Diving straight in with notes on low survival rates, equipment and the reality of being a soldier on Cor, there's a look at how best to run a military-themed game wtih the average bunch of adventurers - who, after all, are the heroes of their own stories and rarely take kindly to orders or discipline.
Then comes a survey of various units - artillery, cyborgs, special forces, etc. - and the officer corps, as well as the potential scope for playing mercenaries in a war situation rather than regular troops.
The discussion then moves on to the planet itself. Jungles, untamed wilderness, and mind-twisting Horde monsters, undead and more... it's not just the enemy these poor soldiers have to worry about. And not just soldiers - you may choose to involve the party as civilian casualties of war, perhaps they crash-landed here, or are passing through on the way someplace else and just get caught up in affairs. Several ideas are presented that could build into adventures or even a whole campaign for groups whose original intention was to be going about their usual businesssomewhere else.
This whole work is about setting the scene. There are quite a few ideas which could be developed into adventures, but there's still a lot of work to be done before they are player-ready. The flavour is here, the background - especially that of the armed forces and different units in which the party could serve or at least meet - and the scene is set to help you to make things happen here on Cor.