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Syntha Force Book # 21401

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i-Kore Ltd. 85/87 Peffer Place, Edinburgh, EH16 4BB, United Kingdom. Copyright © 2000-2002 i-Kore Ltd. All Rights Reserved. Void and all Character names and the distinctive likeness(es)thereof are Trademarks of i-Kore Ltd. i-Kore is a registered trademark of i-Kore Ltd.

# 21301

For any information regarding our product lines pleasecontact your local hobby stockist or contact us directlyat the address opposite. Visit our website to find outwhat’s new at i-Kore:

www.i-kore.com

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�# 21401

TM

Welcome to the Syntha Force Book for Void 1.1. Thisbook includes:

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

· Syntha army list.

· New units such as biomechs, Cyclops Grav Tanks,and the prosthene pilot Diogene Theta.

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

· Stage-by-stage painting guides, colour charts andSyntha uniform schemes.

This book is a supplement for Void 1.1 miniature battle-system. To use this book for playing Syntha armies youmust have access to a copy of the Void 1.1 rulebook.

DirectorsJohn Robertson (Managing), John Grant & Félix GarzónSalesPaul Higginbottom, Richard Scott, John Cudworth, Craig McDowell & Tom WakefordDesignersKevin White, Peter Flannery, Nick Collier, Mike Owen, Steve Saleh & Luca BernabeiProductionCeline Leuty & Craig Leslie

General enquires:[email protected] enquires:[email protected]:www.i-kore.com

������������������John Robertson

����������������������Mark Brendan

�����Luca Bernabei�����������Kevin White

�������������Mark McNaught & Christian Weiss [CW]

��������Davidson Read Associates

������������John Grant

�� �Stuart Beel

!����� �Luca Zontini

�������������Peter Flannery, Nick Collier, Neil McKenzie & Roy Eastland

���������������Mark McNaught

�����������"�������������Bryan Stroup, Mike Jones & Chris Gilders

Black Legionary Sergeant

Commander X

Archangel

GSX 900 Viper Wing Sergeant

Tactical Araktonwith Spine Blaster�

Devi, Arakton Champion

Assault arakton

� Grendel

Exo-Suit Sergeant

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Aurelian

Berserker�

Standard Marines�

Assault Androsynths� CommandoSergeant�

Fenrir�

CaptainMaximillianHellgast

MajorIcharus Trask�

Gracchus & Rex

�rime is the outermost object in thewhole of the Viridian binary system,

and is something of an anomaly. It wasn'tdiscovered by VASA until grav-shuntingexperiments were underway in theLeviathan sub-system. It was first thoughtto be an immense alien artefact on accountof the very strange magnetic and spectro-scopic data returned from the quantumrelay probe that was sent to investigate it.When VASA scientists arrived there, theyfound it to be a planetoid composed chieflyof a material never before discovered-prime obsidian. It was this substance thatwas responsible for the curious signalsmonitored by the probe, and was just asexciting to the VASA scientists as the dis-covery of alien technology would havebeen. Prime is a teardrop shaped mass ofcolloids, full of inclusions of extremely rareelements, that was formed when Leviathandragged Viridia Solaris into its orbit. Prime,which was still coalescing as the outermostplanetary disc of Viridia Solaris at the time,was spun into an elliptical orbit around thecommon orbit of the two stars. Prime is abarren, inert world far from the stars thatshaped it. It has no atmosphere and isutterly incapable of supporting life.

Prime's original colonists were VASAscientists, technicians and engineers. Theywere on a mission to settle on Vacillus, theplanet next to Leviathan's grav-well, butwere so excited by the discovery of Primeand its mineral cornucopia that they set upa mining operation there instead. Life canonly survive in artificial environments onPrime, and that is as true today as it waswhen the first colonists landed. In duecourse the corporations mining the Primecolony brought their families from Viridiaand settled there for good. They built greatsealed environment bubbles on the sur-face, and tunnelled down into the depthsof the planet to carve cities from the blackrock. Prime in due course declared itsindependence from Viridia, descendantsof the original settlers claiming that theViridian Assembly was ripping them off,and growing fat on resources and tech-nologies provided by Prime. Another con-tentious issue was the development oftheir bionic enhancement and artificialintelligence technologies. Viridia sought toheavily restrict such research on moralgrounds, but the inhabitants of Prime sawthis as the future. Two major wars fol-lowed which saw the deployment of sen-

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tient androids and military cyborgs by thePrime army for the first time. Prime ulti-mately won its independence and its peo-ple took the name of Syntha, in testimonyto their faith in technology.

The Syntha are no longer quitehuman; they are in some ways less andin many other ways more than this. MostSyntha are cybernetically altered tosome degree and they are characteristi-cally cold and untainted by pathos. Theyno longer reproduce in the conventionalfashion, being born fully-grown fromnutrient gel filled vats, complete withenhancements. The Syntha organisetheir society along collectivist principles

and recognise two distinct classes of citi-zen. There are 'synthetics', the fully arti-ficial beings making up the servant class,which include AI autofacilities and thehumanoid 'androsynths'. The secondclass are cyborgs, of which there are theheavily enhanced 'prosthenes' who aremore machine than human, and the lessradically altered 'standards'. A massiveAI called Prime, which is maintained byan elite team of androsynth and pros-thene technicians acts as the centraladministration of the State; it is repre-sented at VASA by a sub-ether linkmanned by elite technicians calledCognoscenti Prosthenes.

The Syntha are easily the most techno-logically advanced members of theTripartite Confederacy, and their discoverythat prime-obsidian could be used to makepositronic matrices led to massiveadvances in AI development andcybertechnology. Prime obsidian has anunusual, spherical molecular arrangement,which not only makes it immenselydurable, but also able to superconduct atroom temperature. The Syntha use it tomake artificial positronic brains calledSPOMM (Synapsed Prime Obsidian MatrixMinds). These can either be placed inmachines and autofacilities, or linked up tothe nervous tissue of organisms to enhancethem- a discovery that led to the develop-ment of the neural spike in the colony'searly days. AI systems carry out most of theservice and industrial processes on Prime,leaving prosthenes and standards to con-centrate on research and development,and developing a vision for the future.

Many of the Syntha's military hard-ware systems are automated or AI con-trolled, including a large contingent ofmilitary AIs in the Syntha infantry. Butwhat the Sythna have in quality andsuperior technology they lack in num-bers. For the Syntha to maintain theirinordinately efficient technology, andbetter than human troops, requires agreat deal of time and energy. So, whilstthey can take on the best of any otherforce when the numbers are equal, thesad truth is that they rarely are.Synthetics are of course manufacturedfor military uses, whilst cyborgssimply join up if they are askedto by Prime. Citizens thatrefuse to serve are free to doso on the condition that theyare fitted with re-education software-tocorrect glitches in their in vitro educa-tion-after which they usually reconsidertheir decision.

Prosthene Marines are professional Syntha sol-diers. Their skill and commitment to serving thecollective in a military fashion hasearned them significant cyberneticor biotech upgrades.

�ypically Syntha colonies are placeswhere you really wouldn't want to

live. When Syntha send out their scoutvessels looking for new worlds, they arenot looking for balmy agricultural para-dises, or splendid scenery, or even nec-essarily worlds that can support a decentmanufacturing base. The Syntha arealways attempting to further the techno-logical foundations of the species, sotheir main concern is to locate and thenexploit areas of space that are of unusu-al or special scientific interest. Mostlythey look for worlds rich in rare orunique minerals with unusual proper-ties, which usually means planets andasteroids totally incapable of supportinglife. This is because the conditions thatcreate such elements and alloys tend toinvolve exposure to extremes of gravity,temperature and/or radiation. TheSyntha also purpose build more largestructures in space than any otherpower, for example they have numerousautonomous research stations deep inthe hearts of unusual gas nebulae.

This method of settlement is a high-risk strategy for the Syntha though, sincethe majority of these colonies won'tmake significant advances in the way ofapplied science for new technology mar-kets, but at least they enrich everyone'sunderstanding of the cosmos. Howeverthose colonies that do yield technologi-cal breakthroughs, Prime itself being thecase in point where the discovery of anew mineral lead to unprecedentedbreakthroughs in artificial intelligence,more than make up for the resourcesspent on the rest.

The other advantage the Syntha havewhen it comes to colonising such inimi-cal worlds are their SPOMMs. MostSyntha colonies only require a minimumof actual human staff to function, or incases where the business of the colony isa purely routine affair no humans areneeded at all. AIs can tolerate far worseenvironmental conditions than humanscan, so for example an ore-refining fac-tory on the surface of a world with atoxic atmosphere can be run entirely bya SPOMM network. SPOMMs can do allsorts of useful things provided the tasksaren't too intuitive and there aren't toomany variables. SPOMM networkingcapability also means that differenttypes of AI machine can pool theirresources to handle more complex situa-tions in areas that humans cannot work.For example one type of AI can carry outinitial surveys on an area to see if it issuitable to build upon, then the datafrom that SPOMM can be fed to otherSPOMMs so that they can build a bios-phere (an artificial life-supporting envi-ronment) on it - and then humans canmove in and start building termite cities.Other space-faring humans don't havethe luxury of all of this intelligentmachinery to get the grunt work donefor them, so where hazardous conditionsprevail people in shielded environmentsuits or vehicles with remote operatedtools must do the job. This gives Synthathe edge on colonising these sorts ofhostile environments, because theircolony builders never complain, nevertire, and break down much less oftenthan fragile and unreliable humans do.

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Alpha (�) Omega (�) Prime Guard

Alpha Omega is the designation given toPrime's own guards. The soldiers and AIsserving in this capacity never get to see thegreat machine, but they occupy the samecomplex in the bowels of the Prime planetoid.They are the last line of defence for the AI ifPrime was ever to be invaded by a hostileforce. In addition to military androsynths, bio-mechs and humans, an AI defence network ofSPOMM controlled energy weapons guardthe complex.

In general the Syntha rely a greatdeal on the miracle of SPOMM, buthumans aren't quite obsolete yet in theirsociety. SPOMMs can't parallel processlike human brains, nor do they constant-ly rewire themselves based on life expe-riences as human brains do. They're alot faster than human brains at doingcalculations and making sense of theinformation presented to them, but theydon't prioritise the information properly,and often seem slow or excessively con-sidered compared to humans. This rela-tionship with their machines is one ofthe things that make Syntha on thewhole rather cold and calculating. Theyhave a culture in which passions andsensitivities aren't so much repressed asthey are weakened and stunted by thelack of toil and competition, and thegreat amount of time spent in abstractreflection. This makes Syntha rather sus-picious of other societies, whom theyregard as being uncouth and frightening-ly unpredictable.

There is a great contradiction at theheart of the Syntha experiment, in as muchas, Syntha humans pursue a machinenature, desiring to improve themselves bybecoming more like their machines-yet atthe same time even the most advancedmachines, like Prime, are second class citi-zens. Nonetheless, the experiments contin-ue as the Technocrats of Prime pursuetheir goal of the perfect human/machinemaster race.

In battle the biomechs are frightening foes, capa-ble of superhuman feats thatchallenge the skills of evenVASA's mystical Void Knights �

�he Syntha are of course renowned foradvances in high tech industries, such

as biotech and AI development, that leavethe other Tripartite powers standing. Thekey to their mastery of cybernetics is theplanet Prime, with its rich seams of primeobsidian. The Syntha control the distribu-tion of this rare resource, and hold regular-ly updated patents on SPOMM microcir-cuitry as a legal measure preventingreverse engineering of their products. Thishasn't stopped non-Syntha striving to copythe technology, but the simple fact is no-one makes better SPOMM than the Syntha.And they have a stranglehold on the supplyof prime obsidian - ergo no one seriouslytries to compete with them in this field.

The discovery that human neurones ina tissue bath would actually grow onprime obsidian circuitry, and make con-nections with it, lead to the dream of

machinery and AI actually being interfaceddirectly with human central nervous sys-tems. Soon the medical applications of thetechnology transformed into military andcommercial applications as the idea of bet-ter than human humans caught on. Thesenew enhanced life forms dubbed 'pros-thenes' began appearing everywhere asmore and more people had the improve-ments done. Nowadays the line between aprosthene and a non-prosthene is some-what arbitrary and blurred. Generallyspeaking most Syntha have one or twominor cybernetic improvements but thismerely makes them 'standards'. To be aprosthene usually means that an individ-ual has to be more machine than human.

Another startling departure fromhumanity that the Syntha have made is todispense with the horrible, messy businessof pregnancy, birth and the raising of chil-

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dren. Instead designer embryos are gestat-ed in sealed vats filled with nutrient solu-tions and accelerated growth hormones. Ittakes about two years for an egg to developinto an adult human in their vat, at whichpoint they are 'born' into the arms of apron-coated technicians. During this gestationperiod the growing Syntha are all pluggedinto a massive MUD, called Aleph, run froman AI that is almost as big as the mainSyntha administrator SPOMM, Prime. In thisSPOMM generated reality they interact withone another, while digital avatars of loadeddata compression software strive to cram alifetime's learning and experience into thesubjects. When they finally emerge up to sixmonths of post-natal trauma care isrequired for Syntha. This is to cope with theshock of the transition from Aleph's realityto the physical world - eyes that have onlyknown digital stimulation of the opticnerves are skewered by real light; thebreeze from freon air-conditioning units islike a million bugs clawing their way out ofevery pore; every sensation is an assault.After the birth and barring accident, Synthacitizens can expect to live up to 150 years or

more, thanks to gene therapies and design-er organ transplants. Some Syntha don'tmake it and have to live permanently inAleph, where they can still contribute tosociety. For those that do make the grade,the birthing is probably the closest thing thisadvanced society has to a primitive rite ofpassage trial.

