Creating a Force
If you are just getting started wargaming with FAD then we would advise you check out our prewritten army lists. All you have to do is print off the list you want and decide on a force composition that works for you (each list even has points costs to make the selection a little easier).
If you want a more custom force however, we provide two methods below, a basic method (great for getting into a game quickly) and a points buy system (great if you want to design units that will work with the ones in our official army lists).
Basic Force Creation
The basic selection process is the easiest way to use any figures you want and allows you to create multiple squads without any preplanning. We recommend using this process if you just want a way of quickly choosing a force based on whatever figures you have to hand, as it is the quickest way of getting miniatures on the table.
To start off with, agree how many platoons you will be using (we recommend one if you are new to the game), then agree the size of the platoons (usually 2  4 squads).
Initially, each squad will have 15 figures, be of Rabble Quality and Reluctant Resolve and equipped with no armour and pistols.
To customise each squad simply remove a figure each time you upgrade an ability or equipment or add traits (if you are using the advanced rules). Any time you enhance a unit you remove one figure from it.
For Example: If I wanted to have a squad that is of Regular Quality and Steady Resolve, equipped with assault rifles and improved armour, I would have a squad of 5 troopers.
Points Buy System
The following system will allow players to assign point values to any troops used in the game. These point values can be used by those players who prefer to build forces from a set number of points rather than generating forces randomly, or based on a specific scenario.
Infantry
This process is relatively easy, if you follow these basic steps:

Starting with a basic figure cost, add and subtract points based on the armour, weapons carried and personalities, this will be the cost of a basic trooper.

Add the squad leader experience, if needed.

Multiply the total cost by the combined Quality and Resolve.

Then multiply the new cost by each trait selected individually, one after the other.

Once you have done this for all models in a squad, add the costs together and round to the nearest whole number.
The steps above will give you a final point value for that unit. Do the same again for each unit of infantry. Each step is covered in more detail below.
Starting Cost
The basic foot trooper has a cost of 3 points. For this, you get a soldier wearing Light Armour, that is unarmed and of Conscript Quality with Steady Resolve.
Armour
Adjust the point cost by modifier of the armour desired (full details and points values can be found in the armoury).
Basic Weapon
For regular troopers, adjust the point cost by the value shown, based on the
type of squad basic weapon carried (full details and points values can be found in the armoury).
Support Weapon
Some members of a squad can carry special weapons (such as flamethrowers or man portable machine guns), these individuals are known as “Support Troopers”. For support troopers, adjust the point cost by the value shown, based on the
type of squad support weapon carried (full details and points values can be found in the armoury).
Personalities
A member of your squad may have a personality (if using the Personalities advanced rule), this increases the cost by one point.
Leader Rating
If your squad has a leader, adjust the point cost by the value shown, based on the
leadership rating desired:
Leadership Rating  Regular  Experienced  Veteran 

Cost  0  +3  +8 
Factor in Quality, Resolve and Traits
Now we have a basic cost (not factoring in training, experience and special traits) we can now work out the final, total cost of this trooper.
To do this we first add together the Quality and Resolve multipliers in the table below and then multiply the basic cost by this amount.
Quality 
Multiplier 
Resolve 
Multiplier 

Rabble 
0.7 
Reluctant 
 0.5 
Conscript 
0 
Uncertain 
 0.3 
Regular 
1.3 
Steady 
0 
Elite 
1.6 
Determined 
+ 0.3 
Finally multiply the new cost of the entire unit by the amount shown under the description of A unit's trait. If A unit has several traits, multiply the Base Cost of the unit by the first trait, then the new result by the next, and so on.
Unit Total
Once you have done the above for all troopers, leaders and support units, add these costs together to get A final cost for the unit.
Heavy Weapons Teams
A heavy weapons team has a cost of 2 points per crew member. This team
may range from a lone armed figure to a large crew servicing a separate weapon, depending on the miniatures used. For this starting cost you get a team wearing Light Armour that is unarmed and of Conscript Quality, and with Steady Resolve.
Adjust this cost for armour and personalities just as you would for a regular trooper. For weaponry though, first select the basic weapon, then additionally choose a heavy weapon they will serve and then adjust the costs by the values shown.
Then multiply this base cost by a factor that includes Quality and Resolve and any traits.
Off Board Artillery
Offboard units cannot change their starting Resolve, and their cost includes a final 2.5 multiplier.
Characters
A basic character is 9 points and is equipped with light armour, is unarmed and is of Conscript Quality with Steady Resolve.
Adjust this cost for armour, weaponry and personalities just as you would for a regular trooper.
For their Leadership Rating, adjust the cost by the value shown, based on the leadership rating desired:
Leader Rating 
Cost 

