Crux Europa: Lionhearts -- Defend the Airfield! [Hex-grid Dieselpunk WWII Tactica]
Crux Europa: Lionhearts - Forum
Estimated Members Requested: 6
The Lionhearts have strived and survived across the Eastern Front of this war since early Spring, and the Eighth Motorized Rifle Regiment is rapidly approaching it's most desperate hour. Beset on the east by the blitzkrieg of the Orlon Machine State, and invaded from across the northern Valtic Channel by the crushing might of the Tyrian Empire, the Cendrian Republic's will is tested at every turn.
While resting in garrison at Savóie Airfield following the successful withdrawal from Villiers, Victor Company of the Eighth Motorized Rifles finds themselves thrust into the battle again as an Orlon aerial assault strikes with the element of surprise.
Your briefingDefend the Airfield!
Through some unknown trick, the Strategic Air Attack Warning System has been rendered useless. Our first alert was at 1425 this afternoon as Orlon strike aircraft and heavy bombers began a concentrated bombardment on the Airfield, eliminating our ability to launch fighter aircraft to retake control of the skies. Waves of paratroopers have been identified landing in the forests around Savóie: we are surrounded by infiltrators, so expect attack from every angle.
Your area of operations will be the environs around the hangars where Air Assault Brigade VCAS-16 and Victor Company of the Eighth Regiment are stationed. We need to drive the Orlon attackers away from Savoie. Expect heavy aerial bombardment and strafing runs, Orlon Fallschirmjäger elite drop troops, and possibly some sort of integrated ground attack.
You must prevent the airfield from falling into Orlon hands.
..Non Revertar Inultus.. Synopsis
Crux Europa is something a bit like
. Rather then a single controlling general however, each squad on the Cendrian side is led by a different player. Communicate your tactics effectively, and guide your soldiers through the crucible of war!
This is a
intended to replenish our troop reserves in preparation for
of the Crux Europa campaign. You will be joining current members of Victor Company, feel free to introduce yourselves at the
to begin integration with your new regimental brethren!
The following are some action shots of Crux Europa's rules in action:
Bullethazard: The Core MechanicThe Bullethazard system uses d10 dice exclusively. By far the most common rolls in the game are to determine success of shooting or melee attacks. In the unit sheets, a "Hit Rating" is a number from 1 to 9 surrounded by a square. When you attempt to perform the indicated action, roll #d10 where # is how many attacks you are granted by your chosen action. Remember to multiply die rolls by the number of surviving combat-ready members of your squad who are making the attempt. 3 Riflemen shooting rifles with Hit Ratings of 1 x |6| would each roll 1 dice, for a total of 3d10.
The result on the die indicates success or failure, with lower rolls being better. In the case of the riflemen above, any dice that rolled a 6 or under on their d10 would have scored a hit, and any who rolled a 7 or higher would have missed with their attack.
Rule 0 - Let's face it. Whether it's an inspiring speech to rally some non-combatants to your side, a tense negotiation with an enemy general or neutral party, or stopping a doomsday missile from firing by reversing the countdown, at some point you're going to want to do something that isn't covered by a rule. When this is the case, spend Actions (as seems appropriate to the activity) and roll 1d10... or, if the activity you're attempting is particularly complex or might affect multiple targets, more dice as seems appropriate. You'll need to exercise some discretion. Command will then interpret the results of your actions in the turn update! Full details of the gameplay can be found at the Crux Europa Rules Manual thread.
Our tireless Training Officers have strived to make this document the go-to resource for any question you might have about combat doctrine, field conditions, posting orders via radio transmission, and surviving your wartime experiences.
Below are the complete lists of the available units to the Cendrian armed forces. Following the visual unit cards that convey all of the vital statistics for each class of infantry and vehicle, there are a series of spoiler blocks that focus on specific rules considerations for each unit in turn. If something is confusing, feel free to ask!
