Fast and Dirty

The fast paced Sci-Fi wargame

By Ivan Sorensen and Morven Lewis-Everley

Introduction


Players new to the game should start small, with 2 or 3 identical infantry squads on each side, using only the Basic Game rules for moving, shooting and assaulting. No heavy weapons, artillery or vehicles.

Then, as you get more comfortable with the system, you can add more forces to the mix, and begin to experiment with some of the Advanced and Optional rules.

You will also need some miniatures (based individually) ranging in size from 15mm to 28mm, some six sided dice (D6), tape measures (with inches as measurements) and tokens to represent "under fire", "pinned", "broken" and "damaged" (these could be coloured beads, pieces of paper or specially made tokens).

Next you will need some scenery for your soldiers to take cover behind. A good rule of thumb is “The more terrain the more enjoyable the game.” To get you started, here are some ideas for scenery based on the desired location:

Military: Bunkers, sandbag weapons pits, trenches, barbed wire, mines.

Rural: Small clusters of a few buildings, roads, rock walls, rivers, bridges, crops, forests, swamps, ponds.

Urban: Lots of buildings, roads, fences,rivers, bridges, plazas, fountains, statues, scattered trees, parks.

Also don’t forget large bodies of water, there’s no reason a table edge couldn’t be the banks of a wide river, or the shore of a lake or ocean.

Finally you will need a flat surface to play on, for a small game a 4' x 4' table will be fine but larger games can be played on a 6' x 4' table.

Force Profiles

All forces used in F.A.D. are presented using a common template or profile which contains the following:

Unit Name

This simply identifies the unit in question. EG Light Infantry, Assault Marines and Star Guard

Quality (Qu)

Think of this as a combination of training, competence and experience.

Movement Rate (Mv)

The base movement rate for all infantry and other foot units is 6". The base rate for vehicles varies, depending on their type (wheeled, tracked, flyer, walker, etc.).

Resolve (Re)

This relates to how dedicated the unit is to achieving the mission on this particular day. This value will determine the casualties that a unit can suffer before it reaches it's breaking point, which triggers a morale check.

Armour (Ar)

Represents the type of body armour worn by all members of the unit (or the natural armour of alien creatures). Vehicles also have armour ratings for the top, front, sides, rear and bottom of the vehicle.

Fire Effect (FE)

This represents how good your troops are at hitting opponents in ranged combat. Fire Effect is a combination of your quality, unit size and several other factors. It is a good idea to make a note of a unit's fire effect at the start of the game (to speed up play) but this value will change as the game goes on (due to range modifiers, loss of troops, etc).

Weapons

Your troopers are not members of the Diplomatic Corps. They are warriors and enter battle armed with the best weapons their leaders can provide.

For infantry, these range from simple rifles and shotguns to plasma weapons, flame throwers and grenade launchers, with an array of heavy and special weapons available for support.

Artillery can be anything from anti-tank guns and light cannons to heavy mortars and missile launchers.

Vehicles come in all shapes, sizes and purposes and as such, they can be equipped with any of the weapons included in Fast and Dirty.

Game "Units"

In the real world, individual soldiers seldom enter battle alone. They are organized into small groups and trained to operate as such.

The names of these small units can vary but for the sake of simplicity we will refer to these groups of soldiers as units or squads.

The actual composition of units is up to the players. These rules provide guidelines for unit creation, but the players are free to create their own units based on the figures they have and their own gaming expectations.

Infantry

These are the basic fighting elements of any army and will likely form the core of any force used in FAD. Typically, groups of 5 to 10 soldiers form up into squads (although larger units work fine).

If using Advanced Rules, one member of the squad should be designated the squad leader.

Most members are armed with a single squad basic weapon. One or two members usually have a squad support weapon instead.

Three to four squads can be grouped into a platoon, which should have a command squad.

For larger actions, two to four platoons can be formed into a company, which should also have a command squad.

A command squad generally has 3 to 5 soldiers armed with Squad Basic Weapons. One of these soldiers represents the platoon (or company) leader.

If playing with Advanced Rules, these should be officers.

Other infantry units include heavy weapons teams (including artillery and anti-tank guns), snipers, officers and artillery. All of these are covered by the Advanced Rules.

Vehicles

These cover a wide array of unit types, from bikes to APC's, Tanks and even Mech's/Walkers. Vehicles can either be treated as a single units, requiring activation and action like any other. Or they can be grouped into a "squad" and then activate together (although the vehicles will still fire individually).

Vehicles can only perform Engage the Enemy and Move Out actions.

Basic Rules


Below are all the rules you will need to know to play a basic game of F.A.D. Once you are familiar with these rules you can move on to trying some of the advanced rules and larger forces.

Gameplay

A game of F.A.D is divided into turns, in a turn both players will activate and perform actions (moving, shooting, calling in support, etc) with all of their units. Once every unit has activated the turn ends and the next turn begins.

Turn Sequence

firefight2

Each turn, determine who goes first by rolling 1D6 each, the player who rolls highest goes first. On a draw, the side that lost initiative last turn moves first this turn.

During a turn, players will go back and forth activating their units one at a time. The first player activates a unit, then the second player activates one. No unit already activated this turn may be activated again. Players alternate in this fashion until every unit has been activated once during the current turn. If one player runs out of units, his opponent may activate his remaining units one at a time.

Optional Card Activation Rule Players can make a deck of cards, one card for every unit in the game. Shuffle the cards, place it face down on the table, and turn them over one at a time. A unit is activated when its card is drawn. When the deck is exhausted the turn ends. Shuffle the deck and begin the next turn.

Quality Tests

Throughout these rules units will be called upon to make "Quality Tests" (for moral, repairing damage, setting explosives, etc). To make a quality test, roll 3D6 and compare the value rolled on each dice to the Quality Level of your squad (shown below). Each dice that equals or exceeds the required number is considered a pass. The action in question will inform you how many passes are needed.

Table 9: Quality Level

Rabble Conscript Regular Elite
5+ 4+ 3+ 2+

Unit Activation

Each time a unit is activated it must first determine it's willingness to fight by Checking Resolve. If the unit is unbroken, it may perform one of these Actions:

Engage the Enemy: Infantry can Move and either Close Assault or Shoot (at the beginning or end of their move). Vehicles can Move at Cautious speeds and then Shoot.

OPEN FIRE: Infantry and Vehicles may shoot with a +2 Fire Effect bonus but may not move this turn.

Move Out: Infantry units can Rush to get into a better position, but may not shoot. Vehicles can Move at Standard speeds, but may not shoot.

Command (Advanced): Infantry units can take any two of the following actions: Demolition, call for Indirect Artillery Fire, Recover Wounded, Scout or Shoot.

Once all actions for the active unit have been resolved, remove any Under Fire or Pinned markers.

Movement

soldiers moving sketched2

If you choose an "Engage the Enemy" or "Move out" action, then the unit you have activated can move a number of inches. The distance they can move is dependant on he action you chose during activation:

Move

A Move represents a cautious advance, making use of available cover. During a move, infantry may travel up to 6” but all members of a squad must remain in Coherency (see below). Units who move can either shoot before or after they move, or Close Assault (both are covered below). When moving into a Close Assault squad members gain a +4” charge bonus.

Vehicles can move up to their "Cautious" movement rate and can shoot or close assault (but do not gain a +4" bonus). All vehicles may turn as often as they please during this movement and may move forward or in reverse. Vehicles also  never concern themselves with Coherency, unless they form into "squads", when they must stay in a Coherency of 10”.

Rush

A Rush represents a determined dash or desperate sprint (to cover as much ground, as quickly as possible). When rushing, the movement rate for a unit is doubled, but Coherency rules still apply. Units cannot rush into close assault, nor can they shoot. Note that any bonus or penalty to the movement rate is applied to the unit base rate BEFORE it is doubled for rushing.

Instead of rushing, vehicles move at their "Standard" movement rate, but still cannot shoot or close assault.

Optional Variable Movement Rule: Players who prefer infantry movement to be more unpredictable may instead roll 1D6 when a unit is activated and add 2”. Elite units roll 2D6, and pick the best result and if rushing add an additional 1D6 + 2” to the movement rate of the unit.

When using this rule players should declare their movement intent prior to making the roll. For instance, “This squad will attempt to rush across the road to that brick wall” and regardless of the result, the unit must head towards their stated objective.

Table 1: Vehicle Movement Rates

Method Cautious Standard Additional
Fly 14" 20" Moves over any terrain or unit, considered airborne at all times, cannot benefit from cover or be close assaulted (unless landed).
Hover 10" 16" Moves over or through difficult ground (E.G. rivers and other bodies of water, low walls, etc) at Cautious speed.
Tracked 12" 18" Cannot enter dense woods or deep water/swamps, may otherwise traverse difficult ground at Cautious speed.
Walk 6" 12" Must expend 2” of movement for every 1” moved on difficult ground.
Wheeled 18" 24" Can traverse any form of difficult ground at Cautious speeds.

Vehicles as Transports

Some vehicles are designed to transport squads of soldiers. When all figures in a squad are onboard, the vehicle and squad are treated as a single unit (activating together). If the vehicle is "soft skinned" (has no armour) then the squad may shoot as well as the vehicle.

To embark a squad, all members must come into base contact with the vehicle (remove these figures and place them off-board).

To disembark, place all figures back on table within half their movement distance of the vehicle, they count as having moved and may go no farther this turn (but can Close Assault any enemy in range or Shoot). Disembarking troops counts as a cautious move (so the vehicle cannot move this turn) but it can still shoot. The two units may be activated individually next turn.

Difficult Ground

Some terrain can be challenging and either slows or restricts movement. Examples could be deep streams, swamps, thick woods, tangled vegetation, high walls, rocky patches, steep slopes, etc. While moving though "Difficult Ground", all infantry (and some vehicle's) movement costs are doubled. Thus, to cross a deep stream that is 4” wide will take 8” of movement.

Players must agree before a game begins what counts as "Difficult Ground".

Coherency

During movement, members of an infantry squad can be spread out in any way you please, so long as the gap between squad members does not exceed the allowable distance below:

Table 2: Coherency Distance

Rabble Conscript Regular Elite
2" 3" 4" 5"

If coherency is broken, the squad must make every effort to restore coherency, unless it does not move. In this case it is assumed that everyone in the unit hugs the ground and stays where they are.

Shooting

assault rifle firing

As part of an Engage the Enemy, Open Fire or Command action, units can shoot an opposing unit in range. Infantry squads shoot as a unit at a single target resolving most fire with a single roll of the dice. Squad support weapons such as flamethrowers and grenade launchers are used to augment this roll and are not rolled for separately. Vehicles fire individually, but may designate a different target for each weapon they carry. Heavy weapons teams, snipers and officers (all Advanced Rules) fire individually.

