of course, though they are certainlythe majority. All military installations arevaporized by anti-matter bombs, andmarauding Xenoborg troops have noqualms about removing any stragglersthey encounter.

In the following listing, an asterisk (*)

and the Invasion

indicates that a CC base of some kind waspresent in the metro area. Refer to theBase Listing (page 7) for detailed results.

Occupied Areas

Though in a general sense the victori-ous Xenoborgs occupied the entire Earth,some areas were patrolled more heavilythan others after the invasion. The heavi-est concentrations of occupying troopswere in the cities that were not initiallydepopulated. The people in those areaswere in chaos, lacking proper supplies offood, water, and power; but they were stillthe largest gatherings of humanity left onEarth, and thereby posed a possiblethreat.

Base- Teleborgs were placed near all ofthe following areas, usually in a forceproportionate to the number of humans.The average ratio is typically one base per

500,000 - 1,000,000 people, but this canvary widely, especially if some compara-tively small city is offering large resis-tance.

As with the depopulation list, an aster-isk (*) indicates the presence of a CC baseof some type; unlike those in the previouslist, however, these bases still survive,wholly or partially intact, but with in-creased security and camouflage. Due tothe danger that some civilian might revealthe location, almost every base hasmoved from its pre-invasion location tosome other site within the metro area.

This is only a partial list, incorporatingmetro areas with populations greater than2 million, but it outlines the densest con-centrations of Xenoborgs. One or moreXenoborg squads has been permanentlyassigned to every area with a populationgreater than 1 million. Civilian casualtiesfrom such squads during the first tenweeks after the invasion range from 5% to30% of the total population figures given.

59

Page 61: CYBORG COMMANDO RPG-Campaign Book-Referees' Manual

(""'"'""" I

Pan-Asian Union

Post-Invasion Notes

9,050,4907,502,2207,197,6906,777,0506,041,2005,856,4305,543,0905,557,5705,325,4905,221,1204,932,910

5,194,72537,289,610

5,885,7005,222,590

39,757,50011,290,50038,214,00024,656,940

7,073,8556,651,3706,190,7655,742,1805,081,795

15,226,72013,819,8805,981,9255,263,1459,553,500

Depopulation Table

Nation

European Commonwealth

Depopulated Metro Area Population

NorthUnited Kinqdorn " London, England

CentralB.R.D.FranceD.D.R.Maqyarorszaq

SouthItaliaEspanaEspanaTurkiye

NorthCanadaCanadaU.S.A.U.S.A.U.S.A.U.S.A.

15,352,100

6,730,43013,129,1704,919,2855,890,585

4,838,9007,016,8905,522,5009,002,600

Essen (West Germany)• ParisBerlin (East Germany)Budapest

• Roma• Madrid• Barcelona• Istanbul

TeheranKarachiLahore

30,647,70018,056,000

5,155,09028,390,30012,734,2005,052,995

25,599,2806,841,300

8,841,38010,273,1255,927,495

Nation Depopulated Metro Area Population

U.S.A.U.S.A.U.S.A.U.S.A.U.S.A.U.S.A.U.S.A.U.S.A.U.S.A.U.S.A.U.S.A.

CentralCubaMexicoMexicoMexico

SouthArgentine Rep.Argentine Rep.BrasilBrasilBrasilBrasilBrasilBrasilBrasilColombiaColombiaColombiaColombiaVenezuela

United Afrika

WestAlgerieAI-MagrebNigeria

NortheastMisrMisr

CentralZaire

SouthSuid-AfrikaSuid-Afrika

Washington, D.C.• Boston, MADallas-Fort Worth, TX• Chicago, IL• Houston, TXBaltimore, MDCleveland, OHMinneapolis/St. Paul, MN• St Louis, MOPittsburgh, PA• San Francisco CA

HavanaMexico City• MonterreyGuadalajara

• Buenos Aires• Santiago, Chile• Sao PauloRio de JaneiroBelo HorizonteMontivideo, UruRecifeSalvadorPorto AlegreBogotaLima, PeruCaliMedellin• Caracas

