Valkyria Chronicles
Personnel Files/Encyclopedia
Version 1.0
Last updated April 17, 2009
Copyright (c) Arthellinus ( 2009, all rights reserved.


This document, naturally, contains lots and lots of SPOILERS for the game 
Valkyria Chronicles. I recommend not going one line further unless you've 
beaten the game. If you haven't beaten it, proceed at your own risk.

 Legal Stuff

This document is for personal use only, but the majority of the document 
consists of transcripts taken directly from the PlayStation 3 title VALKYRIA 
CHRONICLES, copyright SEGA. 

As this is the case, I have no claim on these transcripts and you may feel free 
to publicly reference them in part with no objections from me. I only ask that 
should you choose to display my transcripts in some sort of commercial capacity 
(on a website page, for example), you have the courtesy to give me a shout-out 
for going through the trouble of writing this stuff up.

Granted, I probably won't do much of anything (nor mind terribly) if you don't, 
but it might be interesting for you to know that the unedited transcripts are, 
as is always the case, NOT completely free of typographical errors. They have 
been, however, proofread for this document, so I know more or less which errors 
I personally fixed in transcribing them from the game. Therefore, if I see 
these fixes retained in some public display without crediting me, I'll know... 
In addition, the formatting in which the transcripts are presented differs at 
times from that which exists in the game.

In any case, GameFAQs -- -- holds exclusively the right 
to display the original and most updated version of this document.

 Version History

  Version 1.0 (04/17/09)
- Initial full version complete. Not planning to add anything except maybe a 
  short intro with instructions on how to unlock everything and some brief 


 1. Personnel ......................................................... [00100]
    Main Characters ................................................... [MAINC]
    Gallian NPCs ...................................................... [GANPC]
    Squad 7: Shocktroopers ............................................ [S7SHO]
    Squad 7: Scouts ................................................... [S7SCO]
    Squad 7: Lancers .................................................. [S7LAN]
    Squad 7: Engineers, Snipers and Medics ............................ [S7ESM]
    Empire and Federation ............................................. [EMFED]

 2. Weaponry .......................................................... [00200]
    Rifles and Machine Guns ........................................... [RIFMG]
    Lances and Sniper Rifles .......................................... [LANSN]
    Attachments and Grenades .......................................... [ATTGR]
    Tanks ............................................................. [TANKS]

 3. Glossary .......................................................... [00300]
    Gallia ............................................................ [GALLI]
    Europan History ................................................... [EUROP]
    Culture ........................................................... [CULTU]
    Military and Military Technology .................................. [MILIT]
    The Valkyrur ...................................................... [VALKY]
    Nature ............................................................ [NATUR]
    Aeronautics ....................................................... [AERON]

 1. Personnel                                                           [00100]
MAIN CHARACTERS                                                         [MAINC]

Welkin Gunther

Lieutenant, age 22. Son of the late EW1 hero Gen. Belgen Gunther, and leader of 
Squad 7. While attending university, his focus lay in Animal Sociology. In 
secondary military education, he chose Tank Operation; at university, Officer 
Training. In addition, he earned credentials as Tank Commander.

A lover of nature since childhood, his free time was spent observing animal and 
plant life near his home. He is credited with discovering six new insect 

He is peaceful by nature. He will not, however, hesitate to defend the ones he 
loves, such as his Darcsen sister, who often faces harsh discrimination.

Over the course of the war, he has grown increasingly aware of his feelings for 
Alicia, whose friendship has become an important part of his life.


Alicia Melchiott

Sergeant, age 19. Squad 7 scout. While a team captain in the Bruhl Town Watch, 
she also worked as a live-in apprentice at the local bakery.

In light of her experience both from the town watch and her military education, 
she was appointed as a non-commissioned officer posted to Squad 7.

A country girl, she saw no shortage of physical exercise in her youth, building 
a physique with exceptional resilience to injury that's the envy of her squad. 

Born of unknown parentage and raised in an orphanage, she was unaware of her 
own heritage until a bullet wound at Naggiar woke the Valkyrian blood within 
her. Unable to accept her nature, she planned to sacrifice herself to destroy 
the Marmota, but was dissuaded by Welkin's heartfelt admission of love.


Isara Gunther

Corporal, age 16. Squad 7 tank pilot. Daughter of the late Darcsen engineer, 
Professor Theimer, she was adopted into the Gunther family as Welkin's sister. 
Taking to engineering in her father's footsteps, she elected a mechanic's path 
in secondary military education, earning several credentials before enlisting.

The consistent prejudice she faced since childhood due to her Darcsen blood has 
fostered not bitterness, but respect for the brother who stood up for her.

A natural tinkerer, her hobbies include collecting tools. The wrench set Welkin 
sent to celebrate her entrance to high school remains particularly dear to her.

Though the operation cost her her life, Squad 7 survivors report Isara's 
actions up to and following the Marberry mission as a powerful boost to squad 


Faldio Landzaat

Lieutenant, age 23. Tank commander and leader of Squad 1. An archeology student 
at the same university as Welkin, his knowledge of history is considerable. His 
secondary and university military education earned him an officer's rank and 
credentials as a tank commander. He is also trained as a staff officer.

Born a Randgrizer, he personified blithe charm and gregarious warmth. In 
Welkin's words, "every girl in campus knew him by name and by reputation."

His strong opinions concerning fashion let him to submit a redesign idea for 
the Gallian uniform. It was rejected for being "impossibly florid."

In a selfless effort to end the war and redeem his tarnished name, Faldio 
joined Imperial commander Maximilian in death aboard the exploding Marmota.


Eleanor Varrot

3rd Regiment Captain and direct superior to Welkin. She is one of the most 
feared yet respected officers in the Gallian military. Age 35, unmarried. 
Drafted during EW1, she joined Gallia's militia as a sniper, electing to remain 
in the military after the war's end. Her work ethic quickly saw her promoted.

An avid reader, her private quarters are a sea of books ranging from economic 
treatises to children's literature. One local bookshop owes her its livelihood.

During EW1, she and Largo were posted to the same squad. They were both 
decorated after one operation that saw them defeat five enemy tanks on their 

A lust for revenge for her slain love, Frederick, drove her to remain in the 
militia until, moved by Largo's words, she was able to lay her past to rest.


Largo Potter

Sergeant, age 36. Squad 7 lancer. Since his initial conscription during EW1, he 
has survived countless missions, making him the most experienced of the 7's. 
Believing that frontline experience is everything, he has consistently rejected 
all offers of promotion and continued his career as a foot soldier.

Reprimanded for the unlicensed planting of vegetables on army property, though 
the fruits of his labor earned accolades from foodies across the base.

He enlisted at the same time as Eleanor Varrot, and the two were posted in the 
same squad. Their vastly divergent views soon had them engaging in epic 

Largo's heartfelt promise to stand by Varrot and protect her for all time was 
enough to thaw her frozen heart, warped by two decades spent seeking vengeance.


Brigitte "Rosie" Stark

Corporal, age 27. Squad 7 shocktrooper. Formerly a bartender and songstress, 
she still bears the nickname "Rosie," given to her by the bar-going regulars.

Despite her education (and with it her military training) ending at a middle-
school level, experience with her town watch earned her the rank of Corporal.

Her hobbies include cards, which she picked up while working her bar job. She 
often played Faldio, winning ten games to his five.

After losing her family in an Imperial Darcsen hunt that hit her village as a 
child, she grew up blaming the Darcsens, and hated them well into adulthood.

Through her interaction with and sudden separation from Isara, Rosie was able 
to move beyond her prejudice and understand the true importance music held to 



Sergeant, age 33. He joined Squad 7 as a tank commander in charge of the 
Shamrock following the militia's liberation of Fouzen.

Born the son of a poor family of Darcsen laborers, he worked in a Fouzen 
factory from a young age, picking up a broad knowledge of machines and 

Accustomed to closing one eye to aid in making fine observations in his factory 
job, he often squints his right eye out of habit, despite his 20/20 vision.

Despite his often grim countenance, Zaka has a kind, gentle heart. Much of his 
free time in the labor camps was spent entertaining the children.

After the war's end, he dedicated his life to assisting Darcsens displaced by 
hunts. In particular, he worked with war orphans while still in the militia.

GALLIAN NPCs                                                            [GANPC]

Kreis Czherny

Private First Class, age 20. A mechanic working in the militia's R&D facility, 
his primary responsibilities included weapons maintenance and repairs.

Called to enlist while working a factory job in his hometown after middle 
school, he was initially so homesick he reports once attempting to go AWOL to 

The owner of a legendary sweet tooth, he adds three heaping tablespoons of 
sugar to his hot milk. Coworkers say he keeps chocolate hidden on him at all 

After Isara's death, he requested to be posted to Squad 7 where, newly 
appointed to the rank of Corporal, he followed in her footsteps as the 
Edelweiss's pilot. After receiving the late Isara's tools from Welkin when he 
joined the squad, Kreis has doubled his efforts to become a skilled engineer in 
her image.


Leon Schmidt

Private First Class, age 20. A member of the militia's R&D team, his chief task 
lay in the development of new weapons.

Despite entering a secondary tech school with promising grades, his 
freewheeling nature soon prompted him to withdraw and wander Gallia until the 
war broke out.

His insistence on testing everything he developed resulted in quality work and 
one instance of him accidentally driving a tank full-bore into a civilian home.

Entrusted with outfitting the Shamrock, Leon soon converted Zaka's tank into a 
reflection of his own personality: quick and flighty as a bird.

Through his work on various vehicles, he gradually became interested in
driving, and often tried his hand at the wheel of anything he could find in the 



Male porcavian, age 1. A special member of Squad 7 following a chance meeting 
in the Kloden wildwood. His rank is Private Third Class (according to Alicia).

Though small for a porcavian, he boasts impressive agility and jumping ability. 
He also appears to be intelligence enough to understand human words and 
emotions. Perhaps in an effort to mimic the other members of Squad 7, he 
trained himself through running and wrestling with Largo in between combat 

Most at home nestled into a snug space, he often attempted to borrow his way 
into Isara's shawl or Alicia's scarf, much to the ladies' displeasure.

Though porcavians are widely thought to be incapable of flight, more than one 
witness has claimed to have seen Hans fluttering about in the late-night sky.


Cordelia gi Randgriz

Current heiress to the Randgriz line of Archdukes who rule the nation. At the 
age of 16, she stands as figurehead and Gallia and scion of the Valkyrur.

The death of her parents, the former Archduke and Duchess of Gallia, left her 
heiress to the throne, though her young age has precluded her coronation as

Reported to be a bright and cheery girl while her parents lived, the 
appointment of Maurits von Borg as her regent marked an end to all outward 
shows of emotion.

An accomplished ballerina, trained since early childhood, her skill is said to 
be enough to bewitch the audience, though opportunities to witness it are rare.

Reminded of her pride and duty as ruler through her interactions with Welkin, 
she elected to turn and face her people with selfless candor and sincerity.


Maurits von Borg

Marquis, head of House Borg, and Prime Minister of Gallia. Age 68. He currently 
acts as regent to the young Princess Cordelia, handling affairs in her stead. 

An heir to a noble house with roots back to medieval times, Borg has long 
played an active role in politics, often clashing with the Archduke's 
progressive views. Upon the Archduke's demise, he led the aristocracy in a 
takeover, becoming Prime Minister. His policies since have benefited the 
nobility exclusively.

The unusual curls he sports are said to denote House Borg's master, with their 
size representing his grandeur. He keeps a team of five stylists on retainer.

As part of a plot for control of Gallia, Borg served as a spy for the Empire. 
As the wages for his treachery, Imperial commander Maximilian had Borg 


Georg von Damon

General, age 54. Born into a family with a long history of military service, he 
now commands the central Gallian force, including the militia.

