Every caravaner knows that the quickest route between two locations is seldom a strait line. In the Badlands of Terra Nova, through the Western Desert, this is particularly true. But still the caravaner keeps moving. Chewing on the the trail dust that tastes like freedom, and knowing that resting in one place too long is paid for in blood. Introductory adventure. Characters provided.
Learn to play Heavy Gear, the exciting game of combat between tanks, supersoldiers, and 6-meter tall walking Gears! Northern and Southern Gear squads struggle for an objective in the Badlands, while CEF hovertanks and GRELs lie in wait, ready to clean up both sides. All materials are provided, rules will be taught to beginners, and prizes will be awarded to the victors!
Learn to play Heavy Gear, the exciting game of combat between tanks, supersoldiers, and 6-meter tall walking Gears! Northern and Southern Gear squads struggle for an objective in the Badlands, while CEF hovertanks and GRELs lie in wait, ready to clean up both sides. All materials are provided, rules will be taught to beginners, and prizes will be awarded to the victors!
Learn to play Heavy Gear, the exciting game of combat between tanks, supersoldiers, and 6-meter tall walking Gears! Northern and Southern Gear squads struggle for an objective in the Badlands, while CEF hovertanks and GRELs lie in wait, ready to clean up both sides. All materials are provided, rules will be taught to beginners, and prizes will be awarded to the victors!
Learn to play Heavy Gear, the exciting game of combat between tanks, supersoldiers, and 6-meter tall walking Gears! Northern and Southern Gear squads struggle for an objective in the Badlands, while CEF hovertanks and GRELs lie in wait, ready to clean up both sides. All materials are provided, rules will be taught to beginners, and prizes will be awarded to the victors!
The Twelfth day of winter, in the 1932nd Cycle of Terra Nova. Sandstorms containing corrosive white ash whip across the Badlands, destroying everything unprotected in their path. Your caravan is caught in an unexpected tempest and must deal with the locals in the only Oasis Tower in the region providing the only possible shelter. Pregenerated characters will be provided and roleplaying will be stressed. GM Dan Eveland.
The Sixth day of spring, in the 1932nd Cycle of Terra Nova. A southern Ambassadorial Caravan with a roving negotiator team is in the Badlands and in desperate need of your help.The Ashantite deputy ambassador requests your team to accompany him into the local community to open talks concerning its joining the AST. Pregenerated characters will be provided; roleplaying will be stressed. GM Dan Eveland.
The Sixth day of autumn, in the 1932nd Cycle of Terra Nova.The end of this caravan run is the home of Paxton Arms, a huge oasis tower surrounded by a 300-meter storm wall. PaxSec agents seem to be suspecting your group of being Badlands Revolutionary Front supporters. What could have given them that idea? Pregenerated characters will be provided and roleplaying will be stressed. GM Dan Eveland.
The Fortieth day of summer, in the 1932nd Cycle of Terra Nova. Within the small Badlands community of Serenity, someone has been murdered. Who would want the Council Leader Jarred Gaitan dead? Everyone seems to have loved him, could it be perhaps someone in your own caravan, or the Koreshi traders outside of town? Pregenerated characters will be provided, roleplaying will be stressed. GM Dan Eveland.