Algiers• Dar-el-BeidaLagos

Cairo• AI-Iskandariyah

Kinshasa

Johannesburg• Kaapstad

United Nations of Oceania

WestIndonesiaIndonesiaIndonesiaPilipinasSingapore

SouthAustralia

. AustraliaAustraliaAustraliaAustralia

• Djakarta• Surabaya• Bandung• ManilaSingapore

• Sydney• MelbourneAdelaide• Brisbane• Perth

5,090,2026,134,9005,075,775

27,948,70011,101,320

7,256,870

8,071,0556,177,880

20,445,4259,212,9007,114,140

17,299,97512,608,985

19,624,27016,836,6909,262,8306,235,7905,430,120

60

NorthJapan • TokyoJapan • OsakaJapan YokahamaSSSR • MoskvaSSSR • LeningradSSSR KievTaehan Min'guk • SoulTaehan Min'guk • Pusan

SouthwestIranPakistanPakistan

SoutheastBharatBharatBharatBharatBharatLaoLaoMyanmaZhongguoZhongguoZhongguoZhongguoZhongguoZhongguoZhongguoZhongguoZhongguoZhongguoZhongguoZhongguo

Trans-American Union

Calcutta 20,908,475• Bombay 16,036,600Delhi 10,833,770Madras 7,372,920Hyderabad 5,369,095• Krung Thep, Prathet Thai 8,022,860Saigon, Viet-nam 5,106,345• Rangoon 7,127,400Shanghai 40,325,660• Beijing 28,213,050• Tianjin 16,640,000• Victoria, Hong Kong 15,384,125• Taipei, Taiwan 9,087,400Shenyang (Mukden) 9,030,415Wuhan 8,296,205• Chongqing 6,893,715• Guangzhou 5,942,860Harbin 5,784,235Port Arthur, Darien 5,620,250Nanking 5,228,550

Montreal, QuebecToronto, OntarioNew York, NYLos Angeles, CAPhiladelphia, PADetroit, MI

7,635,4357,314,895

45,837,46523,619,71011,372,69511,229,920

Page 62: CYBORG COMMANDO RPG-Campaign Book-Referees' Manual

Post-Invasion Notes

Occupation Table

4,221,4904,010,5004,021,4403,867,9703,744,0753,732,3703,585,6703,475,3903,233,1353,159,7553,288,7253,142,7053,009,2902,925,3352,878,755

Nation Occupied Metro Area Population

European Commonwealth

NorthU.K.U.K.U.K.U.K.

CentralB.R.D.B.R.D.NederlandOsterreich

SouthHellenic Rep.ItaliaItaliaTurkiye

Manchester, England* Birmingham, EnglandLeeds, EnglandGlasgow, Scotland

Hamburg (West Germany)Munich (West Germany)* AmsterdamVienna

3,648,5753,695,6152,638,6252,659,335

2,873,7502,095,8152,514,7002,841,330

* Athfnai* NapoliMilan* Ankara

3,528,9003,806,7002,627,6803,181,565

Pan Asian Union

NorthJapan Nagoya 4,689,920Japan Kyoto 3,268,955Japan Kobe 2,968,985Japan Kitakyushu 2,400,920Japan Sapporo 2,326,525SSSR Bucharest, Romania 4,402,490SSSR Tashkent 4,250,125SSSR Warsaw, Polsk 3,904,240SSSR Kharkov 3,724,830SSSR Gorky 3,548,735SSSR Novosibirsk 3,521,875SSSR Kuibyshev 3,190,580SSSR Sverdlovsk 3,127,900SSSR * Minsk 3,159,760SSSR * Odessa 2,660,900SSSR * Kazan 2,494,545Taehan Min'guk Taegu 3,287,305

SouthwestAI'-Iraq Baghdad 4,526,050U.A.S. Beirut, Al-Lubnan 2,125,250U.A.S. Damascus, As-Suriyah 2,538,700Yisra'el * Tel Aviv-Yalo 3,207,400

SoutheastBharat Ahmedabad 4,740,735Bharat * Kanpur 3,136,125Bharat Bangalore 3,109,695Sri Lanka * Colombo 3,660,800Zhongguo Sian 4,882,310Zhongguo Tsingtao 4,177,915Zhongguo Chengtu 4,125,740Zhongguo T'ai-yuan 3,801,495

Trans-American Union

NorthCanadaU.S.A.