He rose to his post as a commander thanks to Borg's recommendation. 
Exceptionally proud of his noble birth, he considers the commoner militiamen 
disposable. Though the success of his grandfather as a general helped him rise 
through the ranks with uncommon speed, rumors abound that he lacks the 
requisite competence.

Faldio was among the chain of up-and-coming officers Damon brought home as 
potential suitors for his daughter, but was soon rejected for his low birth.

Shortly after the fall of the citadel at Ghirlandaio, Damon fell victim to the 
massive explosion caused by Imperial general Selvaria Bles.


Martha Lipponen

Age 38. Nanny to the Gunther family like her mother before her, she helped 
raise Welkin and Isara since birth, as well as five of her own children.

A presence in the Gunther house since she herself was a child, Martha became a 
surrogate parent and source of assurance to the orphaned Welkin and Isara.

After evacuating Bruhl, she moved to the capital with her family. Concern for 
Welkin and Isara eventually drove her to take up work at the militia mess hall.


Martha's Baby

Martha's son, born inside the Edelweiss on the day Bruhl fell to the Empire. He 
is Martha's fifth child.

When asked to be the child's godfather, Welkin offered wishes that he grew as 
tall and strong as a Gallian willow, naming the child after the genus Salix. 
Martha's husband, a landscaper, planted a Gallian willow in Bruhl to 
commemorate their son's birth. Both tree and child are now growing by leaps and 


Drill Instructor

Sergeant, age 48. Chief Drill Instructor at the militia training grounds, his 
stern countenance and harsh words haunt the dreams of soldiers near and far.

During EW1, he fought on the front lines as a daredevil lancer. His impressive 
record won him recognition and the role of instructor for new recruits.

Though his quick temper and blunt nature have earned him the nickname "Ramrod," 
his full name is Calvaro Rodriguez.


Aged Gentleman

Age 52. A frequent visitor to the graves of his fallen EW1 comrades, this 
doleful gentleman has been passing his learned orders down to Welkin.

He bears a striking similarity to Roald Kankkunen, commander of Gallia's 
Armored Corps during EW1. Before his departure from the army, he was lauded as 
a hero. 

Rumor has it Kankkunen witnessed Belgen Gunther's uncanny leadership and 
stepped down as Armored Corps Commander, giving the young squad leader his post.


Belgen Gunther

Welkin's late father, widely regarded as a great hero for his contributions to 
preserving Gallia's independence during the First Europan War.

His friendship with Professor Theimer was supposedly so close that even the 
typically taciturn Gunther talked up a storm when the two were together.

He left the military to return to Bruhl after the war. There, he lived out his 
days surrounded by family and nature until disease quietly claimed his life.



Isara's biological father and a gifted Darcsen inventor who contributed much to 
furthering Gallian technology. He built the Edelweiss for his friend after EW1.

Though the owner of an uncommon talent and author of several brilliant theses, 
his Darcsen heritage prevented him from working at the major industrial firms.

He continued to innovate after the war's end until a sudden accident claimed 
his life, leaving his infant daughter, Isara, behind him.


Frederic Klein

Gallian militiaman and lover to Eleanor Varrot. He fell prisoner to the Empire 
during EW1, and was killed under torture administered by Imperial Giorgios 

As a perpetually calm intellectual type, he offered support and restraint to 
his hot-headed childhood friend, Largo.

A lover of animals, he hoped to become a veterinarian. Talk about the pet cat 
he had left behind led Frederic and Varrot to become friends and, ultimately, 


Isara Gunther

Daughter of Welkin and Alicia, named for Welkin's late sister.

Every bit Welkin's daughter, she's loved nature since birth. She once gave 
Alicia a rare grass centipede as a present. The gift literally bowled her 
mother over.

Always quick to mimic her mother, Isara is almost always seen in the matching 
uniform Alicia made her, doing her best to help out at the bakery.

SQUAD 7: SHOCKTROOPERS                                                  [S7SHO]

Alex Raymond

Squad 7 shocktrooper, age 17. His leap-before-you-look brashness and flighty, 
carefree nature have earned him the name "Bird" among his friends in the squad.

A fan of any spot with a clear view, he was known for dropping everything to 
climb tall trees he came across. Vyse's tales of the sky always captivated him.

He set out together with his new friends to find the life in the sky he'd 
dreamed of since he was a young boy. His parting words were, "I'm off to be a 
real bird!"


Kevin Abbott

Squad 7 shocktrooper, age 25. Skittish and introverted, he found interactions 
with others difficult. He seemed rather uncomfortable with his role as a 

Though he'd intended to enlist as an engineer or sniper, his inability to 
choose between them eventually saw him assigned to trooper work by default.

He took up martial arts to combat his introverted tendencies, and ultimately 
became Kevin "The Abattoir" Abbott, every kid in Gallia's favorite pro 


Coby Caird

Squad 7 shocktrooper, age 65. A foreman for a carpentry company before he 
joined the militia, his bad back is the result of an injury suffered during 

Alicia bears a strong resemblance to the daughter he lost in EW1. Seeing her is 
a constant reminder of his loss, leading him to keep his distance.

After leaving Squad 7, he began a school to train young carpenters. Years 
later, surrounded by his large family and many students, he ended his life in 


Salinas Milton

Squad 7 shocktrooper, age 24. Handsome and smooth, he was always popular with 
the ladies. A bit of a Lothario, he's made many a beautiful woman cry.

A major tank aficionado, he enlisted for a chance to see one up close. He's 
been spotted more than once in the R&D hangar past midnight, stroking the 

His love of tanks kept him in the force after the war. Though that meant more 
time spent around tanks than ever, his time around the ladies suffered 


Hannes Salinger

Squad 7 shocktrooper, age 31. Born in a richly wooded part of southern Gallia, 
he enlisted immediately upon hearing his hometown was in the path of danger.

Having grown up self-sufficient, he is strong in both body and spirit. Unused 
to wearing hot, heavy gear, he prefers to walk around barefoot and shirtless.

After saving the daughter of a well-off merchant from ruffians, he took on work 
as the family's butler. His inability to fix tea properly keeps him up at 


Mica Hawkins

Squad 7 shocktrooper, age 26. A warrior and a perfectionist, he lets even minor 
details get to him, making him tiresome company but a skillful machinist.

His excessive, almost obsessive fussing over the machines he worked on led to 
malfunction more often than not, getting him fired from more than one position.

"I Think I Can't," a self-published memoir of his failings, was a big hit 
despite its gloomy, navel-gazing nature, and sales continue to rise.


Vyse Inglebard

Squad 7 shocktrooper, age 17. Together with Aika, he roams the globe seeking 
adventure. Rumor has it he hails from a nation far removed from Europa's 

Bleak circumstances only excite him all the more, and luckily he has an iron 
will to see him through. Once he starts talking about the sky, he doesn't stop.

He left the militia for parts unknown on a new adventure. No Gallian has seen 
him ever since he boarded a ship at a sleepy quay shrouded in morning fog.



Squad 7 shocktrooper, age 20. A Darcsen, she was in hiding for fear of Imperial 
hunters until news that her love, Karl, was in danger. This drove her to 

Though unaccustomed to firearms, Karl's instruction paired with her Darcsen 
work ethic saw her skill grow in leaps and bounds within a short period of 

After the war, she returned to Fouzen as Karl's bride. When seeking playmates 
for her children, she made a point of making friends with her non-Darcsen 


Wendy Cheslock

Squad 7 shocktrooper, age 25. Tinkering with explosives filled this shut-in's 
days until an overly ambitious portion of gunpowder blew her house to bits.

She applied to be a trooper on the front lines as a way of testing out her 
bombs. Her squad mates whisper that she keeps a miniature bomb under her cap.

Post-EWII, she took work at the Gallian National Arsenal developing explosives. 
Her designs, while potent, have all been too unstable for a sane soldier to 


Edy Nelson

Squad 7 shocktrooper, age 17. As a self-proclaimed actress growing up in a tiny 
rural town, she was quite the starlet.

Though proud, she lacks coping skills. Unable to forgive anyone who draws the 
public's eye away from her, she feels a strong (and one-sided) sense of rivalry 
against Rosie, the squad's top trooper.

Upon hearing of Rosie's success singing, she tried to become an even bigger 
star, only to find she was tone-deaf. She is now training to become a real 


Aisha Neumann

Squad 7 shocktrooper, age 12. She earned secondary military training credit at 
a record age, and was permitted to enlist after expressing a strong will to 

She paired the fathomless curiosity and energy stores of a child with 
impressive physical agility and intelligence. Back home, people called her 
"Girl Genius."

Over the course of the war, she grew to feel a strong admiration for Captain 
Varrot, and began reading up on the art of war in order to follow her example.


Jane Turner

Squad 7 shocktrooper, age 27. A florist in Bruhl until the Imperial invasion 
destroyed her shop. Ever since, she has fostered a deep hatred for the Empire.

Any hesitation she may have felt on the battlefield soon gave way to feelings 
of pleasure at defeating Imperials. She began to take the front lines by 

She stayed on after the war to train new recruits with the Drill Instructor. 
Even stricter than he, soldiers now whisper the name "Sadistic Jane" with 


Dorothy Howard

Squad 7 shocktrooper, age 18. Her family ran an ironworks factory in Fouzen. 
She dreams of designing accessories made of precious metals.

Prone to extreme stage fright, her face goes scarlet when forced to speak to 
others. Her frail constitution is yet more proof of her sheltered upbringing.

Following her dream, she began a jewelry company. To avoid the need to speak to 
others directly, her business works on a custom-made, mail-order-only basis.


Nina Streiss

Squad 7 shocktrooper, age 29. Her belief that a sound body saves lives 
motivates her to train her physique daily. In nine years she hasn't missed a 
day's workout.

The heavy armor covering tanks and blast suits worn by lancers run counter to 
her philosophy of fighting with one's body alone, earning them both her 

After EWII, she left on a journey-cum-workout where she met the man of her 
dreams and married. Despite dwarfing her spouse, she continues to lift daily.

SQUAD 7: SCOUTS                                                         [S7SCO]

Musaad Mayfield

Squad 7 scout, age 43. He enlisted upon hearing news of fellow Bruhler Welkin's 
success. Haughty by nature, his words and actions often reflect his hubris.

To some extent, his pride is merited. In EW1, his skill at trench warfare 
earned him the title of hero among Gallians and "that damned mole" among his 

Leaving only the observation, "My place has only ever been on the field of 
war," he disappeared from Gallia. His current whereabouts are unknown.


Hermes Kissinger

Squad 7 scout, age 25. As a child of the open field, he dislikes cramped 
spaces. Slender and handsome, he is physically unable to not chat up any nearby 

Prone to exhaustion, he lacks endurance. Though he has no trouble finding 
dates, he is often too tired to stay out long, leading the ladies to think him 
a flake.

He began work as an action star, but one broken leg later, all offers for roles 
have ceased coming in. Presently, he is training up his endurance under Nina.


Melville Young

Squad 7 scout, age 19. Full of more pep than even he knew what to do with, he 
enlisted. Friendly and upbeat, he is quick to befriend pretty much anyone.

A lover of all types of meat, porcavians hold a particular fascination for him. 
A close friend of Ted's, the two often practiced their clown routines together.

Together with his friends, he began work as a professional clown. His naturally 
goofy persona and trademark hairstyle predictably wins laughs from all ages.


Ted Ustinov

Squad 7 scout, age 16. His greatest love was always making others laugh, and 
his clowning persisted after enlistment. He is highly allergic to most metals.

He dreams of becoming a full-time clown once the war ends. Despite countless 
attempts, he was yet to make Marina laugh even once.