NOTE: Only vehicles which did not move, or which moved at Cautious speeds may shoot and they may shoot all their weapons once.

The methods used to resolve shooting vary, based on the type of unit being targeted and whether or not weapons with a blast radius are being used. Before any shooting can be resolved, the firing unit must ensure the target is within Line of Sight, Fire Priority and Range (covered below).

Line of Sight

The shooting unit must be able to see the target in order to shoot at it. If shooting at a unit of infantry, you can only hit those figures you can see.

Optional Squad based targeting: To speed up gameplay, if at least half the unit is visible, it is safe to assume you can shoot at the entire unit (even those members you cannot directly see).

Fire Priority

When selecting which enemy unit within line of sight to fire upon, a unit must choose from a number of the closest targets, based on their quality level:

Table 3: Fire Priority

Rabble Conscript Regular Elite
1 2 3 4

EXAMPLE: A unit of regular troops may fire at any one of the three closest enemy units.

Range

As well as being within line of site, the target must also be within range. To determine the close range of a weapon, take the Base Range (based on it's Quality) and multiply that by the weapon’s Range Multiplier. Medium range is up to double close range and long range is up to triple close range. Nothing can be targeted beyond long range.

Table 4: Base Range

Rabble Conscript Regular Elite
2" 3" 4" 5"

EXAMPLE: A Regular squad (Base Range 4”) armed with assault rifles (multiplier x5) can fire their weapons up to 20” and be in close range, 21 to 40” at medium range, and 41 to 60” at long range.

Determine Fire Effect

To resolve shooting roll 2D6 (for squads), or 1D6 (for individuals or a vehicle), pick the highest result (do NOT add them together), and add any modifiers which apply from the table below. The result is your number of Fire Effect points, which allow you to determine how many shots have hit.

Table 5: Fire Effect Modifiers

Target at Base Range +2 Target Rabble in Open Terrain* +1
Target at Medium Range -2 Target is Concealed Sniper* -2
Target at Long Range -4 Shooter Every 3 Riflemen* +1
Target Under Fire or Pinned* -1 Shooter Regular +1
Target Bunched Up** +2 Shooter Elite +2
Target Non-Combatant +2 Shooter Under Fire or Broken* -3

* Applies only to infantry units. 
** Squads are Bunched Up if at least half the squad members are less than 1” apart.

Example: A squad of marines fires at an opposing squad, there are 6 marines in the squad (one of which carries a SAW) and they are of Regular Quality and are in close range. The shooting player rolls a 2 and a 3 on 2D6 and so chooses the 3. The total Fire Effect points would be 10 (3 from the dice, +1 for Regular Quality, +2 for the SAW, +2 for being in Close Range and +2 for having 6 troops in the squad).

Determine Hits

Once you know how many Fire Effect points your attack has generated you need to determine how many shots actually hit your target.

If the target is in open ground, you score one hit per 3 Fire Effect points.

If the target is in partial cover (for example in light woodland or behind a low wall) then you score one hit per 4 Fire Effect points.

If the target is in heavy cover (for example inside a ruined building or a foxhole) then you score one hit per 5 fire effect points.

NOTE: If the target is a squad, then at least 50% of the squad needs to be in cover. If the target is a a single figure or a vehicle, at least 50% must be in cover.

For each hit you need to determine damage. Hits are always assigned to those enemy figures closest to the shooting squad.

Example: A squad of marines fires at an enemy squad taking cover in some woodland. Both players agree this is "partial cover". The squad shooting gets 10 Fire Effect points, which equates to 2 hits (one for every 4 Fire Effect points).

Optional Hit Allocation Rule: Players who wish may choose instead to allocate hits randomly, or simply allow the player of the targeted squad to select the figures hit.

Determine Damage

For each hit, the attacker rolls 1D6 and adds the damage rating of either the basic squad weapon or the weapon fired. Some weapons have an armour piercing (AP) value, if this is the case then reduce the defender's armour by that amount (unless the armour value is 6 or less).

Compare this value to the defender's armour rating, if the attacker scores less than the defender nothing happens (it was a near miss a superficial wound, etc).

If the defender is infantry and the attacker scores equal to or greater than the defender, the target is either incapacitated or killed outright, remove the figure from play.

If the defender is a vehicle and the attacker scores equal to or greater than the defender, the vehicle is Damaged (add a damage token next to it). If the attacker exceeds the defenders armour by 3 or more, then mark the vehicle as Critically Damaged instead. If the vehicle has been Damaged or Critically Damaged a number of times equal to twice the crew’s resolve, remove it from play (or leave it as wreckage).

NOTE: You must make a note of how many times a vehicle is Damaged or Critically Damaged, the crew will need to make moral checks as well as the damage check.

Example: The attacker mentioned above scored 2 hits and rolls 2D6 (one per hit). The attacker's squad us equipped with Assault Rifles, which have +2 damage. The attacker rolls a 3 and a 4, which becomes 5 and 6 (+2 damage). The defender's armour is 6, so one hit fails to damage and the other succeeds.

Optional Squad-Based Damage: Players who prefer quicker results when can use this method. Instead of rolling for each hit, the attacker rolls 1D6, adds the Damage Rating (as above) and compares it to the Armour Rating of the targeted squad. For each point that the defender beats the attacker, 1 hit is saved. Any unsaved hits are kills.

Area Effect Weapons

Weapons designated as Blast weapons can affect a wide area. Blast effects are only used when firing at infantry targets, and a blast cannot affect any vehicle target.

If the weapon has an AP rating, this is used only when performing non-blast fire against a vehicle target. Thus the player must designate whether he is firing an anti-vehicle shot or a blast shot.

Fire Effect for Blast weapons are only used for damage purposes against infantry, never when firing in an anti-vehicle role.

Ranging In

To fire, the weapon must range in as getting a shell on target in a close range fire-fight can be problematic. Make a Quality Test, two more successes indicate the shell is on target, less than this means the target was not acquired, or the shell went wide with no effect.

Option Scatter: Area effect weapons can end up landing in very inconvenient places (even hitting your allies). In this case, for every dice that misses results in the shot scattering 1D6" in a random direction. The centre of the blast will never scatter more than half the distance it has originally travelled.

Random directions can be determined by an appropriate “direction die” or simply rolling a D6 and seeing which direction the 1 is pointed (use the 2 if the 1 is not visible).

Determine Impact Area

Select a target point where desired. Each blast capable weapon will have a radius (in inches). Any squad, individual or weapons team (including friendlies) that has figures within this radius is a potential target and has strike effect rolled against them. Mark all  targets Under Fire.

Determine Strike Effect

Roll 1D6 for each ranging in dice that passed, ADD them together and add the Fire Effect bonus for the weapon. The number of hits and resulting damage is determined as per normal fire.

NOTE: The number of hits scored are assigned to ALL squads in the blast radius.

Under Fire

When any unit is shot at (infantry or vehicle), place a marker next to them to indicate they came under fire. Units under fire operate less efficiently (being more concerned with self-preservation). Infantry with an Under Fire marker in place will suffer the following penalties:

  1. -3 penalty to all Fire Effect rolls.

  2. -2” penalty to Move.

  3. May Rush only if it stays in cover, is rushing to get into cover, or is moving away from the enemy.

Any additional fire targeting them will suffer a -1 Fire Effect penalty since the squad is now being extra cautious and making maximum use of cover.

A vehicle marked as Under Fire will suffer no immediate effects. However, upon their next activation, they are forced to check resolve.

Note: The Under Fire marker is removed after the unit completes their next activation (the unit will suffer the effects for one turn). Do not place multiple markers on a unit, there is no cumulative effect.

Optional Crossfire Rule: If a squad is fired upon in the same turn by two enemy units which are at least 12" apart, it must make an immediate Pinning Test. If passed, the unit is not Pinned, but is still marked Under Fire.

Pinning

tank gun sketched2

Occasionally, an infantry unit may experience incoming fire above and beyond the norm for a typical battlefield. Examples are an especially intense artillery barrage, extremely large units pouring forth a hail of fire, and massive bunker or vehicle weapons coming to bear.

For these and similar extreme situations, an Under Fire marker is insufficient. Any time a Fire Effect roll exceeds the value on the table below for the targeted infantry squad, mark the target as Pinned instead. Replace any Under Fire marker with a Pinned marker.

Table 6: Pin level

Rabble Conscript Regular Elite
10 12 14 16

An infantry unit with a Pinned marker in place will suffer the following penalties:

  1. The unit cannot Shoot.

  2. The unit cannot Move or Rush, even if they become Broken and are expected to fall back.

  3. The unit cannot initiate Close Assault.

  4. Any additional fire targeting them will suffer a -1 Fire Effect penalty since the squad is now making maximum use of cover.

NOTE: Never place more than one Pinned marker on a unit, there is no cumulative effect and vehicles are never Pinned. The Pinned marker is removed after the unit completes their next activation, so a marked unit will suffer the effects for one turn.

Damaged

Vehicles that take damage in a turn are marked as "damaged". This means that the vehicle has suffered enough damage that it must be repaired in some way by its crew. Damaged vehicles must make a quality check on their activation (in addition to any moral checks they may need to make for resolve).

If two or more dice pass then the vehicle is considered "repaired" and can act as normal.

If only one dice passes then the vehicle remains "damaged" for another turn.

If all dice fail, the vehicle is "beyond repair" and is removed from play (though you can leave the model on the battlefield as a terrain piece).

When a vehicle is marked damaged it can only move at cautious speeds and cannot fire or perform any other actions.

Critically Damaged

If a vehicle ever gets marked as “Critically Damaged” then one of the dice used for the Quality Test automatically fails, you must make the test on two dice and add one failed result.

Close Assault

pistol girl2

Sometimes the only option available to a unit is to engage another unit in close quarters fighting. This is represented by a Close Assault (which can be performed as part of an Engage the Enemy action). A Close Assault is not for the light hearted though and can result in more losses to the assaulting unit.    

Assaulting Infantry

The attacking unit must declare they intend to Close Assault another unit, that unit is then allowed a free shot at their attackers. The Range will be from where the assaulting unit starts their movement. Do not place Under Fire or Pinned markers however, the assaulting troops will be too psyched up!

If the assaulting unit survives, move it so that at least one squad member is in base contact with an enemy figure. The two squads are now considered to be engaging in the Close Assault, move all figures from both sides into base contact.

Note: A unit gains a +4” charge bonus to initiate a close assault, and that players may pre-measure the distance to see if the target is within range.

Determine Victor

To resolve the close assault each player rolls 2D6 (for squads or vehicles) or 1D6 (for individuals), picks the highest result (do NOT add them together) and adds any modifiers which apply. The highest total wins combat (note a draw is possible).