Vancouver, B.C.Atlanta, GA

3,140,6004,810,620

61

Nation

U.S.A.U.S.A.U.S.A.U.S.A.U.S.A.U.S.A.U.S.A.U.S.A.U.S.A.U.S.A.U.S.A.U.S.A.U.S.A.U.S.A.U.S.A.

CentralGuatemalaHispaniolaHispaniolaMexico

SouthArgentine Rep.Argentine Rep.Argentine Rep.BoliviaBrasilBrasilBrasilBrasilColombiaColombiaColombiaVenezuela

United Afrika

Occupied Metro Area Population

San Diego, CAMilwaukee, WISeattle, WACincinnati,OHKansas City, MOSt Petersburg, FLMiami, FLDenver, COSan Bernadino, CAPhoenix, AZSan Jose, CAIndianapolis, INPortland, OR* New Orleans, LAColumbus, OH

Guatemala City 3,191,445* San Juan, Puerto Rico 4,293,260Santo Domingo, Rep. Dom. 2,227,595Puebla 2,278,505

RosarioCordobaLa Plata* La Paz* Fortaleza* BelemCuritibaBrasiliaBarranquilla* Guayaquil, EcuadorQuito, EcuadorMaracaibo

WestAI-Magreb Rabat-SaleGhana AccraNigeria IbadanRep. 01 Senegal * Dakar

NortheastMisr GizaYaitopya Addis Ababa

CentralKenya NairobiTanzania * Oar Es Salaam

SouthSuid-Alrika DurbanSuid-Alrika Pretoria

United Nations of Oceania

SouthAustraliaAustraliaNew Zealand

NewcastleCanberra* Aukland

4,652,9804,583,1002,905,3104,016,9304,435,5003,687,0453,461,6003,126,6704,441,3404,319,4952,871,8703,961,840

2,987,915 '3,469,2204,272,2003,111,500

4,010,6203,850,790

3,015,1453,388,825

4,751,0353,064,440

2,747,5651,558,6003,212,725

Page 63: CYBORG COMMANDO RPG-Campaign Book-Referees' Manual

Reference Tables

1. 4. Other UnitsStandard Time Units1 Phase of combat1 Combat turn (CT)1 Active turn (AT)1 Standard turn (ST)1 Travel turn (TT)1 Day

= 0.86 seconds= 8.6 seconds = 10 Phases of combat The following section is provided for your= almost 1 1/2 minutes = 10 Battle turns (CT) convenience. Man has invented many= almost 15 minutes = 10 Active turns (AT) odd ways of measuring things, and though= 144 minutes = 10 Standard turns (ST) this game will always use convenient stan-= 1440 minutes = 10 Travel turns (TT) dards, most references will not.

2. Standard Distance UnitsBefore you start your game, decide

which of the two available units of meas-urementyou wish to use- Metric (recom-mended) or English. Various units of dis-tance throughout the game are givenmerely in numbers alone, without units. Ifyou decide to use the Metric system, theseare numbers of meters; if the English sys-tem, these are numbers of yards. (A meteris 3 feet 3.37 inches, so if you use theMetric system, you get a bonus of almost10% throughout the game. This will not

actually affect play, as long as you use onesystem exclusively.)

The number in the center column (be-low) is used in referring to either individualhexes or general scales. For example, a"number-one hex" appears on a "Scaleone map" (i.e. a map overlaid by hexeswhich are each 10 meters or yardsacross). Check the scale of your map andreference the appropriate row.

Remember: Use either Metric (2a) orEnglish (2b) - not both!