After the war, he invited a group of his close friends to form a comedy troupe, 
the Dancing Bears. Their antics helped put the smiles back on Gallians' faces.



Squad 7 scout, age 35. Considerate and polite to a fault, this Darcsen 
schoolteacher rarely displays his emotions.

Known for his devotion to his wife, he enlisted to protect her and his infant 
daughter. Though a placid man, he fights ferociously to protect his loved ones.

With wife and daughter in tow, he moved to a remote part of Gallia and founded 
a school for underprivileged children.


Montley Leonard

Squad 7 scout, age 16. As a child of the great plains, he grew up around 
animals. One encounter with a longhorn stag left him deathly afraid of pointed 

Fully embracing the creed that time is money, he is incapable of sitting still. 
He has bulked up fast as a result of all the laps he has run around the base.

Hired as a deliveryman due to his fleet feet, his employers didn't realize just 
how fast he is. All the down time tempts him to run off, often making him late.


Noce Wordsworth

Squad 7 scout, age 19. Like Alicia, he worked as a team captain in the Bruhl 
Town Watch. His hobbies include writing and performing songs.

His open interest in Alicia makes him dislike Welkin quite a bit. His plan is 
to win her over with a series of ballads he wrote in praise of her beauty.

Just as he finished the last song in his Alicia compilation, he heard of her 
marriage to Welkin. Returning home, he became head of the Bruhl Town Watch.


Nancy Dufour

Squad 7 scout, age 15. Her life on the family farm led her to grow up rather 
sheltered. She often enjoyed holing up in the stables with the animals.

She makes tripping over her own two feet look easy. On the farm, she once 
dropped a basket containing a hundred fresh eggs. Her father nearly exploded.

A pioneer in the raising of longhaired mules, she had orders for their warm, 
soft wool pouring in until she left the pen gate unlocked and they wandered 


Ramona Linton

Squad 7 scout, age 18. Formerly a model for the popular "Gallian Girl" 
magazine, she lives her life devoted to fashion.

A sucker for anything trendy, she often snuck out of her room at night to visit 
the heart of the city, though low blood pressure made the mornings after rough.

She became the top model for a globally renowned designer, appearing in several 
important fashion shows. Lately, she's begun work on her own line of design.


Susie Evans

Squad 7 scout, age 19. As the daughter of a frontier tycoon, she knew precious 
little of the ways of the world, once naively paying 25dct for a single apple. 

Though a pacifist normally incapable of killing a fly, her family's honor 
forced her to enlist. Fundamentally opposed to war, she finds killing 

Despite heavy opposition from within her family, she used personal funds to 
build a shelter for those injured in the war, where she continues to work 


Freesia York

Squad 7 scout, age 18. Called "Dancer of the Sands," she roamed the desert as 
an entertainer until the Empire's attack killed business, driving her to enlist.

Having lost her parents at an early age, she grew up footloose and fancy free. 
As a result, she is unused to other people counting on her, which she finds 

When a wealthy merchant offered to marry her, she replied that she would never 
be tied down to any man. She has continued life as a traveling dancer ever 


Juno Coren

Squad 7, age 22. A classmate of Welkin's at university, she possesses both 
brains and beauty in spades, making her the object of many a boy's desires.

Her feelings for Welkin once overflowed into a heartfelt letter, but her pride 
has kept her from ever delivering it.

Juno returned to school to continue her studies in microbiology. She eventually 
discovered a microbe with medical uses, naming it after a certain EWII hero.


Cherry Stijnen

Squad 7 scout, age 16. Trends and pretty boys form the center of her world, 
with "Gallian Girl" weekly her preferred fix for top-notch photos of both.

Her enlistment was motivated by a strong attraction to the big city. There, she 
found Rosie, whose freewheeling attitude and city-girl cool inspired her.

She returned home where, at only 17, she married and gave birth to a child. She 
divorced soon after, and now spends her days devoted to raising her daughter.


Aika Thompson

Squad 7 scout, age 17. Childhood friend and co-conspirator with Vyse, she came 
with him from a far-off land half for adventure and half to keep him in line.

Adversity only makes her stronger as she turns any problem around to 
resolution. The only two things that can stop this vibrant girl are ghosts and 

She left Gallia for places unknown on a new adventure for untold treasures, 
with the new comrades she'd found in Squad 7 there at her side.

SQUAD 7: LANCERS                                                        [S7LAN]

Jann Walker

Squad 7 lancer, age 27. Muscles send him to the moon, whether they be his own 
or those of the other gents in the squad. His little sneezes are just adorable.

A mother hen by nature, he worked as a babysitter before enlisting. Since then, 
he's busted himself preparing meals and baking treats for his crush, Largo.

Trading a blast suit for an apron, Jann founded a kindergarten in his hometown 
where he devoted his life to the local kids as their beloved "Uncle J."


Nils Daerden

Squad 7 lancer, age 29. A denizen of the capital city's seedy underbelly, his 
was a solitary life. He remained undefeated through countless turf wars.

Burly, rugged and stoic, he's had more than a few ladies approach him, but none 
have yet managed to sway him from his lone wolf ways.

A long chain of turf battles ultimately saw him reigning at the peak of 
Gallia's underworld, enforcing his own code of honor in concert with the 


Theold Bohr

Squad 7 lancer, age 18. An impoverished childhood has driven home the 
importance of wealth for him, driving him to seek fame and fortune as a war 

Born in an isolated village, he bears a strong hatred for Darcsen "heretics." 
Weak to the strong, but strong to the weak, he enjoys tormenting Kevin.

Meeting a woman of truly noble character and experiencing real love for the 
first time profoundly changed him, as few who knew him before would believe 


Walter Nash

Squad 7 lancer, age 33. Contrary to his gruff looks, his hobbies include 
cooking and tending his garden. He often joins Alicia in baking bread on his 
days off.

Prone to wild mood swings, his self-confidence can come and go at a moment's 
notice. Because cooking helps calm him, he hopes to open a restaurant one day.

After opening his dream restaurant back home, he was shocked to find that his 
grisly countenance kept the customers at bay. He still isn't quite over it yet.


Hector Calvey

Squad 7 lancer, age 25. The former head of the local watch in his home village, 
he showed a natural leadership that won the respect of all his soldiers.

People still speak of the time he routed an Imperial team with only a handful 
of soldiers at his side. He dreams of starting a shipping company one day.

He began Gallia's first major shipping company, which rose to be the top name 
in deliveries, a success rumored to come from his popularity among housewives.


Audrey Heitinga

Squad 7 lancer, age 17. After hearing of Welkin's exploits, she traveled to the 
capital with stars in her eyes. She has a tendency to get swept up in trends.

She has a knack for making friends with others and being prepared for anything.

Few know her svelte form is capable of crushing a watermelon single-handedly. 
Her brute strength later saw her hired as bodyguard to a popular actor. 
Shortly, after saving his life from an attack, she was promoted to the role of 


Rosina Selden

Squad 7 lancer, age 24. A sort of older sister figure to many 7's, her 
teammates affectionately call her "Lady Rose." 

She enjoys working out when off-duty. With "must have muscle" as her personal 
mantra, she views the generally slender Darcsen race as inferior.

Back home, she founded a fitness center. The set of novel bodybuilding 
techniques she developed there earned her the title of "Princess of the Muscle 


Yoko Martens

Squad 7 lancer, age 37. She ran a well-loved Randgriz eatery until donating all 
the food in her larder to refugees one day and joining the militia.

Largo's resemblance to her ex-husband causes her to avoid him as she searches 
elsewhere for a man to act as a father to her one son.

The war's end saw the reopening of her shop, where she later met and married a 
regular ten years her junior and bore twins. The whole family now helps cook.


Elysse Moore

Squad 7 lancer, age 17. She was raised by her father, a fencing instructor to 
the nobility, who recommended she enlist as a way to harden her psyche.

Generally laid-back, it often takes her a while to build up steam. Once she 
gets going, however, she has the tenacity and staying power to master nearly 

Granted a post in Princess Cordelia's Royal Guard in light of her successes on 
the battle field in EWII, she now spends her days guarding Castle Randgriz.

SQUAD 7: ENGINEERS, SNIPERS & MEDICS                                    [S7ESM]

Knute Jung

Squad 7 engineer, age 38. An unwavering believer in money over all things, he 
joined up with Squad 7 after deciding Welkin smelled like a gold mine.

A discerning eye for profit and abundant luck has seen him through life thus 
far. When enlisting, he chose engineer as duty as a way to control the supply 

After opening Gallia's first casino in downtown Randgriz to wild profit, he set 
off for the Federation in search of new sources of capital.


Herbert Nielsen

Squad 7 engineer, age 18. Born in an arid region where the weather dictates 
one's day, he grew to avoid any energy expenditures he possibly could.

Utterly capricious, he refuses to lift a finger when unmotivated. He began 
riding horseback to save himself the effort of walking, and has become quite 

Though a completely accidental discovery of a ragnite lode made him an 
overnight millionaire, he couldn't be bothered to spend it, so he gave it to 
his brother.


Karl Landzaat

Squad 7 engineer, age 23. He worked at a Fouzen ironworks until the incursion 
of the Imperial Darcsen hunters drove him to evacuate to the capital.

Meek to the point of being paralyzed in the face of danger, he nevertheless 
chooses to join the militia in hopes of a peaceful future with his lover.

After marrying his Darcsen lover, Lynn, the two have had many children and are 
in the process of living happily ever after.


Homer Peron

Squad 7 engineer, age 15. A sensitive soul dwells within the angelic exterior 
of this young boy who volunteered for service despite his frail constitution.

Pain and misfortune yield blissful joy for this twisted cherub, a trait that 
likely explains his choice to join the war effort.

He remained in the militia, ignoring the concerns of those around him. His 
grace while cutting across the field, smile on his face, has been likened to a 


Dallas Wyatt

Squad 7 engineer, age 15. As the product of a girls' school for the well off, 
she dreams of a life surrounded by flowers and shuns the unrefined company of 

Quick to develop crushes on the strong women around her, she soon fell hard for 
Alicia, whom she proceeded to follow around like a puppy dog.

Though news of Alicia's marriage struck her hard, she soon awoke to a newfound 
appreciation for Rosie's untamed allure and began following her around instead.


Ramsey Clement

Squad 7 engineer, age 21. Her love for tinkering with machines saw her enroll 
in a technical university. There, she began work on developing new weapons.

Often careless, the machines she works on have a tendency to break down easily. 
She set out to create a firearm that required no maintenance, but got bored.

She took a cushy job at a major weapons firm, but one too many malfunctions got 
her fired. Since then, she's been back to work on maintenance-free weaponry.



Squad 7 engineer, age 25. A Darcsen with a strong sense of responsibility and 
the wherewithal to fulfill it. She holds a master's degree in literature.

She is fiercely protective not only of her fellow Darcsens, but of anyone whom 
she has recognized as a friend, readily risking danger to keep them safe.

She is now hard at work penning a novel, a longtime dream of hers. Her first 
book is a tale of epic romance sure to warm the hearts of ladies across Europa.


Claudia Mann

Squad 7 engineer, age 19. Her life as a homebody ended when a stray tank shell 
demolished her house. She now fights to win back that peaceful existence.

Naturally cursed with terrible luck, she found nothing but trouble any time she 
left home. She tried never leaving, but soon lost even that safe haven.

Feeling a strong calling to help others, she decided to become a nurse, though 
accidents and natural disasters kept her from reaching the exam multiple times.


Emile Bielert

Squad 7 sniper, age 15. He cut short his stay at a rural sanitarium after 
hearing that his brother was in danger. Despite his failing health, he 

Though he trusts his brother implicitly, he feels guilty for being a burden in 
constant need of care. His greatest wish is to be of help to Oscar.

