FAST AND DIRTY RULES FOR FAST AND DIRTY COMBAT by Ivan Sorensen runequester@ga!"#$o %tt&'((gaes#grou&s#ya%oo#$o(grou&()astan**!rty( +t% EDITION ,ers!on -#./ a*e 0!t% o&en sour$e too"s
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INTRODUCTION WHAT IS DIFFERENT? This is the fifth edition of the Fast And Dirty (FAD) game rules. Each version in the past have had specific aims driving it. In this case, the aim has een to e!pand the rules, try to retain the claim to eing one of the most thorough and complete games on the mar"et, and dramatically e!pand the options you have as a player. As such, in many cases, you #ill find multiple rules options availale. $hen this is the case, one #ill e given as a default, #ith alternatives indicated. WHAT WHAT CAN I DO WITH THESE RULES? FAD have al#ays een aimed at futuristic comat, #hether near%future or highly speculative. It can also e used for ultra%modern and &'th century gaming #ithout too many complications. The rules can e played #ith any miniatures that are individually ased. Team ases should e doale provided you have some #ay to mar" casualties. maller scaled figures, such as mm or 1*mm #ill generally have the effect of ma"ing the #eapon ranges more fitting to the miniatures scale. Any miniatures can e utili+ed, and there are ample tools to help get them performing the #ay you feel they should. WHAT FREEDOMS DO I HAVE HAVE AS A PLAYER? PLAYER? ou are free to copy, print and distriute these rules in any non%profit fashion. If you #ish to use part of these rules for a pro-ect of your o#n, ma"e a translation or #ish to release a slightly modified version, you are #elcome to do so. lease give credit #here credit is due. /ames ased on a sustantial portion of FAD (say, *'0 or more) should e non%profit. i"e#ise, you have complete permission to create supplementary #or"s, such as reference sheets, 2uic" start guides, army lists, variant rules and so forth. WHAT DO THE RULES COST? If you are reading this, you already do#nloaded the game. There is no cost to otain or reproduce these rules. If you play the game, en-oy it and #ant to have more developed for it, I3d encourage you to ma"e a money donation to me via paypal ( rune2uester4gmail.com ), send me some 1*mm miniatures, #rite a cool scenario and post it on the mailing list or something else, to #hatever amount you feel the rules are #orth to you.
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INTRODUCTION WHAT IS DIFFERENT? This is the fifth edition of the Fast And Dirty (FAD) game rules. Each version in the past have had specific aims driving it. In this case, the aim has een to e!pand the rules, try to retain the claim to eing one of the most thorough and complete games on the mar"et, and dramatically e!pand the options you have as a player. As such, in many cases, you #ill find multiple rules options availale. $hen this is the case, one #ill e given as a default, #ith alternatives indicated. WHAT WHAT CAN I DO WITH THESE RULES? FAD have al#ays een aimed at futuristic comat, #hether near%future or highly speculative. It can also e used for ultra%modern and &'th century gaming #ithout too many complications. The rules can e played #ith any miniatures that are individually ased. Team ases should e doale provided you have some #ay to mar" casualties. maller scaled figures, such as mm or 1*mm #ill generally have the effect of ma"ing the #eapon ranges more fitting to the miniatures scale. Any miniatures can e utili+ed, and there are ample tools to help get them performing the #ay you feel they should. WHAT FREEDOMS DO I HAVE HAVE AS A PLAYER? PLAYER? ou are free to copy, print and distriute these rules in any non%profit fashion. If you #ish to use part of these rules for a pro-ect of your o#n, ma"e a translation or #ish to release a slightly modified version, you are #elcome to do so. lease give credit #here credit is due. /ames ased on a sustantial portion of FAD (say, *'0 or more) should e non%profit. i"e#ise, you have complete permission to create supplementary #or"s, such as reference sheets, 2uic" start guides, army lists, variant rules and so forth. WHAT DO THE RULES COST? If you are reading this, you already do#nloaded the game. There is no cost to otain or reproduce these rules. If you play the game, en-oy it and #ant to have more developed for it, I3d encourage you to ma"e a money donation to me via paypal ( rune2uester4gmail.com ), send me some 1*mm miniatures, #rite a cool scenario and post it on the mailing list or something else, to #hatever amount you feel the rules are #orth to you.
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WHO MADE THIS? The principal designer for these rules is Ivan orensen. ou can reach me at rune2uester4gmail.com 5ver the years, a multitude of people have helped, some providing a fe# ideas, some providing a flood of them. ome have as"ed 2uestions, some made suggestions and some simply said they #ere playing the game. articular than"s must go to teve /reen and Alan 6orey for more help than I can rememer. For use of photo3s, a ig than" you to7 The 8edout Toshach 6iniatures ictor3s tudio (cott erry : ;aime Fenimore) 6ichael Ian /arutt
http799doodleot.net9redout9 http799###.toshachminiatures.com http799###.pictorsstudio.com http799mmfuar.logspot.co.u" http799good%times.#eshots.com9alum9*1<*==1c2IDDd
HOW ARE THESE RULES ORGANIZED? The rules are divided into a numer of sections, to help ma"e the game easier to navigate Organization and turn sequence >overs the asics of ho# the game functions, ho# the turn is carried out, 2uestions of scale and unit ailities. Movement and and the battlefield battlefield ?o# to move units around the attle area. Engaging the the enemy 8anged comat, assaults resolving damage. Advanced rules rules Advanced player options, such as sentry guns, #ounded soldiers, unit traits and artillery fire. Appendices Appendices ?elp setting up a game, including army creation, points values, campaigns and scenarios. Technology $eapon, armour and e2uipment information and charts. Narrative tools ?elp to provide a narrative ac"ground to your attles and characters.