2A: Metric System 28: English System

Distancein meters

Distance inother units

Distancein miles

ScaleNumber

Distancein yards

110

1001,000

10,000100,0001 million

10 million100 million

1 billion10 billion

100 billion1 trillion

10 trillion

100 centimeters1 dekameter*

1 hectometer*1 kilometer

10 km100 km

1 megameter10 meg

100 meg1 gigameter

10 gig100 gig

** 1 terameter10 terameters

o12345678910111213

110

1001,000

10,000100,0001 million

10 million100 million

1 billion10 billion

100 billion1 trillion

10 trillion

0.05680.568

5.6856.8

568.25,681.8

56,818.1568,181.8

5.68 million56.8 million

** 568.2 million5.68 billion

4A:General Information

Temperature

Centigrade:Farenheit:Kelvin:

CO = (FO - 32) x 5/9P = (COx 9/5) +32KO = Co + 273.15

... and so forth, to whatever extent you like.

* Not in common usage; the actual number of meters is normally given.** Or 6.685 AU (Astronomical Units); 1 AU = the mean distance from Earth to the sun. The

solar system is about 8 hexes across at Scale 13 (79 AU).

3. Converting within a system

MetricStandardized prefixes are used; see

Table 5 for most units.1 are = a square 10 meters on a side

(pronounced "air")1 hectare = 100 ares1 cubic meter = 1,000 liters =

1,000,000 cubic centimeters (cc)1 liter (I) = 1,000 cubic centimeters

62

English1 foot (f) = 12 inches (i)1 yard (y) = 3 feet = 36 inches1 mile (mi) = 5,280 feet = 1,760 yards1 acre (ac) = 4,840 square yards =

43,560 square feet1 square mile = 640 acres1 gallon (gal) = 4 quarts = 8 pints =

231 cubic inches

Weight / Mass

Metric

1 slug = 14.5959 kg1 tonne = 1,000 kg (also called a metric

ton)

English

1 slug = 32.1785 pounds1 short ton = 2,000 pounds (assumed

unless "long ton" is specified)1 long ton = 2,240 pounds

Special Notes: Avoidupois and Troy

Avoidupois system: The standardsystem, this is used for all substancesexcept those noted below (Troy). Avoidupois is assumed if no prefix or note is givenin the unit of weight. (From a corruption ofthe French avois-de-pois, or property-atweight.)

1 pound = 16 ounces = 7,000 grains1 ounce = 437.5 grains

Troy system: This is used for smallweights of valuable substances, specifically precious stones, precious metals,and apothecary weights (chemicals &drugs). The units are indicated explicitlyby name or by T prefix, except for the carat(used in gemstone weights only), which isalways Troy. (Named for an annual 16thcentury fair in the French city of Troyes.)

1 carat = 3.2 T-grains (originally 31/3)1 T-ounce = 480 T-grains1 T-pound = 12 T-oz = 5760 T-grains

Page 64: CYBORG COMMANDO RPG-Campaign Book-Referees' Manual

Reference Tables

Distance

1 Angstrom (A): .0000000001 (10'°)Imeter

1 mil = 1/1000 (.001) inch1 nautical mile (nmi) = 1.1516 statute

miles = 6,080.27 feet = 1.853 km

I.I

J

48: Converting Units

Use the following chart when, using aninformation source other than this game,you need to convert measurements giventherein to the system you are using (eitherMetric or English). Find the unit of meas-urement you want to convert in column 1or 3, and (reading left to right) multiply by

the factor on the chart. The units of theresult are in the following column.

Note: the "English" system used herefollows the world standard of commonusage, ignoring the variants used by thenation of Britain (United Kingdom) .

Velocity (distance per time)English Multiply Multiply EnglishUnits by ... Metric Units by ... Units

1 knot (kn) = 1 nautical mile per hour= 6,080.2 feet per hour (1.151553mph)

inches 2.54 centimeters 0.393701 inchesfeet 0.3048 meters 3.28084 feetyards 0.9144 meters 1.09361 yardsmiles" 1.609344 kilometers 0.621371 miles"

Force square inches 6.4516 square centimeters 0.155 square inchessquare feet 0.092903 square meters 10.76391 square feet