He returned to rest in the country while helping his brother study to become a 
doctor. The watercolors he paints on the side hang in galleries across 


Oscar Bielert

Squad 7 sniper, age 15. He enlisted in order to keep his sickly younger brother 
safe. The scar on his forehead tells of a childhood attempt to do the same.

He tries to play the strong big brother to Emile, but he's actually quite 
timid. Terrified of thunder and mice, he always keeps his distance from the 

Deciding to become a doctor in order to cure his brother, he began studying at 
a furious pace. Thoughts of practicing surgery on real people have him spooked.


Cezary Regard

Squad 7 sniper, age 23. Always looking out for number one, he elected to become 
a sniper in order to keep himself safely removed from the front lines.

His home is a small village in Barious. Out of pure boredom, he once tried to 
scale some nearby ruins as a child and fell. He has feared heights ever since.

While climbing a tree to capture a rare bird rumored to sell for thousands, he 
fell again. The head trauma erased both his memory and his cynical personality.


Marina Wulfstan

Squad 7 sniper, age 24. An aloof beauty, she keeps all others at a distance. 
Her father, a skilled hunter, trained her in the art of marksmanship from 

Despising other people interfering with her life above all else, she prefers to 
be alone. Though a single glare can send him packing, Ted still tries to chat.

Following her father's footsteps, she became a hunter famed for never letting 
her prey escape. She now lives with a fox she found injured in the mountains.


Catherine O'Hara

Squad 7 sniper, age 35. An EW1 veteran, she didn't hesitate to enlist again to 
fight for her people. She holds the bond of friendship above all else.

Ever since an ammo shortage left her to helplessly watch an ally get killed, 
she has felt extremely anxious without a loaded weapon close at hand.

Tired of the ceaseless fighting of man, she chose a hermit's life deep in the 
mountains. She passes her days in peace, wishing for an end to war everywhere.



Squad 7 medic, age 17. Responsible for securing and treating Squad 7's wounded, 
she is well-loved for her gentle touch and selfless dedication.

Actually a set of triplets named Mina, Gina and Fina, all of whom are currently 
militia medics. They are often seen socializing with Vyse and Aika.

Stating that there were countless people the world over who needed their help, 
the triplets departed Gallia together with their newfound friends.

EMPIRE AND FEDERATION                                                   [EMFED]


General, age 29. Imperial prince and commander of the Empire's invasion of 

Said to grant opportunities to talented subordinates regardless of social rank, 
he is also known to ruthlessly dispose of anyone useless to his purposes.

Though born as the crown prince, his mother's low station precluded his rise to 
legitimacy within the court, and he was relegated to prince status.

His habit of carrying a knife for self-protection grew into a rich collection. 
His private quarters now hold a display of hundreds of ornamental blades.

Maximilian's ambitions for dominion over all of Europa and revenge against the 
Empire died along with him, swallowed in the flames of the falling Marmota.


Selvaria Bles

Brigadier General, age 22. Member of the Triumviri under Maximilian's direct 
command and a leader of the Empire's invasion of Gallia.

Undefeated since she began work as one of Maximilian's commanders, her forays 
into the nations around the Empire have struck with the force of a tidal wave.

After being identified as a Valkyria in her early childhood, she was held at an 
Imperial research facility and used in a test subject in their experiments.

Selvaria enjoyed cooking as a meditative exercise, and strove to recapture the 
taste of her mother's cooking that lingered within her memories.

Bested at Ghirlandaio, she sacrificed herself to call forth the Valkyria's 
final flame, completely eradicating the citadel with her.


Radi Jaeger

Major General, age 36. Member of the Triumviri under Maximilian's direct 
command and a leader of the Empire's invasion of Gallia.

Previously a general for his homeland, the kingdom of Fhirald, until it was 
lost in an Imperial invasion in EW1, to which he himself also fell prisoner. 
Freed by Maximilian, he agreed to lend the young commander his keen eye for 
strategy in exchange for a promise that Fhirald would be restored its autonomy.

Decisive and level-headed, he ascribes to a knightly code of honor that has him 
show respect even to his foes. He often faces Gregor across the chessboard.

He disappeared into the flames after the Gallian militia breached his defenses 
at the Great Vasel Bridge, never to be seen or heard from again.


Berthold Gregor

Major General, age 51. Member of the Triumviri under Maximilian's direct 
command and a leader of the Empire's invasion of Gallia.

Born into the rank of count in a family with close ties to the Imperial court, 
he worships the emperor, dedicating his life to uniting Europa under his rule.

A specialist in shock-and-awe tactics, he uses superior numbers to annihilate 
the opposition. His leg was injured by Jaeger during the Fhirald invasion.

An avid equestrian, he frequently went on long rides before his injury. One of 
the stallions in his manor's stables has been called the Empire's finest horse.

The conclusion of the battle to liberate Fouzen saw the Gallian militia drop 
the Equus, an Imperial armored train, into a chasm with Gregor aboard it.


Giorgios Geld

Captain, age 43. Though his unparalleled cruelty often disgusted even his 
peers, his undeniable results soon saw him rise to command his own Imperial 

A sadist to the core, he experienced a euphoric high when inflicting pain upon 
others, a habit that only intensified as he obtained increasing authority.

His torture of prisoners, including civilians, ultimately provoked the ire of 
Imperial commander Maximilian, who promptly ordered him executed.



Jean Townshend, diplomat to the Federation's Foreign Ministry, age 45. 
Appointed to lead the diplomatic mission to gallia at an uncommonly young age, 
Cordelia's kidnapping was decided upon in secret by the Federation's high 
council and enacted by Townshend and a cadre of elite operatives.

Though his affable demeanor suggested a temperate personality, reports describe 
him as a perfectionist willing to take any means necessary to achieve his aims.

 2. Weaponry                                                            [00200]
RIFLES AND MACHINE GUNS                                                 [RIFMG]


Type: Military Rifle
Length: 869mm
Barrel Length: 432mm
Caliber: 7.92mm
Clip Size: 5 shots
Weight: 3680g

A standard rifle developed by Gallia's only arms manufacturer, the National 
Arsenal. Created during EW1, it was issued to Gallian soldiers and saw use in 
combat before the war's end.

By minimizing changes made to the action of existing models, developers were 
able to save time in realizing their design while also allowing for a wider 
range of uses through further customization.

Its name came from its status as the first domestically designed rifle in the 
nation's history.



Type: Military Rifle
Length: 997mm
Barrel Length: 560mm
Caliber: 7.92mm
Clip Size: 5 shots
Weight: 4620g

Designed to add stopping power to the Gallian's adaptable base, the Gallian-A 
also uses a water-based cooling system within the action to ensure smooth rapid 
fire, uncommon in standard rifles.

The experimental system worked better than even its designers had expected, 
also enhancing firing accuracy.

The stock and other parts are identical to those used in the Gallian.



Type: Military Rifle
Length: 1049mm
Barrel Length: 613mm
Caliber: 7.92mm
Clip Size: 5 shots
Weight: 4210g

Firing accuracy was the focal point when developers created this daughter to 
the original Gallians. Its construction is 90% identical to that of its parent.

Each part was farmed out to craftsmen specializing in various fields, combining 
to create a finely-tuned gun.

The barrel was also extended to an unusually extreme length to ensure a stable 
firing trajectory.



Type: Military Rifle
Length: 1035mm
Barrel Length: 600mm
Caliber: 7.92mm
Clip Size: 5 shots
Weight: 4400g

The Gallian underwent a major overhaul to enable the firing of specialty rounds 
for the Gallian-X.

Those rounds unfortunately deliver a substantial shock to the entire gun body 
when fired, requiring reinforcement not just of the barrel, but the entire gun.

As a result, the Gallian-X's gunstock was crafted from Kloden dark walnut, an 
exceptionally dense and resilient wood.


ZM Kar

Type: Military Rifle
Length: 851mm
Barrel Length: 424mm
Caliber: 7.62mm
Clip Size: 5 shots
Weight: 4320g

Crafted by the Empire's top arms maker, Zechmeister (ZM Corp), this rifle is 
one of the factors that enabled the Imperial armies to sweep across Europa.

Substantially lighter than conventional rifles, the ZM Kar greatly improved 
unit mobility and won the thanks of those forced to carry them on their march.

Its distinctive axe shape earned it the nickname "Francisca" among its users.


ZM Kar B

Type: Military Rifle
Length: 1045mm
Barrel Length: 618mm
Caliber: 7.62mm
Clip Size: 5 shots
Weight: 4730g

A literal extension of the ZM Kar, this model features a longer barrel and a 
higher muzzle velocity.

Thanks to a shock-absorbing buffer added between the action and the barrel, the 
user experienced substantially less recoil, which in turn led to better 

Further adjustments to the construction allowed for the use of specialized 
rounds as well.



Type: Military Rifle
Length: 1477mm
Barrel Length: 1037mm
Caliber: 7.62mm
Clip Size: 20 shots
Weight: 13.5kg

A specialty gun crafted by an arsenal under the Emperor's direct command and in 
conjunction with ZM Corp, it marries the accuracy of a sniper rifle with the 
power of a heavy machine gun.

Its muzzle-dampening system and drum-shaped magazine together yield a fearsome, 
rapid-fire performance.

Quite rare, Selvaria Bles was the only member of the Gallian invasion force to 
possess one. Named "Glory," this weapon was granted to her directly for 
Maximilian as a reward for her service.



Type: Military Machine Gun
Length: 661mm
Barrel Length: 335mm
Caliber: 9mm
Clip Size: 20 shots
Weight: 3540g

EW1 saw a variety of firearms developed to suit a broad spectrum of needs. 
Among them, the machine gun's stopping power made it exceptionally popular, 
among arms masters, both within Gallia and abroad.

Though models of all shapes and sizes saw use in combat, the Mags machine gunw 
as especially prized on the front lines for its portability.

Excelling in rapid-fire speed and ease, it exhibited unparalleled performance 
in the close quarters of trench and urban operations.


Mags MXX

Type: Military Machine Gun
Length: 992mm
Barrel Length: 459mm
Caliber: 9mm
Clip Size: 20 shots
Weight: 4830g

An elongated barrel gave this model even greater rapid-fire capabilities than 
the original. Between the noticeable change in size and performance, this 
series was given two-digit model numbers.

A water-cooled system and fully retooled action yielded smoother firing, and 
made chambering and shell ejection failures a thing of the past.

For soldiers on the front lines, those little mishaps could easily spell death. 
This series allowed them to fight with one less thing to worry about.



Type: Military Machine Gun
Length: 990mm
Barrel Length: 459mm
Caliber: 9mm
Clip Size: 15 shots
Weight: 4310g

Developed as a powered-up version of the Mags line, the MAJ-X's initial designs 
called for it to fire reinforced shells, which caused too much of a strain on 
the gun's body to maintain its durability.

Instead, the weapon's makers crafted special bullets that caused secondary 
damage to the target upon impact. Though this succeeded in increasing damage, 
the new rounds were prone to jams while chambering, a problem ultimately solved 
by limiting the number of rounds held in the firearm's magazine.



Type: Military Machine Gun
Length: 1014mm
Barrel Length: 492mm
Caliber: 9mm
Clip Size: 25 shots
Weight: 3720g

A thorough redesign from the ground up gave birth to this vastly improved gun.

Countless variants on the Mags existed, but the base was fast approaching its 
limitations. The key to progress was a loading device invented by Professor 
Theimer for use in tank machine guns. Built around that device, the T-MAG saw a 
large magazine and vast improvements in clip size and firing speed.

The "T" in the line's name was added in deference to the professor who made its 
creation possible.