Table 7: Close Assault Modifiers

Charging +1
Better Armour +1
Outnumber Enemy +1 per extra figure
Higher Troop Quality +2 per level

Determine Casualties

Both players now roll 1D6 for each friendly figure and consult the table below. If the roll is equal to or greater than the kill number shown, one enemy figure is removed as a casualty.

Table 8: Close Combat Kill Table

Player Won Draw Player Lost
Enemy Killed on 3+ Enemy Killed on 4+ Enemy Killed on 5+

Players select their own losses, any survivors on the losing side must now fall back 6” (or, on a draw, each squad falls back 3”).

Overrun

If either side scores twice or more the total of the other, an Overrun occurs. The losing squad is completely wiped out. The losing player still rolls 1D6 for each friendly figure, but an enemy casualty is only caused now when rolling a 6.

Assaulting a Vehicle

Charging an armoured vehicle is not for the timid. Therefore, once an infantry unit has declared their intent to do so, but before any movement is done, the squad must test their nerve. This test is not required when assaulting an unarmoured vehicle.

To test their nerve make a Quality Test, if two or more dice pass the test succeeds, otherwise it fails, the assault falters and the current activation ends.

NOTE: Infantry gains a +4” charge bonus to initiate Close Assault, players may pre-measure the distance.

Determine Damage

The attacker rolls 1D6 for each figure in base contact with the vehicle, and adds any modifiers which apply. The defender rolls 1d6 and adds the weakest Armour Rating for the targeted vehicle.

For each attack result that equals or exceeds the defense result a penetrating hit is scored. You must mark each hit on the vehicle with a damage token and also mark the vehicle as "damaged".

If the result of the close combat is the vehicle is destroyed and the vehicle was carrying troops, all passengers are killed.

Transports

Vehicles carrying troops are assaulted in the same manner as any other vehicle. The attack is considered sudden, and there is no time for the passengers to shoot or disembark to engage the enemy.

The next time the vehicle is activated, any troops being carried may disembark per the normal rules for doing so. If this places them in base contact with the enemy, then they initiate a Close Assault. At this point, the vehicle is no longer the target, and the troops that originally assaulted the vehicle are now fighting for their lives. Treat this as an infantry assault.

Checking Resolve

soildiers in skirmish

It is rare for every soldier to fight with the same level of confidence and ability. Training, experience and leadership can all influence their state of mind. In FAD, levels of fighting spirit are known as Resolve, their function is to indicate how much punishment a unit can take before it breaks.

Each time an infantry unit is activated, check their dedication by comparing current casualty levels to their Resolve on the following table:

Table 10: Infantry Resolve Table

Reluctant Uncertain Steady Determined
1 squad member killed 25% of original size 50% of original size 75% of original size

If casualties equal or exceed the level shown the infantry unit is Broken, and it must take a Morale Test to see how it may act this turn.

Each time a vehicle is activated, their resolve is only checked if they are marked as Under Fire. Compare the number of penetrating hits the vehicle has sustained to the Resolve.

Table 11: Vehicle Resolve Table

Reluctant Uncertain Steady Determined
1 hit 2 hits 3 hits 4 hits

Morale Tests

To resolve a Morale Test, make a Quality Test:

If two or more dice pass the unit will rally, become unbroken, and may act normally this turn. 

If the unit is infantry and only one die passes the unit remains broken and must fall back, unless they are in cover and no enemy unit is within 8”. If they move it must be away from the enemy, they cannot Close Assault and if they Shoot suffer a -3 penalty to their Fire Effect.

If the unit is a vehicle and only one die passes, the crew remains broken and must fall back (if the vehicle can still move), away from the enemy at the fastest possible speed. If the vehicle is "Damaged", the crew will bail out and flee.

If no dice passed the unit (infantry or vehicle) immediately routs or surrenders. In either case, remove the unit from play.

NOTE: A nearby powerful armoured fighting vehicle will provide a significant boost to the morale of any infantry. A squad within 8” of a tank or walker is automatically successful on one of their dice when testing morale.

NOTE: The effects of broken morale override any other psychological effects except for being Pinned. Troops that are Pinned will remain so, refusing to budge.

Advanced Rules


This section contains rules that enhance game play and provide a deeper and more realistic battle, but at the cost of added complexity.

These rules are broken up into sections so that free to pick and choose those rules which suit your individual needs (and scenarios).

Characters

Commander Xao and Major Trask fight

Two Characters from Scotia Grendel's VOID range

Characters are inspiring leaders or mighty heroes, they function as an individual unit and require activation and action selection just like any other unit.

Characters are represented by a single figure but may attach to and detach themselves from other units at will. However they may only act once each turn and Close Assault and Shoot on their own even when attached to a unit.

Leadership Ratings

Any unit containing a character may reroll a number of failed Morale Test dice, equal to the leadership rating of the attached character.

Specialisation

Characters are specialized by branch and must be classified as either Infantry, Gunnery (for heavy weapons) and Cavalry (for armour). If an officer is attached to a unit of the same branch, that unit may add the Leadership Rating of the officer to any Close Assault or Fire Effect rolls.

For the purpose of Checking Resolve, any unit containing a character with the same specialisation will temporarily have their resolve raised by 1 level. If the character leaves the squad, they revert to their original strength.

If the Command Response advanced rule is used, officers of any Quality Level will add +1 to the Command Response tests of those units they have joined of the same specialisation.

Table 13: Character Leadership Ratings

Leader Ratings Reroll Modifier
Novice 0 0
Experienced 1 +1
Inspiring 2 +2
Heroic 3 +3

Characters in Vehicles

If you are using vehicles and you would like a character riding that vehicle (maybe a war torn veteran who rides into the heart of battle on a motorbike), simply add the cost of the vehicle.

The character will replace one of the crew of the vehicle and can leave, re-enter the vehicle as part of a command action. The character will replace one of the standard crew (so if they leave the vehicle, it will have a reduced crew) and if the vehicle only has a crew of one person, the vehicle becomes inactive once the character has left.

Vehicles with a character on their crew who is a cavalry specialist will gain the benefits of that character’s specialisation, as well as other vehicles that are in the same unit.

If a vehicle with a character in it is destroyed, that character can make a quality check, if all three dice pass, then the character survives and is placed adjacent to the wreckage as a single figure. The character cannot act for the rest of the turn, but then acts as normal for the rest of the game (even joining another vehicle, if they can).

Command Disruption

Any infantry unit that loses its squad leader is marked as Pinned instead of Under Fire the turn the squad leader is lost.

Command Response

In the thick of fighting, units do not always hear or obey new orders. They don’t have the luxury of a perfect view of the battlefield, with  enemy strengths and locations known. They may be reluctant to leave cover, and hesitant to engage the enemy in hand-to-hand combat.

Under these rules, a unit will act as the player desires until one of the following conditions occur. If either condition applies, the unit must take a Command Response test.

  1. The unit activates Under Fire or Pinned.

  2. The unit activates 10” or less from an enemy unit.

Determine Command Response

To resolve command response, make a Quality Test, applying any of the following modifiers that are relevant:

Table 14: Command Response Modifiers

Squad Took Casualties Last Turn -1
Squad Has Untreated Wounded -1
Squad Leader Lost -1
Officer Present +1

If two or more dice exceed the quality level, the unit passes the test and may act as the player chooses.

If none or only one dice exceeds the quality level, the unit fails the test they may Shoot, Recover Wounded or call for Indirect Artillery Fire as usual, but their movement is restricted as follows:

  1. The unit may only Move to improve cover.

  2. The unit may only Rush if heading away from the enemy.

Demolitions

A few targets are so heavily fortified as to be nearly indestructible. For these rare occasions, what you really want is something specifically designed to reduce that structure to rubble, this is where Demolition Charges are required.

We strongly recommend that these weapons only be included in scenarios created for their use, as they are extremely powerful (designed to destroy massive bunkers, dams, a spaceship on a landing pad, perhaps even sink an enemy ship in harbor).

Infantry units must be designated as carrying demolition charges. They may carry as many charges as the scenario requires. Upon activation, a squad with charges can elect to perform one of two "Demolition Actions" below.

One member of the squad is busy performing the action, and can do nothing else. The rest of the squad members may perform one of the other Command Actions.

Rig Charges

One member of the squad will attempt to rig the charges for detonation, and place them in a spot to cause the most damage. Roll 3D6 (do NOT add them together), and note how many dice equal or exceed the Quality Level of the figure.

If two or more dice succeed the charges are rigged.

If only one die succeeds the task will take a bit longer; the charges will be rigged at the end of the next activation for this unit (no die roll is required), provided the unit remains in place.

If no dice succeed the attempt fails. The unit can try again on a subsequent activation. 

NOTE: that a unit marked as Under Fire rolls one less die when attempting to rig charges.

Detonate Charges

Detonate Charges: Before the charges can be detonated, the placing unit must get clear of the target area, with no figure from the unit any closer than 4” to the charges. There is one exception. If the unit is reduced to a single figure before they have a chance to get away, the last soldier can choose to detonate the charges, and be killed in the blast.

To detonate the charges, roll 3d6 (do NOT add them together), and note how many dice equal or exceed the Quality Level of the figure.

If two or more dice succeed the well placed charges go off with a huge explosion and the target is destroyed.

If only one die succeeds the charges explode and the target is badly damaged.

If no dice succeed the charges mostly fizzle, and a weak explosion causes only superficial damage. 

NOTE: A badly damaged target is weakened to the point where it may eventually succumb to the damage. At the end of each turn roll 1d6. If the result is 4 or greater, the target is destroyed.

Drop Troops

During battle, troops may deploy from the air in a number of ways, including parachutes, anti-gravity modules, or some other ingenious fashion. For game purposes, all of these units will be referred to as Drop Troops.

Drop Troops are not placed on the table during initial setup but held back in reserve. At any point during the game, when the active player has the option to activate a unit, he may choose to activate a unit of Drop Troops, and deploy them on the table.

Select Drop Point

To deploy Drop Troops, first select a target point on the table. This point must be at least 6” away from any difficult terrain features and enemy figures.

Determine Drop Success

To determine the success of the drop roll a Quality Test:

If all three dice pass, the drop was perfect and the squad lands at the drop point without incident or scattering. Arrange the squad as desired, following rules for Coherency, they may not move this turn but can shoot.

For each dice that fails, the unit scatters 1D6” in a random direction. Do this as a single die roll. The unit lands centred around this new spot. Place the figures following the rules for Coherency.

If all three dice fail, the unit lands Pinned.

For any troops that land on buildings or in woods make a Quality Test, if 2 or more dice pass the figure is fine, if only one passes the figure is wounded and if none are passed it is killed.