Novice 
+0 
Experienced 
+5 
Inspiring 
+9 
Heroic 
+15 
Then multiply the base cost of the officer by a factor that includes Quality, Resolve and traits just as you would for a regular trooper.
Example – Officer: A character wearing improved armour, armed with an assault rifle, no personalities and with the Inspiring leader rating will have a final base cost of 20 points. Multiply this by 1.3 (Regular Quality + Steady Resolve) and the final cost for the officer is 26 points.
Finally multiply the new cost of the entire unit by the amount shown under the description of A unit's trait. If A unit has several traits, multiply the Base Cost of the unit by the first trait, then the new result by the next, and so on.
Unit Total
Once you have done the above for all troopers, leaders and support units, add these costs together to get A final cost for the unit.
Heavy Weapons Teams
A heavy weapons team has a cost of 2 points per crew member. This team may range from a lone armed figure to a large crew servicing a separate weapon, depending on the miniatures used. For this starting cost you get a team wearing Light Armour that is unarmed and of Conscript Quality, and with Steady Resolve.
Adjust this cost for armour and personalities just as you would for a regular trooper. For weaponry though, first select the basic weapon, then additionally choose a heavy weapon they will serve and then adjust the costs by the values shown.
Then multiply this base cost by a factor that includes Quality and Resolve and any traits.
Off Board Artillery
Offboard units cannot change their starting Resolve, and their cost includes a final 2.5 multiplier.
Characters
A basic character is 9 points, is equipped with light armour, is unarmed and is of Conscript Quality with Steady Resolve.
Adjust this cost for armour, weaponry and personalities just as you would for a regular trooper.
For their Leadership Rating, adjust the cost by the value shown, based on the leadership rating desired:
Leader Rating 
Cost 

Novice 
+0 
Experienced 
+5 
Inspiring 
+9 
Heroic 
+15 
Then multiply the base cost of the officer by a factor that includes Quality, Resolve and traits just as you would for a regular trooper.
Example – Officer: A character wearing improved armour, armed with an assault rifle, no personalities and with the Inspiring leader rating will have a final base cost of 20 points. Multiply this by 1.3 (Regular Quality + Steady Resolve) and the final cost for the officer is 26 points.
Psionics
A psionic has a cost of 19 points. For this starting cost you get a soldier wearing Light Armour that is unarmed and of Conscript Quality with Steady Resolve.
They also have a Marginal Psionic Aptitude, and 3 Strength points. Adjust this cost for armour, weaponry and personalities just as you would for a regular trooper. For their Psionic Aptitude, adjust the cost by the value shown, based on the rating desired:
Psionic Aptitude 
Cost 

Marginal 
+0 
Competent 
+5 
Expert 
+10 
Master 
+15 
Any number of additional Strength points may be added, at a cost of 5 points each.
Finally multiply the base cost of the psionic by a factor that includes Quality, Resolve and any traits, just as you would for a regular trooper.
Snipers
A sniper works in a similar way to a character, but has a cost of 15 points. This cost is for a soldier wearing Light Armour, armed with a Sniper Rifle, of Conscript Quality, with Steady Resolve.
Adjust this cost for armour and personalities just as you would for a regular trooper. Then multiply the base cost of the sniper by a factor that includes Quality, Resolve and any traits.
Example – Sniper: A sniper wearing Improved Armour, armed with a Sniper Rifle, and no Personalities will have a final base cost of 16 points. Multiply this by 1.6 (Elite Quality + Steady Resolve) and the final cost for the sniper is 25.6 points (rounded up to 26).
Vehicles
Creating vehicles is slightly different but should also be relatively easy. You just need to take the following steps:

Start with a base cost of 10 points.

Select a method of movement (there are five modes).

Determine the armour, weaponry, crew and carrying capacity desired and add the points costs.

Multiply this cost the combined multiplier of Quality and Resolve

Finally, multiply this cost by the cost of any traits (in the same way as infantry).
Starting Cost
The basic cost for any vehicle is 10 points, regardless of the method of
movement. For this, you get a single vehicle, without armour, weapons or crew and with no capacity to carry any passengers.
Select Method of Movement
There are five methods to choose from. There is no difference in the starting cost based on method:
 Fly
 Hover
 Tracked
 Walk
 Wheeled
See the Vehicle Movement rules for details regarding movement restrictions and
rates based on the method selected.
Select Armour
Adjust the point cost by the value shown, based on the armour rating for front, side and rear desired, if you have an armour value of less than 4, that area is considered “unarmoured”.
Armour 
Front Cost 
Side Cost 
Rear Cost 

Unarmoured 
1 
0 
0 
4 
0 
1 
2 
5 
1 
2 
4 
6 
2 
4 
8 
7 
4 
8 
16 
8 
8 
16 
32 
9 
16 
32 
64 
10 
32 
64 
128 
11 
64 
128 
256 
12 
128 
256 
512 
Select Weapons
Adjust this cost for each weapon desired, using the table for Heavy & Special
Weapons shown in the Armoury.
Carrying Capacity
Adjust this cost for each passenger you wish to be able to carry, at a cost of 2 points per passenger.
Final Cost
Finally multiply the base cost of the vehicle by a factor that is the total of the Quality level desired, Resolve and any traits, just as you would for a regular trooper.
Example – APC: A tracked APC has a starting cost of 10 points. Adding front armour of 8 (side armour of 7 and top, rear and underside armour of 6) raises the cost to 32 points. Giving the APC a Heavy MG for fire support will add 6 points, a carrying capacity force 8 passengers will add another 16 points. Multiply this 46 points by 1.3 (Regular Quality + Steady Resolve) and the final cost for the APC is 59.8 points.
Example – Medium Tank: A tracked medium tank has a starting cost of 10 points. Adding front armour of 11 (side armour of 10 and top, rear and underside armour of 9) raises the cost to 192 points. Giving the tank a Heavy AutoCannon and a Heavy MG for fire support will add 22 points. Multiply this 214 points by 1.3 (Regular Quality + Steady Resolve) and the final cost for the medium tank is 278.2 points.