Dyne (dy): the force needed to give an square yards 0.836127 square meters 1.19599 square yards

acceleration of 1 centimeter per acres 0.404686 hectares 2.471052 acres

second- to 1 gramcubic inches 16.38708 cubic centimeters 0.0610237 cubic inchesNewton (N): the force needed to impart

an acceleration of 1 meter per see- cubic feet 0.0283168 cubic meters 35.31473 cubic feet

ond" to 1 kilogram (1 N = 10,000 dy) cubic yards 0.764555 cubic meters 1.30795 cubic yardsquarts 0.946353 liters 1.056688 quarts

ounces 28.34949 grams .035274 ouncespounds 0.453592 kilograms 2.204624 pounds

Energy• statute (land) miles, as opposed to nautical

(units of Force per distance)

5. Standard Metric prefixesErg: the work done when a force of 1

dyne is applied through 1 centime- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ter of distance

NOTATIONSDecimal Exponential1 Joule (J) = 10,000,000 ergs = the Prefix

work done when a force of 1 newton~ ap~~d through 1 meter of d~- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

tance

1 Foot-pound (fp): 13,560,000 ergs

Power(units of Energy per time)

1 watt (W) = 1 joule per second =44.27 foot-pounds per minute =0.73783 foot-pounds per second

Meaning

teragigamegakilohectodeka

trillionbillionmillionthousandhundredtenonetenthhundredththousandthmillionthbillionthtrillionthquadrillionthquintillionth

1,000,000,000,0001,000,000,0001,000,0001,0001001010.10.010.0010.0000010.0000000010.000 000 000 0010.0000000000000010.000000000000000001

10'2109

106

103

102

10'10°10-'10-210-310-610-910-'210-'510-'8

63

decicentimillimicronanopicofemtoatto

Page 65: CYBORG COMMANDO RPG-Campaign Book-Referees' Manual

GM Tips

Space does not permit the inclusionhere of a step-by-step guide to running aCYBORG COMMANDOTM game. Such aguide would doubtless be a great conven-ience, and perhaps even a necessity tothe novice Game Master; but this game isnot designed for that individual. This israther a new type of role-playing game,one that presents an above-average chal-lenge to players and game masters alike.

The following offers a few guidelinesfor play. Mundane details such as recordkeeping are not addressed herein; it isassumed that you know how to organizeyour own games. Suffice to say that anygame can get bogged down in paperwork.It can be hard to keep track of the myriaddetails of a single combat, let alone anentire campaign. So the mechanics of thisgame system have been designed withyou, the Game Master, in mind. For ex-ample, the decimal time-distance system,for example, should make it easy to keeptrack of those details; you should find iteasy to know exactly where the charac-ters are, what time it is (game time),etc.

After becoming familiar with this set,you will probably have questions - aboutXenoborgs, Earth, and other topics.Please be patient, and remember thatmany more adventures, settings, and ac-cessories will see publication in the nearfuture; the answers to all your questionsmay be contained therein. But if you havequestions about specific rules given in thisset, or comments about the game as awhole, please write to us. We'd really liketo hear from you, and we promise to re-spond if you send a neatly printed or typedletter, along with a self-addressed,stamped envelope, to:

CYBORG COMMANDO HQc/o New Infinities Productions, Inc.Post Office Box 127Lake Geneva, WI 53147

Adventure Ideas

The mood of the post-invasion worldcan be depressing; the aliens have done athorough job. Man faces his greatestchallenge, and has already lost the firstround of the fight.

But the mood of the survivors is notdespair, but rage. The danger is immedi-ate, and the solution is obvious: destroythe invaders. There is no problem withapathy here, only one of resources; Man's

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Tips Games

Game Elements

For

only effective weapon is the CYBORGCOMMANDOTM Force.

The Xenoborgs are prepared to dealwith a few heroic types. They know that anUnderground will form, and that humanswill try to wage a guerilla war. But theyknow little of the CC characters, and theyunderestimate us as a race.

This war won't be won in major battles.It will be won by the indominable spirit ofmen who refuse to accept defeat.

When you carefully consider the gamesetting with this perspective - not in thedarkness of gloom, but in the light of hope- many scenarios suggest themselves.