Perhaps the most profound advance inaltering human beings that the Syntha havemade is the development of so-called bio-mechanoids. Biomechanoids could reallybe the next evolutionary stage that Synthavisionaries have spoken of-homo sapiensmachinus. Technicians clone human eggsand inject the nuclei with self-insertingprime obsidian circuits. These circuits over-lay the DNA and promote the uptake ofprime obsidian from special nutrient tanksin which the clones are grown. The resultsare rarely functional, the organism neverdeveloping beyond the embryonic stage,but of those that do mature, some havegone on to become exceptional beings. Thelikes of Pi and Alpha have biomechanicalabilities to rival even the mystical powers ofVASA's Void Knights

�s Syntha colonies mature they takeon a very different aspect from the

initial subterranean bio-dome structures,which are common to many of the set-tlements of independent colonies innon-life sustaining environments. Once afully functioning bio-dome settlementhas been established beneath the sur-face of a world, AI miners and construc-tion teams will go to work on the secondphase of building. They will begin to cre-ate a Termite City. This process is a natu-ral usage of caverns created either byerosive processes or by mining of ores,and the key to it is leaving one or morelarge supporting columns of hard rock inthe cavern. Using a blueprint devised byPrime for the most efficient use of sub-terranean living space, the supportingcolumn will be tunnelled out to form acomplex honeycomb of chambers andburrows, which gives the Termite City itsname. The SPOMM designed architec-ture within is incredibly efficient, usingprinciples of endoskeletal geodesic con-struction, and despite being hollowedout the column will lose none of itsstrength.

The maze of conduits and chamberswithin one of these columns will be usedto house things like generator rooms,mag-lev lift shafts, life support systemsand so on. Teams of androsynths and

other mobile AI's of all sorts of shapesand sizes will be drafted in to maintain it.Once vital systems are in place, crescentor disc shaped habitat modules for pros-thenes and standards to live in will besunk into the walls of the column. Thisgives the whole thing the appearance ofan old tree trunk riddled with bracketfungus, except the fruiting bodies aregiant, silvery-grey metal structures cov-ered in vents and winking lights.

Within this subterranean realm trans-port links are provided by the mag-lev(magnetic levitation) network, a systemof electromagnetic lifts and monorailslinking cities and mining operationstogether. Shuttles and other small plas-ma drive craft, many of them entirely AIpiloted, transport cargo and passengersbetween spaceports and space stations.The spaceports consist of landing padson the surface, which are in fact giantmag-lev lift platforms, covered by irisvalves when not in use. Ships land onthese and are carried down into thecolony, where they are moved to hang-ers for unloading, decontamination, etc.

The final phase of building a TermiteCity comes when the surface of thecolony is actually breached. The complexof conduits and chambers is simply car-ried up through the roof of the cavernand into the open air, where rare molec-

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ular engineered alloys, resistant to pres-sure, radiation and chemical erosionprovide the superstructure. Spire-like fil-ters, vents, antenna arrays and field gen-erators stick up from the roofs of thesestructures like crowns of blades. Viewedfrom space, mature Syntha coloniesappear eerie and otherworldly, withlarge, treelike artificial structures risingup through the cold vacuum of space, ordimly perceived through the haze ofbeautiful but deadly radioactive auroras,or perhaps emerging from the corrosive,choking mists of a hostile atmosphere.

The social order within these cities isa curious mixture of total freedom com-bined with total oppression. Syntha areborn as adults, complete with a virtualeducation that predisposes them to con-formity and productivity. As a collectivistsociety all property is owned in commonby all the Syntha. Nobody needs to buyanything, or compete for higher status orhigher paid jobs because there is nodomestic economy (Prime and theCognoscenti Prosthenes trade and investon markets with other powers using cur-rency obtained from selling technology).If a standard or a prosthene wants some-thing, they simply make a request tohave it and society will provide if it can.Everyone is provided with food, accom-modations, leisure facilities, medical

assistance, and so on. Within reason,anybody can request anything. In returnfor this people willingly go to work, usu-ally of an academic or technical naturesince machines take care of all manufac-turing and most service industries inorder to maintain this society. There areno laws either, and the Syntha have noconcept of punishment or criminality,but this is where the scientific-socialistutopia morphs into a sort of totalitariannightmare. The Syntha are constantlyunder surveillance by drones, probes,spies and so on; there is no privacy. Allthis data feeds back to Prime in thename of maintenance. If any aspect ofthe social, economic, or physical infra-structure isn't performing efficiently,based on Prime's ideal models of socie-ty, then steps are taken to remedy thesituation. There are no criminals inSyntha society; just malfunctioning unitsthat need fixed like a machine with aloose wire needs fixed. Fixing faultyhumans can take the form of psychiatry,re-education, drugs or cybernetic sur-gery-usually a combination of two ormore treatments. Failing this the individ-ual will be removed from society until acure can be found, or the individual dies.This means that there isn't much roomfor free association, emotional outburstsor rebellion in Syntha society

�n common with their colonies, Synthaships tend to be low on manpower,

with most maintenance and service tasksbeing carried out by AIs andandrosynths. The majority of routinespace flights can actually be done entire-ly by AI, with a SPOMM plotting thecourse, flying the vessel there, dispatch-ing humans (or if the task is relativelysimple other SPOMMs) to carry out themission, then returning under its ownsteam. However, prosthene crews areneeded for the task when more unpre-dictable variables affect the vessel, forexample when a combat interceptor getsinvolved in a dogfight.

There are four main size classes ofbattleship in the Syntha battlefleet, thelargest being Demiurge class carriers andthe smallest Nimrod patrol craft.Between these are Artemis destroyersand Orion class cruisers. They are con-structed on orbital and Legrangian pointshipyards where AI autofactories pro-duce and assemble parts on a productionline. The basic superstructure of one ofthese ships is a large toroid ring, whichcan be attached to other rings to createlarger vessels. Once the superstructure is

in place the ship's systems, engines, andfloors between the central rings areadded. Finally the whole thing is sealedin armour plating and it's more or lessready to go. The Demiurge class carriershave bays containing small, quad-enginesupport fighters called Epsilons, pilotedby two prosthenes and carrying a minia-ture version of the mothership's mainweapon.

Syntha war vessels deploy a range ofheavy plasma and laser ordnance, butthe most distinctive and fearsome is theProteus Cannon. No weapon like this hasbeen created by any other human powerand even prosthenes and standards can-not fully grasp the physics involved in itsoperation. Proteus Cannons weredesigned by AI machines given a brief tofind the most efficient way to generate anenergy beam. What they came up with isquite remarkable. The Proteus Cannoncreates a bubble of total vacuumbetween its claws-even in space there isa sea of particles milling around, so thesemust be removed-to create a so-calledzero point field. This field has a quantifi-able energy signature, but no one is quitesure where this energy comes from or

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Beta (�) Helios Exploratory Mora

Beta Helios provides the security for manySyntha exploration missions. A Beta HeliosLochos accounted for the combat forcesaboard a small exploratory Syntha vessel,sent to follow up encouraging probe datafrom Xyclo, a new planet at the centre of theCharybdis gas nebula. When they arrived aJunkers landing party had just beaten them tothe planet and the Junkers immediatelyattacked. Beta Helios fought a rearguardaction back to their landing ship, where theyactivated three Cyclops Grav Tanks stored inthe cargo bay. The Junkers were vanquishedand Xyclo is now an important research sta-tion for Prime.

what it is. The superconducting coils ofthe Proteus' claws energise this field andthe result is spontaneously generatedmatter and anti-matter. The matter man-ifests itself as plasma, which is chan-nelled forward by the weapon to strikethe target, whilst the anti-matter is vent-ed along channels to the rear of the ship,where it dissipates in space (and hasbeen known to damage ships followingtoo closely). This weapon creates anintense plasma beam literally out ofnothing, requiring no fuel and hardly anyenergy expenditure. The more power putinto the field the bigger the reaction.

The effectiveness of the ProteusCannon is renowned and respected, asmany veterans of battles against theSyntha will testify. For example, fiveFabian class Junker battleships engagedthe Orion class cruiser Gorgon in whatseemed to be a very one-sided fight, andonly one of them managed to escape totell the tale, and the Artemis destroyerMedusa logged a kill on a Koralon moth-ership with a single, well-aimed andhighly boosted shot.

Syntha also make intelligent probedrones, equipped with a low grade

SPOMM and a variety of analytical equip-ment. These vessels can be mass-pro-duced quite cheaply and are fairly robust- good for entering and exiting normalatmospheres many times, and capable ofwithstanding quite intense radiation,temperature and pressure. Such deviceshave become an invaluable part of spaceexploration and the other powers buythese things by the million from theSyntha. In short SPOMM probes dispensewith the need for humans to ever have togo near the surface of a potentially inter-esting planet. The probe drones canmake a detailed analysis of surface con-ditions, composition of the planet, lifeforms, and many other factors, which willdetermine whether or not a world is suit-able for colonisation. They can carry outa far greater and more detailed range oftasks than the deep space quantum relayprobes, which are more about explo-ration than analysis, and if they getdestroyed it doesn't matter. They'recheap to manufacture and constantlybroadcast sub-ether transmissionsregarding their status, so a fresh probecan be launched to take over as soon asa SPOMM probe on a sortie goes off-line.

Epsilon (�) Scathan-E Defence Mora

Epsilon Scathan-E, until recently, manned theSyntha garrisons stationed around theScatha-Euripedes L3 secret research station. AViridian scout ship recently discovered thecolony and its probes indicated the presenceof coraline-neutronium-a substance thatlegally only VASA can hold in storage. TheViridians launched a very public spiritedattack, but were beaten back by waves ofEpsilon Scathan-E assault craft emerging froma nearby asteroid field. And of course thecolony disappeared without trace overnight.

�yntha production is pretty muchtotally automated and factories sim-

ply consist of production lines alongwhich robotic assemblers constructproducts, whether these products aremilitary androsynths or domestic mediaunits. Raw materials are processed atmining sites and refineries by automat-ed systems, then freighted out to AI fac-tories. Each AI factory is responsible forone type of product and the AI in chargewill be networked to the local AI admin-istration node. This administration nodeis in turn networked to Prime, and thusproduction is monitored and regulated.

In recent years the Syntha have beensubject to more aggression from theirneighbours, which has led them toincrease military hardware production.For instance the Junkers have becomemore overt in their piracy, and theViridians more strident in their requestsfor VASA to clamp down on Syntharesearch and development whilst at thesame time carrying out sabotage mis-sions in the interests of the cosmic envi-ronment. The Syntha are also underpressure from VASA on two fronts. Onthe one hand VASA wants more Synthasupport to deal with the Koralon, butVASA is also concerned that the Syntha'stechnological superiority will threatenits power base. Because androsynthsand other military AIs are easier andless expensive to produce and maintain

than vat grown humans, it is projectedthat in the near future the Syntha mili-tary will become totally mechanised,with humans simply taking the roles oftechnicians and overseers. This is muchthe same process that has overtakenSyntha manufacturing.

There is also an increased incidenceof organic materials being spliced intoSPOMM networks, giving them a biolog-ical aspect. This is being seen as a pos-sible solution to the downsides ofSPOMMs, such as their inability to makeintuitive leaps or act on instinct. It is thissort of advanced research that makesthe Syntha's neighbours nervous orenvious. Automated research in theform of advanced SPOMM modellinghas been going on for generations now,and many of these new technologies arefar beyond what humans can actuallycomprehend, and are therefore consid-ered dangerous by those without totalfaith in technology. For example, theViridians claim to have evidence that theuse of Proteus Cannons damages thefabric of space-time, resulting in tempo-ral distortions and quantum anomalies,the long-term effects of which could bepotentially catastrophic. But such criti-cism of their methods only encouragesthe Syntha to shroud their military pro-duction and R&D operations in evengreater secrecy and defence.

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�he hub of the whole Syntha social exper-iment is the Prime Central AI, a massive

artificial intelligence nexus that monitors allaspects of Syntha life. Prime is the biggestSPOMM ever built-a huge grey sphere ofSynapsed Prime Obsidian hanging in a vast,heavily fortified cavern, located right in theheart of the Prime planetoid. Prime has a vol-ume of somewhere in the region of threehundred cubic metres and is capable of car-rying out trillions of commands every second.It hangs from the ceiling of its great vault, sur-rounded by an invisible force field that main-tains a vacuum around the main structure.Prime's energy requirements are large, and ithas its own small plasma reactor to supplythese-the wide central conduit attaching it tothe ceiling supplies the plasma. Clusteredaround this main power conduit there areseveral macro cables filled with bundles ofsynapsed prime obsidian fibres. These repre-sent the nervous system of Syntha society.Every Syntha colony has a SPOMM node witha relay back to Prime. Many other relays existtoo, on probes, surveillance equipment, anySPOMM device in fact since the relay is oftenno bigger than a pinhead and containsnanomachines linked up to the SPOMM cir-cuitry. Just as the AI Prime shares its namewith the Prime colony, so each of the SPOMMadministrator nodes for daughter coloniesare named after the colony.