Type: Military Machine Gun
Length: 673mm
Barrel Length: 315mm
Caliber: 9 mm
Clip Size: 20 shots
Weight: 3630g

The ZM MP boasts a degree of refinement so high it was lauded as Zechmeister's 
ultimate masterpiece.

Excelling in firepower, accuracy and portability, it represents the pinnacle of 
everything required of a machine gun.

Further sweetening the deal is the high concentration of pressed parts, easily 
manufactured at low cost.

With these guns in hand, Imperial forces crossed Europa unchecked by the 
Federation and other nations.



Type: Military Machine Gun
Length: 966mm
Barrel Length: 485mm
Caliber: 9mm
Clip Size: 20 shots
Weight: 3880g

This remodeled ZM MP boasts a modified barrel allowing for the use of specialty 
rounds without any loss in performance.

Its construction remains 90% true to the original, meaning that the existing 
pool of mass-produced MPs could be converted into their B-series cousins by 
swapping out a few simple parts.

Despite being introduced relatively late in the war, this line of firearms saw 
a considerable amount of use in the field.

LANCES AND SNIPER RIFLES                                                [LANSN]


Type: Anti-Tank Lance
Length: 2874mm
Barrel Length: --
Caliber: 122mm, 1 shot
Weight: 16.2 kg

Gallia's most common anti-tank lance, developed as a way to allow foot soldiers 
to combat tanks unassisted.

An armor-penetrating warhead is loaded into the lance's tip, then fired at the 
target, detonating on impact.

Though its power and effectiveness is indisputable, its considerable weight 
impedes the mobility of the user.

The weapon draws its name from its use as a LANCe-shaped Anti-Armor device.



Type: Anti-Tank Lance
Length: 3225mm
Barrel Length: ---
Caliber: 141mm, 1 shot
Weight: 18.1kg

The use of a reinforced warhead core contact mechanism yielded gains in both 
stopping power and trajectory stability in this redesign of the Lancaar model.

Wing stabilizers derived from Professor Theimer's work vastly reduced 
projectile drift, an issue that had forced users of the original series to fire 
from point-blank range. A greater effective range meant users could keep a safe 
distance, greatly improving their survival rate.

Its effectiveness against Imperial tanks had soldiers calling it "The Tamer."



Type: Anti-Tank Lance
Length: 2806mm
Barrel Length: ---
Caliber: 136mm, 1 shot
Weight: 13.5kg

Developed as an anti-tank lance variant for anti-personnel use, the Lancaar SH 
uses a mortar-like warhead packed with explosives. Its power, blast radius and 
effective range all surpass that of a traditional hand grenade.

As an anti-personnel weapon, portability was a top priority. The launcher saw a 
substantial slimming down, making the SH the lightest AT lance so far.

That said, it still hardly outweighs a normal firearm, meaning only those used 
to carry lances can likely wield it.



Type: Anti-Tank Lance
Length: 3366mm
Barrel Length: ---
Caliber: 105mm, 1 shot
Weight: 18.8kg

This weapon could rightfully be called the grandfather of all anti-tank lances, 
developed by Von Bismark (VB) under the direction of founder Adolf von Bismark, 
a leader in explosives research.

As the first major power to realize the tank's battle potential, the Empire was 
also active in developing the means for combating enemy tanks.

The designation "PL" comes from the term "Panzer Lance."



Type: Military Sniper Rifle
Length: 1073mm
Barrel Length: 585mm
Caliber: 7.92mm
Clip Size: 1 shot
Weight: 3970g

The GSR sniper rifle has its origins in a rifle made for use on horseback, 
built with all the know-how amassed during the Gallian-S's development. Its 
defining feature is a variable zoom sniper scope.

Built in an era of semi-automatic hand guns, the fully manual bolt action GSR 
was half obsolete by the time it hit the production lines. But its exceptional 
firing accuracy and brilliantly made safety saw it continue to see use until 
the very end of EW1.



Type: Military Sniper Rifle
Length: 1243mm
Barrel Length: 800mm
Caliber: 7.92mm
Clip Size: 1 shot
Weight: 4220g

Unlike the GSR, built with the Gallian-S as its base, the Brondel was an 
entirely unique design.

Its barrel and action were strengthened, and it was capable of firing 
reinforced rounds, but recoil issues led to a drop in firing accuracy.

This model is also notable for the metal jacket covering its barrel, added both 
as reinforcement and to dissipate heat.

It was named for Bernhardt M. Brondel, head of the Gallian National Arsenal.



Type: Military Sniper Rifle
Length: 1243mm
Barrel Length: 810mm
Caliber: 7.92mm
Clip Size: 1 shot
Weight: 3860g

By modifying and extending the barrel of the GSR, developers were able to 
achieve a much steadier bullet trajectory, while modifications made to the 
action itself further improved firing accuracy.

Improving the gun's serviceability was also a priority, informed by real combat 
experience. All units were shipped with a cleaning rod and maintenance kit 
stored in the gunstock, meaning tools were never far from reach.

In function and reliability, this line universally outperformed the original.


Brondel X

Type: Military Sniper Rifle
Length: 1264mm
Barrel Length: 802mm
Caliber: 7.92mm
Clip Size: 1 shot
Weight: 4430g

Alterations to the Brondel's percussion enabled this model to fire specialty 
rounds. It also featured a redesigned barrel and a far sturdier action than its 
predecessor's. Though the additional weight of these upgrades posed several 
issues, its makers were largely able to resolve them before it saw production.

Though its considerable weight at the testing phase gave it the unfortunate 
reputation for being unusable in combat, a lightened stock and pared-down 
barrel ultimately made its weight only slightly greater than that of the 
original line.



Type: Military Sniper Rifle
Length: 1065mm
Barrel Length: 502mm
Caliber: 7.62mm
Clip Size: 1 shot
Weight: 3580g

The ZM SG based on an infantry gun carried by many of the Empire's soldiers 
during EW1, particularly noted for its firing accuracy. The SG also featured a 
Rudolf Co. variable small arms scope.

Lauded for its accuracy and uncommonly shock-resistant barrel, it first saw use 
with the Empire's mountain ranger units.

Though the ZM SG's design allowed for a bayonet to be affixed under the muzzle, 
there are very few instances of it being used during the Second Europan War.



Type: Military Sniper Rifle
Length: 1260mm
Barrel Length: 797mm
Caliber: 7.62mm
Clip Size: 1 shot
Weight: 3780g

This rifle's action was redesigned to enable the use of specialty rounds.

In order to suppress the negative effect of recoil on firing accuracy, the 
front grip was outfitted with an adjustable counterweight allowing ours to 
manually alter the gun's center of balance.

This line's increased complexity meant a rise in malfunction frequency, 
however, and both the quantity of units produced and the use it saw in actual 
combat were limited.

ATTACHMENTS AND GRENADES                                                [ATTGR]

Randgrizer M

Type: Rifle Grenade
Length: 220mm
Barrel Length: ---
Caliber: 24mm, 1 shot
Weight: 422g

A launching device developed as a way to propel hand grenades greater 

Early designs that had grenades loaded directly into the gun's muzzle prevented 
conventional firing, and the recoil from the grenades often bent the barrel. 
The solution came in the form of this underbarrel type, which allowed users to 
fire the rifle and grenade independently.

Built to be the crowning glory of the Gallian-type rifles it affixed to, these 
grenades were named after Gallia's capital.



Type: Rifle Grenade
Length: 210mm
Barrel Length: ---
Caliber: 20mm, 1 shot
Weight: 410g

Developed in the Empire based on combat data from EW1, this widely used grenade 
launcher fit under the muzzles of most Imperial-issue rifles.

Replacing the grenade's handle with a shell casing and launching it meant one 
less item for field units to carry, and they saw considerable use both against 
personnel and lightly armored vehicle targets.



Type: Military Flamethrower
Length: 430mm
Barrel Length: 395mm
Caliber: 21mm, 1 shot
Weight: 3320g

These weapons emit an intense blaze by igniting a spray of atomized ragnite, 
and were designed as an attachment to an existing machine gun. Each unit has a 
liquid ragnite atomizer and a spring-valve reagent spray emitter to ignite it. 
For the sake of convenience, it uses replaceable pressurized fuel cells.

What it lacks in duration, range and stopping power, it easily makes up for in 
psychological shock value.

It takes its name from the nickname its designer gave it, the "Flame Flail."



Type: Military Flamethrower
Length: 557mm
Barrel Length: 458mm
Caliber: 21mm, 1 shot
Weight: 3730g

A more lethal version of the FF, the FoG emits a toxic gas byproduct made 
during ragnite combustion for added damage. The unit's greater size reduced its 
ease of portability, and the enlarged muzzle meant a greater strain on the 
wielder when in use. While its ability to emit a large quantity of flame made 
it useful against trenches and bunkers, that also led to units armed with 
flamethrowers becoming more frequent targets.

Named for the "Flames of Gehenna," its putrid fire made the passing of many a 
life a very painful endeavor.



Type: Military Flamethrower
Length: 275mm
Barrel Length: 248mm
Caliber: 13mm, 1 shot
Weight: 2830g

This flamethrower attachment was created specifically to combat enemies hidden 
in trenches and concrete bunkers.

Though flamethrowers did exist in EW1, they all took the form of back-mounted 
ragnite tanks. This form made long-term orientation difficult and required the 
user to stand, making them an easy target for enemy fire.

Machine gun-mounted pressurized fuel cells alleviated these issues, allowing 
users to engage in normal firearm combat until a need for the flamethrower 



Type: Military Flamethrower
Length: 354mm
Barrel Length: 300mm
Caliber: 13mm, 1 shot
Weight: 3150g

The successor to the VB FW. Because of its comparatively simple construction, 
little about the attachment was changed.

The greatest difference lay in the level of refinement in the ragnite atomizing 
unit and the purity of the fuel itself, which was modified to exhibit a 
stronger reaction to the igniting agent while simultaneously producing a 
noxious gas.


B-Type Grenade

Type: Hand Grenade
Length: 300mm
Diameter: 80mm
Payload: 422g
Weight: 720g

A wooden handle extends from this simple can-type explosive, made from a 
powdered ragnite mix that emits a characteristic blue glow upon detonation.

It uses a friction-based fuse system in which the user first removes the safety 
cap at the handle's end, then pulls the internal ripcord to spark the fuse.

Because the bomb detonates a few seconds after the fuse is ignited, requiring 
the user to swiftly throw it then seek cover from the blast, its operation 
requires some degree of safety training.



Type: Hand Grenade
Length: 286mm
Diameter: 71mm
Payload: 363g
Weight: 680g

Similar in basic construction to those used elsewhere, this friction-fuse hand 
grenade is the official standard within the Imperial army.

Though the time delay until detonation can be adjusted via the dial or screw on 
the side of the device, most users were hesitant to deviate from the timing 
that had been drilled into them in training.

TANKS                                                                   [TANKS]


Length: 6.64m
Width: 3.43m
Height: 2.65m
Weight: 32t
Top Speed: 60km/h
Power: 800hp/2800rpm
Arms: Theimer 40/88mm KwK cannon
      Theimer 12.7mm tank machine gun

Designed and constructed by Isara's late father, Theimer, this tank's 360-
degree rotating turret, fully automated loading system and other innovations 
completely revolutionized tank technology. Built to be operated by two, Welkin 
mans the guns and issues commands to Isara, in control of both the wheel and 
wireless radio.

Despite its age, it was among the first to use angled plating and other 
emergent concepts, yielding high performance from an early test age. Its high 
cost was all that precluded its mass production.



Length: 4.97m
Width: 2.55m
Height: 2.39m
Weight: 11.2t
Top Speed: 50km/h
Power: 200hp/2800rpm
Arms: Breda 24/75mm PaK mk.II cannon
      Erma 7.92mm tank machine gun

Based on standard Gallian designs, this model used parts seized from Imperial 
tanks to enhance its armor plating and improve power output.