[V] Cpl. ________
The Voltigeurs are the forward vanguard of the Cendrian Army’s heavy infantry, and practitioners of a pragmatic fencing style that is an offshoot of Valtic martial tradition. A Voltigeur shield-line is an unbreakable bulwark that will give even the most determined attacker pause for thought. Although Tyrian Legionnaires consider Voltigeur arms and armor crude by comparison to their own advanced designs, the natural resources of Cendria allow their military to employ bonded Ebontium composites in their equipment, a luxury that few other nations could hope to afford. The result is a superior alloy granting heavy armor with easy mobility that will not fatigue the wearer, but is nonetheless proof against many ranged infantry weapons. Similarly it forges balanced blades that will hold their razor-like cutting edge even against the hull of a main battle walker.
Block - In order to gain the Damage Reduction benefit from shield blocking, every member of the unit must spend the Action (unless they are gaining the Block for free from Running as described on their unit card). The entire squad defends in a single facing in order to gain the damage reduction effect, so be sure to declare a direction. Fusiliers
Unit Card[F] Cpl. _______
Rifles: [ ][ ][ ][ ]-[ ][ ][ ][ ]-[ ][ ][ ][ ]
Grenades: ( )-( )-( )
Rally! ( )
The heart and soul of most Volunteer infantry divisions, Fusiliers are the perfect embodiment of the core ideals of the Cendrian military. They are resourceful, spirited, and more then capable of holding back a numerically advantaged enemy through prolonged skirmishing tactics. Their principle tools are the superior range and accuracy of their finely tuned rifles. And when the circumstances call for an assault by grenade and bayonet to flush out a cautious enemy, the flexibility of Fusilier battle doctrine enables the Cendrian infantry forces to take the initiative and claim their objectives.
Rally! - Only one of the members (typically the squad leader) must spend the Half Action required to Rally. Remember that healing cannot be applied to an ally that is KIA, only those who are either Incapacitated or merely wounded. Grenadiers
Unit Card[G] Spc. ________
Launchers: [ ]-[ ]
Specialty Ammo: S: ( ) F: ( ) - S: ( ) F: ( )
SMG: ( )( )-( )( )
Cendrian battle doctrine dictates the premier importance of speed, aggressiveness, and firepower against a critical point in order to break the enemy’s lines. Whether in attack or defense, few soldiers are as well equipped to handle these tasks as the Grenadiers. Sacrificing armor for mobility and a multitude of specialist ammunition for their launchers, these bold combatants use their ability to launch indirect attacks to shatter the opponent’s will to fight.
Launcher - The AOE of the Launcher works differently to other grenades. First, if there is a unit in the targeted hex, roll an attack with a rating of  to cause 1 damage to it. Then roll an attack with a rating of  against every unit within 1 hex of the target hex, including the unit in the target hex that you just attacked (if there was one). In this way the target hex may take up to 2 damage from a single Launcher attack. Remember that the Launcher needs to be reloaded after every shot.
Specialty Ammo - Each member of the team has 1 Smoke and 1 Flare grenade. Smoke grenades obscure vision in a 1 hex AOE area where they land. For one turn, all shooting attacks through the smoke cloud suffer a [-2] Hit penalty (does not begin it’s effect until the start of the opponent’s turn). The smoke will dissipate at the end of your side’s following turn. Flare grenades may have a variety of mission-dependent uses, but are primarily helpful for lighting up areas of Fog of War on maps where vision is limited (approximately 2 hex AOE Reveal around the target hex). Be sure to declare at the time that you Reload if you are loading up a specialty grenade.