Prime is the most sophisticated computerever created, and it took twenty years, hun-dreds of other computers and a team ofsome of the galaxy's best minds to design it.The Syntha brought Prime online just in time

for the second war of secession againstViridia, in which it played a vital role in logis-tics and intelligence.

A team of elite, heavily augmented engi-neers called the Cognoscenti Prosthenes isresponsible for monitoring Prime's health,and carrying out commands issued by thegreat machine brain. Occasionally SPOMMcircuits wear out, or plasma couplings needreplacing and so on, so they send highly spe-cialised androsynths into the vacuum cham-ber to carry out these repairs. The Syntha livein a society of extreme surveillance, withevery action monitored and quantified. Aschief administrator of the Syntha, Primeprocesses all of this data and suggests cours-es of action to the Cognoscenti, based on itsmodelling of the data, then they choose themost appropriate solution and the relevantnodes are informed.

Cognoscenti are almost everywhere thatPrime has an extension into the physicalworld, and if conditions prevent their pres-ence, then one or more Cognoscenti will benearby. Within this elite society of technicians,it is said that there exists another level ofadministration that has only ever been hintedat by conspiracy theorists-the Ephors. It iswith hushed voices that those citizens ofPrime far away from the power centre dis-cuss the Ephors. According to the most popu-lar rumours they're unenhanced humans,not even Syntha standards, inbred to thepoint of madness because they use the 'oldmethods' and not designer cloning and artifi-cial gestation. Then again, others say thatthey're tentacled aliens.

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n addition to their large artificial structuresin space, such as Legrangian point colonies

and space stations, the Syntha have devel-oped a method of turning asteroids intocovert space stations. Converting the aster-oid into a fully functioning space station isthe easy part, especially for the Syntha, sincethe hollowing out of large objects to makeliving spaces and facilities is an old science.The difficult bit is undertaking a project likethis and not letting anyone else know, since

it usually takes years and requires the use ofheavy drilling equipment and many flightsto and from the site. To do this, once theSyntha have identified and studied an objectthey want to use, they launch coring chargesat the asteroid. Coring charges are sophisti-cated SPOMM assisted plasma drillingdevices which will tunnel to the centre of theobject and hollow out a chamber. When thecoring charges deactivate their payloadscome on-line. These payloads are capsules

containing AI miners and equipment, whowill begin work on turning the interior of theasteroid into a honeycomb of tunnels andchambers in the same way central support-ing columns of termite cities are construct-ed. Occasionally equipment and suppliesneed to be shipped in, especially as the jobnears completion, and this is the most dan-gerous time. Such missions are conducted inthe strictest secrecy with only Prime, theCognoscenti and any prosthenes involved inthe project aware of what is going on. Oncecompleted the space station will look justlike any asteroid and will broadcast falsedata to enemy probes, but within is a most-ly automated Syntha facility networked toPrime by secure channels.

These asteroid space stations are oftenused against other powers for surveillanceand intelligence gathering. As such they arebuilt within the boundaries of their rivals'and neighbours' space, with those beingwatched none the wiser. Suffice it to say thissort of spying is illegal under the Treaty ofVacillus and can be construed as a hostileact. Everybody does it to some extentthough, and the various powers treat it as agame which their citizens must never beaware of. They are also used to conduct top-secret research and development projects,such as the recently revealed biomech proj-ect and their secret star drive projects.

������� ����

������

Beta (�) Talos Mechanised Mora

Beta Talos is a mostly artificial intelligenceforce that most recently seen action against aKoralon reef city on Copipos 11, a minorSyntha research colony that fell to the aliens.The assault was more experimental than any-thing else; to see if an AI army could operateindependently of humans in a theatre of war,and three fully AI Syndicos were sent againstthe city. The results were encouraging and thecolony was liberated from the alien menace.

�he Syntha army is involved in a continu-ous process of removing the unpre-

dictable and inefficient human element fromits military operations. For this reason stan-dards are a dwindling force within the Synthaarmy as the more heavily augmented, andrather less human prosthenes replace them.There has also been an increased productionof androsynth units in recent years. Newnervous induction biotechnologies to reduceinterference between neural tissue andSPOMM circuitry has aided this revolution inmechanisation, and the genesis of militarybiomechanoids could herald the new era inhuman evolution that has been the holy grailof the Syntha.

The Syntha army has an interchangeablestructure in which the deployment of individ-ual troops, vehicles or weapons is a matter ofexpedience rather than allegiance to a partic-ular regiment or legion. The basic division ofthe Syntha army is the Cell. Cells range insize from a single powerful individual capa-ble of carrying out solo missions to a smallgroup of squads with requisite sup-port. The Syntha prefer to dealwith military issues subtlyand at the source, and forthis reason the Syntha mostcommonly encountered in com-bat are likely to be highly specialised bio-mechanoid and prosthene Cells on assassi-nation or sabotage missions to disrupt anenemy's ability to wage war. Cells are inter-changeable though, and Prime often hasthem broken up or reassigned in response tonew intelligence. This means that humanSyntha troops don't really bond like warriorsof other cultures, partly because they're notdisposed towards any kind of sentiment orcamaraderie, especially the prosthenes, butmainly because they don't really get to knowtheir fellows that well. Other factions in Pan-

Humanic space regard this as rather sinisterand unnatural. Indeed the Prime Collectivehas been accused of deliberately managingits troops (and even its citizens) in this way toprevent bonds of trust forming between indi-viduals, thus isolating dissidents and causingthe main body of society to project their truston the abstract notion of the State.

Most soldiers are augmented with vari-ous types of SPOMM combat training soft-ware, but this merely has the effect of offset-

���������������

Assault Teratosynths are built to deal effectivelywith enemy armour systems, their tesla clawsand plasma projector supportweapons capable of shearingthrough most modern shielding �

ting the negative effects of a lack of instinc-tive cohesion within Cells. A large group ofCells that spends any time working together,such as the staff of a military base or anexpeditionary force, is known as a Lochos. ALochos can consist of any number of Cells,this being determined by what is appropriatefor the task in hand. The division up from aLochos is a Syndicos, and Syndicos are onlyformed in response to an unusual securitysituation. If an emergency occurs, military AInodes will make a request to Prime to forma Syndicos and send details of the situation.The response is more or less instantaneous,

and if the go ahead is given, allthe Lochos within

range will berequired

to submit some or all of their Cells to theSyndicos. Syndicos are most commonlyformed in response to enemy invasions.Potentially the largest division of the Synthaground forces is the Mora. Morae areformed when the Syntha are going to war ina serious fashion and have planned for it, forinstance a major invasion of an enemypower's territory, and will split into Syndicosto fight on various fronts.

An individual's designation at any giventime can be read from a digital readout ontheir armour. This digital readout is alphanu-meric and consists of a large letter from anancient alphabet that is now used by theSyntha for scientific annotation, and a binarynumber. The combination of the binary codeand the letter allows units in charge of logis-tics to quickly place individuals in the correctCell, within the correct Lochos, Syndicos andMora if required. These units in charge oflogistics are combat prosthenes specialisingin command and strategy-what would beofficers in other armies and they are knowncollectively as Alphas. They have SPOMMsockets on their temples or wrists that allow

them to plug their nervous systemsdirectly into AI nodes, and

receive the organisa-tional data fromPrime. Sergeants

are the most com-mon Alphas, and inSyntha nomencla-

ture they are simplyreferred to as the

squad Alpha. Once theorganisational level gets

In battle Tactical Teratosynths can be used todeploy bigger energy weaponand rocket system ordnancethan smaller androsynths �

Pi (�) Gorgonian Military Research Mora

Pi Gorgonian are a recently formed Mora con-sisting of the full range of units available tothe Syntha army, additional orbital support,and field exobiology teams. They are on atour of the galactic rim, collecting Koralonspecimens from reefworlds in an effort tounderstand more about the aliens' weaponsand fuel technology, and their methods ofcommunication.

up to that of Lochos, a Lochagos is required.An Enomotarch is needed to manage battleson the scale of a Syndicos, and finally awhole theatre of war will be organisedthrough an Archon. This relatively simplearrangement is of course mathematicallylimited, but Prime uses the same set of sym-bols over and over again on different mis-sions, therefore it isn't necessary for everysingle individual in the Syntha army to havea different designation. And of course thisisn't a permanent arrangement, given thestructure of the Syntha army, and the digitalreadout can be changed as soon as the indi-vidual is given a new assignment.

Standard and Prosthene Marines, sup-ported by Androsynth units make up thecommon soldiery of the Syntha army. Mobileand armoured support comes in the form ofTeratosynths, 2000 series grav-bikes andCyclops grav tanks. Cyclops grav-tanks arearmoured grav-vehicles built for stayingpower and deployment of heavy weapons,rather than speed and mobility. Cyclops grav-tanks can deploy various fearsome primaryweapons, but the most technologicallyadvanced has to be the Proteus Cannon. Thisis a miniature version of the same weaponsystem used by Syntha battleships, projecting

a heavy wave of plasma from the front, whilsta shielded exhaust-conduit discharges anti-matter to the rear of the vehicle. In addition tothese conventional units, there are certainspecial units assigned sparingly by Prime, fortheir value to the collective is exceedinglygreat. There are the superhuman biomechs,including Xiao 3.14 and 4.97 Alpha, as well asdistinguished prosthenes who have becomeknown by name such as Doctor Omega,Codename:Warmachine and others.

On the battlefield the AssaultAndrosynths seek and destroyenemy units by getting closeenough to activate pneumatic boosters in theirlegs, powering them at high speed towards thetarget in a devastating charge

�he following section contains informa-tion to help you build a force roster

and play a game of Void 1.1 using a Synthaarmy. Within this section is a full army listof Syntha forces featuring stats and equip-ment for your units, an armoury, and alsodetailed background notes on the combatrole and tactics of units to help you decideon the composition of your army. For therules on how to build any army for Void1.1, including Syntha armies, see page 32of the Void 1.1 rulebook.

It's important to note that the army listpresented here represents a definitiveSyntha force:· If you've already got models for the

more generic army lists that appear inVoid 1.1 and they don't appear in thislist-no one is stopping from and play-ing with those models!

· Units that have appeared in the pastand have a new profile here areupdated units, and you should usethe new profiles in your games

Finally, if you're playing or organisingtournament games, force composition isentirely a matter for the organisers andyou should respect their decisions in thismatter. i-Kore does not have an official

policy on army composition, other thanthat you're free to work these things outbetween yourselves.

When you make a Syntha army youand your opponent(s) should decide on apoints limit for your battle before sittingdown to choose forces. See page 20 of theVoid 1.1 rulebook for some hints on pointslimits. You can also make things interestingand more in keeping with the Syntha back-ground by basing the composition of yourarmy on the 'Syntha Warmachine' sectionof this book. Think about what sort of bat-tle you and your opponent(s) are about tofight and how you've planned the way thebattle will go, and then decide whichforces the unit in charge of logistics willhave requested. So for example, Viridiansaboteurs may have stormed a researchfacility, and you start the battle with halfyour force made up of standard marines,androsynths and maybe a few prosthenemarines, then at a later point reinforce-ments might arrive in the shape of grav-bikes. Or perhaps you've sent an entirelymechanised force of androsynths, ter-atosynths, and grav-tanks to root out aKoralon infestation. It's up to you.

Observe. Organise. Overcome.

���������� ���

Tactical Teratosynth

Prostene Marine

Xiao 3.14 Pi

Assault Androsynth�

Biomech

Theta (�) Ixion Covert Mora

Theta Ixion are Prime's black ops force.Consisting mostly of biomechs and pros-thenes, they're currently administered by 8.36Charon, a highly developed Omega Biomech.8.36 Charon's Cell's most recent missioninvolved stowing away aboard a VASA Hawkclass battle cruiser and sabotaging the grav-drives, before escaping in a lifepod. The ves-sel had gathered evidence that the Synthawere conducting their own Meta-Powerexperiments, and it had to be destroyed.When it made the jump into a grav-well theXasers cut out and the ship was stranded inthe fifth dimension.

Assault Androsynth�

Assault Teratosynth

Codename: Warmachine

Tornado Series 2000 Grav Bike

�����������������Assault Androsynths are commercial combat droidsdesigned specifically for hand-to-hand fighting. On the bat-tlefield they seek and destroy enemy units by getting closeenough to activate pneumatic boosters in their legs, pow-ering them at high speed towards the target in a devastat-ing charge. Once in the fray their immense, crushing fistscan tear even heavy armour apart.

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���������& Squad'�����(�& 4-10You may include a maximum of 1 Support model for every2 other models.

���������� )*������ +�,-'�� ����Androsynth Two Cesti 3-10 24Androsynth Grape Gun

Negatron Shield 0-3 28(s)Alpha Two Cesti 0-1 25

��������.����All: Grade I SPOMM, Fearless, Immune to Panic, Fast,Shock Trooper Alpha: Grade II SPOMM

������������������Teratosynths are hulking SPOMM droids about half as bigagain as a normal androsynth. Assault Teratosynths arebuilt to deal effectively with enemy armour systems, theirtesla claws and plasma projector support weapons capableof shearing through most modern shielding. Although theylack the speed boosting features of their smallerandrosynth relatives, they are nevertheless fearsome closecombat opponents with considerably better staying power.

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���������& Squad'�����(�& 3-8You may include a maximum of 1 Support model for every3 other models.