Thanks to modifications by tank captain and engineer Zaka and the Shamrock's 
mechanic, Leon, the main turret can be fitted with a cannon, flamethrower or 
machine gun at will to meet the needs of the mission at hand.

The tank is painted with a traditional Darcsen pattern, Zaka's personal touch.



Length: 8.47m
Width: 3.62m
Height: 3.66m
Weight: 53t
Top Speed: 45km/h
Power: 850hp/3000rpm
Arms: Mustela D-25T 43/122mm cannon
      Uranus 9mm tank machine gun

One of the latest Imperial tank models was further enhanced specifically for 
General Jaeger to use in the invasion of southern Gallia.

Its treads are common for a heavy-class tank, but it sports an ambitious 122mm 
cannon, the largest in the Empire at the time it was developed.

The use of sloped glacis plating around the body represents just one portion of 
this beast's comprehensive defense.


Lupus Regnum

Length: 8.80m
Width: 4.64m
Height: 3.91m
Weight: 68t
Top Speed: 35km/h
Power: 850hp/3000rpm
Arms: Mustela D-25T 43/122mm cannon
      Uranus 9mm tank machine gun

This later form of the Lupus, made under Jaeger's direction, covered its 
radiator (a weak point common to all tank models) with extra plating.

In addition to weighing the tank down considerably, this design bore a strong 
risk of overheating when operated for an extended period of time.

Jaeger overcame that flaw by operating the vehicle near his platoon's camps, 
where auxiliary cooling measures could be taken while attacking the enemy.



Length: 7.16m
Width: 3.72m
Height: 3.23m
Weight: 48t
Top Speed: 40km/h
Power: 720hp/2000rpm
Arms: Mal E5 flamethrower
      Krimm M-312 12/122mm cannon
      Tula NPA incendiary mortar
      Uranus 7.62mm tank machine gun

This upgrade to the heavy-class Imperial tank was made for limited-scale 

With arms like a turret flamethrower and incendiary mortar, it was primarily 
made to combat infantry units.

The decision to utilize these tanks at Naggiar precipitated a round of upgrades 
that enhanced the drive system and upped the engine's overall output.


Light Tank

Length: 6.69m
Width: 3.02m
Height: 3.24m
Weight: 24t
Top Speed: 45km/h
Power: 330hp/1800rpm
Arms: Krimm N-237 37/43mm cannon
      Krimm M-210 10/85mm mortar
      Uranus 7.62mm tank machine gun

Though originally developed before the outbreak of EWII, these tanks saw 
considerable use throughout the war.

Taking the stage just as tanks began to see use as highly mobile units able to 
work in conjunction with troops on foot, this model came to define the epoch.

By the beginning of EWII, however, they had begun to show signs of age, and 
were outclassed by Federation counterparts in terms of frontal firepower.


Medium Tank

Length: 5.95m
Width: 3.35m
Height: 2.98m
Weight: 38t
Top Speed: 35km/h
Power: 550hp/2150rpm
Arms: Krimm N-324 24/76.2mm cannon
      Krimm N-216 16/85 mortar
      Uranus 9mm tank machine gun

As the Imperial gold standard in EWII tank designs, over 12,000 of this model 
had been produced by 1935, the majority of which saw actual combat.

It offers a solid balance between power, armor and mobility at an exceptionally 
low price, making it highly versatile.

Variants were made to suit a wide range of combat needs, and its ubiquitousness 
led Imperial soldiers to associate it with home, calling it the "Fatherland."


Heavy Tank

Length: 7.16m
Width: 3.72m
Height: 3.23m
Weight: 45t
Top Speed: 32km/h
Power: 600hp/2000rpm
Arms: Krimm N-334 34/76.2mm cannon
      Krimm M-312 12/122mm mortar
      Uranus 7.62mm tank machine gun x2

This heavyweight tank's powerful, relatively long-barreled rotary cannon and 
front-mounted, wide-muzzled fixed cannon combined to form a shockingly 
effective frontal offense.

A small magazine mounted at the turret's rear increased the number of rounds 
the tanks carried, while the use of a large, interchangeable chassis kept costs 
low, a practice that later became common.


Tank Destroyer

Length: 6.37m
Width: 3.02m
Height: 2.57m
Weight: 41t
Top Speed: 35km/h
Power: 600hp/2000rpm
Arms: Revelle D-SS 30/85mm anti-tank gun
      Uranus 7.62mm tank machine gun

Originally developed as a self-propelled artillery unit, the addition of a 
drive system similar to that used in Imperial heavy tanks saw it reborn as a 
tank destroyer.

Equipped with an anti-tank cannon based on anti-aircraft weaponry designs with 
exceptional armor-piercing capabilities, it became the bane of the Federation.

This highly useful design soon took the field not just within armored 
squadrons, but as an escort unit for foot soldiers.

 3. Glossary                                                            [00300]
GALLIA                                                                  [GALLI]

The Principality of Gallia

Full of nature and rich in ragnite ore, Gallia borders the Empire to the east 
and the Federation on its western edge.

This small, central Europan nation is a constitutional monarchy, ruled by House 
Randgriz, the hereditary sovereign of Gallia. The first ruling ancestor of the 
house, revered as the legendary hero of the ancient War of the Valkyrur, built 
a castle on the site of what is now the capital city Randgriz, establishing it 
as the seat of Gallian rule.

Despite its size of only 38,567 sq. km and a population of just over 430,000 it 
boasts a rich and unique culture. The official currency is the ducat, and it is 
characterized by policies of armed neutrality and universal conscription.


Gallia's History

The nation was formally born in the 3rd Century, when Castle Randgriz was built 
and rule over surrounding areas began.

When the Empire invaded Gallia at the turn of the 19th Century, the king 
renounced his crown, instead ruling over an autonomous region within the Empire 
as archduke. But as democratic movements swept western Europa, the archduke 
harnessed that energy in Gallia to push for freedom from the Empire, resulting 
in the War of Gallian Independence.

Stretched thin between multiple fronts, the Empire was unable to maintain its 
hold, and the small nation rose as the independent Principality of Gallia, 
declaring neutrality and establishing a system of universal conscription.


Gallia's Topography

With the sea at its north and west and thick forests shielding it to the south, 
Gallia is naturally fortified against invasion, historically allowing it to 
repel even significantly larger foes.

Hilly plains cover sixty percent of the nation's land, and its mountains 
contain a rich store of ragnite ore, a valued source of energy. Large cities 
dot the flatlands to the north, while the rest is largely occupied by lush 

Gallia enjoys a temperate oceanic climate with little variation in rain levels 
throughout the year, and the soil is highly fertile. Because growing conditions 
for livestock and grain are equally favorable, Gallia practices a mixed form of 



This small town lies on the Imperial border at the eastern edge of Gallia.

Windmills stand atop the crests of many of the region's rolling hills, but few 
are as large as the so-called "Sister Mills" built from an old castle tower at 
the heart of town. Because it radiates out from the mill, Bruhl is also known 
as "Miller's Home."

The town supposedly began as a hideout for Royal Guard soldiers who'd revolted 
against the king. Perhaps in echo of that, this town of just under 8,000 
nonetheless has an active town watch, and Bruhlers are famed for taking pride 
in guarding their homes themselves. Exports include dairy and bread made from 
locally grown wheat.


The Capital City Randgriz

The capital of Gallia since its days as a monarchy, this ancient city has the 
longest history of any in Europa.

The city takes its name from the ancient war hero who founded it and began rule 
over the surrounding area, the ancestor of today's House Randgriz. Surrounded 
by castle walls stretching 1km in diameter, the entire city stands as a citadel 
and contains the seat of Gallia's politics, economy and culture.

Castle Randgriz, home to the archduke, marks the iconic heart of the capital. 
Its single magnificent tower has been likened to a unicorn's horn, giving rise 
to the national crest that bears the likeness of the mythical beast.


Military Headquarters

The Gallian Army's central base stands amid a wooded area at the outskirts of 
the capital. Known informally as Fort Amatriain, in honor of General Amatriain, 
who was responsible for restructuring Gallia's military and establishing this 
facility during EW1.

Within its walls lie the army's command room, offices, training grounds, 
hangars for weapons storage and maintenance, and other military facilities. It 
also holds living quarters, a mess hall, infirmary, and a relaxation lounge for 
the soldiers themselves.

Even R&D work on inventing new weaponry takes place in an on-base facility, 
with mechanics and engineers hard at work there around the clock.


The Great Vasel Bridge

This massive iron drawbridge spans the Vasel River, which flows into Lake Graz 
near the walls of Castle Randgriz.

The bridge has its origins in the late medieval era, when it was built with two 
towers at either bank as part of a ring of defensive installations around the 
capital. A 19th Century renovation saw it made into a retractable drawbridge 
with a unique accordion-fold design that allowed it to be operated by extending 
and retracting a single pair of cables. The city of Vasel grew out from either 
side of the bridge, prosperous in its role as a transit gateway between the 
Gallian and capital and the outside world due to its key position on both 
ground routes and a series of canals connecting it to the North Sea.


The Kloden Wildwood

This expansive primeval forest stretches across Gallia's south, forming a 
natural border with the Empire.

Poor roads, violent peaks and valleys, and extremely dense vegetation combine 
to impede travelers while baffling their natural sense of direction. Thought to 
be impenetrable except by foot, Kloden has been a living fortification against 
invasion since Gallia's inception.

The woods are home to foxes, squirrels and rabbits, as well as larger animals 
like deer and boar and rarities such as the porcavian. Beeches form the 
majority of this deciduous forest, also rich in elm and oak. Untouched by human 
hands, some of Kloden's trees are thought to be over a thousand years old.


The Citadel at Ghirlandaio

Massive and stalwart, this fortress sits on the Gallian-Imperial border. Built 
in the middle ages as a castle along a key route linking Gallia to eastern 
Europa, it now stands as a modern fortress.

Following EW1, it served as a checkpoint controlling the flow of people and 
goods into and out of Gallia. At the onset of EW1, Imperial forces claimed it 
for use by Commander Maximilian and his top-echelon officers as a base of 
operations for the ensuing large-scale invasion.

After claiming the Citadel, the Empire outfitted its facade with powerful fixed 
cannons and began to use the structure as a storehouse for weaponry to be used 
in the Gallian incursion.


The Barious Desert

An arid desert devoid of all vegetation covers the eastern Gallian basin area, 
several tens of kilometers across.

Allegedly scorched as a result of the so-called Darcsen Calamity, the area has 
been reduced to a huge, uniquely-shaped crater with a host of deep crags 
issuing out from a massive gulch at the basin's center. Thought to be the 
result of a massive explosion, these fissures in the ground match standing rock 
formations full of large, circular holes.

The remnants of human dwellings dot the eroded landscape, suggesting that this 
area was once the site of a large city. These days, violent sandstorms assail 
travelers, and visitors to the region are few.


Barious Ruins Antechamber

The structures found across the badlands and the temple at the crater's core 
are collectively called the Barious Ruins.

The main temple, said to have been built by the ancient Valkyrur, was 
constructed using giant slabs of ragnite-rich stone in an architectural style 
found nowhere else in Gallia. Inside, the walls of the antechamber are 
inscribed with a history of the Darcsen Calamity and War of the Valkyrur, 
written in Old Northern script.

Decorated with a motif believed to be a representation of the Valkyrur people 
known as the Valkyrian Spiral, the grand hall also holds a door leading down 
into the inner sanctum, closed tight to bar the entry of all outsiders.


Barious Ruins Sanctum

Undiscovered until quite recently, the Barious Temple hides within it an inner 
sanctum, thought to be accessible only to descendents of the Valkyrur.

