Once you have put together your armies you will need some missions (so you can pit your forces against your enemies). If you are just getting started with F.A.D then a few matches of standard deathmatch (one team attempts to inflict the most losses) can be a simple way of learning the rules, but these types of matches can get repetitive very quickly.
Because of this, we provide rules designed to give players the ability to create a wide variety of scenarios, complete with mission objectives and force modifications for both sides, with a minimum amount of effort.
The scenarios assume a tabletop area of 4’ x 4’ for platoon-sized forces (a grouping of 2 - 4 squads, possibly reinforced by some vehicles and characters), or 6' x 4' for larger forces.
Note: that because of the immense variations possible due to the sizes of tables you play on, the nature of what terrain you have available, and the types of miniatures you can field, some player discretion may be required.
What will you need?
To use the scenarios below, you will need some scenery (this could be pre purchased MDF, plastic or resin, home made or even objects lying around, such as books, tin cans, etc). It is important to remember that the more scenery, the more enjoyable the game.
You will also need six objective markers (these can be specially made laser cut MDF or acrylic, some spare bases or even some large dice) and a number of contact markers (ideally coloured tokens or spare bases, which can be armed on one side to show "true" or "false" contacts).
Select a Command Style
First, each player must choose a Command Style (in secret) to represent the demeanour of the commanding officer for this stretch of the battlefield. There are three styles, each offering a different benefit to the commanders forces.
Aggressive: The commander is prone to rush into battle quickly without regard for the nature of the enemy forces before him. This commander may ignore one "Under Fire" condition per turn.
Cautious: The commander is more likely to scope out the enemy forces before he commits to a course of action, as such they gain 2 Recon Points.
Defensive: The commander is not willing to risk losses, preferring to move slowly in the best cover available and react to enemy actions, rather than taking the offensive. This commander may force an opponent to re-roll one attack result per turn and pick the lowest, but looses one recon point.
Determine Recon Points
The ability of each force to manoeuvre units once they are placed (but before the game begins), to block enemy maneuvers, and to disclose enemy positions is based on reconnaissance. This is accomplished through the use of Recon Points (RP).
Next, each player must calculate in secret how many RPs they will have to spend. Consult the list below, and add all elements which apply:
- Each Platoon *: +1 RP
- Army contains at least one elite unit: +1 RP
- Cautious command style: +2 RP
* A grouping of 2-4 squads with attached special units (heavy weapons, officers, vehicles, etc). Round up, so a force larger than a reinforced platoon counts as two platoons, etc.
Each player may also commit forces under their command to gather intel on the enemy. Up to one squad, sniper or vehicle of Conscript Quality or better, per platoon may be assigned recon duties. Each squad will generate +2 RP (or +3 RP if they have the Recon trait).
Any squads that perform recon before the game has started must then perform a Quality Test with the following results:
3 Passes: The unit can deploy at the start of the game with all other units.
2 Passes: The unit will deploy on the second turn.
1 Pass: The unit will deploy on the third turn.
No Passes: The unit has been ambushed by enemy forces and destroyed, it cannot accompany you on this mission.
Note Units with any of the following traits cannot be used for Recon: Berserk, Hivemind, Relentless, Shaky or Zombie.
At this point, players should place terrain in a mutually agreeable fashion. This may be alternating back and forth until the table is finished, or deciding ahead of time the nature of the upcoming battlefield.
Because the amounts and types of terrain that can be placed are limited by your collections, we cannot be more precise when it comes to setting up terrain. In our experience we found that the more terrain the better the game.
Once the table is finished, each player should roll 1D6 and add the total number of RPs to the roll. The player with the highest result may choose which table edge is theirs. The opposite table edge belongs to their opponent.
Place Objective Markers
Many of the missions below mention Objective Markers. In total you will need 6 markers on the board, two on your side of the board, two on your opponents and two in the middle.
To determine the location of Objective Markers, Divide the board into a 2 x 3 grid, each player should have 2 grid spaces in front of them and there should also be 2 center grid spaces.
Now place each Objective Marker roughly in the centre of each grid location.
Although the stance of a force and attitude of the local commander can influence the missions that may be assigned, you wont know your exact objective until boots are on the ground! To determine missions for this game, both players roll 2D6 (add them together) and review the table below. If both players are assigned the same mission those orders are cancelled, both sides will play an Escalating Engagement instead.
|Aggressive Commander||Cautious Commander||Defensive Commander|
|2 - Infiltrate
||2 - Strike||2 - Assault|
|3 - Hold||3 - Hold||3 - Strike|
|4 - Expand||4 - Sweep||4 - Expand|
|5 - 6 - Assault||5 - 6 - Expand||5 - 6 - Hold|
|7 - 8 - Strike||7 - 8 - Infiltrate||7 - 8 - Interfere|
|9 - 10 - Sweep||9 - 10 - Interfere||9 - 10 - Patrol|
|11 - Patrol||11 - Patrol||11 - Sweep|
|12 - Interfere||12 - Assault||12 - Infiltrate|
Deploy Contact Markers
Rather than place units directly on the table, initial deployment for both sides will be handled through the use of contact markers. There are two types of these markers: True and Dummy.