���������� )*������ +�,-'�� ����Teratosynth Tesla Claw 2-8 30Plasma Projector Plasma Projector

Heavy Grape Gun 0-2 50(s)Alpha Tesla Claw

Heavy Grape Gun 0-1 40

��������.����All: Grade I SPOMM, Fearless, Immune to Panic, ShockTrooperPlasma Projector: Tactical AwarenessAlpha: Grade II SPOMM*For the purposes of troop transporting, Teratosynths canpull in their limbs for convenient storage, thus makingthem SZ 2 troops under such circumstances.

AssaultAndrosynthsergeant

Assault Androsynth�

Assault Androsynth

AssaultTeratosynth�

�����������������Tactical Androsynths are capable of engaging in rangedcombat. This is because they have more sophisticated AIsthan the Grade Is, with a wider scanning range and fasterdata processing capabilities. In battle they carry massiveenergy weapon ordnance that is way too unwieldy forstandards to use.

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���������& Squad'�����(�& 4-8You may include a maximum of 1 Support model for every3 other models

���������� )*������ +�,-'�� ����Androsynth Pulse Rifle 4-8 21Plasma Gunner Plasma Cannon 0-2 39(s)Alpha Pulse Rifle 0-1 23

��������.����All: Grade II SPOMM, Fearless, Immune to PanicPlasma Gunner: Tactical AwarenessAlpha: Grade III SPOMM

������������������Tactical Teratosynths are bigger, tougher, nastier versionsof the tactical androsynth. They carry pretty much thesame SPOMM hardware as a tactical androsynth, but in analtogether more robust package with a modified leg designthat has been determined to provide a more stable andreliable platform for firing their heavier weapons. In battleTactical Teratosynths can be used to deploy bigger energyweapon and rocket system ordnance than smallerandrosynths, allowing even the basic troopers to effective-ly engage heavier enemy units such as cavalry, individualsand light vehicles at range.

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���������& Squad'�����(�& 3-8You may include a maximum of 1 Support model for every3 other models.

���������� )*������ +�,-'�� ����Teratosynth Heavy Pulse Rifle 2-8 31Mini-MLRS Mini-MLRS 0-1 53(s)Alpha Heavy Pulse Rifle 0-1 34

��������.����All: Grade II SPOMM, Fearless, Immune to PanicMini-MLRS: Tactical Awareness, Mini-MLRS Teratosynthscan purchase target locking at an additional cost of +10 points.See Target Acquisition rules in the Special Rules section.Alpha: Grade III SPOMM*For the purposes of troop transporting, Teratosynths canpull in their limbs for convenient storage, thus makingthem SZ 2 troops under such circumstances.

��������$�����Standard Marines are home defence forces for the Syntha.They defend Prime's interests in a minor security role-manning garrisons, guarding commercial spaceships andso on. They're drawn from the ranks of Prime's planetaryservice program, in which able bodied citizens arerequired to serve the collective in a military role for twoyears, between the ages of five and seven (remember thatthe Syntha are born as educated adults). This age rangehas been determined by Prime as the best socio-cognitiveperiod to undergo basic military training, citizens havinghad some time to grow emotionally and learn social rules.Standard Marines are general purpose troops of unre-markable quality, but those who show promise can go onto become military prosthenes.

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���������& Squad'�����(�& 4-12You may include a maximum of 1 Support model for every3 other models

���������� )*������ +�,-'�� ����Marine Gauss Rifle 4-12 16Chain Gunner Chain Gun 0-1 20(s)Rocket Launcher Rocket Launcher

Autopistol 0-2 39(s)Grenade Launcher Grenade Launcher

Autopistol 0-2 30(s)Sniper Sniper Rifle 0-1 28(s)Alpha Gauss Rifle 0-1 18

��������.����Rocket Launcher: Tactical AwarenessGrenade Launcher: Tactical AwarenessSniper: Sniper, MarksmanAlpha*: Tactical Awareness, High Morale (+1) or Strategy(+1)*Alphas choose either High Morale or Strategy when youfill in your roster

StandardMarineSergeant

TacticalTeratosynth

Standard Marine�

TacticalAndrosynthSergeant [c.w.]�

Tactical Androsynth[c.w.]

Tactical Androsynth[c.w.]

Standard Marine�

Tactical Androsynths�

Lamda (�) Medusan Strike Mora

Lamda Medusan is a rapid response Mora consist-ing mostly of Syndicos and Lochos made up ofprosthene marines, androsynths, teratosynths andgrav-bikes. They last saw action when a Junkerstrading post opened for business in the same aster-oid field as a Syntha mining colony. The Junkersattracted a variety of unsavoury traders, mercs andpirates that threatened the security of the Synthacolony, so a military response became inevitable.The Junkers were seen off, but due to the nature oftheir business did not pursue the matter with VASA.

����������������� ��2000 Series Grav Bikes are light, highly manoeuvrable,one-man scout vehicles. The machines work on gravitonfield technology, which creates a low gravity cushionbetween the bottom of the bike and the ground, then theprosthene pilot manipulates vectored thrust jets to moveand turn. These are amongst the fastest vehicles in com-mon use on the battlefield, and come in three variants.Hunter-Killers are standard grav-bikes armed with nose-mounted chain guns, capable of causing real damage.Tornados are long-range, heavy support models, armedwith Mini-MLRS systems capable of being upgraded withSPOMM controlled phase tracking software. The final typeis the Sentinel, which is lightly armed, but can use itssophisticated Phase Field Generator equipment to painttargets with a phase signature, allowing weapon systemsoperating on the network frequency to "lock-on".

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���������� Squad���������� 1-6You may include a maximum of 1 support model for every2 other models

������� �� !"���#��� $������� %�&'���� ����Hunter-Killer Mounted Extended 1-6 80

Chain Gun Front (180)Autopistol

Tornado Mini-MLRS Front 0-1 125(s)Linked Pulse RiflesAutopistol

Sentinel Phase Field Front 0-1 80(s)GeneratorLinked Pulse RiflesAutopistol

Alpha Mounted Extended 0-1 82Chain Gun Front (180)Autopistol

�����(�)�(��All: In close combat pilots fight using their Autopistols.Tornado: Tactical Awareness. The Tornado can fire eitherits Mini-MLRS or its Linked Pulse Rifles, but not bothweapons at the same timeSentinel: Tactical Awareness. The Sentinel can fire eitherits Phase Field Generator or its Linked Pulse Rifles, but notboth weapons at the same timeAlpha*: Tactical Awareness, High Morale (+1) or Strategy(+1)*Alphas choose either High Morale or Strategy when youfill in your rosterSeries 2000 Grav Bikes cannot evade.Models making rear attacks in close combat on grav bikesget +1 to hit.Because of their grav drives, grav bikes suffer no move-ment penalties over rough terrain and can avoid obstaclesof up to 3 inches in height.The model can make 1 turn for every 2 inches movedThe Tornado can purchase 'Target Locking' at an addition-al cost of +15 points. See Target Acquisition rules in the

Special Rules section.

Tornado 2000 Series Grav Bike�

Hunter-Killer 2000 Series Grav Bike

�Hunter-Killer 2000 Series Grav Bike

Sentinel 2000 Series Grav Bike

*����+����������Prosthene Marines are professional Syntha soldiers. Theirskill and commitment to serving the collective in a militaryfashion has earned them significant cybernetic or biotechupgrades. Prosthene marines are placed in squads accord-ing to their type of upgrade, thus creating specialist tacticalunits based on their particular technology. So for example,a squad made up of troops with weapon implants such asretractable fist blades, short-range ocular lasers, and soforth are good shock troops.

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���������� Squad���������� 4-10You may include a maximum of 1 Support model for every3 other models.

������� �� !"���#��� %�&'���� ����Marine Gauss Rifle 4-10 17Missile Launcher Guided Missile Launcher

Autopistol 0-1 55 (s)Targeteer Phase Signaller

Autopistol 0-1 18 (s)Alpha Gauss Rifle 0-1 19

�����(�)�(��Models armed with Gauss Rifles: You may upgrade to aPulse Rifle for +3 points. You may mix pulse rifles andgauss rifles in the same squadMissile Launcher: Tactical Awareness. The MissileLauncher can purchase target locking at an additional costof +15 points. See Target Acquisition rules in the SpecialRules section.Prosthene Spotter: Tactical Awareness, TargetAcquisitionAlpha*: Tactical Awareness, High Morale (+1) or Strategy (+1)*Alphas choose either High Morale or Strategy when youfill in your rosterWhen you create a squad of Prosthenes you must pur-chase one Prosthene enhancement from the followingtable. The enhancement affects the whole unit and the costmust be paid for each model in the squad.

!�+���#��� !,,��� ����'#�-�(Body Weapon To Hit +1 /Dam ST+1 3Implants All models considered

to carry a combat blade

SPOMM-linked +1 SH 3target enhancer

Armour Plating +1 T 3

Bionic Legs +1 MV 6

Wired Reflexes The unit now has the 10'Dodge' special rule

Mimetic Light The unit now has the 8

Dispersal Armour 'Camouflage' special rule

���#��+�Biomechs, short for biomechanoids, are the mostadvanced cybernetic organisms in the Syntha army. In bat-tle the biomechs are frightening foes, capable of superhu-man feats that challenge the skills of even VASA's mysticalVoid Knights. The biomechs may look human, but they'refar from it. To create them, SPOMM nanocircuitry is insert-ed into human cell nuclei, and the embryo nurtured in aPrime Obsidian rich nutrient solution, where the elementactually replaces carbon atoms when genes manufactureproteins. The procedure is extremely difficult to controlthough, and creates unviable clones for the most part.Outside sources estimate that only about 1 in 10,000batches yields a functional biomechanoid. Until recentlythe only declassified Biomech was Xiao 3.14 Pi, but theSyntha have since been forced to admit that others exist.

Delta (�) Biomech�� �� �� � � �� �� ��5 4 5 5 1 5 2 4

Sigma (�) Biomech�� �� �� � � �� �� ��5 5 5 5 2 6 2 4

Omega (�) Biomech�� �� �� � � �� �� ��5 5 5 6 2 7 2 4

���������� IndividualYou may add a Biomech to any of the following units, usingthe same buying criteria as Alphas: Assault Androsynths,Tactical Androsynths, Standard Marines, ProstheneMarines.

������� �� !"���#��� %�&'���� ����Delta (�) Plasma BlasterBiomech Combat Blade 1 48

Sigma (�) Plasma BlasterBiomech Combat Blade 1 72

Omega (�) Plasma BlasterBiomech Combat Blade 1 97

�����(�)�(��All: Tactical Awareness, Dodge Delta (�) Biomech: Biomechanics 1.Sigma (�) Biomech: Strike First, Biomechanics 2.Omega (�) Biomech: Strike First, Fast, Biomechanics 3.

%���Neura is a Syntha military wetwork specialist, which inplain speak means she is an assassin. She initially did mil-itary service as a standard marine, and before long herprodigious shooting talent got her on a sharpshootercourse with the prosthene marines, where she excelled.Her commanding officers saw to it that she was fitted withSPOMM microcircuits to carry additional targeting soft-ware and archives on counter-surveillance techniques.Neura often receives solo missions from secret services totake out 'such and such' the diplomat or 'so and so' thewarlord, but mostly supports the marines on the battlefieldwith her superb sniping capabilities.

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���������� IndividualAn army cannot contain more than one Neura.You may add Neura to a unit of Standard or ProstheneMarines by using the same buying criteria as Alphas������� �� !"���#��� %�&'���� ����Neura Sniper Rifle

Combat Blade 1 56

�����(�)�(��Sniper, Marksman, Stealth

�������.#�/Zander Omega is a military androsynth programmer andexpert on the strategic use of AIs. After a brilliant career onthe Syntha research and development colony of Illuminatus-Weishaupt L3, which took him to the top of the commercialmarket in labour saving robotics, he was sought out by themilitary. Nowadays he accompanies AIs into combat, relay-ing orders to them at lightning speed. His brain is augment-ed with various prime obsidian processors to facilitate this,and he has been programmed with state of the art soldieringand marksmanship software that enables him to defend him-self. Always a loner, and somewhat obsessed with war,Omega is perfectly at home in the midst of the carnage.

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���������� Individual. An army cannot contain more than one Doctor Omega.You may add Doctor Omega to a Unit of Androsynths orTeratosynths by using the same buying criteria as Alphas.

������� �� !"���#��� %�&'���� ����Doctor Omega Gauss Rifle 1 51

2 Plasma Blasters

�����(�)�(��Multiple Shots (x2), Marksman, Tactical Awareness,Strategy (+1)Each turn one unit of androsynths within Doctor Omega'sLOS may ignore the limitations of their SPOMMs and oper-ate as a normal unit.

Doctor Omega

Codename: Warmachine

Neura

Xiao 3.14 Pi

0���1&23�*�Xiao 3.14 Pi is the original biomechanoid. For some timeSyntha scientists were unable to recreate the conditionsthat led to her being, but through dogged perseveranceand a total disregard for critics claiming their experimentsamounted to human vivisection, more like her have madetheir way onto the battlefields of Draconis Alba. Pi is asuperb martial artist and has specialised in close combattactics, maturing in an unusual fashion for a bio-mechanoid. Most biomechanoids develop in a predictableway, but nothing is assured with this nascent science.Because she was the first, and is thus iconic in the minds ofthe Syntha, her presence has a heartening effect on theotherwise cold and lacklustre warriors of Prime.

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���������� Individual. An army cannot contain more than one Pi.You may add Pi to any of the following units, using the samebuying criteria as Alphas: Assault Androsynths, TacticalAndrosynths, Standard Marines, Prosthene Marines.