The interior takes the form of a massive spiral staircase winding down over 50m 
below the surface around a large column. Along the outer wall, further writings 
etched in a ceremonial script detail the truth behind the War of the Valkyrur: 
as immigrants from the north with advanced ragnite technology, the Valkyrur 
easily defeated the indigenous Darcsens and succeeded in the conquest of 

The Barious Temple served to disseminate a false history to the masses while 
the truth of what happened was passed down to their descendents alone.



As one of Gallia's richest mining sites, this industry capital grew hand in 
hand with the evolution of ragnite science.

The city is divided between an upper and lower level along either side of a 
steep ravine that locals have chiseled away at for decades to create the 
present shape. The city's layout allows for ragnite ore to be mined, extracted 
and sent on to manufacturing along a smooth, logical flow. Trolley cars 
stationed throughout the area carry the excavated ore to a refinery where it 
can be extracted, then sent on to one of several manufacturing plants to be 
made into weapons.

Following the Empire's occupation, the manufacturing process's labor needs were 
met by Darcsen labor camp detainees.


Darcsen Concentration Camp

Darcsen laborers collected during Imperial hunts were held in this Fouzen 
prison facility.

After capturing Fouzen, the Empire was faced with the task of staffing its ore 
mines, smelting facilities and arsenals with laborers. Hunting parties were 
sent to scour Gallia for Darcsens that were abducted and used as slave labor, 
made to live in a shoddy wooden camp on the ravine floor while working under 
inhumane conditions.

A high-voltage electric fence surrounded the camp's perimeter to prevent 
escape, and Imperial soldiers kept a close watch on detainees from atop 
watchtowers built throughout the area.


The Marberry Shore

One of several stretches of open shore north of the Fouzen industrial region.

The Empire turned the sheer cliffs that surrounded the broad, hilly center of 
this inlet into an extremely effective stronghold. Massive cannons and thickly 
shielded machine gun emplacements lined the rock face, barring all entry, while 
fortifications carved directly into the cliffside further contributed to making 
this base utterly unassailable.

This bloody beach marked the end of the road for countless Gallian soldiers 
sent in the many attempts to oust the Empire from the area, each of them 
failing to breach the base's ironclad defenses.


The Naggiar Plains

Few areas within Gallia have been the grounds for more battles through history 
than the sweeping Naggiar Plains, found in the nation's northeastern region.

As the object of several border disputes between the Empire and Gallia, this 
area saw warfare so frequent that today only a few scraggly patches of grass 
remain to cover the divot-ridden red clay soil.

Trenches dug during EW1 also remain, criss-crossing the region in a complex 
network of deep scars.

EUROPAN HISTORY                                                         [EUROP]


As a resource-rich part of the largest land mass in the northern hemisphere, 
this land has inspired those with dreams of domination for millennia.

In ancient times, the Valkyrur managed to unite Europa under their rule, giving 
rise to a number of kingdoms. Subsequent divisions arose as influential leaders 
within each of the kingdoms chose to splinter off to form new nations, and it 
was not long before the first campaigns of conquest begun.

By the 1800's, the balance of power lay split between the East Europan Imperial 
Alliance and the Atlantic Federation, with the small nations in their shadows 
left to weather the waves caused by the clash of these two behemoths.


E. Europan Imperial Alliance

A conglomerate of nations united under the rule of the East Europan Emperor, 
commonly referred to as "The Empire."

The Industrial Revolution that occurred when ragnite was discovered as a 
useful energy source saw the nations of eastern Europa, pioneers in machine 
technology, rise to power. Already tightly bound by a network of marriages 
amongst their royalty, these nations now joined hands in a formal international 

While not technically an autocracy, the emperor enjoys limitless authority 
within the alliance. The Empire retains customs and practices held over from 
medieval times, and its people are known to harbor conservative views including 
a strong hatred for the Darcsen race.


Atlantic Federation

The product of an alliance among a large collective of West Europan 
democracies, known informally as "The Federation."

Popular uprisings spurred on by the late 18th Century Industrial Revolution 
gave birth to a number of new democracies. The nascent Empire, formed to the 
east, represented a common threat, motivating a mutual defense agreement among 
these infant republics. Though an elected Head Councilor acts as the 
Federation's chief executive, unanimous agreements are rare among the 
constituent republics, meaning it often takes months to enact measures. Though 
a series of secret alliances and gains won by extortion and blackmail put the 
Federation ahead of the Empire in terms of national power, they have yet to 
defeat them on the field of war.


EC (Europan Calendar)

This calendar, used across Europa, has its origin the Valkyrur conquest of the 
continent. For this reason, it is also known as the Valkyrian calendar.

Each year is counted in relation to the year the Darcsen people were subdued 
and Europa was united as a continent. Years predating the unification are 
denoted as "BC" or "Before Conquest."


The First Europan War

Friction between Federation and Empire surrounding ragnite resources escalated 
into a continent-wide war, "EW1."

The Industrial Revolution of the 18th Century led to skyrocketing demand for 
ragnite, pitting Europa's twin giants in a race for resources. When the crown 
prince of the Empire was assassinated at the start of the 20th Century, 
tensions spiraled into an all-out war. Though the Imperial force employed a 
corps of newly developed tanks, hostilities soon became bogged down in 
fruitless trench warfare, and the two exhausted powers ultimately signed a 
cease-fire agreement.

During the war, Gallia's military, led by General Belgen Gunther's tank corps, 
foiled an Imperial invasion attempt.


The Second Europan War

Beginning as an Imperial incursion into Federation land, EWII quickly engulfed 
the entire continent in what became the largest-scale war in Europa's history.

Though EW1 ended in a stalemate, both powers had spent the intervening years 
stockpiling arms and preparing for the inevitable return to hostilities. After 
a short 20-year pause, the Empire began the invasion anew, taking three of the 
Federation's border republics in quick succession. The Federation responded 
with a formal declaration of war.

It wasn't long before the forces of both superpowers began to spill across the 
borders of other neighboring nations. Soon, all of Europa was caught up in a 
war that dwarfed all those in recent memory.


The War of the Valkyrur

The ancient Valkyrur united the Europan continent after subjugating the 
Darcsens in this half-legendary war of conquest.

By circa 30 BC, the Darcsens are said to have ravaged much of Europa, 
wielding the dark arts to harness the destructive potential of ragnite in their 
heedless power struggles. Suddenly, an immigrant population known as the 
Valkyrur emerged from the north, bearing a "divine power" in the form of lances 
and shields bathed in blue light. Using those to halt the Darcsen rampage, they 
brought peace to Europa, according to inscriptions found in ruins across 

In addition to unifying the land under their rule, the Valkyrur are credited 
for the birth of modern Europan culture.


Old Northern Script

The written form of Old Northern, the lingua franca of Europa following its 
unification under Valkyrur role.

It was a set of characters comprised of vertical, horizontal and angled strokes 
no longer legible to most contemporary Europans. Inscriptions on the monuments 
discovered across the continent suggest that the script served both as a tool 
of everyday communication and in rituals. It has been shown that the Valkyrur 
royalty and members of the high clergy used a ceremonial variant of the script, 
though surviving examples are extremely rare.

The ancient Darcsens were also thought to have their own written language, but 
no material evidence remains today to support that theory.


The Darcsen Hunts

A common term for the systematic capture of Darcsens, practiced most frequently 
in eastern Europa.

Continuing the long history of prejudice and persecution against Darcsens that 
dates back to the War of the Valkyrur, the Imperial army often staged hunts. 
Captives were alternately used as slaves or simply executed. Hunts are 
performed by dedicated squads whose sole job is to scour settlements both 
within the Empire and abroad for Darcsen captives.

The increased need for labor brought on by the onset of war saw hunts grow both 
more frequent and violent. Victims were sent to live and work in inhumane 
squalor at any of several concentration camps across Europa.


House Randgriz's Secret

The original ancestors of House Randgriz were actually a powerful clan of 
Darcsen natives who had ruled portions of Europa before the Valkyrur invasion. 
When the northerners arrived, this clan chose to betray their race by aiding in 
the Valkyrur conquest.

In return, the Valkyrur granted the clan a city-state to rule (today's 
Randgriz), and made them the Valkof's keepers. The Darcsen traitors 
subsequently claimed to be Valkyrur themselves, writing their betrayal out of 
history. The Valkof was sealed away as the pillar of a castle tower, while the 
truth about House Randgriz was buried even more thoroughly over centuries of 
ruthless suppression of any knowledge about historical events.


The Valkyrur

These immigrants from the north are said to have united the devastated 
continent under one rule in ancient times.

Though believed to be an oceanic tribe that crossed into Europa via the North 
Sea, much of their historical origin remains unproven by archeological fact. 
Their ragnite weaponry allegedly granted them unparalleled power over the 
Darcsen natives, though other accounts suggest that their very bodies exuded a 
strange blue light that allowed them to perform superhuman feats. Where 
historical fact ends and legend begins, none can say.

By the end of the 2nd Century after the conquest, interbreeding with the native 
population is thought to have all but ended the pure Valkyrian bloodline.



Europa's oldest indigenous race, said to have lived across the continent since 
ancient times. They are characterized by their dark blue-black hair and shawls 
bearing the traditional Darcsen pattern.

History tells of a "Darcsen Calamity" in which this race devastated the 
continent until the Valkyrur defeated them in the War of the Valkyrur. For 
their crimes of senseless destruction, the Darcsens were stripped of their last 
names and chased from their jobs and property, and remain the target of hatred 
and persecution. Recent use of Darcsen labor to mine and smelt ragnite in 
refinery sites full of pungent oils has given rise to a new set of stereotypes. 
Despite endless derision and persecution, the Darcsens remain a proud race with 
a rich, unique culture.

CULTURE                                                                 [CULTU]

The Feast of All Spirits

A longstanding tradition in Gallia, this festival is now an official holiday.

The spirits of the earth, driven away by the old Darcsen Calamity, were again 
able to return to Europa after the Valkyrian conquest. This day is said to mark 
the beginning of their renewed exchanges of love during the peace that 

Major practices for celebrating the day include the exchange of gifts between 
lovers. In the past, presents were given to anyone the giver felt close to, but 
recent times have seen it become a day for couples in love to mimic the spirits 
in exchanging tokens of their affection.


Darcsen Good-Luck Dolls

Traditionally made by Darcsen people as gifts for loved ones, these dolls are 
thought to protect their bearer from harm, and are kept on one's person at all 

The human-shaped dolls, made of thatched fishergrass, wear shawls bearing the 
Darcsen pattern. Additional clothing and facial expressions are added using 
scrap cloth and colored thread.

Though the basic doll is of traditional design, makers are free to add their 
own touches and decorations to make the gift more personal.

MILITARY AND MILITARY TECHNOLOGY                                        [MILIT]

Universal Conscription

One of Gallia's national precepts states that all citizens are eligible to be 
drafted into service in times of war.

Enacted as a way to enforced the position of armed neutrality adopted after 
Gallia won its independence, the law prescribes a three-stage draft according 
to need, and applies to men and women alike.

Schools of each level offer mandatory military education, and all citizens are 
required to graduate from middle school, meaning all Gallians have basic 
training in combat skills. Universities double as officer training schools, and 
graduates are eligible for the rank of lieutenant upon enlistment.


The Gallian Army

A standing self-defense force serves to uphold Gallia's position of neutrality. 
As every citizen receives basic military training, most of Gallia is also 
guarded by independent watch groups, and defensive preparations are made on a 
town, neighborhood and household level.

In times of peace, Gallia's army is made up of 80,000 ground units, 10,000 
marine units, and 2,000 military police units in addition to the autonomous 
town watches found across the nation. When at war, a militia is drafted from 
the civilian public and assembled under that standing force (called the Gallian 
Army). Officers from the Gallian Army are assigned to lead militia regiments 
and battalions as necessary.