The defender may have certain off-board, anti-air units, as defined by the scenario. These units fall into three types, as shown on the table below:

Table 15: Anti-Air Units

Light 2D6
Medium 2D6
Heavy 4D6

For each anti-air unit, the defender rolls the specified number of dice. Any roll of 5+ means one enemy figure is killed. Regardless of the anti-air fire results, if the defender fires at the landing troops, that unit lands Under Fire, and should be marked as such.

Fire Teams

Some units receive additional training which allows them to better coordinate their efforts on the field of battle (as denoted by the Fire Team trait). These are two squads known as Fire Teams, which are “linked” to form a single, larger unit.

Fire Teams have designated “partner” squads (noted before the game begins), and must remain within 12” of their partner or be considered out of Coherency.

The two squads activate as one, but can select different actions. For all intents and purposes, the two squads are separate units, Checking  Resolve, taking Morale Tests, Close Assaulting and Shooting as independent units.

They may, however, choose to work together and perform the same action. If this action is a Close Assault, then roll 2D6 as usual, but this time you add them together to determine the victor. If the Fire Teams choose to Shoot, then roll 2d6 as usual, and then add them together to determine the Fire Effect.

If one Fire Team is eliminated for any reason, the other continues to act as a single squad.

Fortifications

These refer to any position constructed specifically for battle, designed to provide greater cover and tactical advantage for the troops that use them. These include foxholes, sandbag emplacements, bunkers and other covered structures made from reinforced materials (such as concrete and armour plating), and trenches.

All provide hard cover and an Armour Rating bonus to the troops using the structure. This bonus is added to any armour the troops inside may already be wearing.

Table 16: Fortification Bonus

Type Armour Rating Armour Value
Foxholes +1 -
Sandbags +2 -
Trenches +3 -
Light Bunker +4 7
Medium Bunker +4 9
Heavy Bunker +4 11

In addition to the above, troops in trenches which have not moved or fired may not be fired upon at ranges over 12”. Troops leaving trenches suffer a -4” movement penalty. 

Further, units in bunkers and trenches are automatically successful on one of their dice when testing morale. 

Bunkers also have an Armour Value. This is the defensive value of the structure itself. The structure can be targeted instead of the troops  inside. Shooting and close assaulting bunkers is handled exactly the same as the rules for targeting vehicles.

Treat any penetrating hit on the structure as a “Bunker Destroyed” result. Any fixed weapons within the bunker are destroyed as well. Roll 1d6 for every trooper inside the bunker. If the result is a 3 or 4 the figure is wounded. If the result is a 5 or 6 the figure is killed, any survivors are marked as Pinned.

Hacking

What sci-fi game would be complete without the ability for skilled individuals to take over, disrupt and disable electrical and electronic systems? Hackers are specialists in this area and will come to the battlefield equipped with everything they need to disrupt and disable these systems.

Selecting a Target

In order to hack, a unit must have the "Hacking" trait and must be able to see an enemy unit. The unit must be equipped with either battle dress or better armour (if infantry) or appear suitably hackable if a vehicle (EG a high tech grav vehicle would be hackable, where as a modern day motorbike probably would not). Once they have chosen a target, the hacker must make a quality test and determine how many passes they get. The number of passes determines the result of the hack (as follows):

Resisting Hacking

Not all hackable targets are the same, some being easier to hack than others. This is represented by a resistance (that is a modifier applied to every dice rolled for the hackers quality test).

This resistance is based on the combination of the target's Quality and Resolve (units with high Quality and Resolve will be better made, batter trained, etc) and can be seen below:

  Rabble Quality Conscript Quality Regular Quality Elite Quality
Reluctant Resolve +3 +2 +1 0
Uncertain Resolve +2 +1 0 -1
Steady Resolve +1 0 -1 -2
Determined Resolve  0 -1 -2 -3

Determine the Effect

Finally, check how many passes you got (taking into account the modifiers above) and compare to the list below:

0-1 Passes: The hack failed, nothing happened but you can try again next turn.

2 Passes: You manage to disrupt some secondary systems. Mark the target "Under Fire".

3 Passes: You succeed in hacking the target. If the target is infantry, mark it as "Pinned", if it is a vehicle, mark it as "Damaged".

Heavy Weapons Teams

A heavy weapons team is an individual unit and requires activation and action selection just like other squads. These units may be a group of soldiers working a heavy weapon or simply a lone armed figure,depending on the miniatures used by the players.

NOTE: These “teams” are still considered separate units even if they are only one figure.

Heavy weapon teams may perform a standard Move, but may never Rush due to the weight of their weapon. They may only Shoot if they did not move that turn, to reflect the time spent packing up and deploying their weapons.

If the weapon is served by crew and they take casualties, the squad suffers a -1 Fire Effect and -1” Movement penalty for each lost crew member.

A heavy weapons team can be attached to an infantry squad when troops are first deployed. The two units must remain together (following normal rules for Coherency) for the duration of the game. They activate and move as one. For purposes of Checking Resolve and taking Morale Tests, the numbers of the two squads are combined.

If the combined squad moves, only the infantry squad members may Shoot. If the combined squad does not move, the two components may fire at separate targets per the usual rules, or combine to fire at a single target.

When firing at the same target, roll 2d6 (for the infantry) and 1d6 (for the heavy weapons) and COMBINE the two highest results, then add all  the usual modifiers that apply. The result is your Fire Effect rating.

Follow all the usual rules for shooting from this point.

Hidden Movement

Often in battle, the exact location of the enemy is unknown. They may simply be out of sight. But they may be taking deliberate steps to avoid detection.

A squad that begins its activation outside the line of sight of all enemy units may attempt to hide. To do this, make a Quality Test:

If you get two or more passes, the attempt was a success and the unit can begin the activation in hiding.

Otherwise, the attempt failed, and the unit simply acts normally this activation.

A unit in hiding is replaced with three Hidden markers. Every time the unit is activated, all markers for that unit are activated. They move  individually, and up to 6” per turn, as long as they remain within 12” of another marker.

The controlling player decides which marker represents the true location of the unit, and which two are fakes. It is NOT necessary to record this information in secret because the controlling player can decide which is which at any point during the game. 

A marker which enters the uninterrupted LOS of an enemy must be revealed immediately and removed from the game. If the marker was the location of the unit, it is placed on the table at that location. Once the unit is revealed, any remaining markers for that unit are removed. 

Markers in a terrain feature which can block LOS (such as buildings or woods) are revealed if the enemy enters the feature and comes within 6” of the marker.

Indirect Artillery Fire

All officers and infantry Squad Leaders may call for Indirect Artillery Fire as their action for the turn. They may not perform any other activity as they are too busy spotting, but the rest of the unit may perform one of the other Command Actions.

These strikes are made by off-board artillery units armed with cannons, mortars or missile launchers (blast weapons). Each is capable of  receiving only one strike call per turn. The scenario should specify how many units there are, and of what types.

To call in indirect artillery, use the following steps:

Determine Timing

To determine the timing of the strike make a quality test for the artillery unit:

If two or more dice succeed, the message is received and the strike arrives immediately.

If only 1 die succeeds, the message was garbled and there is no strike, but another attempt may be made on a later turn.

If none of the dice succeed, communication with that artillery unit has been permanently knocked out. No further calls to that unit may be attempted.

Determine Accuracy

To determine if the strike is accurate the spotter has to make a quality test.

If all dice pass, the strike hits with pinpoint accuracy.

For each die that fails, the strike will scatter 1D6” in a random direction. 

To resolve indirect artillery fire look at "Area effect weapons".

Jet Packs

Frequently referred to as boosters, jump jets, jump packs and similar, this term covers any device that permits powered jumps and leaps, rather than true flight.

Rather than performing a regular move, a unit with Jet Packs may perform one of two types of aerial movement; they may Leap or Bound. 

Leaping: this refers to a single powered leap, typically used to cross obstacles. The figures may move up to 12” on a Leap, clearing obstacles up to 6” in height. Taller obstacles can be crossed, but each 1” added to the height will reduce the jump length by 2”.

A Leap may not be used to enter close assault, and the unit may not perform any other action that turn.

Bounding: this is a series of short jumps used to cover ground quickly. Bounding troops may move a total of 18”, divided into 3 individual bounds of up to 6” each. Each bound must be taken in a straight line, and may clear obstacles up to the height of the bounding figure, but no higher. Bounding troops may fire, but suffer a 

-2 penalty to their fire effect. 

Troops may Bound into close assault, but the defending squad is allowed a free shot at their attackers. The range will be from the point of the last bound prior to making contact. Do not place Under Fire or Pinned markers for this, however, as the assaulting troops will be way too psyched up to care! 

Squads equipped with Jet Packs may carry wounded in the normal fashion. Deduct 2” from leaps and 4” from Bound when doing so.

Last Stand

No epic battle is complete without a desperate last stand, preferably against the odds. Once per game, each player may select a single unit and declare they are making a Last Stand. Once a unit has made this declaration, the deed is done. There is no die to roll (although we suggest the player make a dramatic speech).

A unit making a Last Stand is rooted to their spot. They will not move for any reason, but can regroup if they suffer casualties. There is no need to Check Resolve or take a Morale Test. And they ignore being Under Fire and Pinned. In short, they will hold their position; Shoot at their choice of enemy units, and fight to the last man.

Losing Heart

While a force may start a fire fight in high spirits, heavy resistance and casualties can swing things the opposite way. Checking the Resolve and taking Morale Tests applies only to individual units. This optional rule applies to the army as a whole. Once an army has sustained at least 50% losses*, the force will begin to Lose Heart, and the Resolve for all units will permanently drop by one level.

Once an army has sustained at least 75% losses*, the force is considered decimated, and the Resolve for all remaining units will permanently drop by one more level. Any Reluctant unit required to lose another level of Resolve is automatically eliminated instead.

* Losses relate to the overall total number of units eliminated from play. So squads, heavy weapons teams, snipers, officers and vehicles each count as a single unit. If the scenario includes on-board artillery (perhaps in a pillbox), or other “hard target points” such as bunkers, bridges and radar stations, players may wish to assign these “unit” status for purposes of determining army size. 

Mines

Mines can be used to bolster the defence of a position, slowing the enemy, or forcing them to take a different path. These “set and forget” devices will detonate when disturbed, usually triggered by pressure sensors or movement. They come in both light and heavy varieties.

Each minefield consists of three markers which should be numbered for easy identification. They may be placed anywhere on the table. They cannot be fired upon or attacked in any way. One marker represents a real minefield. The other two are dummy markers. The player placing the mines should record both the type (light or heavy) and number of each real minefield on a separate sheet.