������� �� !"���#��� %�&'���� ����Pi Gauss Rifle 1 73

Plasma BlasterCombat Blade

�����(�)�(��Tactical Awareness, Strike First, Fast, Dodge, Lethal Strike (x1),Inspiring, Biomechanics 3: Endocrine Surge; HyperadrenalBoost; N-Ray Vision

��-��#�����#�+���Codename: Warmachine is a massively modified prosthene,probably the most profoundly cybernetically enhancedhuman currently in the Syntha army. Warmachine used to bean ace grav-bike pilot with scores of confirmed kills to hisname. A direct hit to the drive system of his vehicle during anassault on a rebel colony didn't leave much of him for thesurgeons to work on though, and put an end to his career.With his brain already spider-webbed by SPOMM pilotingsoftware, Syntha cybertechnicians managed to saveWarmachine by integrating his remains with a modifiedTeratosynth chassis. Warmachine has not taken well to theradical prostheses of his body though, and has developed adegree of psychosis as a result. Nevertheless, Prime has himcontrolled with on board drug dispensers, channelling hisrage and aggression into constructive mayhem for the goodof the collective. In battle he is a terrible foe, spraying deathleft and right with his heavy grape guns.

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���������� IndividualAn army cannot contain more than one Codename:Warmachine.You may add Warmachine to a Unit of Teratosynths byusing the same buying criteria as Alphas

������� �� !"���#��� %�&'���� ����Warmachine 2 Heavy

Grape Guns 1 81

�����(�)�(��Fearless, Immune to Panic, Tactical Awareness, ShockTrooper, Multiple Shots (x2)

���/�����+��Diogene Theta is a prosthene pilot. Her accomplishmentsas a combat driver has brought her to the attention ofPrime's military R&D nodes, so she now tests prototypepiloted grav-vehicles. The version Diogene is currently try-ing out is a standard Series 2000 model, but has a built inNegatron shielding unit. If tests indicate that the extraresource allocation and on board power requirementsinvolved in manufacturing these vehicles are justified onthe battlefield, Prime may authorise Series 2001 bikes withshield units-a frightening prospect for other powers.

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���������� IndividualAn army cannot contain more than one Diogene Theta.You may add Diogene Theta to a unit of Series 2000 gravbikes by using the same buying criteria as Alphas

������� �� !"���#��� $������� %�&'���� ����Diogene Mounted Extended 1 118Theta Chain Gun Front (180)

PlasmaBlaster

�����(�)�(��Tactical Awareness, Heavy Armour 3, Strategy (+2)In close combat Diogene Theta fights using her PlasmaBlaster.Diogene Theta cannot evade.Models making rear attacks in close combat on DiogeneTheta get +1 to hit.Because of the bike's grav drive, Diogene Theta suffers nomovement penalties over rough terrain and can avoidobstacles of up to 3 inches in height.Diogene Theta can make 1 turn for every 2 inches moved

3&45��(�+4.97 Alpha is another unusual biomech, having developedhis own set of abilities quite different to that of other bio-mechs. Alpha came out of his growth vat, and as soon ashe was allowed into a Syntha armoury, he selected a mini-MLRS unit scheduled for Teratosynth mounting. This wasmodified to fit over his arm, and once in place, his own tis-sues grew throughout the weapon, fusing it in place. SPOTscans (Synapsed Prime Obsidian Tomography) recentlyrevealed that Alpha's arm no longer exists, having fullyintegrated with the weapon. In combat he is a formidableopponent with his heavy weapon, and unlike other bio-mechs who have superb reflexes to avoid being hit, Alphasimply ploughs on regardless of damage.

�� �� �� � � �� �� ��5 5 6 6 2 6 2 4

���������� IndividualYou may add 4.97 Alpha to any of the following units, usingthe same buying criteria as Alphas: Assault Androsynths,Tactical Androsynths, Standard Marines, ProstheneMarines.

������� �� !"���#��� %�&'���� ����4.97 Alpha Mini-MLRS

Combat Blade 1 99

�����(�)�(��Tactical Awareness, Dodge*, Biomechanics 2: Regenerate;N-Ray Vision, Lethal Strike (x2), Immune to Panic4.97 Alpha can purchase target locking at an additionalcost of +10 points. See Target Acquisition rules in theSpecial Rules section*Alpha doesn't get out of the way, but simply ignoresinjuries that would put other troops down if he makes hiscommand test.

� �(�����������(���� Cyclops grav tanks are SPOMM controlled tanks. All of thethree variants of the Cyclops are able troop carriers, buttheir main battle function is providing heavy firepower. TheKallista Cyclops has an under-mounted Proteus cannon,making it a devastating opponent at close quarters. TheNemesis and Hades boast turret-mounted heavy weaponsfor long-range support-anti-armour in the case of theNemesis, and anti-personnel for the Hades. Cyclops gravtanks are fairly cutting edge pieces of hardware, theiradvanced neural net SPOMM being capable of running allthe functions of a normal vehicle crew, in almost as effi-cient a fashion.

�� �� �� � � �� �� ��4 4 6 6 4 5 6 6

���������� Individual������� �� !"���#��� $������� %�&'���� ����Cyclops Linked Front 0-1 55

Pulse Rifles

You must also buy one only of the following primaryweapon systems:�� ������ *��#� ������ $������� ����Kallista Proteus Cannon Front +52Nemesis Starfire Cannon All +60Hades MLRS All +77�����(�)�(��All: Tactical Awareness, Immune to Panic, Fearless, HeavyArmour 5, Lethal Strike (x3), SPOMM II, Troop Carrier 8(2) The Cyclops may make 1 turn for every 3 inches moved.In close combat the Cyclops tries to run over its opponents.(To Hit +0, DAM ST+0)Models attacking the Cyclops from behind in close combatreceive a +2 bonus on their 'To Hit' rolls, and a +1 bonus ifattacking from the left or right flank.Because of their grav drives, grav tanks suffer no move-ment penalties over rough terrain and can avoid obstaclesof up to 3 inches in height.The Cyclops may not evade.When the Cyclops shoots it can fire both of its weapons atthe same time, and at different targets (provided they'reboth still functioning and it can pass its tactical awarenesscheck).The Hades variant can purchase 'Target-Locking' at anadditional cost of +25 points.

�#/���6(�2-2� )���(�1-5 No Additional Damage6 Primary Weapon Damaged: Each time you

wish to fire the weapon, roll a D10. On a 1-5 it cannot fire this turn. On a 6-10 it can fireas normal. A second hit on a weapondestroys it.

7 Pulse Rifles Damaged: Each time you wish tofire the weapon, roll a D10. On a 1-5 it can-not fire this turn. On a 6-10 it can fire as nor-mal. A second hit on a weapon destroys it.

8 Grav-Drive Damaged. Each time you wish tomove the Cyclops roll a d10. On a 1-5 theengine stalls and it cannot move this turn.On a 6-10 it can move as normal. A secondhit to this location breaches the gravitonengine, destroying the Cyclops and all pas-sengers. Place the large explosion templateover the vehicle, and all models covered byit suffer a Dam 6 hit.

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

10 SPOMM Damaged: A first hit in this locationresults in the vehicle being unable to moveand fire during the same turn, the secondeffectively destroys it. Remove the modelfrom play. Any passengers should be disem-barked before removing the model.

Gamma (�) Psyche Internal Security Mora

Gamma Psyche are a widespread forcethroughout Syntha space, and are concernedwith matters of Prime security with specificregard to mutant infiltration. Since VASAbecame much more draconian in its efforts tostamp out the mutant cults sweeping throughPan-Humanic space, the secretive Synthahave instituted an anti-mutant force to dealwith these matters on their own colonies,before VASA gets involved.

�������Hades*��#� ��������Firefly Multiple Launch Rocket System��(('�##���������Self-Targeting 130mm Fragmentation Rockets���,�����-�.���Persephone ����/��������-���� 00111010001 �

�������Kallista*��#� ��������Compact Zero Point Field Generator 'Proteus Cannon'��(('�##���������Standard T-Cell���,�����-�.���Kore����/��������-���� 10111010100�

�������Nemesis*��#� ��������Fluid Plasma Bolt 'Starfire' Cannon��(('�##���������Heliosphere Cold Fusion Tank���,�����-�.���Demeter����/��������-���� 10001011101

� ����Cyclops Light Battle Tank���/+���15 Tonnes��#�����Reactive Titanium/Metanylon Alloy���-�-�.�-������Linked 25 Gigawatt Pulse Laser Rifles!�/�����Chronos Grade Graviton Generator�7��3rd Gen Googoplectic Prime Obsidian Matrix

� �(���6��(���� �

���#��+����Models with biomechanics have an altered molecularstructure, in which prime obsidian has partially replacedcarbon in their body chemistry. Microcircuits inform thegenes how to build tissues, making these units truehuman/machine hybrids that are capable of extraordi-nary feats beyond the abilities of standards and pros-thenes.The following rule applies to choosing Biomechanicsabilities:· Models may choose a number of biomechanics

abilities equal to the number listed next to theirbiomechanics skill

The following rules apply to using biomechanics abilities:· A model may only use one biomechanics ability

per turn· To use a biomechanics ability make a CD test. If

it's successful apply the effect listed for the ability,if it fails the model cannot do anything else in thatphase

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

· Any biomechanics abilities that have ongoingeffects requiring the placement of markers runout at the end of the game turn. Markers areremoved as usual during the marker phase of thefollowing turn.

See the biomechanics ability list for details of individualabilities.

�#��,(/�Models with this special rule usually have a combinationof training and cammo gear, some of which can beincredibly high tech and expensive mimetic light disper-sal fibres used by covert ops troops. Models with thisspecial rule are always considered to be out of LOSbeyond medium range of troops wishing to fire on them,and always receive a +1 bonus to cover saves on accountof how difficult they are to target. Only individuals canuse this rule, or squads where all troops have the ability.

��-/��Models with this skill are preternaturally aware or quick,even to the extent of avoiding bullets. Each time they suf-fer damage, for whatever reason, they can make a CDtest, if successful they don't take any damage.

$��Some models are capable of fantastic bursts of speedthat allow them to temporarily move a lot faster thantheir normal movement rate. Models with this specialrule move up to 1.5 times their MV stat when charging,closing or rushing. So for example a model with MV 4could move up to 6 inches on a charge move, or indeedin any of the other cases listed here.

$��(���Models with this special rule can be exceptionally brave,without emotion, or are so hideous themselves thatother things don't scare them. Fearless models areimmune to the effects of the Terrifying special rule.

��� ���#���Some models like armoured vehicles and large monstersare so heavily armoured that they are very difficult todamage with normal weaponry. Attackers need specialarmour piercing weapons in order to have a reasonablechance of causing damage to these models. Models withthis special rule gain a d10 'heavy armour save' that cannegate damage they have suffered.When a model has this special rule it will be stated as'Heavy Armour 4', or 'Heavy Armour 7' etc. The numberis a positive modifier to the d10 heavy armour savingroll, for example heavy armour 6 adds +6 to the d10heavy armour save. The following rule applies.· Heavy Armour Save: If a model with heavy

armour receives wounds, roll 1d10 per wound,adding the indicated modifier. On a score of 10+the wound is ignored and the model suffers noharm.

��/+����(�Models with this special rule are more steadfast thanothers and less likely to panic or take fright. High Moraleis expressed on the profile as a number that is added tothe dice roll when a unit makes a morale check. Themodifier used is always the highest one in the unit, so forexample if all members of a unit have High Morale (+1)and the Sergeant has High Morale (+2), you would usethe +2 modifier when making a morale check.

7##�������*���Models with this special rule are either exceptionally welldisciplined or are simply incapable of losing their cool.They never panic, and therefore don't need to make anymorale checks that would result in panic if failed.

7�������/Models with this special ability have a positive effect onthe morale of nearby units. Units within 6 inches andLOS of inspiring models can re-roll failed morale checks.They only get to re-roll once per test and must abide bythe result of the second dice roll.

8��+(����� �A model with this special rule can cause severe damagewhen using melee weapons in close combat. This couldbe because of its equipment, its training or its sheer bulkand power.This is shown as a damage multiplier on the profile, forexample Lethal Strike (x1), Lethal Strike (x2) etc. Thenumber shows how many extra damage dice you shouldroll in addition to the normal number for the weapon themodel is using. For example if a model has Lethal Strike(x1) and attacks with a Combat Blade (dam ST+0), itwould roll 2 damage dice for each hit scored in closecombat.

�� �#�Some models are expert at pinpointing and hitting vul-nerable points on a target. When these models success-fully hit a target with a ranged weapon roll one extradam dice for every 2 clear points that the shooting testwas passed by. For example a Marksman armed with aSniper Rifle fires at a short-range target. They need 6+ tohit and get a modifier of +2 for the weapon; there are noother modifiers. The dice roll is a very respectable 8 and2 is added to this for the Sniper Rifle's range modifier,giving a total of 10. This is 4 clear points over therequired total of 6, so three damage dice are rolled (2extra for the 4 clear points).

��(���(������ �Models with this special rule make multiple attacks inclose combat. So for instance a model that has MultipleAttacks (x2) listed in the special rules section of its pro-file will attack twice in close combat. Multiple Attacks canbe used to engage more than one close combat oppo-nent.