The Imperial Army

Led by the Emperor, the Empire's politics are still largely controlled by the 
aristocracy. The military is no exception, with several of the highest 
positions held by the emperor's blood relatives and close affiliates.

Operating under a code of conduct with roots in the medieval ideal of knightly 
chivalry, troops are expected to give their all in fidelity to the emperor.

The Imperial army was the first to make and employ tanks (their replacement for 
armored cavalry units), a development that redefined war in Europa and secured 
the Empire's military superiority.


Gallian National Arsenal

As the nation's only arms manufacturer, the National Arsenal both develops and 
constructs all of Gallia's weapons.

Seeing the production of arms as a part of national defense, leaders elected to 
end weapons importation and founded a new domestic arsenal during EW1. This 
also helped keep weapons of technology and plans from leaking to foes.

Professor Theimer, creator of the tank that war hero General Gunther operated, 
was a major player in the arsenal's initial staff, matched only by Bernhardt 
Brondel in skill. Brondel, who rose to lead the arsenal, is said to have 
amassed his considerable knowledge through close friendships with a number of 
talented Darcsen engineers.



At the turn of the 20th Century, a time when trench combat was the primary form 
of warfare, these armored vehicles were created to break across defensive 

Their design employs a ragnoline fuel combustion engine in which energy is 
harnessed from the explosive ignition of liquid ragnite. Byproducts include a 
distinctive blue light and extreme heat, requiring the addition of a radiator 
at the tank's rear to prevent overheating. Originally used to cross trenches 
and as foot soldier support, economic and technological advances have seen 
tanks grow to fill a number of combat roles. 

After the Empire employed highly mobile attack tanks in EW1, all of Europa 
began to develop new vehicles, leading to the diverse array of models seen 


Gallian Tanks

As part of a defensive force, Gallian tank designs favor small, highly mobile 
units suited to Gallia's topography over heavy tanks focused on firepower.

In EW1, the Gallian force used light tanks and foot soldiers to stop the 
Empire's invasion rather than squaring off against the attack-heavy Imperial 
tanks. After witnessing the Empire's fearsome armored corps, a group of Gallian 
engineers led by Professor Theimer came together to develop a new kind of tank 
that could be mass produced to check the Imperial force. Theimer proposed the 
necessity of a line of tanks specialized in offensive power, but Gallian Army 
leaders dismissed his ideas. Consequently, most of Gallia's tanks remain 
primarily defensive units.


Imperial Tanks

Born in the late 19th Century as a means to break the stalemate of trench 
combat, Europa's first tanks were Imperial in design and manufacture. The 
Empire's armored corps took to the field shortly after EW1 began as a force of 
extremely powerful, highly mobile tanks, easily tearing apart the Federation's 
defenses. In the medieval military philosophy of the Empire, the tank 
represented the new knight, and stood at the army's core as it marched across 
the continent.

Unable to stand up to the Empire's tank force directly, neighboring countries 
were left to develop small ambush tanks, which in turn led to Imperial 
designers to build bigger and tougher juggernauts. In the tank technology race, 
the Empire has long remained one step ahead.


Federation Tanks

Partially due to barrel arsenals and a lack of infrastructure in the Federation 
prior to EW1, the war saw the Empire secure a broad head start in the field of 
tank technology. To Federation forces centered around foot soldier tactics, the 
Imperial armored corps represented a new and terrifying form of warfare. By the 
end of EW1, the Federation military knew well the necessity for heavy tanks 
with large cannons, and the development of armored vehicles began in earnest.

Unable to rival the Empire in technology or military prowess, they instead 
chose to exercise their economic superiority, building a force of tanks with 
middling capabilities large enough to combat the Imperial force by sheer 



Length: 39m
Width: 4.25m
Height: 5.69m
Weight: 288t
Top Speed: 20km/h
Power: 980hp/1400rpm
Arms: Mustela K5T10 280mm cannon
      Krimm N-246 46/45mm cannon
      Uranus 20mm tank machine gun x2

Imperial General Gregor personally aided in the design and development of this 
large armored train. Designed to fit European broad gauge rails, the entire 
chassis of this ragnite engine plated in thick armor. It tows a massive cannon 
car and a heavily armored defense car, both equipped with machine guns and 
standard cannons. At the rear is a final command car from which Gregor 

Installed in Fouzen upon its completion, it is used to deter both enemy 
invasion and Darcsen laborer escape attempts.



Length: 20.11m
Width: 10.03m
Height: 8.17m
Weight: 245t
Top Speed: 30km/h
Power: 1200hp/2400rpm
Arms: Zabot 18/340mm ragna-cannon
      Zabot 12/340mm cannon x2
      Krimm N-520 20/122mm cannon
      Uranus 9mm tank machine gun x6

Maximilian, the leader of the Imperial invasion, commanded this massive tank. 
It represents the enhanced version of an existing design, created to fell enemy 
castles or fortresses. Under orders from Maximilian, the body was reinforced 
and fitted with a ragnite cannon, adding to its already formidable 
capabilities. It played heavily in the Empire's seizure of the citadel at 



Length: 142.5m
Width: 35.2m
Height: 35.8m
Weight: 16200t
Top Speed: 25km/h
Power: 206000hp
Arms: Valkof
      Mustela 800mm cannon x2
      Mustela 340mm cannon x2
      Krimm N-6MX 130mm cannon x19
      Uranus 37mm machine cannon x12

Built to Maximilian's specifications in a joint effort with the Imperial navy, 
this vehicle blurs the line between tank and battleship in a new class called 
the "terrestrial dreadnought." Four engines and two propellers work in parallel 
to power this behemoth, allegedly developed as a mobile platform for the 
Valkof. An experimental artificial Valkyria apparatus is said to have been 
installed at the rear of its main deck.

THE VALKYRUR                                                            [VALKY]

Valkyrur Common Knowledge

Legends of the War of the Valkyrur and a number of traditions that stem from 
this ancient people can be found in all areas of Europa, and a basic awareness 
of the Valkyrur's existence pervades the land as common knowledge.

The generally held view of this race is as saviors of the continent who led all 
of Europa to prosperity, with some going as far to worship them as divinities. 
That said, the bloodline is said to have died out long ago, resulting in a 
thinning of their presence within the popular consciousness. Today, there are 
many who view them less as historical fact than as the stuff of legend.


Valkyrur Historical Truth

The ancient Valkyrur invaded Europa from northern lands known to be 
exceptionally rich in ragnite, engaged the indigenous Darcsen population in 
unprovoked combat, and ultimately subjugated them. Skilled in the use of 
ragnite and genetically able to unleash the latent power within it, they used 
the Valkof to incinerate cities and crush the Darcsen defenses.

In order to justify their actions, the Valkyrur shifted blame for devastating 
the continent onto the Darcsen people. They authored a history in which they 
were Europa's saviors, using that as a basis for authoritarian rule. Much 
remains unknown about the Valkyrur, including their origins and the basis of 
their preternatural powers.


Valkyria Worship

Some Europans hold the Valkyrur as the object of religious worship. Known to 
have possessed superhuman abilities, the Valkyrur are understood as either gods 
or the vassals of god in several sects, the largest of them known as Yggdism.

The Yggdist faith arose at the start of the 3rd Century and gradually spread to 
all regions of Europa. Its tenets hold that the Valkyrur were a race of gods, 
and its mythology draws heavily from the northern legends brought in during 
their conquest.

Because beliefs have traditionally taken the form of popular superstitions tied 
closely to everyday practices, regional differences abound, blurring the lines 
between one sect and the next.


The Lance and Shield

Unearthed from excavation sites across the continent, these weapons are thought 
to have been wielded by the Valkyrur. The shields are round, while the lances 
take the shape of a spiral shell, made from ragnite more pure than even current 
refining technology can produce. While some variation exists among the weapons' 
shapes, all of them bear a design known as the Valkyrian Spiral as a core 

Because contact with a Valkyria triggers a physical alteration to the weapons' 
shape, they are believed to serve as amplifiers for the race's preternatural 



A massive lance-form weapon believed to have been used by the Valkyrur during 
their ancient war of conquest. Its core, said to be composed entirely of highly 
refined ragnite, was capable of emitting an extremely destructive beam of 

After the War of the Valkyrur, the spear was sealed away inside the central 
tower of Castle Randgriz and written out of existence. Studies performed after 
EWII have suggested that the Valkof may have been mounted on a massive ark when 
used in ancient times. If true, knowledge of that ark may have informed the 
design of the weapon's modern mount, the Imperial dreadnought, Marmota, but a 
dearth of evidence has kept all speculation in the realm of conjecture.

NATURE                                                                  [NATUR]


As Europa's primary energy source, this ore has become vital to daily 
existence. It luminesces a characteristic blue hue when releasing the energy it 

Mined primarily in mountainous regions, the raw ore is then refined for use in 
any number of applications. Though the ore's existence was known in ancient 
times, it was not until the Valkyrur brought their refinery technology to 
Europa that its use began. Since the Industrial Revolution, it has become a 
vital ingredient to human civilization.

A surging need for tank fuel and weaponry derived from the ore has recently 
driven Europa's nations to expand their borders in a growing war for resources.


Uses of Ragnite

Depending on the refinery methods used, ragnite ore can produce various forms 
of energy suited to a spectrum of needs.

Refined into liquid ragnoline, it can fuel lamps or power vehicles, granting it 
a broad range of civilian uses. Its military applications include tank fuel, an 
incendiary agent in flamethrowers, the explosive payload in hand grenades, and 
countless others. Medical scientists recently learned that the ore also acts as 
a painkiller, developing a controlled disinfectant and restorative agent known 
as Ragnaid.

New properties and applications for the ore continue to be discovered daily, 
and few doubt that this resource will only continue to grow in use and value.


Lion's Paw

A perennial plant found across Gallia, near and dear to the hearts of many as a 
sort of informal symbol of the nation.

Distinguishing characteristics include small, white, star-shaped flowers and 
seed tufts often carried off by the wind like tiny snowflakes. Its leaves 
spread close to the ground's surface in clusters, with stalks bearing the 
plant's flowers at their center.

As an exceptionally hardy plant, they are known to thrive even under adverse 
conditions, weathering times of extreme hardship to bloom again the next year.



A winged cousin to the common pig, found in wooded areas in central Europa.

Generally smaller than other porcines, this subspecies is further distinguished 
by the wing-shaped appendages that grow from its back (because it is incapable 
of flight, the biological term "wing" does not strictly apply).

Though some have argued that its wings are an adaptation that makes these pigs 
better suited to life in their habitat, no convincing explanation of porcavian 
evolution has emerged.

Affectionate and intelligent, they are sometimes kept as pets.

AERONAUTICS                                                             [AERON]

The Biplane *ISARA*

Length: 11.6m
Width: 12.5m
Height: 3.7m
Weight: 0.46t
Top Speed: 75km/h
Power: 50hp/2200rpm x2

Built according to design notes left by Isara's father, Theimer, this bi-
winged, two-motored plane is comprised of a fore cockpit, horizontal wings and 
tail, and a vertical rudder. Isara expanded the cockpit to seat two in order to 
allow her brother Welkin to join her. Engines originally used in armored 
vehicles but subsequently discarded by the Gallian Army were repurposed to turn 
the plane's twin propellers.

Though aeronautics research began across Europa shortly before EWII, Gallia was 
not among its pioneers, so the sight of an airplane remains a rare treat.


That's it. Thanks to Sega for making this great game. Here's to hoping for a 
sequel, but next time, lay off the anime tropes and don't make A rank 
conditions purely speed-based...