Brace for Impact - Explosive attacks are generally classified as any weapon that causes damage in an AOE pattern and is not also explicitly a “Flame” weapon. Brace for Impact’s Damage Reduction is automatic and requires no actions. Chausseurs
Unit Card[C] Cpl. _______
S.Rifle [ ][ ][ ]
Vanish! ( )
During his attempts to bring the Cendrian Fourth Volunteer Rifles to a decisive conflict in the foothills of the Cendrian border, Field Marshal Greiber of the Orlon Heavy Infantry Hunden Division is claimed to have called his elusive foes “sheer ghosts... we should perhaps have better luck if we train our weapons upon the mountain mists or the falling rain.” He spoke, of course, of the Chausseurs. These light infantry specialize in screening tactics, calling out targets for their allies, and the art of the one-shot kill. Commonly recruited from the big game hunters of the rugged frontier lands, Chausseurs are encouraged to maintain their independent streak and typically operate with very wide operational freedom, all the better to support the Cendrian Volunteers in the manner best suited to the situation.
S. Rifle - When firing the Sniper Rifle, roll a single attack dice. If the roll score a rating of  or below, the result is 1 damage. If the roll hits a rating of  or below, the result is instead a Critical Hit for 2 damage.
Spotter - You may not Spot a single unit twice. Unless you specifically declare the allied recipient of the Spot effect, the Hit bonus will simply go to the first ally to post an attack against the target this turn (even if they posted before you).
Vanish! - When you declare you are using Vanish (usually at the end of your turn after performing other actions), your current position will be replaced with a marker. At the beginning of your next turn, pick a point anywhere within 4 hexes of your Vanish! marker to reappear within, then take a full turn from that starting hex. Officier Subaltern
Unit Card[O] Lt. _________
Rifles: [ ][ ]-[ ][ ]-[ ][ ]
Medkit: ( )( )( )( )
The Officer Candidate School of the Cendrian Volunteers is unlike that of other Europan militaries. Instead of a rigid adherence to doctrine, creative thought and a pioneering spirit are cultivated very early in the careers of the Cendrian officer corps. As a result all ranks of command encourage free-thinking and resourcefulness in their subordinates, with final result at the field level by the first lieutenants and non-commissioned officers. The quick thinking of Cendrian field officers has salvaged many a desperate situation where any other military would have failed at the test of personal initiative.
Flank! - Only the Lieutenant of the squad may use this ability. Flank may only be used to grant a Movement bonus to Infantry units, not Armor. If the ally has already acted in this turn you may choose the additional hex they move to for them. An ally that Runs on their turn adds the +1 Move from Flank! AFTER they calculate their run speed based on their normal Move. The Lieutenant may choose to give the Flank movement bonus to his own squad.
First Aid - Only the Medic of the squad may use this ability. Remember that healing cannot be applied to an ally that is KIA, only those who are either Incapacitated or merely wounded. First Aid has unlimited uses.
Wounding Priority - As a mixed squad with varied abilities, wound allocation for the Officier unit works slightly differently. The first member of the squad to fall is the "Adjutant," the team member with no particular abilities beyond their Rifle (path upgrades may add unique abilities to them). After the hit that would Incapacitate or KIA the Adjutant, the next damaging hit that would Incapacitate a member will be allocated to the Lieutenant. If the next damaging hit would instead KIA a member, then the Medic will be the target.
Unit Card[L] Cpl. ________
AT Rifles: [ ][ ](1)-[ ][ ](1)
Shred Mines: ( )-( )
The military leadership of Cendria pays considerable attention to matters of infantry resistance against armored assault, considering the likelihood that their own limited armored forces may be stretched thin in the event of a two-front war of invasion. The Lanciers are the premier resistance unit, employing powerful shoulder-mounted Anti-Tank recoilless rifles and infantry-repelling mines to form an effective defensive position. The ammunition employed in the Lance is a costly and difficult-to-manufacture multi-stage round that utilizes a lightweight yet dense Ebontium core for its penetrative properties. The combined weight of this weapon system is much less then the fixed AT gun emplacements sometimes used by other armies, allowing the Lanciers to bring their firepower on the move to support a mobile defense or an attack against fortified positions with ease.
