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In a galaxy ravaged by injustice and war, Guardians use the Force to make a positive difference in the lives of others, heal the galaxy’s wounds, and establish peace wherever possible. This career supplement offers Guardian characters incomparable tools and talents to use as they protect the downtodden, establish order, and even lead troops into war.\u003c\/p\u003e\n\u003cp\u003e\u003cem\u003eKeeping the Peace\u003c\/em\u003e\u003cspan\u003e \u003c\/span\u003eintroduces three new Guardian specializations – the Armorer, the Warden, and the Warleader – along with three playable species: the hotheaded Lanniks, horned Iktotchi, and mammoth Whiphids. Two Guardian Signature abilities are introduced, along with a new Force Power that enables Guardians to shield themselves and others from harmful attacks. 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Once again, a historically, ethnically, and culturally homogeneous people separated by politics and economics hurl men, weapons, and material into the maelstrom of modern combat in an attempt to settle their bitter division once and for all.\u003c\/p\u003e\n\u003cp\u003eNext War: Taiwan, the next volume in GMT's series of Next War games and the follow-on to Next War: Korea, allows players to fight a near future war in and around the island of Taiwan. In this sequel, the communist state of China, the PRC, has decided that its time to end the rhetoric and posturing and bring the breakaway republic back into the Socialist Harmonious Society.\u003c\/p\u003e\n\u003cp\u003eDue to the nature of the \"terrain\" surrounding Taiwan, the game features an expanded, yet still abstracted and playable, naval system including submarine threats, ASW, mine warfare, and anti-naval strikes. In addition, rules exist for combining Next War: Taiwan with Next War: Korea to simulate an expanded conflict.\u003c\/p\u003e\n\u003cp\u003eNote: the Next War series is not an Introductory wargame. Rather, we have intended herein to create a system (and a series) that will allow detailed study of modern warfare in various venues as well as engaging gameplay. That said, the Standard Game rules encompass a fairly straightforward ruleset that will, we think, be considered pretty \"easy to learn\" by experienced wargamers. So players who choose to play Standard Game scenarios can have a relatively quick game when that's what suits them. The real flavor of a war in the theatre, though, comes through in the Advanced Game, where you get much more control over airpower and can more clearly see each side's strengths and weaknesses. For players who want a \"mini-monster game\" experience, playing the Advanced Game Campaign Scenarios with some or all of the optional rules will definitely \"deliver.\"\u003c\/p\u003e\n\u003cp\u003eOwnership of any other Next War series game is NOT required to play Next War: Taiwan.\u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003eCombat Units\u003c\/strong\u003e\u003c\/p\u003e\n\u003cp\u003eGround units in Next War: Taiwan represent primarily brigades, regiments, and battalions of the armies of the two Chinas and the United States. All ground units are rated for their attack and defense strengths, movement capabilities, and unit efficiency.\u003c\/p\u003e\n\u003cp\u003eAir units represent fighter, bomber, and attack squadrons of the major combatants and are rated for All-Weather Capabilities as well as their range, average pilot skill, and their abilities in Air-to-Air Combat, Close Air Support, and Strike missions.\u003c\/p\u003e\n\u003cp\u003eNaval units and capabilities are abstracted somewhat in the Next War series. A \"Sea Control\" mechanism reflects the results of the surface and sub-surface battles, while the game's naval unit counters represent the major Aircraft Carrier Battle Groups and Amphibious Ready Groups of the US Navy. Additional amphibious capabilities are represented by the Special Forces capabilities of each side. Changes to the naval system include:\u003c\/p\u003e\n\u003cp\u003eNaval Display Play Aid to allow for movement, air ranges, etc. in the seas surrounding Taiwan\u003c\/p\u003e\n\u003cp\u003ea Submarine Threat Level and ASW Level matrix for the PRC and Allies respectively to represent the subsurface conflict\u003c\/p\u003e\n\u003cp\u003enaval mine warfare allowing either side to attempt to deny usage of Beaches for Amphibious Assaults or Ports and Beachheads for Sea Transport\u003c\/p\u003e\n\u003cp\u003eanti-Naval Strikes (including Cruise Missiles) allowing each side to force enemy Naval units to withdraw or risk losses\u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003eThe Game Map\u003c\/strong\u003e\u003c\/p\u003e\n\u003cp\u003eThe game's map presents the island of modern-day Taiwan at a scale of roughly 7.5 miles per hex. The map covers the entire island and includes several holding boxes and tracking displays.\u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003eThe Game System\u003c\/strong\u003e\u003c\/p\u003e\n\u003cp\u003eThe game system is almost identical to the one in Next War: Korea, although we have added a few things here and there.\u003c\/p\u003e\n\u003cp\u003eA game turn is generally composed of:\u003c\/p\u003e\n\u003cul\u003e\n\u003cli\u003eWeather Determination. Bad weather can severely hamper air and naval operations activity and can significantly slow ground operations.\u003c\/li\u003e\n\u003cli\u003eInitiative Determination and Air\/Naval Phase, wherein Air Superiority levels and air availability are determined and Sea Control is established or modified.\u003c\/li\u003e\n\u003cli\u003eSpecial Operations Phases in the Advanced Game allowing players to utilize their special operators in various recon and raid missions behind enemy lines.\u003c\/li\u003e\n\u003cli\u003eStrike Phases in the Advanced Game allowing players to launch air strikes, cruise missiles, and artillery and SSM strikes.\u003c\/li\u003e\n\u003cli\u003eOne or more Movement and Combat Phases that allow both sides to move, react, and fight, with an advantage to the Initiative player on non-Contested turns\u003c\/li\u003e\n\u003cli\u003eArrival of Reinforcements and Replacements\u003c\/li\u003e\n\u003cli\u003eVictory Determination\u003c\/li\u003e\n\u003cli\u003eCombat resolution examines not only unit strengths but also unit efficiency (representing training, doctrine, and morale), as well as the terrain where the combat takes place. The CRT tends to be very bloody in nature, reflecting what we believe will be a degree of attritional warfare early due to the lethality of modern weapons. As in many games, casualties represent not only actual combat losses but also losses of unit cohesion brought about by the rapid pace with which modern armies are able to engage and exploit on the battlefield.\u003c\/li\u003e\n\u003c\/ul\u003e\n\u003cp\u003e\u003cstrong\u003eScenarios\u003c\/strong\u003e\u003c\/p\u003e\n\u003cp\u003eThere are several Standard Game scenarios. The first three are small and cover the first weeks of the war by dividing the island into roughly three equal sections. 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