��(���(���+���Models with this special rule can shoot more than onceduring the shooting phase. So for instance a model thathas Multiple Shots (x2) listed in the special rules sectionof its profile will shoot twice. Multiple Shots can be usedto fire on more than one target. This ability can only beused with 1-handed missile weapons, such as blasters orautopistols.

�+�� ��������Models with this special rule are particularly effectivewhen storming enemy positions and engaging in closecombat. They receive a bonus of +1 to hit and +1 to damwhen charging or counter-charging. This is in addition toany other bonuses they might have to the attack.

������Some models are trained to pick out important targets,assassinating key members of the enemy forces andcausing maximum disruption with their choice of victims.If a model with the Sniper special rule doesn't move thenit can make a CD test to ignore the normal target priori-ty rules. If the test is passed then they can shoot at ANYmodel within range and LOS.

�����(�)�(��

�*.��Units with this special rule are artificial intelligencesequipped with Synapsized Prime-Obsidian Matrix Minds(SPOMMs). SPOMMs are AI brains that are pre-pro-grammed to perform certain functions. The commonbattlefield versions have sensors that allow them toaccurately identify potential threats within a fairly limit-ed scanning radius all around them. At distances longerthan this they can still sense the enemy (like unidentifiedblips on a radar screen), but do not get enough infor-mation from their sensors to allow them to decide onappropriate action. There are currently three commongrades of standard military SPOMM. The higher thegrade the more powerful its sensors and the longer itsscanning radius. The three grades and their scanningranges are shown below.· Grade I SPOMMs have a scanning radius equal to

the short range band.· Grade II SPOMMs have a scanning radius equal to

the medium range band.· Grade III SPOMMs have a scanning radius equal

to the long range band.When a unit with this special rule is activated first checkto see whether there are any enemy units within thescanning radius of the highest grade SPOMM in the unit.Note that they don't have to be in LOS, just within thescanning range. If there are any enemy units withinscanning range you may make the unit carry out anyorders you wish, just like any normal unit. If there are noenemy units within scanning range the following ruleapplies.· The unit must make a full move towards the near-

est enemy unit on the battlefield (it doesn't needLOS to it), taking the quickest and most directrout. The move can be a normal move or a rushmove and the unit will avoid impassable and haz-ardous terrain. If its move brings it within scan-ning range of an enemy unit it can complete itsturn, carrying out any available orders, just as anormal unit would. If not then at the moves com-pletion its turn is ended.

Finally, if the SPOMM unit is lead by an individual thatdoes not have SPOMM limitations, then the unit doesnot suffer them until that individual is removed from bat-tle.

���(�+Models with stealth are even better at avoiding beingseen than models with camouflage. In addition to thenormal +1 cover save enjoyed by camouflaged models,models with stealth are considered as being out of LOSfor enemy models beyond short range. If the model makes an aggressive action (charging orshooting at an enemy model) it gives its position awayand can be targeted as usual.

�����/ Models with strategy have a good grasp of battlefieldconditions, likely movements of enemy units and threatassessment. Whenever the model, or the unit it is with,has to make a command check, add the Strategy valueto the dice roll.

���� ��$����Models with this special rule have superior reactions andclose combat training. In close combat they alwaysresolve their attack(s) first, and if their opponent is killedthen it may not have its usual return attack.

�����(��9������Models with this special rule can attempt to ignore theirnormal target priorities. Before the unit shoots make aCD check for the model. The results of the check varydepending on whether the checking model is a squadleader (a sergeant for example) or individual, or a sup-port model within a squad. Note that if a squad containsboth a squad leader and one or more individuals youcan make a separate check for each model individually ifyou wish. The following rules apply. · Squad leaders and individuals: If the check is

passed the entire unit may ignore normal targetpriorities and may shoot at any enemy unit of theowning players' choice. As with normal shootingall members of the unit must still fire at the sametarget unit. If the check is failed, then the unit hes-itates and is momentarily confused. It cannotcarry out its shoot orders this turn.

· Support (S): If the CD check is passed the supportmodel may ignore normal target priorities andcan instead shoot at any unit of its choice, firing ata different target unit than its fellow squad mem-bers if the owning player so wishes. If the check isfailed, then the support model hesitates and ismomentarily confused. It cannot carry out itsshoot orders this turn.

��/�����"��������Some units are designated spotters and carry sophisti-cated target acquisition devices, which allow shots fromweapons networked to their particular frequency tohome in on targets. Once a target has been painted it willshow up on the target recognition systems of weaponswith 'target-locking' capability (See Army List Section fordetails of troops that can purchase this upgrade). Thefollowing rules apply to target acquisition:· The targeting systems used by spotters count as

ranged weapons in their own right, and areincluded in the Armoury Section. All the normalrules for firing apply to them.

· If a spotter scores a hit with their targeting device,place a counter next to the affected unit

· Remove this counter either at the next counterphase, or if the targeted unit is destroyed

Once a unit is painted in this way, models that have pur-chased 'target-locking' for their weapons can takeadvantage as follows:· The model can fire at a painted unit as if it were

in LOS and To Hit 0 regardless of size modifiers-providing the target is within range of the weaponused

· Models firing in this way still incur a -1 To Hitpenalty if they move before shooting

· If the target takes cover after it has been painted,for example ducking into a bunker or gettingunder the cover of trees, appropriate cover savesapply as normal

������������Many vehicles and their alien equivalents can transporttroops across the battlefield, quickly delivering them towhere they're needed and providing the protection oftheir (usually) better armour. The first number indicatesthe maximum number of models that may be in thetroop carrier at any one time and the number in brack-ets indicates the maximum size of those units. Whenusing troop carriers the following rules apply:· Troop carriers can be deployed at the start of the

game with units inside them. Mark the presenceof such units on the carrier's record sheet

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

· Enemy models may not enter troop carriers· Once aboard a troop carrier, passengers are

effectively part of the vehicle and can be affectedby results on its damage table

The following rules apply to embarking and disembark-ing:· During the movement phase of their turn, friend-

ly models that can reach base-to-base contactwith the troop carrier may board it.

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

· Disembarking passengers may do nothing elseduring the current game turn and count as beingon hold

7#�������-�������Troops that are equipped solely with weapons with noclose combat capabilities (for example the Syntha PlasmaCannon) must use improvised weapons in close combat.Gun butts, entrenching tools, sticks, stones, bare handsand natural weaponry can all be pressed into servicewhen the action gets up close and personal.

�� �+��� ��-��# 8��/ !:�Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam+1 ST-1� ��� 2 handed*, melee�����(� )�(��� *Although improvised weaponrymay not literally be two handed, it represents the use ofweapons that are not particularly efficient in close com-bat. As such they cannot be combined with anotherweapon in CC to give any bonuses, nor can a shield beused in conjunction with an improvised weapon.

��#6���(-�Combat blades are really anything that can be used tostab, slash, puncture or otherwise injure a close combatopponent. Swords, machetes and combat knives areexamples of Combat Blades, and can prove an essentialback up tool when confronted at close quarters or wherestealth is required. Military grade combat blades tend tobe incredibly hard, durable and sharp in order to pene-trate modern armour and cope with possible exposure tocorrosive climates.

�� �+��� ��-��# 8��/ !:�Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam0 ST+0� ��� 1 handed, melee�����(�)�(��� None

���������(Autopistols are standard sidearms. They come in a bewil-dering variety of different models with different styles ofammunition ranging from old-fashioned brass-casedrounds to high-tech flechette sprayers, but they all per-form pretty much the same function on a battlefield.Small enough to use in close combat and reasonablyeffective at short ranges, autopistols are a favourite oflight assault troops, particularly when used in combina-tion with combat blades.

�� �+��� ��-��# 8��/ !:�Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam+1 4 0 4� ��� 1 handed�����(�)�(��� noneNB: this entry replaces the Autopistol entry found in theVoid 1.1 Rulebook.

%�/������+��(-Negatron shields are the cutting edge of personalarmour. They require a massive energy supply to use andso can only be attached to powered armour. They act justlike any other shield, except the surface is covered in ananti-matter flux generated by a particle smasher rig in theback of the shield. Incoming projectiles can be literallydisintegrated by the flux, significantly reducing thechance of the user being hit. Because of the destructivepotential of this shield it can actually be used as a closecombat weapon in its own right, though it is somewhatawkward.

�� �+��� ��-��# 8��/ !:�Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam-1 4� ��� 1 handed�����(� )�(��� The shield gives good protectionfrom frontal attack. It confers heavy armour 3 and a -1mod to all d10 damage rolls caused by hits originatingfrom within the users front facing.

������Cesti are massive mechanical gloves attached to Junkers'Exo-Suits and Assault Androsynths. Aptly named after anancient gladiatorial weapon that consisted of a glove withan iron bar in it, and often spikes across the knuckles, thecestus is used for punching and crushing. A hydraulicram in the wrist gives the user a killer punch, but the realdamage is done when it grabs something. Capable ofcrumpling sheet steel like tissue paper, a cestus will man-gle most things it can get a good grip on.

�� �+��� ��-��# 8��/ !:�Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam0 6(xSP)� ��� 1 handed, melee, armour piercing 3�����(�)�(��� The amount of penetrative damagethe Cestus does depends on how good a grip it has onthe target. For every 2 clear points that the 'to hit roll' ispassed by add 1 to the Dam multiplier (always assumethe base to be (x1)). A natural to hit roll of 10 alwaysgives a (x3) Dam modifier.

*(�#��(����Plasma blasters are heavy energy pistols, and are veryeffective against personnel within their limited rangebracket. They are relatively new weapons, representingan advance in the miniaturisation of plasma shieldingand energy cell technology used in the much larger can-nons carried by androsynths. Small enough to beemployed in close combat, plasma blasters make excel-lent sidearms and are powerful enough to contend withthe older, but still relatively rare, ion powered blasterscarried by elite troops and officers in other armies.

�� �+��� ��-��# 8��/ !:�Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam0 4(x2) 0 4(x2)� ��� 1 Handed�����(�)�(��� None

Biomechanics are superhuman abilities possessed by theprime-obsidian based life forms created by Syntha tech-nicians. Human clone embryos are spliced with SPOMMcircuitry and grown in prime obsidian nutrient solutionsto create the ultimate man/machine hybrids.Each individual power lists how and when to use it.

!�-����������/��Biomechs with this ability can temporarily flood theirown nervous systems with aggression stimulating com-pounds. These compounds are produced in glands newto human biology, called Tisiphone Glands.Order: AssaultEffect: If successful, the model may make their normalcharge move and close combat attacks plus a number ofadditional close assault attacks equal to its Biomechanicslevel.

%;� �������By concentrating, biomechs with this ability can lookthrough any solid object to its internal structures. Thisallows them to pinpoint vital points and exploit themwith a well-aimed shot.Order: ShootingEffect: If successful the model adds its Biomechanicslevel, as a damage multiplier, to its ranged weapon'sDAM stat.

)�/������Biomechs with this ability have evolved the means toalmost instantly repair their own tissues. Prime obsidianplatelets that make up a large volume of the biomechs'blood flock to the damage site and organise new tissuestructures based on a blueprint held in their nanocircuits.Order: MoveEffect: If successful the model recovers 1 wound

� ���-���(������Biomechs with this ability have developed modifiedadrenal glands, which act partly as batteries too. Whenactivated, they induce a massive electrical boost in primeobsidian circuitry as well as chemical stimulation to theorganic components of their muscles.Order: MoveEffect: If successful the model moves normally, but addsdouble his or her Biomechanics level to their move. Thisis added after other modifiers, e.g. Fast, Rush Move, etc.

�7��,,���� Biomechs with AI affinity can communicate with AI'sexactly as if they were part of a SPOMM network. If theBiomech concentrates it can act as a node for nearby AI'seffectively giving them the benefit of its human cognitiveabilities.Order: HoldEffect: If successful a number of SPOMM units equal tothe model's Biomechanics level can ignore their SPOMMlimitations. Place counters next to the affected units toshow their enhanced status.

���#��+����

��#���

���(��(9Tesla Claws are heavy duty, anti-armour weaponsemploying advanced vibro-scythe technology. They canonly be used in close combat and feature two or threeextremely sharp blades attached to an electromagneticflux generator. When the weapon powers up it createsan oscillating resonance field between the blades thatcan shatter solid objects - like holding a tuning fork heldto a crystal decanter. Because of their size and powerrequirements, Tesla Claws can only be wielded byextremely heavy troops such as Teratosynths.

�� �+��� ��-��# 8��/ !:�Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam0ST+1(x3)� ��� 1 handed, melee, armour piercing 4�����(�)�(��� None

������A grape gun is a bulky rotary barrelled cuff that fits on tothe forearm of a power suit. It uses magnetic rail tech-nology to fire a lethal shower of large ball bearings at anincredible rate of fire. It is very inaccurate beyond shortrange, but within that bracket it is one of the most dev-astating small arms around.

�� �+��� ��-��# 8��/ !:�Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam

0(x2) 5 0(x3) 5 -1 4� ��� 1 handed�����(�)�(��� None

*+�����/�((��Phase Signallers are sophisticated targeting devices usedto mark enemy targets for friendly guided missile sys-tems. Resembling a bulky pistol, the device projects aphased energy beam, which changes the harmonic sig-nature of whatever it hits. This beam bounces informa-tion about the target back to the device, and if the targetis verified by a SPOMM database within the PhaseSignaller, the altered harmonic frequency is broadcast toall weapons on the battlefield capable of locking on totargets. The phase signature only lasts a short timethough, before the target's harmonic frequency fallsback into its natural state.