AT Rifles - You have only 1 Reload to use! Consider working alongside Engineers and Chausseurs for ammunition and accuracy to gain maximum effectiveness.
Shred Mines - Mines may not be planted more then 1 to a hex. The AOE attack occurs at the end of the round, so if enemy troopers move rapidly over the mine hex it is possible the triggering unit may avoid the blast. On the other hand, it is possible to catch multiple targets if they all end their move within AOE. Engineers
Unit Card[E] Spc. _________
E. Kits: ( )( )-( )( )-( )( )
Volcano Mines: ( )-( )-( )
Since the first time that an enterprising field mechanic resolutely continued fixing his assigned battle walker even in the midst of hostile fire, a dedicated corps of combat engineers has always been one of the defining characteristics of the Cendrian military. Despite lacking either the magi-scientific talents of Orlonni steel alchemists or the advanced machine-crafting abilities of the Tyrian Artificers, the Engineers of Cendria have always seemed able to make do with copious amounts of elbow grease and a rough-and-ready knowledge of how to bang a machine back into working shape.
In response to the difficulties experienced holding back the mighty biomechanical constructs of the Lavathian Combine in the last southern border conflict, the Engineers have taken to carrying newly-developed Volcano mines fashioned with magnetic sensor plates and a core consisting of rare earth metals and an Ebontium catalyst. When a Volcano mine is triggered a volatile chemical cocktail is injected into the Ebontium core and produces a directed energy reaction. The resulting upward geyser of superheated metal fragments is a highly effective anti-armor tool.
Engineering Kit (universal to all attached abilities) - All Engineering Kit abilities have a range of 1 Hex. Members of the team have 2 “ammunition” each for their Kits, and whenever they use an ability 1 kit is depleted. The exception to the ammo rule is Repair/Sabotage Armor, in which case a unit of “ammo” is lost only if the Hit roll to attack or repair the Armor unit was a success.
Ammo Drop! - This ability lays down an ammo cache in the targeted hex. Any allied unit other then the Engineers who dropped the ammo cache may use the Cache (
action) at any point in their movement while they are adjacent to it, gaining ONE of the following benefits to a SINGLE weapon they have based on their Reload type:
Limited Reload weapon: The member/vehicle is restored to their starting Reload value with the weapon. If they use a Reload action (1 Act) at the same time they use the Ammo Cache, they may also fully restore current loaded ammunition, otherwise the loaded magazine is unchanged. (example: AT Lance, Quad Autocannon)
Unlimited Reload weapon: The member/vehicle may use a Reload action on your primary weapon for free. If you have an option of alternative ammunition, you may only use this to load a standard shot/magazine (examples: Rifle, Grenadier Launcher)
Miscellaneous Limited Supply Weapon: For a weapon that has unusual Reload rules, can load different ammunition types, or does not use Reloads at all but still has an ammunition reserve, instead simply restore full supplies of the chosen resource (examples: Fusilier Grenades, Grenadier Specialty Ammunition, SMGs, Walker Main Gun shells [reloads all types], etc.)
Limited Use Abilities (!) that are not Weapons: Cannot be restored by the Ammo Cache.
If a fireteam of multiple members, each member may choose to use a different form of Reload. The ammo cache disappears at the end of the phase, so coordinate their usage carefully! Engineers may never use an Ammo Cache to resupply their own Engineering Kits, or to replace their Volcano Mines.
Fortifications! - In the target hex, choose 2 linked facings (such as Northeast - Northwest, or West - Southwest). Any unit (whether infantry or armored) occupying that hex now receives a double cover bonus in those directions (enemies take a [-2] Hit rating penalty when firing at them through those facings). After any turn in which at least one attack was successfully negated by the fortification, its cover save deteriorates by 1 (first to a normal cover bonus, then collapsing entirely). A damaged or even collapsed Fortification may be repaired by a Geomancer using the Mend Fortification spell.