At first, the world is in chaos. Peopleare trying to survive in the days and weeksimmediately after the invasion. As human-ity gathers its collective wits and finds thatit still exists (though barely, and at thesufferage of the invaders), life goes on.

While the Xenoborgs are stabilizingtheir occupation of Earth, people are find-ing new ways to survive until the water andelectricity come back on. And of course,somebody's got to turn them back on -either courageous normal humans, orCCs. Survivors will often need assistance,and additional disasters may need han-dling. Fire is now a great danger, as evena small outbreak could become wide-spread, racing through the remaining cit-ies and croplands.

The CCF itself has suffered majorlosses. Some Primaries have been relo-cated, but most await more staff beforethat can be completed; though the officialtransfer of title may be completed in min-utes, the relocation of material (if avail-able) takes time. Secondary bases mustacquire more supplies before they can be-come fully functional.

The absence of ordinary commerceand transportation, media through whichthe vital materials and tools required tosupport CCs once came, is a great loss.Now those materials must be gathered-and there's another series of adventures.For example, certain ores that contain rareearths are needed to create more Mad-Macs and superconductor components.The principal ores needed are bastnaziteand monazite, in which crucial elementssuch as lanthanum, cerium, and othersare found. The largest known sources ofthese are in Mountain Pass, California,and in the vicinity of Elliott Lake, Ontario.Other major sources are in Australia, In-dia, Brazil, Malaysia, Norway, and SouthAfrica.

You can maximize the fun and excite-ment by emphasizing the strongestelements of the game. First and perhapsforemost, role-playing as a game formalways offers plenty of entertainment. Theinterchange between interesting person-alities is the heart of the matter, of course.Whatever else goes on in the game, thiselement should always be encouraged.You can help by inserting realistic normals(non-CC humans), such as CCF supportstaff, townsfolk, and the like. If you are ex-perienced with other role-playing games,you can probably recall several memo-rable personalities. They can easily betransplanted into a CC game campaign,just by changing a few details.

The CC game is full of exciting, fast-moving combats; the d1 Ox system keepsthe action going at high speed. A Xen-oborg can usually be slain quickly in asimple "slugfest," but remember thatthey're smart opponents, and won't juststand there when they're being shot at.Strategy and tactics should be a majorfactor in any complex battle, challengingeven the best of players. The battle in thelarger sense is also challenging; the char-acters must wage a guerilla war, eventhough the aliens are expecting it.

The scope of the game is the worlditself; don't let your game get boggeddown in a small, local setting with whichyou happen to be familiar. Do a little re-search into foreign countries so you canoffer intriguing, exotic locations for adven-tures worldwide. The major cities of theworld are listed in the Depopulation andOccupation charts (pages 59-61), andspecific details are readily available fromtravel guides, specialty magazines, andother standard references.

Let the game's emphasis on hard sci-ence and realism carryover into the styleof your games and your campaign.Frankly, this style is harder to maintainthan one full of sheer fantasy, and it defi-nitely limits the things that the GM andplayers can do. But it also offers much thatno other style can; you'll get the feelingthat all this is real - that you could actu-ally build the mechanical parts of aCYBORG COMMANDO character, orthatyou could pick up a book on Xenobiologyat the library. And there's nothing likerealism to keep up the interest and excite-ment in your game.

Welcome to the CC game world. Enjoy.

Page 66: CYBORG COMMANDO RPG-Campaign Book-Referees' Manual

Xenoborg Chart DVS by Hardness-

Captain ~or Colonel Brigadier General Private and Corporal;Stats Soft Natural Firm Hard

Mental 40 45 50 60 70Neural 60 65 65 70 75 Laser 20 15 20 25Physical 150 200 300 400 500 Impact 5 10 20 30