A player receives one True marker for every unit in their force. Once revealed, these will represent the actual location of a friendly unit of their choice. They will also receive 5 dummy markers for each platoon in their force. These will represent false contact when revealed, as no unit will be present.
In addition, players will gain one more dummy marker for every unit with the Elusive or Stealth trait, but each unit with the Flyer or Relentless trait will cause players to lose one dummy marker.
Players now alternate placing five markers in their deployment zone (see below), starting with the one with the most markers. If both players have the same number of markers, roll 1D6 (re-roll ties). The player with the lowest result places first.
Deployment Zones: The deployment area for each player is based on the stance for their forces (which must now be disclosed), as shown below:
- Aggressive Commander: 6"
- Cautious Commander: 12”
- Defensive Commander: 18”
Spend Recon Points: Players now alternate spending their RPs, starting with the player who placed their Contact Markers first. RPs maybe spent as follows:
- Block - play as a reaction to any other RP expenditure. Roll 1D6. If the result is a 4+ the other expenditure is blocked.
- Move - choose 2 friendly markers and move them up to 6” in any direction.
- Reveal - choose 1 enemy marker and reveal it. If a Dummy marker, simply remove it. If a True marker, a unit must be placed on the table at that spot. If opposing markers ever move to within 12” of one another they are immediately revealed.
Reveal Forces: Once all of the RPs have been spent, reveal any remaining markers on the table. Place a unit where each True marker is found.
If the Hidden Movement advanced rule is used, any unit positioned outside the line of sight of all enemy units may begin the game in hiding.
Replace the unit with three Hidden markers. The game is now ready to begin. Turn to page 12 and get started!
Each mission is outlined below. This includes a brief synopsis of the mission itself, the victory conditions and any additional rules you need to be aware of.
Note: that any turn-based distance conditions are always measured at the end of a turn. Only at the end of a turn do you check to see how close units are to an objective.
In order to keep missions from going on too long, we would recommend assigning a fixed length. This can be whatever you want (and some missions can result in games ending quicker than this length) but below are some recommendations based on our experience:
30 - 60 minute game: 4 - 5 turns
60 - 90 minute game: 5 - 6 turns
Your force has been ordered to storm an important enemy position and hold it against any counter attack. Declare which of the far objective markers you will target.
To win you must occupy the objective and prevent enemy forces from approaching any closer than 8” for 2 consecutive turns.
Your reconnaissance forces have encountered those of the enemy, and HQ has decided you should send in the rest of your command and sweep them from the battlefield.
The deployment zone for both players is now 18” regardless of their command style.
Players will alternate placing units that were assigned recon duties into their deployment zone, beginning with the player who selected his table edge. If no units from your force were assigned this duty, you may select any one unit to place. Do not deploy Contact Markers as usual. Place the actual units on the table.
No RPs will be spent on this mission, as the opposing recon forces have already collided and since all forces are already revealed, the game is ready to begin.
Starting with the first turn, remaining forces for each side may enter the battlefield from their table edge at the rate of one unit per platoon in their force, per turn. The victory conditions and the bonuses are per the Sweep mission.
HQ has decided that the area in front of your force is strategically important. You have been ordered to take and hold both of the middle objectives and deny them to the enemy.
To win you must occupy the middle objectives and prevent enemy forces from approaching any closer than 8” for 2 consecutive turns.
The current position is critical to future plans and must be protected at any cost.
To win you must stop the enemy from getting any closer than 15” to either near objective for 3 consecutive turns.
The real target lies beyond the current enemy position. You must penetrate their defences to reach your goal.
To win you must move one unbroken infantry squad (per each platoon in your force) off the enemy board edge. The squads may originate from any platoon.
HQ does not know what the enemy is up to, so they have ordered you to find out what it is, and then spoil their plans.
To win you must deny the enemy their victory.
Additional intel is required by HQ before the next operation begins, and your force has been ordered to obtain it.
To win you must have infantry contact both of the middle objective markers and either one of the far objective markers. It is not necessary to declare which far marker you will target, or to hold any of the objectives. Once contacted, the intel from that position has been obtained, and the marker can be abandoned.
Enemy forces must be thrown into disarray by eliminating their top local command element.
To win you must kill the opposing commander (their highest ranking figure on the table). The destruction of his unit is not required, as long as the commander is killed.
Your force has been ordered to sweep the area and engage any enemy forces you encounter.
To win you must eliminate or rout half of the opposing units (rounding up).