Repair/Sabotage Armor - Make the 1x Hit rating roll in order to determine success or failure of the attempt to repair or damage the target. The Hit rating is normally the same for either result (but may be modified by Path upgrades). Only Armored vehicle targets may be attacked using Sabotage, you need to use regular Melee attacks vs. other Infantry units, even ones with a form of Damage Reduction.
Volcano Mines: Like Shred Mines, only 1 mine may be placed on a single Hex. The Volcano Mine's attack occurs as soon as an Armored unit triggers it, interrupting movement. If the vehicle survives the attack it is free to continue it's turn. Due to their extreme value and rarity, is not possible to recover Volcano Mine "ammunition" through the use of Ammo Drops.
Unit Card[M] Adpt. ________
Conquering the wild frontiers of Cendria after her founding was no easy feat, but the esoteric arts of the newly created Collegiate Magica proved amply ready to tackle the challenge and researched a new field of study, Geomancy. Decades later and it is an underappreciated and neglected art in most of Europa, leaving the nation of Cendria as one of the few to still encourage the studies of the Geomancer. The ability to mold earth and shape stone appeals to the heart of many Cendrians, who feel a deep connection with their land and it’s changing moods. Although it is only one of many career paths available to a young Collegia graduate, the Cendrian military commissions a steady supply of “Earth-casters” every year thanks to either patriotic fervor or a desire to travel and study distant lands.
Draw Sigil - Sigils can be planted on any space, regardless of the terrain. Once planted, a Sigil does not block movement over it. As the spell list should make clear, a varied assortment of Sigil locations will diversify your spell abilities.
Drain Essence - Be sure to specify exactly which Sigils you wish to drain. Any number of Sigils within the Control zone may all be drained with a single usage of the Drain Essence action... but be careful about accidentally cutting off your Control of more distant Sigils by breaking a Control chain.
Spells - Detonate Sigil: It is not possible to Drain Essence from a Sigil that is also the target of this spell from another Geomancer on the same turn. Nice try!
Spells - Mend Fortification: This spell may target the fortifications built by Engineers, returning them to full strength.
Spells - Steam Cloud, Make a Path, Raise Wall and Dig Trench: All spells with an Essence cost specified as "X Essence / Y Hexes" are limited in area size by your total available Essence. You may use fewer Hexes for the spell effect area then your Essence expenditure entitles you to if you choose. Panhard Assault Cycle
Unit Card[Pac] Bgdr. ________
Recoilless Rifle [ ][ ][ ]
Redline! - When Redline is used, it effects all of your Hit rolls taken throughout the turn, even if the Panhard took an Action prior to moving this turn. You must move at least 6 hexes when using Redline in order to benefit from the defensive bonus. Enemy Overwatch attacks that attempt to hit you this turn will take the penalty, as will shots in their following turn. Both Melee and AOE attacks are effected by the Hit penalty. Renault Battle Walker
Unit Card[Rbw] Bgdr. ________
Currently Loaded in Main Gun: ( )
Armor-Piercing Discarding Sabot [ ][ ][ ]
High Explosive Shell [ ][ ]
Main Gun - The example Data Card below is a demonstration of a Renault that begins the battle with an AP-DS shell loaded in it's main gun's breech. An HE shell may be pre-loaded prior to mission start in the same way. In order to benefit from Breech Pre-loading you must post a Data Card featuring a Loaded shell in the Main gun prior to Mission Turn 1. You may also instead choose to begin with an empty Main Gun.