Note that dummy minefields, once discovered, are removed from the game. Real minefields, however, will remain in play for the duration of the game (unless scenario special rules allow for the clearing or removal of minefields), and may be triggered any number of times.

Any unit that approaches to within 4” of a mine must temporarily halt their movement and resolve their encounter with the mine. Roll 1d6. If the result is 5+ the unit passes through the minefield without incident and may finish its movement. Otherwise the player who placed the mine must check his records.

If the mine is a dummy it is removed, and the unit may finish its movement. If the mine is real, resolve the attack immediately.

Mines versus Infantry

The attacker rolls 1d3 to determine the number of infantry figures that are hit by the blast. For each hit, the attacker rolls 1d6 and adds the Damage Rating of the mines. The defender rolls 1d6 and adds the Armour Rating of the targeted squad. To resolve these hits, continue with the rules to Determine Damage for infantry on page 19.

Mines versus Vehicles

The attacker rolls 1d3 to determine the number of hits suffered by the vehicle. For each hit, the attacker rolls 1d6 and adds the Anti-Tank Rating of the mines. The defender rolls 1d6 and adds the Armour Rating for the underside of the vehicle. To resolve these hits, continue with the rules to Determine Damage for vehicles on page 20.

Non-Combatants

Some scenarios may call for the inclusion of units with no fighting capabilities. These units may represent displaced civilians, news crews, or even panicked troops which have dropped their weapons and fled the battlefield. All such units are known as non-combatants.

Non-combatants can only choose the Move Out action, and will always Rush away from visible enemy units, unless the scenario rules specify differently. For Quality Level purposes, treat these units as Rabble.

Opportunity Fire

It is often tactically prudent to position troops in such a way that they can direct fire against an area of terrain, in order to deny the enemy access. This may be the approach to a bridge, bunker or other installation, an intersection, a patch of open ground, etc. 

Any unit, including squads of infantry, snipers, heavy weapons teams, and even vehicles may perform Opportunity fire once per turn – even if they have already been activated. Doing so does not count as activating the unit.

To perform Op-Fire, interrupt an enemy unit (infantry or vehicle) at any point during its move. Note how much further the enemy unit could have moved, and mark the friendly unit as having performed Op-Fire.

Then follow all the normal rules for shooting, except that no actual casualties or damage will be inflicted.

When targeting infantry, if any hit becomes a kill (or a wound if the advanced rules are used), the enemy unit is repulsed instead. If no kills (or wounds) are caused by the Op-Fire, the enemy unit may continue to move as desired.

When targeting vehicles, if the attacker scores three or more points higher than the defender when determining penetration, the enemy unit is repulsed instead. If no hits penetrate by at least 3 points, the vehicle may continue to move as desired.

Being repulsed means the unit must use any remaining movement to head for the nearest cover, that will not take the unit closer to the shooter. The unit being repulsed may end their turn in the open if they have insufficient movement left to make it to cover.

Personalities

Stories and movies of warfare are filled with colourful personalities, and our gaming would be rather dull if it didn't take these figures into account.

We recommend that players use models equal to the personality profiles they employ. An especially beefy soldier for a Brawler, a trooper with red cross arm bands, helmet and medical bag for a Medic, etc. But players are, of course, free to simply assign the profiles to regular models. 

The number of personalities allowed per side may be scenario driven, a variable (such as 1d6 rolls per player), or a set number agreed to by both players. 

Brawler: A Brawler receives an extra roll on the Kill Table during Close Assaults.

Comms: A squad with a communications expert can re-roll one dice when checking Command Response and when calling for Indirect Artillery Fire (note you can only re-roll one dice per attempt to call indirect artillery).

Knife Fighter: A knife fighter receives a +1 modifier during infantry Close Assaults. 

Lucky: A squad with a lucky trooper can re-roll any one die roll once during the game.

Medic: A Medic allows its unit to re-roll one dice for the Quality Test to recover wounded per turn.

Motivator: Any squad with a Motivator may re-roll one dice on a Morale Test.

Sharpshooter: Any squad with a Sharpshooter receives a Damage bonus of +1. 

Anti-Armour Expert: Any squad with an anti-armour expert receives an AP bonus of +1. 

Trigger Happy: A squad with a Trigger Happy trooper receives a Fire Effect bonus of +1.

Powered Armour

Powered Armour is an advanced suit of armour that combines miniaturised hydraulics and some form of armour plating to grant the wearer unrivalled protection and augmented strength, which grants the following benefits:

  • Coherency of the unit is increased to 6”.

  • Units gain a +3 modifier in infantry Close Assaults.

  • Any kill result they suffered during infantry Close Assault can be negated on a D6 roll of 5+.

  • Make two rolls for each figure wearing Powered Armour on the Kill Table during an infantry Close Assault.

  • When dropping onto the battlefield and scattering onto buildings or in woods, units in Powered Armour are only wounded on a D6 roll of 6.

  • Units wearing Powered Armour being transported by a vehicle which is destroyed are only wounded on a D6 roll of 5, and killed on a 6.

  • A unit with Powered Armour can use any heavy weapon that does not have the word “heavy” in its name as a support weapon, although the unit must still adhere to the heavy weapons team advanced rule.

Psionics

Some soldiers are armed with more than the weapons they carry into combat, they have the ability to shape the events around them using only their minds. These individuals are known collectively as psionics.

Psionics function as an individual, and require activation and action selection just like any other unit. They are represented by a single figure but may attach to and detach themselves from other units at will, however they may only act once each turn.

Aptitude and Strength

The capability of a psychic is measured with two statistics, Aptitude and Strength.

Aptitude rates their skill at invoking their powers, while Strength represents their ability to withstand  invocation attempts.

A typical psionic starts with 3 Strength points. Once reduced to zero Strength a psionic can no longer invoke their powers.

As part of an Engage the Enemy action, the Psionic can attempt to invoke one power at any point during their activation. The psionic does not contribute to any ranged combat during the turn.

Invoking Powers

To invoke a Psionic power, choose the power and nominate the target unit. You then need to roll 3D6 and check how many dice roll over the aptitude target of the Psionic (based on the table below).

Table 17: Psionic Aptitude

Aptitude Target Number
Marginal 5+
Competent 4+
Expert 3+
Master 2+

If two or more dice succeed the power was invoked easily and the psionic suffers no loss of Strength.

If only one die succeeds, the power was invoked with some difficulty, and the psionic is drained of one Strength point.

If no dice succeed the power was not invoked, and the psionic is drained of one Strength point.

Powers

At the start of a game, the player must choose a number of powers equal to the Psionic character’s strength.

Degrade: One enemy unit receives a -2 penalty to their Fire Effect or Assault roll on their next activation. No unit can receive this penalty more than once per turn.

Demoralise: Mark one enemy unit Under Fire. If they are already marked as such, replace that marker with a Pinned marker.

Embolden: One friendly unit does not have to take a morale test the next time they activate.

Enhance: One friendly unit receives a +2 bonus to their Fire Effect or Assault roll on their next activation. No unit can receive this bonus more than once per turn.

Expose: One enemy unit receives a penalty of -2 to their armour rating until after their next activation. No unit can receive this penalty more than once per turn.

Harm: One figure in an enemy unit is hit by a mental blast. Roll 1d6. A result of 4+ and the target is killed; otherwise he is unharmed. If the Recover Wounded  advanced rules are being used, the target is wounded on a d6 result of 4 or 5, and killed on a result of 6. The targeted player chooses the figure.

Heal: One wounded figure in a friendly unit is aided from within. Roll 1d6. A result of 4+ and the target fully recovers from his wounds and is able to resume his duties; otherwise he is unchanged.

Inspire: Remove one Under Fire marker from a friendly unit. If they are Pinned, replace that marker with an Under Fire marker.

Shield: One friendly unit receives a bonus of +2 to their armour rating until after their next activation. No unit can receive this bonus more than once per turn.

Terror: One enemy unit must take a morale test the next time they activate.

NOTE: All powers have a base range of 12”.

Recover Wounded

Squads that suffer fatalities in battle will press on with their mission for as long as they can; there will be time later to mourn the dead. But the wounded are a different matter entirely. They need medical attention, and soon, or they may die. Further, healthy members of a unit are often reluctant to leave untreated wounded behind. Under these rules, squads may now aid their wounded comrades.

Upon activation, an infantry unit can elect to perform a Recover Wounded action. They can then form aid teams and treat their injured. With any luck, they will stabilize a wounded figure, and perhaps even help them return to fighting form.

Wounding

When using these rules, a figure is only killed when the attacker scores three or more points higher than the defender when rolling to Determine Damage. If the attacker scores equal to, or one or two points higher than the defender, the target figure is only wounded. This can be indicated by placing a suitable marker next to the injured figure, or laying the figure down.

Wounded figures are out of action. They cannot move or fight, and if wounded again they are killed and removed from play.

Recovering Wounded

If less than half the unit are wounded then the unit can either attempt to act as normal or Recover Wounded as part of a command action. If they decide to shoot while they have wounded, the they do so at -3 fire effect and any movement is reduced by half.

If more than half the unit is injured then it can perform no other action this turn than to attempt to recover wounded.

If the entire unit is wounded, then it cannot be recovered and should be removed from play.

The Recovery Test

In order to recover wounded the squad must make a Quality Test for each wounded figure, applying all applicable modifiers from the table below.

If all 3 dice pass then one model has recovered enough to be able to carry on fighting.

If only 2 dice pass the figure is stabilised, but cannot fight. Remove the figure, no further attempts can be made to recover them and they do not count as a casualty when Checking Resolve.

If no dice pass then the figure has died from his wounds, and is removed immediately.

Table 18: Recover Wounded Modifiers

Unit also fired this turn -1
Unit Under Fire -2
Unit Pinned -3

Leave No One Behind

Squads are reluctant to leave untreated wounded comrades behind. If a squad without a medic wishes to abandon any un-stabilized wounded, they must make a Quality Test first.

If all three dice pass, they may leave their wounded behind without penalty. If only two pass then their morale is now at one level less than normal when Checking Resolve for the remainder of the game. If one dice passes or less, then the squad will not abandon wounded this turn.

Moving Wounded

A squad may choose to carry their wounded with them, rather than abandoning them to their fate. For every fit soldier, one wounded may be moved. If a squad chooses to move wounded they move at half their standard rate and may not perform any other actions.

Reserves

Some units can be called upon to deploy after the battle has started (and so will not be deployed during the initial setup). To make use of reserves, either decide before the match how many units each side can hold in reserve, or alternatively add the "Reserves" trait to a unit.

To use a unit in reserve, you must activate them (as per normal activation rules) and then make a Quality Test. If the result of the test means you are able to deploy then simply move the unit their standard movement distance, starting from the board edge you have deployed from.