�� �+��� ��-��# 8��/ !:�Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam+2 spec� ��� 1 handed�����(�)�(��� Targets hit have a target acquisitioncounter placed on them (see the Special Rules section).

����)�,(�Gauss Rifles are the favourite standard issue weapons ofmost armies across the galaxy. Effective up to mediumrange, they are hard-hitting and reasonably accurate.Gauss technology was an offshoot of VASA magneticfield research, and uses a so-called 'Gauss Field' to fireprojectiles. The barrel of a gauss rifle contains a power-ful magnetic rail, activated when the trigger is pulled.This lifts steel flechettes out of the magazine and accel-erates them towards the target at hypersonic speed.

�� �+��� ��-��# 8��/ !:�Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam-1 5 0 5 0 5� ��� 2 handed�����(�)�(��� None

�������)�,(�Sniper rifles are highly specialised long-range weaponsthat are lethal in the hands of a trained user. They fireself-propelled ammunition that requires the gun to havespecial shielding. Each round has a heat resistant steeltip with a solid fuel base that is activated by the powder,giving the weapon its massive effective range. Sniperrifles usually come with advanced scopes and imagingsystems that require specialist knowledge to use to theirfull potential.

�� �+��� ��-��# 8��/ !:�Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam-1 5 +2 5 +1 5 0 4 -1 3� ��� 2 handed�����(�)�(��� None

*�(���)�,(�Pulse Rifles are high-energy laser (HEL) weapons. Thebattery pack required to generate a laser beam of suffi-cient intensity to burn a hole though an enemy at rangeis way too heavy for a standard to carry. For this reasononly androsynths and prosthenes with reinforced spinesand upper body muscles can carry these weapons intobattle, the alternative being mounted pulse rifle systems.Although clearly an effective piece of ordnance, it isexpensive and bulky so most armies don't bother with it.The Syntha however, with their regiments of tacticalandrosynths and prosthene marines, issue this weaponas standard.

�� �+��� ��-��# 8��/ !:�Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam-1 6 +1 6 0 6 -1 3� ��� 2 handed�����(�)�(��� None

�+�����Chain guns are squad support gauss weapons. Heavyweapons specialists carry them into battle, usually onsome sort of gyro-stabilised rig to cope with the recoiland shaking. They are stripped down versions of vehicleand tripod mounted chain guns, and are somewhat lesseffective due to the lack of a stable firing platform.However, chain guns are devastating anti-personnelweapons within their effective range and can spray a hailof heavy flechettes at a considerably higher rate of firethan a basic gauss rifle.

�� �+��� ��-��# 8��/ !:�Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam-2 6 +1 (x2)6 0 5� ��� 2 handed�����(�)�(��� None

���-��8���+��Grenade Launchers are indirect fire squad supportweapons. They fire a spin-stabilised, 40mm high explo-sive fragmentation round in a parabolic arc. GrenadeLaunchers require a certain amount of specialist trainingto use since skill and judgement is needed to calculatethe angle of trajectory, adjustments for wind, local grav-ity and the like. On board computers go some waytowards alleviating this problem on certain models, buttheir information is no substitute for an experiencedheavy weapons specialist.

�� �+��� ��-��# 8��/ !:�Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam

0 5 -1 5 -2 5� ��� 2 handed, indirect fire, ranged template weapon�����(�)�(��� Uses the small circular template

)�� ���8���+��Rocket Launchers are long-range anti-armour weaponsdeployed as squad support. Most consist of a missile orlarge rocket propelled warhead fired from a hollow, dis-posable tube. There are many targeting systems on themarket including sophisticated target recognition soft-ware, echo location, wire guidance and laser targeting,but all are designed for hitting large targets. This makesthem inherently inaccurate and therefore unsuitable foranti-personnel use.

�� �+��� ��-��# 8��/ !:�Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam

-1 7(x3) -2 7(x3) -3 7(x3)� ��� 2 handed, armour piercing 5�����(�)�(��� None

��-�-������(��8���+��Guided missile launchers are versatile heavy supportweapons, capable of utilising a range of different ord-nance. Standard rocket launchers fire an armour pierc-ing RPG round in a straight line, direct to their target, butguided missile launchers can home in on targets out ofsight, snaking missiles over intervening terrain andaround obstacles to find their mark. A skilled operatorcan program each missile for a different tactical objec-tive before launching it, so the missile can either be setto armour piercing for heavy targets or fragmentationfor a number of smaller targets, or target-lock to markenemy models for friendly guided weapon systems.

��#����*������/�)���-��� �+��� ��-��# 8��/ !:�

Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam-1 7(x3) -2 7(x3) -3 7(x3)

$�/#��������)���-��� �+��� ��-��# 8��/ !:�

Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam0 5 -1 5 -2 5

��/��;8�� �� �+��� ��-��# 8��/ !:�

Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam+1 spec 0 spec -1 spec� ��� 2 handed, Indirect Fire, Ranged TemplateWeapon*�����(� )�(��� Each time the weapon is fired theuser should nominate which type of round is being usedbefore any dice are rolled to hit.*Fragmentation and Target-Lock rounds use the smallcircular template. Units touched by Target-Lock tem-plates have a target acquisition counter placed on them(see Special Rules Section).

$(#���+��9��Flame Throwers are particularly unpleasant short rangesupport weapons. They spray incendiary gel or liquidfuel in a curtain of searing fire. Advanced models usecompounds that ignite on contact with the air, but moststill have either an electrode or a pilot flame to set thefuel alight. They are particularly effective when used tohose down the interiors of bunkers or trenches, whereenemy troops are packed in tight and have nowhere torun.

�� �+��� ��-��# 8��/ !:�Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam

� ��� 2 handed, directly placed template weapon,incendiary�����(�)�(��� Use the large teardrop shaped tem-plate. The weapon does 5 Dam.

��� �������Heavy grape guns are of course larger, more powerfulversion of the grape guns that attach to power armourand androsynth chassis. More power fires heavierrounds at greater velocity with these weapons; the over-all effect being that they have better stopping powercompared to the smaller version, but are much bulkier.This means that heavy grape guns, although still consid-ered small arms for the purposes of defining their role incombat, can only be mounted on vehicles or very heavytroops.

�� �+��� ��-��# 8��/ !:�Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam-1(x2) 6 0(x3) 6 -1 5� ��� 1 handed�����(�)�(��� None

��� �*�(���)�,(�Heavy pulse rifles are twin-barrelled versions of the laserordnance carried by tactical androsynths. The twin bar-rels are longer, creating a more accurate and intensebeam, and the power pack needed to generate the pulseis correspondingly larger. These weapons are primarilyanti-personnel, but they've been manufactured withheavier troops in mind and are capable of felling mostthings. The sheer size of these weapons makes themunsuitable for any but the heaviest of troops to use.

�� �+��� ��-��# 8��/ !:�Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam

-2(x2) 7 +1 7 +1 7 0 4� ��� 2 handed�����(�)�(��� None

*(�#������Plasma Cannons are hugely devastating anti-armourenergy weapons. They are very large and bulky and canonly effectively be used from some sort of mount. In fact,the only troops that commonly use plasma cannons arespecially programmed tactical androsynths, who are bigand strong enough to actually carry them. The plasma isformed in an electromagnetically shielded chamber, toprevent the weapon being disintegrated by its ownammunition. When the trigger is pulled some of theplasma is released and shot out of the barrel by a linearaccelerator to engulf and melt the target on impact.Unfortunately due to the inherently unstable nature ofplasma, the bolts fired by this weapon rapidly dissipatebeyond medium range.

�� �+��� ��-��# 8��/ !:�Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam

-1 8(x2) -2 8(x2)� ��� 2 handed, ranged template weapon, armourpiercing 5�����(�)�(��� Use the small circular template

������-��+�����Mounted chain guns are heavy support weapons thatare devastating at any range. They can be belt, magazineor drum fed, and usually have more than one barrel.Common barrel configurations include rotary, four overfour and quad. Mounted chain guns make excellentdefensive weapons for teams in emplacements such asbunkers or trenches, but are also commonly mountedon vehicles for anti-personnel purposes.

�� �+��� ��-��# 8��/ !:�Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam

+1(x3) 6 +1(x2) 5 0 5 -1 5� ��� Mounted�����(�)�(��� None

8�� �-�*�(���)�,(��Linked Pulse Rifles are light support weapons. They arerelatively rare as primary weapons, falling into a middleground category of not quite being true heavy weaponsand not quite being squad support weapons, and assuch they are mostly reserved for use on light vehiclesthat don't have the space or power resources to deployanything bigger. Nevertheless, range and accuracy oflinked pulse rifles make them an effective weapon inmost situations, and they're often used as secondaryweapons on heavier vehicles.

�� �+��� ��-��# 8��/ !:�Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam

+1(x2) 6 0(x2) 6 0 5 0 5� ��� Mounted�����(�)�(��� None

*��#��+����<�*(�#*��=�����The Prometheus 6 is an awesome short-range anti-armour system. Manufactured exclusively by SolTech forthe Syntha armed forces plasma projectors release asustained burst of plasma, which rapidly expands beforecooling and dissipating. Much cruder than the plasmacannon, the plasma is controlled by an EM field, whichexpands with the payload before breaking down whenthe effective range is exceeded. Because of their size,power requirements and shielding needed to protect theuser, these weapons are only suitable for mounting onvehicles or large droids such as Teratosynths.

�� �+��� ��-��# 8��/ !:�Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam

� ��� 1 handed*, directly placed template weapon,armour piercing 4�����(�)�(��� Use the small teardrop shaped tem-plate. The weapon does 7(x2) Dam.*Because of the highly dangerous fuel, this weapon can-not be used in close assault

*������������Proteus cannons are mounted, short-range anti-armoursystems. They are miniature versions of the truly mas-sive starship grade Proteus cannons, but when used forground combat, in atmosphere and with gravity present,they have a very different effect. Instead of a long-rangecontinuous beam, ground use proteus cannons producea distinctive, elongated hourglass shaped energy field ofrelatively short range-this is a result of the distortingeffects of atmosphere, magnetic fields and so on. Thelarger discharge is comprised of plasma, generated bypassing energy through a zero point field. The smallerone is anti-matter venting, a dangerous, unstable by-product of the spontaneous plasma generation. Theseweapons can only be mounted on large vehicles ordroids, due to their power and shielding requirements.

�� �+��� ��-��# 8��/ !:�Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam

� ��� Mounted, Directly placed template weapon�����(� )�(��� Use the large teardrop template,Dam 8(x2), Armour Piercing 6 placed over the main tar-get. Also take the small teardrop template, and place thenarrowest part of this so that it touches the rear of what-ever it is mounted on, pointing in exactly the oppositedirection to the large template. The small template doesDam 4.

���,���������Starfire cannons are heavy plasma weapons used forlong-range anti-armour support. They are essentially amacro version of the weapons carried by androsynths;and the larger power cells and fusion chambers makefor a more destructive and more stable discharge ofplasma. Often mounted in the turrets of tanks, or on for-tifications, or as the primary weapons of Epsilon classinterceptors, starfire cannons are certainly one of themost potent ground combat weapons available to anyPan-Humanic power.

�� �+��� ��-��# 8��/ !:�Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam

-1 9(x2) -2 8(x2) -3 7� ��� Mounted, Armour Piercing 5, Ranged TemplateWeapon�����(�)�(��� Use the small circular template.

����;�8)�Mini-MLRS are indirect fire, anti-personnel support sys-tems. They launch a cluster of small, independently tar-geted 'fire-and-forget' homing missiles at the target, whichcome down in a roughly circular pattern that devastates awide area with their high explosive warheads. The mini-MLRS is a lighter version of the Multiple Launch RocketSystems deployed on some vehicles and spacecraft. It isstill much too bulky to be used by ordinary mortals, andis for the most part is only ever seen on Teratosynth sup-port droids that are big enough to deploy it.

�� �+��� ��-��# 8��/ !:�Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam

-1 6 -2 6 -3 6� ��� Mounted, indirect fire, ranged template weapon�����(�)�(��� Uses the large, circular template

�8)�MLRS are multiple launch rocket systems that fire clus-ters of high explosive homing missiles. These missilescan either be deployed on racks, multi-barrelled launch-ers, or as sub-munitions of a larger rocket that breaksapart mid-flight to release up to half a dozen independ-ently targeting warheads. They are awesome long-rangeanti-personnel weapons, but have a significant safetylimitation that prevents the missiles coming down withina certain radius of the launcher. MLRS are true heavyweapons systems and as such can only be mounted ona vehicle or fixed platform of some sort.

�� �+��� ��-��# 8��/ !:�Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam

-1 7 -2 7 -3 7� ��� Mounted, indirect fire, ranged template weapon�����(�)�(��� Uses the large, circular template

*+���$��(-��������Phase field generators are large, area effect target mark-ing devices. Essentially these pieces of equipment areheavy-duty versions of the hand held phase signallers.Phase field generators project a cone of phase shiftingradiation, processing the signatures of all matter withinthe cone. A SPOMM brain in the device then isolatesviable targets from within the phase field and uploadstheir data to any networked weapon systems in thevicinity. Unfortunately, like their smaller counterparts,the altered phase signature wears off.

�� �+��� ��-��# 8��/ !:�Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam

� ��� Mounted, Directly Placed Template�����(�)�(��� Uses the large teardrop shaped tem-plate. Enemy units touched by the template have a tar-get acquisition counter placed on them (see the SpecialRules section).