exampleCurrently Loaded in Main Gun: ( AP-DS )
Armor-Piercing Discarding Sabot [X][ ][ ]
High Explosive Shell [ ][ ]
Specify your chosen shell type at the time of Reloading. If no shell type is specified, you will experience a combat stress-related Loading Mishap and end up with an empty breech mechanism. If you attempt to then fire a High Explosive or AP-DS shell before correcting yourself, both you and Command will be disappointed in the result. Hotchkiss Support Walker
Unit Card[Hsw] Bgdr. ________
Quad Autocannon [ ][ ]-(2)
Quad Autocannons: The Autocannons can be fired at both Ground and Air targets without penalty, although shots may not be split between two different kinds of target within the same firing Action. Char Heavy Siege Walker
Unit Card[Char HW] Bgdr. ________
Currently Loaded in Howitzer: ( )
High Explosive Shell [ ][ ][ ][ ]
Canister Shot [ ][ ][ ]
Unit Selection: The Char B1 is a Heavy Armor unit, and therefore costs 2 Armor slots to take. Since such vehicles are valuable commodities, maintaining a functioning B1 is important: Try not to lose the one you have, or it will become unavailable for future missions!
Howitzer: The howitzer has the same rules regarding loading shells into the breech as the main gun on the Renault. The Howitzer has the Arcing property. Any unit targeted by a Howitzer attack (regardless of which Shell type is used) receives a [-1] Cover bonus penalty, eliminating any advantages to Normal Cover and making attack against even entrenched troops in heavy fortifications easier. This property can be used against enemy Armor for an identical effect, negating normal hull-down terrain advantages.
Flak Turret: The Flak Turret is an Anti-Air weapon but may still be fired at ground targets for a [-1] Hit penalty... The fragmenting timed-fuze rounds used in the Flak turret tend to have inconsistent results against troops on the ground and vehicles. In addition, the Flak Turret has the Overwatch Bonus property indicated next to it's Range notation. Whenever a Flak Turret attack is triggered by Overwatch against enemy movement, it may take an extra attack action against the triggering target (effectively gaining a Hit rating of 4x for that attack only).
It is important to note that due to their other special rules, neither the Howitzer nor the Flak Turret have the Ballistic property. They may not be fired beyond their listed range!
VCAS-16, Two additional Aerial Units are unlocked! VCAS-16, a local Air Assault Brigade will assist the Lionhearts in repelling the surprise attack on Savoie Airfield!
Griffin Attack Wing Unit Card
[Gaw] P.O. ________
Health and Movement - Although an Aerial unit, the Griffin Wing uses Health and does not have a Turn notation. It is capable of free rotating movement like Infantry, whether flying or on the ground.
Take Wing/Lift - The entire unit must spend actions on this ability when it is used. Whenever an action is spent on this ability, the Griffin unit immediately becomes a Flying unit if it was not already. The unit cannot use this ability but elect to remain on the ground in order to try to avoid Anti-Aircraft overwatch weaponry, for example. By spending both actions on Lift, the Griffins can move up to 6 hexes per turn in aerial movement.
Power Dive - Power Dive can only be used if an eligible ground target is within Maul reach after the movement is completed. Both Griffins must spend the action. The order of events is that the Griffin unit may immediately move up to 3 hexes, then each member may perform a Maul close combat action at +1 Damage, then they lose their Flight status.
The Griffin wing loses all remaining movement it has not yet spent after making the Power Dive attack. However, if they have an action remaining after Power Dive the Griffin unit may still use Take Wing in order to gain 2 Move and become airborne again in the same turn.
Landing - If no attacks or action abilities are used in a turn, the Griffin Wing may declare themselves to be landing at the end of the phase (in the absence of Power Dive), becoming a ground unit and proceeding to Move as one. Griffins may Run up to 4 hexes when on the ground.
Frelon Transport Gunship Unit Card
[Ftg] P.O. ________
Nose Cannon [ ][ ][ ][ ]
VTOL - The Frelon is a VTOL aircraft, and therefore does not have a minimum speed. Even so unlike ground vehicles it still CANNOT move backwards... such flight patterns are far too unsafe.