Deploy From Reserves Quality Test

If all 3 dice pass: you can deploy from any table edge, but you must be at least 6” from an enemy unit or an objective.

If 2 dice pass: you can deploy from either the left or right table edge relative to where you initially deployed, or from your initial deployment zone.

If only one dice passes: you deploy from your initial deployment zone.

If no dice pass: you cannot deploy this turn.

Scout

Sometimes, you need to send a squad member on ahead to search for hidden enemy positions, and to spot for artillery.

Upon activation, a squad can elect to perform a Scout action. Pick one member of the squad and place their figure anywhere within three times the coherency distance of its squad.

For Example: A scout from a squad with regular quality could be placed up to 12” away from any other member of the squad.

From this position, the scout can be used to uncover Hidden troop markers. The rest of the
squad members may perform one of the other Command Actions.

If the scout calls for Indirect Artillery Fire, this constitutes the second Command Action  allowed by the unit, so the rest of the squad members will remain idle this turn.

The next time this squad is activated the scout immediately returns to the squad and is placed anywhere within coherency distance of any other member. This is done prior to the squad checking resolve or selecting a new action.

Smoke Grenades

Any squad equipped with rifle grenades or a grenade launcher is considered to be carrying
smoke grenades in addition to the usual explosive shells. Any squad so equipped may lay down one smoke screen per game.

A squad choosing to lay down a smoke screen is essentially performing an Engage the Enemy action, but with a twist. If they wish, they can Shoot (lay down the smoke) before they Move.

To lay down smoke, mark two points, each one no further than 10” from the squad, and no 

further than 16” apart. The line connecting these two points is where smoke shells fall,  creating a thick cloud that obscures all lines of sight through it, and preventing any close
assault charges or shooting through it as well.

Smoke lasts for one turn. Remove the smoke markers the next time the squad is activated.

Snipers

Snipers are an individual unit and require activation and action selection like any other unit. They are represented by a single figure and cannot attach themselves to other units.

As masters of concealment, if they didn’t move in their last activation, the enemy will suffer a -2 Fire Effect penalty if they target the sniper. 

Snipers Move and Rush like other units, but cannot initiate Close Assault. They cannot Shoot if they moved this activation. They use the following special rules when shooting:

Determine Clear Shot

A sniper can target any enemy unit (and any single figure within that unit), regardless of Fire Priority. Once a target has been chosen make a quality test, if you get 2 or more passes the sniper has a clear shot (continue with the rules for Shooting at Infantry on page 18), otherwise he cannot fire this turn.

Bullseye

If the Sniper gets 3 passes on their website test, then they have got a perfect shot and can add +1 to their damage.

Squad Leaders

Some units may be led by a single model (such as a sergeant, experienced veteran, etc). If this is the case, designate one of the unit’s models as a leader and choose the level of experience (regular, experienced or veteran).

Adding a squad leaders gives the squad several benefits. Firstly some special rules (such as call in indirect artillery fire) can only performed by a squad leader. Secondly a squad leader improves the quality level of his squad by a number of levels (depending on their experience) for determining Fire Effect bonuses and Quality Tests (but not weapon ranges).

If the squad leader dies the squad reverts to their natural quality level.

Table 20: Leader Experience

Leader Experience Quality Increase
Regular 0 Levels
Experienced 1 Level
Veteran 2 Levels

For Example: A conscript squad with an experienced leader is considered regular quality or rabble led by a veteran is considered regular quality.

Traits

Infantry and vehicles can be improve (or degraded) by giving them traits, which provide additional special rules to the unit they are assigned to. A full list if traits for both infantry and vehicles are available on the traits page.

Vehicle Bogging

Any time a tracked, walking or wheeled vehicle attempts to cross a patch of difficult ground (such as thick woods, deep streams or swamps), it has a chance of getting bogged down.

For every 6” moved through such terrain, these vehicles must take a Bogging Test. A bogging test is a standard Quality Test, for tracked and walking vehicles if the vehicle passes on at least one dice then it may continue moving. For wheeled vehicles 2 dice must pass.

If the test is failed the vehicle must stop in place. A vehicle can be freed by passing the same test at the start of any future activation.

Traits

Traits are special abilities which apply to either an entire squad, character or vehicle. They are designed to allow players to customise their forces to match the figures being used and create the backgrounds they prefer.

Players can decide ahead of time to allow a set number of Traits to be chosen, or they can use these to freely tailor their forces in a mutually agreed upon manner.

Under each trait is a “points multiplier”, this is used if you are building an army using the points buy system.

Infantry Traits

Adaptive Camouflage

This unit is equipped with an outfit (or armour) that disrupts the appearance of the unit. If the unit moved this turn and is fired at then resolve the shooting as if the unit is one range band further away.

If the unit did not move, it cannot be shot at beyond long range.

Points Multiplier: 1.30

Aerial

Units with this trait hover in the air while moving, and can clear any obstacles up to the height of the aerial figure. These troops land after they move and will incur any benefits or penalties the terrain may provide.

Points Multiplier: 1.30

Aggressive

When an aggressive unit marked as Under Fire is activated, if it chooses to move it must be towards the enemy. Any Command Response limitations are ignored.

Points Multiplier: 1.10

Agile

Agile units ignore movement penalties when crossing Difficult Terrain.

Points Multiplier: 1.20

Assault Troops

+2 to all Close Assaults.

Points Multiplier: 1.30

Berserk

A squad with this trait will ignore the effects of being Under Fire or Pinned if they activate within close assault range of an enemy unit.

However they must charge into hand-to-hand combat with the nearest enemy unit, and receive a +2 to their Close Assault.

Points Multiplier: 1.30

Bestow Trait

If this chatacter joins a squad, he may bestow one predefined trait upon them.

Points Multiplier: 1.40

Brave

This unit automatically succeeds on one of their dice when testing morale. Roll one less die than required and add one success to the result.

Points Multiplier: 1.50

Bug Hunter

Units with this trait are specially trained to fight alien species. When fighting an alien race, this squad receives a bonus of +1 to Close Assault and Fire Effect rolls.

Points Multiplier: 1.20

Cautious

The unit must test Quality to leave cover if it is currently Under Fire

Points Multiplier: 0.90

Combat Drugs

A unit equipped with this item may use it upon activation (once per game). They temporarily gain the Berserk, Fearless and Swift traits. They must charge into hand-to-hand combat with the nearest enemy unit.

At the end of their activation roll 1d6 for each survivor. A result of 6 indicates the trooper is wounded by the powerful drugs.

Points Multiplier: 1.20

Dependant

When led by officer this squad will automatically pass one of it's command response dice. If not it automatically fails on one of it's command response dice.

Points Multiplier: 1.00

Detection

Every time this unit is activated, all hidden markers within 12” must be removed or revealed.

Points Multiplier: 1.10

Disruptive Charge

When this unit charges into close combat it sends it's opponent into disarray. Because of this the opponent suffers a -2 penalty to fire effect on their free attack when receiving a charge from this unit. from this unit.

Points Multiplier: 1.20

Droids (self-less)

Not subject to normal psychology. Do not take morale checks. May never be Elite. Gain the Relentless trait for no additional points. Save against wounds on draws. Die instead of being wounded.

Points Multiplier: 1.60

Droids (self-preserving)

Not subject to normal psychology. Do not take morale checks. May never be Elite. Gain the Save against wounds on draws. Die instead of being wounded.

Points Multiplier: 1.30

Drop Troop

This unit has special training and equipment that allow it to be deployed after a battle has started. Adding this trait to a unit allows it to use the Drop Troops advanced rule.

Points Multiplier: 1.30

Elusive

Once per turn, when an elusive unit is fired upon, they may fall back 4” before shooting is resolved. Measure range and calculate terrain benefits from their new location. If Line of Sight is lost, the shooting unit is free to select another target.

Points Multiplier: 1.40

Engineer

Engineers automatically succeed on one of their dice when attempting to rig or detonate demolition charges. Roll one less die than allowed, and add one success to the result. In addition, units with the engineer trait add +2 to their die roll when encountering minefields.

Points Multiplier: 1.20

Fanatic

These units never need to Check Resolve, but they must have a Resolve of “Steady”

Points Multiplier: 1.60

Fast

+2" base movement rate.

Points Multiplier: 1.20

Fearless

Ignores any Morale Tests caused by Terrifying units or psionic Terror.

Points Multiplier: 1.10

Fire Team

This unit can be split into two independent squads that act separately of each other but must still stay within close proximity of their partner fireteam.

Adding this trait to a unit allows it to use the “Fire Teams” advanced rule.

Points Multiplier: 1.20

Flyer

Units with this trait are considered airborne at all times. They may move over any obstacles and never receive any benefit from terrain.

Points Multiplier: 1.20

Frail

This unit suffers -1 to Armour.

Points Multiplier: 0.90

Frenzied

Each frenzied model receives 1 additional kill roll in assault combat. This is cumulative with any other additional rolls obtained.

Points Multiplier: 1.30

Goon

Goons may not fire beyond close range, except to return fire, and suffer a -1 penalty to all Fire Effect rolls. Their Armour Rating suffers a -1 penalty as well. They may never Rush.

Points Multiplier: 0.70

Grav Mount

A grav mount allows for heavy weapons to be moved more easily and will also dampen recoil when fired. The mount may move at the same speed as it's crew, is unhindered by terrain but may not perform rush moves.

The crew must remain within normal coherency distance of the mount to operate it and when mounting a “light” or “medium” version of any heavy weapon, the mount may move and fire its armament.

When fired upon, treat the mount as a normal squad member, with heavy armour. A hit indicates that the mount is damaged and the crew must make a quality test each turn, and pass on two or more dice to operate it. If the platform recieves a second hit, or all 3 dice fail, the platform is destroyed and the crew must operate the weapon in the traditional fashion.

Points Multiplier: 1.40

Grizzled

Squads with this trait Check Resolve at one level higher than their Quality level.

Points Multiplier: 1.20

Gung Ho

May ignore "under fire" any turn they close assault

Points Multiplier: 1.10

Hardened

These troops ignore being Under Fire until they suffer their first casualty, and may always leave wounded behind.

Points Multiplier: 1.10

Hero

This trait may only be taken by a Character or Psionic. Heroes always Shoot individually, even when attached to another unit. When firing at close range, they may choose the target figure. They are also Fearless, Shock Troops. Non-heroes suffer a -2 penalty to Fire Effect when firing at a Hero.

Points Multiplier: 1.50

Hesitant

Unless activating within 15" of enemy troops, make a Quality test to activate. If the test fails move towards cover or stand still (if none is close enough).