*�����/���-�

*�����/�������(������� ��+

In this section we'll take you through the process of painting six of the best from the Syntha model range. You'll get advice on how to prepare your minia-ture for painting (removing flash, undercoating, etc.), techniques for applying block colours and highlights, and how to assemble, then mount your figureson their bases. Each of these models comes with a selection of colour schemes, representing various units of renownin the Syntha military machine.

��/��2��(�� �*�����/Undercoat the miniature black. Block paint armour panels Coraline Blue and Leviathan Grey mixed with a lit-tle Prime White and the pneumatics Gun Metal. Flashes that will end up yellow should initially be block paint-ed in Nova Orange. This helps to give them greater depth of colour when finished, particularly when under-coating with black.

��/������/+(�/+���/Highlight by layering up armour panels with Coraline Blue mixed with a little Prime White, and Leviathan Greymixed with Prime White, and the pneumatics with Synthan Silver. Flashes should be block painted withKoralon Yellow. When applying this colour leave a little of the Nova Orange showing along the edges of thesurface and where it meets other colours. This helps create an excellent shading effect.

��/��1�$��(���/+(�/+����-�����(�Add final highlights by layering up with the addition of more Prime White. Details such as lights and buttonsshould follow this procedure but once the final highlighting has been completed add a touch of Prime Whiteto the corners of the lights and a final dot off set from the centre of the button. Transfers can be added at thisstage. A nice finish once the transfer has been applied is to add a line of Leviathan Grey.

������(����!:�(����� ����

��(�����+��

!���(������+�>!���,��������

�+���7:��������������

�����(������+����-����

CoralineBlue

PrimeWhite

Lev.Grey

NovaOrange

SynthanSilver

Obs.Black

GunMetal

KoralonYellow

PrimeWhite

Gun Metal

ErgRed

ObsidianBlack

Gun Metal

ErgRed

SynthanSilver

KoralonYellow

ObsidianBlack

GunMetal

SynthanSilver

LuciferBronze

Karas Gold

GunMetal

SynthanSilver

��/��2��(�� �*�����/Undercoat the miniature black. Block paint armour panels Leviathan Grey, NovaOrange and Gun Metal. The pilot should be block painted with Leviathan Greyand Erg Red. The Chevrons should be painted Obsidian Black and Nova Orange.

��/������/+(�/+���/Highlight by layering up armour panels with Leviathan Grey mixed with PrimeWhite and Erg Red. The Nova Orange undercoat gives a brighter stronger red. Theorange chevrons were layered up with Koralon Yellow. The metal areas arewashed with diluted Obsidian Black. The pilot's jumpsuit was layered up using ErgRed mixed with Nova Orange. Because the red was painted on a black undercoatthis helps create a different shade of red from the jet bike. The pilot's shoulderpads and helmet were layered up with Leviathan Grey mixed with Prime White.

��/��1�$��(���/+(�/+����-�����(�Add final highlights by layering up with the addition of more Prime White to theLeviathan Grey mix and more Nova Orange with the Erg Red. Metal parts wherehighlighted with Synthan Silver. Details were added with Prime White and atransfer attached to the front of the bike, which was subsequently highlightedwith Leviathan Grey.

*����/��������(���� )�����+����

��(�����+��

Lev.Grey

NovaOrange

GunMetal

ErgRed

Obs.Black

PrimeWhite

KoralonYellow

SynthanSilver

MeridianSand

ObsidianBlack

Gun Metal

LeviathanGrey

*�����/���������?�((�������

�(�+�.#�/�*��#����-

CoralineBlue

LeviathanGrey

Gun Metal

##�*� �+��7�����(�������� ����

ObsidianBlack

LeviathanGrey

Gun Metal

8#-���-�������� �����

Obsidian Black +Viridian Green

Koralon Yellow

Gun Metal

��/��2��(�� �*�����/Undercoat the miniature black. Block paint armour pan-els Leviathan Grey, pneumatics Gun Metal and tubes andknee pad Nova Orange. For the larger panels do not paintthe entire surface leave large areas of the black undercoateffectively using the Leviathan Grey as a first highlight.

��/������/+(�/+���/Highlight by layering up armour panels with LeviathanGrey and Prime White. Block paint tubes and kneepadwith Erg Red. This gives a strong, brighter red with theorange base coat. For the metal parts Wash with dilutedObsidian Black.

��/��1$��(���/+(�/+����-�����(�Add final highlights by layering up with the addition ofmore Prime White to the mixes in Stage 2 apart from thered & metal areas. The red parts should be layered upusing Nova Orange and the metal should have a finalhighlight with Synthan Silver. Number details were addedwith Prime White.

*�����/�������(����-��� ��+

CoralineBlue

LeviathanGrey

GunMetal

SynthanSilver

�(�+�.#�/�*��#����-LuciferBronze

Karas Gold

GunMetal

SynthanSilver

�����(������+����-����Obs.Black

KoralonYellow

GunMetal

SynthanSilver

�+���7:��������������

Obs.Black

Erg Red

GunMetal

SynthanSilver

!���(������+�>!���,��������

Before you start painting your model some preparation will be needed. Sometimesthere maybe a slight ridge running around the model as well as small "feed" tags. Thisis due to the moulding process and they are collectively referred to as "flash". This caneasily be removed from your figure by the careful use of a sharp craft knife and a nee-dle file. Make sure you watch those fingers now!

CLEANING:

In order to give a good painting surface to your miniature it is essential that you under-coat it. We would recommend using either a matt white or a matt black aerosol spray, i-Kore supply both. Follow the instructions on the tin and make sure you use the spray ina well-ventilated room. Undercoating your figure white gives a much brighter end resultwhereas using black is an effective way to paint figures quickly if you only intend to"block" paint them.

UNDERCOATING:

This is an ideal technique for beginners to get quick effectiveresults and also acts as the basic starting point to apply other tech-niques. We will use this technique as a basis in our stage-by-stagepainting guides. Once you have chosen your colour apply an evencoat accurately to the designated area. If you use this technique incombination with a black undercoat do not paint over the black inrecessed areas. This will create a basic shading effect.

BLOCK PAINTING:

Obs.Black

Lev.Grey

GunMetal

NovaOrange

Erg Red

PrimeWhite

SynthanSilver

��(�����+��

ObsidianBlack

MeridianSand

GunMetal

*����/��������(���� )�����+����

Obsidian Black+ Viridian Green

Koralon Yellow

Obsidian Black

GunMetal

8#-���-�������� �����

LeviathanGrey

CoralineBlue

ObsidianBlack

Gun Metal

�(�+�.#�/�*��#����-

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

HIGHLIGHTING:

For this technique it is better to block paint the designated area a tone darker to start with asthis will represent the darkest tone in the painted area. When mixing lighter tones for thistechnique add a little water to dilute the paint. This will help blend it to the previous coat andavoid any sharp changes in tone. Apply successively lighter tones of paint within the previouspainted area building up to the highest point. The smaller the changes to the tone of yourpaint and the more layers you apply the smoother the blend from dark to light will be. Thistechnique is ideal for cloth, facial tones and smooth armoured panels.

LAYERING UP:

As the name suggests with this technique the idea is to paint with an almost dry brush.Once you have mixed the lighter tone you want to apply wipe the brush on a cloth untilthere is very little paint left on it. Gently brush over the chosen area and you will beginto pick out the raised areas. With subsequent lighter tones you want to apply less paintto the raised areas. This technique is ideal for hair, metal and sharp edged effects.

DRYBRUSHING:

Obs.Black

TannedFlesh

LeatherBrown

Lev.Grey

PrimeWhite

GunMetal

Pale Flesh

MetalWash

SynthanSilver

��/��2��(�� �*�����/Undercoat the miniature black. Block paint flesh Tanned Flesh, trousers& T-shirt Leviathan Grey, boots & gloves Leather Brown, gun Gun Metaland casing Leviathan Grey mixed with Prime White. For the T-shirt donot paint the entire surface leave large areas of the black undercoateffectively using the Leviathan Grey as a first highlight.

*�����/�����-�-������

��/������/+(�/+���/Highlight by layering up flesh with Pale Flesh, trousers & T-shirt withLeviathan Grey mixed with Prime White, boots & gloves LeatherBrown mixed with Prime White and the gun casing Leviathan Greymixed with Prime White. For the metal parts of the gun Wash withdiluted Obsidian Black.

��/��1$��(���/+(�/+����-�����(�Add final highlights by layering up with the addition of more PrimeWhite to the mixes in Stage 2 for flesh, trousers, T-shirt, boots andgloves. Metal should have a final highlight with Synthan Silver. Theaddition of a Prime White stripe down the side of the trouser leg canlook very effective.

��(�����+��

��/��2��(�� �*�����/Undercoat the miniature black.Block paint armour panels ErgRed, Leviathan Grey and GunMetal and blades & tubes GunMetal. With the large armourpanel and the knee pads do notblock paint the entire surfaceleave some of the black undercoatshowing to enhance the shading.

��/�����/+(�/+���/Highlight by layering up armourpanels with Erg Red mixed with alittle Nova Orange and LeviathanGrey mixed with a little PrimeWhite. For the metal panels,blades and tubes Wash them withdiluted Obsidian Black. The visorshould be highlighted with ViridianGreen as are the thin tubes run-ning either side of the abdomen.

��/��1�$��(���/+(�/+����-�����(�Add final highlights by layering up with the addition ofmore Prime White for the armour panels. Metal panels,blades and tubes should have a final highlight withSynthan Silver. The visor and the thin tubes should havea final highlight with Viridian Green mixed with KoralonYellow.

This is strictly a shading technique. Itcan be used in combination with"block" painting to create a good basicstandard for tabletop troops. Applyingthe various highlighting techniques afterthe "wash" can give you expert results.The idea is that you apply a dilutedpaint, or ink, to the area, the tone ofwhich will be darker than the basiccolour it is painted. The paint will flowinto all the recesses creating the darkershaded tones you want. Some experi-mentation into colours and dilution willbe necessary to get the desired effect.

WASHING:

Once you invested a lot of time and effort into painting your miniatures it's a good ideato give them a healthy coat of varnish to protect them. Some people prefer a matt finishothers a high gloss. However if you are going to be playing with your miniatures wewould recommend that you initially varnish them with a high gloss, as this affordsgreater protection, and then if you desire spray it with matt varnish. i-Kore produce botha gloss and a matt varnish in the form of an aerosol spray. Follow the instructions on thetin and make sure you use the spray in a well-ventilated room.

VARNISHING:

CoralineBlue

LeviathanGrey

GunMetal

SynthanSilver

!���(������+�>!���,��������

LuciferBronze

Karas Gold

GunMetal

SynthanSilver

!���(������+�>!���,��������

ObsidianBlack

LeviathanGrey

Gun Metal

SynthanSilver

!���(������+�>!���,��������

ObsidianBlack

MeridianSand

GunMetal

SynthanSilver

!���(������+�>!���,��������

*�����/�������(�������� ��+ ��(�����+��

Obs.Black

GunMetal

SynthanSilver

Lev.Grey

Erg Red

NovaOrange

PrimeWhite

ViridianGreen

KoralonYellow

DirectorsJohn Robertson (Managing), John Grant & Félix GarzónSalesPaul Higginbottom, Richard Scott, John Cudworth, Craig McDowell & Tom WakefordDesignersKevin White, Peter Flannery, Nick Collier, Mike Owen, Steve Saleh & Luca BernabeiProductionCeline Leuty & Craig Leslie

General enquires:[email protected] enquires:[email protected]:www.i-kore.com

������������������John Robertson

����������������������Mark Brendan

�����Luca Bernabei�����������Kevin White

�������������Mark McNaught & Christian Weiss [CW]

��������Davidson Read Associates

������������John Grant

�� �Stuart Beel

!����� �Luca Zontini

�������������Peter Flannery, Nick Collier, Neil McKenzie & Roy Eastland

���������������Mark McNaught

�����������"�������������Bryan Stroup, Mike Jones & Chris Gilders

Black Legionary Sergeant

Commander X

Archangel

GSX 900 Viper Wing Sergeant

Tactical Araktonwith Spine Blaster�

Devi, Arakton Champion�

Assault arakton

� Grendel

Exo-Suit Sergeant

��

Aurelian

Berserker�

Standard Marines�

Assault Androsynths� CommandoSergeant�

Fenrir�

CaptainMaximillianHellgast

MajorIcharus Trask�

Gracchus & Rex

i-Kore Ltd. 85/87 Peffer Place, Edinburgh, EH16 4BB, United Kingdom. Copyright © 2000-2002 i-Kore Ltd. All Rights Reserved. Void and all Character names and the distinctive likeness(es)thereof are Trademarks of i-Kore Ltd. i-Kore is a registered trademark of i-Kore Ltd.

# 21301

For any information regarding our product lines pleasecontact your local hobby stockist or contact us directlyat the address opposite. Visit our website to find outwhat’s new at i-Kore:

www.i-kore.com

�����������

�# 21401

TM

Welcome to the Syntha Force Book for Void 1.1. Thisbook includes:

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

· Syntha army list.

· New units such as biomechs, Cyclops Grav Tanks,and the prosthene pilot Diogene Theta.

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

· Stage-by-stage painting guides, colour charts andSyntha uniform schemes.

This book is a supplement for Void 1.1 miniature battle-system. To use this book for playing Syntha armies youmust have access to a copy of the Void 1.1 rulebook.