Transport Capacity - The Frelon is a transport vehicle. It may carry up to friendly infantry, in any combination of fireteams (for example, a Frelon could carry two full-strength Fusilier or Voltigeur units (6 fireteam members total), in addition to two Geomancers or one Grenadier team). Incapacitated members of fireteams DO take a transport slot! 8
Hover - When the Frelon is in Flight, soldiers may NOT disembark and embark freely from it. It must spend an action to Hover, representing a close run to the ground allowing troops to climb up or down. Whenever the Hover action is used, allied infantry may use the Frelon's current hex (at the time of the Action) as an embark/disembark point. The infantry unit must have sufficient movement remaining in their turn to enter and/or leave the Frelon's hex space in order to do so. If a Frelon Hovers twice in one phase (at two different points in it's movement), then conceivably allied Infantry could embark at one Hover point and disembark at the next in the same turn.
Embarked infantry may spend actions to attack, but any shots fired from a moving gunship are unlikely to achieve more then suppressive effect. Only Ballistic attacks may be made, and take an additional [-4] Hit modifier to the roll (Melee is impossible due to the distances and cramped confines of the transport, while Indirect attacks are potentially dangerous to the transport as well as totally subject to the mercy of wind patterns and relative speeds, making them negligibly useful). Embarked infantry may spend any action abilities that could conceivably be utilized within reason while in flight. Cendrian Geomancers are incapable of casting spells and either drawing or draining Sigils while embarked!
VTOL Landing - If no attacks or abilities are used in a turn, the Frelon Gunship may declare itself to be landing at the end of the phase. It cannot move at all while landed, and must spend 1 Act in order to become Airborne again. While landed troops may embark and disembark freely. In addition, the only time that Repair or Resupply of an aircraft may take place is while it is landed. Plan carefully with your Engineers!
How to Enlist
This part is simple. Choose a squad type from the Roster of new Aerial units (directly above), or the current legacy units found in the Rules Manual. Got your chosen class in mind? Good. Click on the spoiler related to your squad. You will find a Unit Card there, it is the first few lines of text contained in the box. Copy and Paste this unit card into your reply! Insert a surname of your choosing in the "Blank" spot for the Corporal fireteam leader (or the Pilot Officer in the case of aerial units, or the Brigadier in charge of armored cavalry units).
Be prepared to carry forward your Unit Data card at all times. It is where you will indicate your experience advances, as well as be a resource tracker for ammunition and abilities spent during battle.
Be prepared for a posting rate of around once every
day if you wish to keep pace with the battle! Sometimes things may go even faster, sometimes they will be slower.
The first Recruiting thread that began this campaign can be found here
, if you have questions (especially about setting) you would be wise to begin checking there first for the answers.
The long and storied history of Victor Company can be found in the Campaign Archive, where Missions 1 through 4 rest.
Know your regimental Tradition! Read up on the Lionhearts Divisional history!
1: a puzzling or difficult problem : an unsolved question
2: an essential point requiring resolution or resolving an outcome
3: a main or central feature
They call it The Coil. A festering wound at the heart of the continent of Europa, countless generations of mankind have shed endless rivers of blood to control the raw resources that are cast into the world from the void of this abyss. To control the Coil is to control the fate of Europa. Dynasties rise and fall in time to the heartbeat of the land, and every few years the earth shudders and weeps magma as the Coil rearranges the land in every direction. Then the profiteers emerge, eager to claim resources and drink in the rewards.
The most recent eruption was nearly as long ago as the dark fate of the last nation to try to dictate the flow of Ebontium. Fifty years before the present day, the signing of the Lysian Pact ended hostilities between the Lavathian Combine and the Machine-State of Orlon and created the new nation of Cendria, the first Republic to inherit the ashes at the center of the continent following yet another catastrophic resource war.
But Cendria has flourished nonetheless, and with the timing of the Coil's next eruption long overdue the powerful nations of Europa are again focusing their gaze inward at the heart of the continent.
Last edited by CruxCommand; Jul 15 '12 at