Points Multiplier: 0.80

Hive mind (controller)

This unit controls other members of a hive mind (see Hive Mind unit) but is also Fanatic and Relentless.

Points Multiplier: 1.50

Hive Mind (unit)

Units with this Trait are Fanatic and Relentless when they activate within 12” of one of a mind controllers. This controller can be another squad or an independent figure with the Hive Mind (controller) trait.

If the unit is beyond 12” of the controller, it must pass a Quality Test on 2 or more dice, or it cannot activate this turn.

Points Multiplier: 1.20

HQ

This trait may only be applied to a single figure. Once per turn, any one unit may reroll a failed Command Response test.

Points Multiplier: 1.20

Huge

Huge units can be squads, Characters or Psionics and may be equipped with heavy weapons and fire them while moving, but suffer a -2 penalty to fire effect.

In close assault, a huge model rolls 4 kill rolls. If the opposing unit fails to destroy the huge model, it must fall back, even if it won the assault.

Furthermore, while being shot at by any weapons without an AP score, a huge model must receive at least two hits in the same volley of fire to be wounded.

Huge models do not receive any benefits of cover.

Points Multiplier: 1.50

Ignore Pain

The model may continue to move and fight if wounded. Each activation make a Quality Test, is all dice pass it can continue to fight, otherwise it is removed as a casualty

Points Multiplier: 1.20

Infect

When a figure is killed in Close Assault by a unit with this trait roll 1d6, on 5+ the figure is infected.

Points Multiplier: 1.00

Infilration

After initial deployment, this squad may make an additional Rush move before the game starts. In addition, they check Coherency at one level higher than their Quality level.

Points Multiplier: 1.30

Inflexible

The unit may not fire on a turn where it moved.

Points Multiplier: 0.70

Jet Packs

This unit is equipped with some form of device that allows far greater movement than regular infantry. Adding this trait allows the unit to use the “Jet Packs” advanced rule.

Points Multiplier: 1.50

Legend

This trait may only be applied to a single figure. Legends have both Hero and Villain traits. Legends always count as rolling a 6 for Close Assaults and Shooting.

Points Multiplier: 2.00

Limited Teleport

Whenever the unit would normally move, it can instead teleport the same distance, ignoring terrain and other units/vehicles etc (this can work in conjunction with traits such as Jet Packs and Elusive).

Teleportation can be a risky business and a unit that teleports must make a Quality Test, determining success in the same way as Drop Troops. But if all dice on the quality test fail (in addition to the results of Drop Troops rule) then one member of the unit is removed as a fatality, they never re-materialised.

Points Multiplier: 1.50

Mechanized

An infantry unit with this trait is partnered with a transport vehicle at the start of the
game. When the infantry unit is activated, the designated vehicle may ALSO be activated at the same time if it is currently within 12” of the infantry squad. Either unit must perform all of its actions first before the second unit is activated.

Points Multiplier: 1.20

Night Vision

May fire normally to specified range

Points Multiplier: 1.10

No Grenades

The unit does not carry grenades and is subject to a -2 penalty in assault combat.

Points Multiplier: 0.80

Obvious Target

Can always be chosen as a target, cannot hide.

Points Multiplier: 0.80

Recon

Recon units gain +1” to their Coherency. In addition, they are automatically successful on one of their dice when attempting to call for Indirect Artillery Fire. Only roll 2d6 for their timing test and add one success to the result.

Points Multiplier: 1.30

Regenerate

Any figure with this trait will automatically heal their wound by remaining inactive during their next turn. They cannot Move in any way, nor can they Shoot or Close Assault. At the end of their dormant activation, they are fully healed.

Points Multiplier: 1.20

Relentless

Troops that are Relentless ignore the effects of being Under Fire or Pinned. They never benefit from any form of cover, and will leave any casualties behind without giving it a second thought.

Points Multiplier: 1.20

Reserves

This unit can be held in reserve, and then deployed once the battle has started (as per the Reserves advanced rule).

Points Multiplier: 1.30

Resilient (2)

Gain 2 wounds, each "wound" looses one point, each "kill" looses two

Points Multiplier: 1.20

Resilient (3)

Gain 3 wounds, each "wound" looses one point, each "kill" looses two

Points Multiplier: 1.40

Resilient (4)

Gain 4 wounds, each "wound" looses one point, each "kill" looses two

Points Multiplier: 1.60

Resilient (5)

Gain 5 wounds, each "wound" looses one point, each "kill" looses two

Points Multiplier: 1.80

Resilient (6)

Gain 6 wounds, each "wound" looses one point, each "kill" looses two

Points Multiplier: 2.00

Save

Squads with this trait roll 1d6 for every hit they suffer. On a result of 5+ the hit is negated.

NOTE: Power Armour Troopers can only make one save in close combat.

Points Multiplier: 1.40

Self Repairing

Units with this trait have been infused with tiny nano medics. During a Recover Wounded action, these troops can make a recovery roll as if an aid team was present, without the need to form such teams.

Points Multiplier: 1.10

Shaky

This unit automatically fails one of their dice when testing morale. Only roll 2d6 for their morale test and add one failure to the result.

Points Multiplier: 0.80

Shock Troops

Shock Troops add +1 to all Close Assaults.

Points Multiplier: 1.10

Slick

A slick model may only be engaged by 2 opponents in close combat. Thus against a unit of 5 models with this trait, you could not count more than 10 opponents for assault bonus and kill rolls.

Points Multiplier: 1.20

Slow

Slow units suffer a penalty of -2” to their base movement rate.

Points Multiplier: 0.80

Slow Firing

Slow Firing units roll only 1d6 to determine Fire Effect if they moved this activation.

Points Multiplier: 0.80

Stealth

A unit with this ability always succeeds when it goes into hiding (see Hidden Movement). There is no die roll required.

Points Multiplier: 1.10

Supreme Armour

An ancient artifact from an age of lost technology, a holy (or unholy) relic, maybe even a mastercrafted piece of technology. This trait applies to the armour of the unit which gains +1 to the Armour Rating of the unit.

Points Multiplier: 1.10

Supreme Weapon

An ancient artifact from an age of lost technology, a holy (or unholy) relic, maybe even a mastercrafted piece of technology. This trait applies to the unit's weapons which gain a +1 damage bonus.

Points Multiplier: 1.10

Swift

These units add +4” to their base movement rate.

Points Multiplier: 1.40

Tank Hunter

Squads with this trait are equipped with special explosives used to deal with enemy armoured vehicles. They gain +1 to their Nerves Check and a +2 mod when Close Assaulting vehicles.

Points Multiplier: 1.20

Terrifying

Squads with this trait will strike fear in the hearts of any unit nearby. An enemy unit which activates within 8” of a terrifying squad must make an immediate Morale Test.

Points Multiplier: 1.60

Timid

The unit must pass a Quality Test on at least 2 dice to launch a close combat assault.

Points Multiplier: 0.90

Tough

Squads that are Tough gain a +1 bonus to their Armour Rating.

Points Multiplier: 1.10

Unstable Technology

These troops make use of weapons and equipment that may be powerful or advanced, but have also not been thoroughly tested. They may be prototypes or something jerry rigged but whatever the case there is a chance something will go wrong!

Every time a unit with this trait rolls a 1 on a fire effect dice it takes a hit with a damage equal to the standard weapon. Resolve this hit in the usual fashion.

NOTE: if a squad rolls 2 1's on their fire effect dice they receive 2 hits.

Points Multiplier: 0.70

Villain

This trait may only be applied to a single figure. Any time a Villain is killed, leave the figure on the table. It remains in this state for the remainder of this turn. During the next turn, the owning player may activate this figure. Roll 1d6. If the result is 5+ the Villain was really only stunned. He climbs back to his feet and may return to battle immediately. If the result was less than 5, the Villain is truly dead and is removed from the table, never to be seen again. Or will he? :)

Points Multiplier: 1.50

Weak

The unit suffers a -1 penalty to close assault.

Points Multiplier: 0.90

Zombie

Zombies are Relentless and Fanatics. Unless the scenario dictates otherwise, they may never Rush. Zombies also have poor vision, so they cannot Shoot beyond close range, and all fire suffers a -2 penalty.

Points Multiplier: 0.70

Vehicle Traits

Advanced Targeting System

Vehicles with advanced targeting systems add +2 to all Fire Effect rolls against other vehicles and hard targets (bunkers, buildings, etc).

Points Multiplier: 1.20

AI Controlled

This vehicle has an artificial intelligence (AI) running it and so has no crew. These AI systems are most commonly installed in heavy tanks and walkers, but can exist in any vehicle.

An AI Vehicle is completely immune to any morale effects and when it is “damaged” it can re-roll one of the dice of its Quality Test to recover from damage. An AI Controlled vehicle can only be of Steady Resolve.

Also, an AI controlled vehicle has zero crew and can fire weapons as if it has an number of crew equal to its total number of weapons.

Points Multiplier: 1.50

Alternate Fire Weapons (2)

Choose two weapons on this vehicle, they are all part of a single weapon with multiple fire modes. All the chosen weapons now count as a single weapon and only one can be fired in a turn (and only requires one crew to fire).

Example - Multi Use Beam Cannon: A hover tank is equipped with a Laser cannon that can be altered to fire either in one focused beam, or multiple less powerful shots. This would be represented by adding a “heavy beam cannon“ and a “chain gun” then taking this trait. Both of those weapons are now considered a single weapon.

Points Multiplier: 0.80

Alternate Fire Weapons (3)

Choose three weapons on this vehicle, they are all part of a single weapon with multiple fire modes. All the chosen weapons now count as a single weapon and only one can be fired in a turn (and only requires one crew to fire).

Example - Multi Use Beam Cannon: A hover tank is equipped with a Laser cannon that can be altered to fire either in one focused beam, or multiple less powerful shots. This would be represented by adding a “heavy beam cannon“ and a “chain gun” then taking this trait. Both of those weapons are now considered a single weapon.

Points Multiplier: 0.60

Amphibious

Suitably equipped vehicles can cross water at half Cautious speeds. Any firing while in the water suffers a -3 Fire Effect penalty.

Points Multiplier: 1.10

Close - In Defense System

Only fully armoured and enclosed vehicles may take this upgrade which launches a canister shot a few meters above the vehicle before it detonates. The resultant blast does no harm to the vehicle, but any troops nearby will be targeted.

Treat this as a Blast Weapon with a radius of 4” centered on the vehicle. Any unit within this radius will be hit by the blast. For each unit affected, work out any potential casualties by continuing with the rules to Determine Strike Effect.

Points Multiplier: 1.20

Command Vehicle

Only a single vehicle may have this attribute and if used, no infantry figure may take the HQ trait. Once per turn, any one unit may re-roll a failed command response test. In addition, this vehicle can take a Command action to call for Indirect Artillery Fire.