Thermal 15 20 25 35Move rate 20 25 30 35 40 E-M 10 15 15 20

Sonic 25 20 15 10Attacks per Cycle" 5 7 8 10 12

Sergeant: As above,exceptforImpact.Comm Equipment 3 4 5 5 5

Impact 5 15 25 35Armament

Class1 5 6 7 8 9 Lieutenant:Class2 2 2 3 3 4Laser 25 20 25 30Defenses (DVs)b Impact 5 15 30 40Laser 35 40 50 60 70 Thermal 15 20 30 40Impact 45 50 60 70 80 E-M 10 15 20 25Thermal 45 50 60 70 75 Sonic 25 20 15 10E-M 30 35 40 50 60

Sonic 15 20 25 30 40 DVs for Captains & higher ranks'rIntegrity Points (IPs)

Soft Natural Firm Hardbasicgame 300 400 600 800 1000advanced game Laser 80 60 80 #Body 315 420 630 840 1050 Impact 20 40 75 #Other" 45 60 90 120 150 Thermal 50 60 70 #

E-M 50 75 75 #Sonic 250 200 150 #

a. Add +5 to all DVs of a Xenoborg who is controlleda Add +1 attack if the Xenoborg is controlled by a master (either inhabited or via computer). by a Master.b Assumes hard state; see DVs by Hardness (right) for variations. b. Numbers given are percentages; find the DV given on thec Each of three other parts, such as tail, tentacle, head (including mandibles), legs (the points divided equally among Xenoborg Chart (represented by # above) and multiply by

them), etc. the percentage given. The SDV increases; others decrease.

Page 67: CYBORG COMMANDO RPG-Campaign Book-Referees' Manual

Xenoborg Chart

Private &Corporal Sergeant Lieutenant

StatsMental 20 25 30Neural 50 55 60Physical 80 100 125

Move rate 10 10 15

Attacks per Cycle" 3 4 5

Comm Equipment 1* 1 2

ArmamentClass 1 3 3 4Class 2 - 1 1

Defenses (Dvs)"Laser 25 25 30Impact 30 35 40Thermal 35 35 40E-M 20 20 25Sonic 10 10 10

Integrity Points (IPs)basic game 160 200 250advanced game

B<;>dy 168 210 264Other" 24 30 37

a Add +1 attack if the Xenoborg is controlled by a master (either inhabited or viacomputer).

b Assumes hard state.c Each of three other parts, such as tail, tentacle, head (including mandibles), legs

(the points divided equally among them), etc.* Corporal only.

Armament

Class 1

All ranges are in either meters or yards, whichever you are using in your game.

Class 2

ElectromagnetPower cost: 10 PU per CTRange: 5Damage: none

GrenadePower cost: noneRange without launcher: 50Range with launcher: 500Damage (by type):

Explosive fragmentation: normald10x (impact)

Gas, paralytic: stat check (neural)or paralysis 1-10 AT

Gas, poison: stat check (physical)or death

Smoke: none (obscures visiononly)

Sonic: 10 fixed damage (sonic) andstat check (neural) orparalysis 1 CT

White phosphorus: normal d10x(thermal) and 10 fixeddamage (impact)

Ignition systemPower cost: min. (1 PU I 10 ignitions)Normal Jet:

Range: 10Damage: standard (d10x)

Intense Jet:Range: 2Damage: d10x +10 bonus

LaserPower cost: 5 PU per shotDamage: standard d10xRange: 1,000 (line of sight only)

Electrostatic GeneratorPower cost: 10 PU per chargeRange: 10 (to closest ground)Damage: none (special)

E-MBeamerPower cost: 5 PU per shotRange: 30Damage: standard d10x (E-M)

MissilePower cost: noneRange (minimum): 30Range (maximum): 5,000Damages (2):

Impact: d10x +20 bonusThermal: d10x + 50 bonus

PulserPower cost: 5 PU per burstRange: 300Damage (per burst, by ammo):

Normal: fixed 25Explosive: standard d10x

Comm Equipment1. Basic Comm Unit

Power Cost: min. (1 PU/10 signals)2. A-V Comm Unit

Power Cost: min. (1 PU/5 signals)3. Sensor

Power Cost: min. (1 PU per AT)4. Laser Comm Unit (LasCom)

Power Cost: 1 PU per signal sent5.ComPak

Power Cost: 10 PU per CT of signal


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