I honestly do not understand your question.

What kind of definition are you looking for? The game characteristics are in the book (see my quotes above).
ViDe FuCo is not tied to any particular miniature line or any specific background.Therefore it is sometimes
- deliberately - vague. That is also the reason why I can't explain how certain weapons work, I took pains to explain the common known background for the most established SF weapon at the end of each weapon chart.
The term drone is used in 2 ways in the book.
1 - Flying drones like todays unmanned combat air vehicles.
See P.46: "If you want to use tactical airstrikes, bomb runs by jets or rockets shot from a drone simply use the Light, Heavy or Precision Air Strikes that can be called in by most HQ Elements."
2 - Generic SF AI/ Robot controlled machines that perform various task on the battlefield.
See P. 96ff: "Medical trained personal or drones are highly available; AI guided drones scan the battlefield and perform more dangerous task."
Think of the Star Wars Ep.V Imperial Probe Droid on Hoth, or the ones from the movie Oblivion, or Games Workshop Tau Drones, or the Stargate M.A.L.P. , or Infinity's drones etc etc
Let me also quote some general Design Ideas for FuCo from the book; P.121f:
I am not only a gamer, but also a very dedicated miniature painter. Thus, I wanted a ruleset that would give me the opportunity to play with almost any SF miniature available, and if possible, with only a few miniatures at one time. Quite often a new miniature company springs up with some very cool and well-designed minis, which capture my eye. Wouldn't it be nice to just be able to play with these miniatures without having to learn yet another sys-tem dedicated directly to a miniatures line? Or to be able to add some new miniatures to an existing force without having to search for some special rules for them? I have read similar questions time and again on the gaming forums, so I know there are others out there that feel the same way as I do.
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I hope that all of you who played Victory Decision: WW II will have noticed a lot of new rules but also that the core of the game remains still the same.
New is the more detailed activation system that incorporates both Electronic Warfare rules and a Command Point system. The idea was to give more tactical possibilities than ever before.
On a side note – if you are playing our WW II game and like the Command Point system and additional segment, feel free to use it right away in your WW II games!
Future Combat also introduces Air Units to Victory Decision. You can now use VTOLs in your games; it has opened some nice options for air transports and a unique scenario.
Also new is the Overwatch action that can only be used by spending Command Points.
New infantry abilities have also been added. Some are the logical step when looking at other new rules, like Alert which is based on the Overwatch Action. Or ECM to counter enemy Command Points Hovercy-cle and Jet-Pack ability have similar benefits to Air Units. Combat Drugs represent biological ad-vancements, which could also be said for the Fero-cious ability. Night Vision rounds out the new Infan-try rules neatly.
As far as weapons go there are also some new features; the AA feature was needed to introduce a countermeasure against the new air units. For the more experimental weapons we introduced Mal-function and Minimum Range in addition to the existing Overheating rule. And since no SF game would be complete without flashing laser beams the Laser feature just had to be added! All other neces-sary features – like Sonic or Haywire - were already established since the Gear Krieg book.
I hope that helps! If anything else needs explanation, please let me know.