Points Multiplier: 1.10

Electronic Countermeasures

ECMs can be fitted to vehicles to negate the effectiveness of advanced targeting systems. As such, a vehicle equipped with an Advanced Targeting System receives no benefit from that system if the target is equipped with ECM.

Points Multiplier: 1.10

Energy screen

Vehicles with this trait roll 1d6 for every hit they suffer. On a result of 5+ the hit is negated.

Points Multiplier: 1.50

Fast

The vehicle adds +2" to Cautious and Standard movement rates.

Points Multiplier: 1.20

Fixed Mount (1)

Select one weapon on this vehicle, that weapon can only fire in one direction (front, left side, right side and rear).

Points Multiplier: 0.80

Fixed Mount (2)

Select one weapon on this vehicle, that weapon can only fire in one direction (front, left side, right side and rear).

Points Multiplier: 0.80

Fixed Mount (3)

Select one weapon on this vehicle, that weapon can only fire in one direction (front, left side, right side and rear).

Points Multiplier: 0.80

Forward Observer

The vehicle is equipped with special sighting and communications gear linked to an artillery unit. This vehicle can take a Command action to call for Indirect Artillery Fire.

Points Multiplier: 1.10

Improved Weapons Control

An improved weapons control system allows a single crew to fire two weapons instead of the single weapon normally allowed.

Points Multiplier: 1.20

Jump Jets

Walkers only - may move 10" ignoring obstacles up to 6" heigh instead of moving and firing normally.

Points Multiplier: 1.50

Linked Weapons

Sometimes two are better than one! This could be two machine guns welded together or dual chain guns linked with sophisticated targeting equipment.

When picking this trait, choose one of the weapons on this vehicle, when firing this weapon roll 2D6 and pick the highest result (as you would for infantry).

This trait can be taken multiple times, each time it applies to a different weapon.

Points Multiplier: 1.30

Medevac

The vehicle and crew are equipped to handle and transport casualties. When in contact with an infantry squad with casualties the vehicle may take a recover wounded action as if it had two aid teams. Squads may leave wounded with a Medevac vehicle without affecting their resolve.

Points Multiplier: 1.10

Reactive Armour

The armour of this vehicle is designer to disrupt the energy of anti-tank weapons. When a vehicle with reactive armour is fired upon by a weapon with an AP of 1 or greater, the player who owns the vehicle can choose to force the attacker to re-roll his damage dice.

Points Multiplier: 1.20

Reserves

This unit can be held in reserve, and then deployed once the battle has started (as per the Reserves advanced rule).

Points Multiplier: 1.30

Slow

The vehicle suffers a -2" penalty to Cautious and Standard movement rates.

Points Multiplier: 0.80

Smoke

Any vehicle equipped with smoke may lay down one smoke screen per game. Follow the rules for Smoke Grenades, except that the two points which mark the ends of the smoke screen can be placed anywhere the vehicle can see to shoot. As with infantry squads, the vehicle can Shoot (lay down the smoke) before they Move.

Points Multiplier: 1.10

Stealth

Some vehicles use a combination of shape, advanced materials and chameleon coverings to avoid detection and foil targeting systems. Therefore, any shooting directed at a vehicle with stealth capabilities is resolved at one range band beyond the distance indicated.

Points Multiplier: 1.50

Supercharged

The vehicle adds +4" to Cautious and Standard movement rates.

Points Multiplier: 1.40

Under-Powered

The vehicle suffers a -4" penalty to Cautious and Standard movement rates.

Points Multiplier: 0.60

Weapon Stabilizer

Vehicles with stabilized main weapons may fire when moving at standard speeds. All other modifiers apply as usual.

Points Multiplier: 1.50

The Armoury


The armoury contains a list of all the weapons and armour you can use in your F.A.D games, as well as damage, bonuses (such as fire effect or AP), range multipliers and points cost (for if you are using points). 

Basic Weapons

Weapon Ra DM FE AP Additional Benefits Points
None 0 0 0 0 0.00
Pistol 1 1 0 0 +1 to close assaults 0.25
SMG 2 2 0 0 +1 to close assaults 0.50
Assault Carbine 4 2 0 0 0.75
Low-Tech Rifle 5 1 0 0 0.75
Assault Rifle 5 2 0 0 1.00
High Tech Rifle 6 2 0 0 1.25
Gauss Pistol 3 3 0 0 +1 to close assaults 1.50
Laser Rifle 7 2 0 0 1.50
Gauss Carbine 5 3 0 0 1.75
Blaster Pistol 1 4 0 0 +1 to close assaults 2.00
Assault Rifle (linked) 5 2 0 0 Act as double troops for fire effect (Vehicle/Power Armour only) 2.00
Blaster 3 4 0 0 2.00
Gauss Rifle 6 3 0 0 2.00
High Tech Rifle (linked) 6 2 0 0 Act as double troops for fire effect (Vehicle/Power Armour only) 2.25
Laser Rifle (linked) 7 2 0 0 2.50
Gauss Carbine (linked) 5 3 0 0 Act as double troops for fire effect (Vehicle/Power Armour only) 2.75
Gauss Rifle (linked) 6 3 0 0 Act as double troops for fire effect (Vehicle/Power Armour only) 3.00

Support Weapons

Weapon Ra DM FE AP Additional Benefits Points
Shotgun 2 2 2 0 +1 to close assaults 1.00
Flamethrower 1 2 0 2 +1D6 to fire effect, +1 to close assaults 3.00
Grenade Launcher 2 2 0 1 +1D6 Fire Effect 3.00
SAW 6 2 2 0 3.00
Fusion Gun 2 2 0 3 3.00
Plasma Rifle 5 2 1 1 4.00
SAW (Linked) 6 2 2 0 Act as double troops for fire effect (Vehicle/Power Armour only) 4.00
Beam Rifle 7 2 0 1 5.00
Plasma Rifle (Linked) 5 2 1 1 Act as double troops for fire effect (Vehicle/Power Armour only) 5.00
Missile Launcher (Power Armour) 5 3 0 1 +1D6 FE, Power Armour only. 6.00

Heavy Weapons

Weapon Ra DM FE AP Additional Benefits Points
General Purpose MG 7 3 3 0 5.00
Sniper Rifle 10 3 0 0 5.00
Heavy MG 8 4 2 0 6.00
Mounted Flamethrower 3 2 0 2 +1D6 to fire effect, +1 to close assaults 6.00
Chain Gun - Light 4 2 5 0 8.00
Beam - Light 15 2 0 1 10.00
Cannon - Light 10 3 0 0 Blast 3 10.00
Chain Gun - Heavy 7 2 7 0 10.00
Missile Launcher 8 2 1 3 Can fire HE (Blast 3, 0 AP) or AP (Blast 0, 3 AP) 10.00
Morter - Light 10 2 1 0 Blast 3, Does not require line of sight 10.00
Auto Cannon - Light 10 5 1 0 10.00
Beam - Heavy 20 2 0 3 16.00
Cannon - Medium 12 3 1 1 Infantry automatically pinned, Blast 4 16.00
Auto Cannon - Heavy 13 6 1 0 16.00
Morter - Heavy 12 2 1 0 Automatically pin, Blast 3, Does not require line of sight 16.00
Rail Gun - Light 12 4 0 1 20.00
Cannon - Heavy 15 3 3 2 Infantry automatically pinned, Blast 5 22.00
Rail Gun - Heavy 15 4 0 3 30.00

Armour

Armour Rating Additional Benefits Points
None 3 -1
Light 4 0
Improved 5 1
Heavy 6 2
Battle Dress 7 3
Lt. Power 7 6
Medium Power 8 8
Hvy. Power 9 10

Scenarios


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.

Setup Terrain

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.

Determine Missions

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.

Mission Table 

Aggressive CommanderCautious CommanderDefensive 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!

Mission Details

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.

Mission Length

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

Assault

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.

Escalating Engagement

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.

Expand

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.

Hold

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.

Infiltrate

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.

Interfere

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.

Patrol

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.

Strike

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.

Sweep

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).

Creating a Force


If you are just getting started wargaming with FAD then we would advise you check out our pre-written 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 pre-planning. 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:

  1. 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.

  2. Add the squad leader experience, if needed.

  3. Multiply the total cost by the combined Quality and Resolve.

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

  5. 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 RatingRegularExperiencedVeteran
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

Off-board 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

Off-board 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:

  1. Start with a base cost of 10 points.

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

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

  4. Multiply this cost the combined multiplier of Quality and Resolve

  5. 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 Auto-Cannon 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.

Quick Reference


Here you can find all the tables used in the basic rules in one place, simplified where possible.

Unit Actions

Engage the Enemy Infantry Move & Close Assault or Shoot. Vehicles Move at Cautious speeds & Shoot.
OPEN FIRE Infantry & Vehicles shoot with +2 Fire Effect bonus but may not move.
Move Out Infantry Rush, Vehicles Move at Standard speeds, neither may Shoot.
Command (Advanced) Infantry can take two of the following: Demolition, call for Indirect Artillery Fire, Recover Wounded, Scout or Shoot.

Movement

TypeMove/Cautious SpeedRun/Standard Speed
Infantry 6" 12"
Fly 14" 20"
Hover 10" 16"
Tracked 12" 18"
Walk 6" 12"
Wheeled 18" 24"

Quality Benefits

 RabbleConscriptRegularElite
Fire Effect 0 0 +1 +2
Base Range/Coherency 2" 3" 4" 5"
Quality Tests 5+ 4+ 3+ 2+
Pinning 10 12 14 16
Fire Priority 1 2 3 4

 

Resolve Table

 ReluctantUncertainSteadyDetermined
Infantry 1 squad member killed 25% of original size 50% of original size 75% of original size
Vehicle 1 Hit 2 Hits 3 Hits 4 hits

Fire Effect Modifiers

Target at Base Range +2 Target Non-Combatant +2
Target at Medium Range -2 Target Rabble in Open Terrain* +1
Target at Long Range -4 Target is Concealed Sniper* -2
Target Under Fire or Pinned* -1 Shooter Every 3 Riflemen* +1
Target Bunched Up** +2 Shooter Under Fire or Broken* -2

Determine Damage

Target in Open Ground One hit per 3 Fire Effect points
Target in Partial Cover One hit per 4 Fire Effect points
Target In Heavy Cover One hit per 5 Fire Effect points

Close Assault Modifiers

Charging +1 Outnumber Enemy +1 per extra figure
Better Armour +1 Higher Troop Quality +2 per level

Close Assault Kill Table

Player WonDrawPlayer Lost
Enemy Killed on 3+ Enemy Killed on 4+ Enemy Killed on 5+
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