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ORGANIZATION AND TURN SEQUENCE: Figure scae! 1 figure 1 soldier, vehicle or #eapon. Ti"e scae! Each turn represents a fe# seconds of activity if comat is ta"ing place. 5n turns #here little fighting ta"es place, a turn may represent a fe# minutes. ?eavy #eapon attac"s tend to represent 1 or & individual shots fired, #hile small arms or automatic #eapons attac"s may represent several shots or short ursts. Gr#u$% scae! Depends on miniatures used. $ith 1*mm or larger, assume #eapon ranges are compressed y a factor of &%@. $eapon ranges used all relate to effective engagement ranges in a rapid moving situation. U$i&! The term unit in game terms can mean one s2uad of infantry, one vehicle, one independent character or one heavy #eapon plus its cre#. Orga$i'a&i#$! Troops are organi+ed into units (typically "no#n as a s2uad or section). A numer of units form a BplatoonC, led y a commander. A numer of platoons form a BcompanyC, li"e#ise led y a commander. latoons and companies may have outside units attached to them. These are considered to e BsupportC units, and for command and control purposes are considered to e under the command of every commander in the force. Individual s2uads tend to range from <% figures. arger s2uads are certainly possile, ut may prove un#ieldy and ineffectual, #hile very small s2uads are 2uic"ly #hittled do#n y comat. In a typical game, a player commands @%* s2uads of infantry #ith supporting #eapons and vehicles, though larger games are certainly possile.
TURN SE(UENCE! Three turn se2uence options are presented. The standard se2uence uses initiative rolls and alternating <
activations, the card options present a more varied turn se2uence to ma"e the game less controllale. S&a$%ar% &ur$ se)ue$ce! Each player rolls 1D to determine initiative. ?igh roller elects to move first or second. layers then ta"e turns to activate and move one unit, #ith each unit activating once per turn. O*&i#$! Sei'e i$i&ia&i.e/ If the initiative roll comes up a for one player and a 1 for the other player, the player rolling the is assumed to have sei+ed initiative. ?e receives one BfreeC activation, letting a unit act t#ice. Si"*e car% se)ue$ce! >reate a dec" of cards, and dra# from them to determine the se2uence units activate in. Each unit is represented y 1 card. $hen the units card is dra#n, the unit activates. O*&i#$! E+&e$%e% car% se)ue$ce/ Each unit has & cards in the dec", letting it activate t#ice per turn.
O*&i#$! Pas"a c##er/ Add a Blasma >oolerC card to the dec". $hen this is dra#n, the turn ends immediately. nits that did not activate may fire at any target in short range, ut may not other#ise ta"e any actions.
E+*a$%e% car% se)ue$ce! se a dec" of cards, ut include the follo#ing cards as #ell7 C#""a$%er 1 per commander. >ard must indicate a specific commander. The indicated commander may activate any unit under his command, that he has communications to. I$s*ira&i#$ 1 card for every s2uad leader rated as BgoodC. $hen dra#n, any s2uad led y a BgoodC s2uad leader may push his s2uad to do one of the follo#ing7 6ove @C. 8emove Bunder fireC status. Automatically pass ne!t morale chec". 8oll to recover 1 #ounded trooper. Pas"a c##er 1 card in dec" Ends turn as indicated aove. Reac&i#$ uggested 1 card per commander (average if players are not fielded same numer) ut card aside and dra# ne!t card. If the ne!t card is a unit card, any opposing unit may react to its activation y either firing upon it, ta"ing a normal move directly to#ards it, to#ards cover or directly a#ay. The reacting unit must have line of sight. P,i#s#*,sing a card ased se2uence ma"es the game much more random and unpredictale. This can e a lot of fun, and can model a #hole range of outcomes that a normal activation se2uence does not. 5n the other hand, it can also lead to some frustration. $e advice gamers to give it a shot.
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UNIT PROFILE! 8ather than use long lines of numeric entries, FAD philosophy is to use plain #ords to descrie a units capailities. $hile these do ultimately correspond to numeric values, I have found it easier to thin" aout units in these terms, and it 2uic"ly ecomes second nature. (uai&-7 This reflects the units training, fighting aility and competency. Rabble these units have little training and lac" e!perience Conscript The BdefaultC rating. ome training ut lac" e!perience. Regular "illed and seasoned men. Elite The est of the est. pecial forces and such li"es. Res#.e7 >overs determination and #ill to fight on, in face of casualties. Reluctant i"ely to flee at the first opportunity. ncertain ?esitant and not li"ely to fight to the end. !teady A -o to do, and #e3re the ones #ho3ll do it. "etermined uccess of the mission is paramount. All units, #hether infantry or vehicle, are rated #ith the t#o aove stats. Their specific game impact #ill e detailed in the specific rules sections. UNIT ACTIVATION! $hichever turn se2uence is used, #hen unit is BupC, it is considered to e BactivatedC. This means the unit is no# ale to act. $hen activated, any unit may select one of three actions to perform Engage the enemy Infantry may move and perform either a close assault or shoot. Gehicles may move at cautious speed and shoot. $eapon teams may fire if they do not move. hooting may e carried out efore or after the unit moves, ut you may not oth move and assault. Move out Infantry may rush, vehicles may perform a standard move and #eapon teams may perform a normal
move. Ho firing or assault is possile. Command 5nly availale for infantry. elect & different actions from the follo#ing list7 Demolition, >all fire, 8ecover #ounded, cout, hoot. 5nce the unit finishes it3s activation, remove any Bnder FireC and BinnedC mar"ers on the unit.
CHEC0ING RESOLVE! $hen a unit is activated, efore any actions can e attempted, the unit must test it3s 8esolve. This is done y comparing the unit3s current fighting strength to it3s original strength at the eginning of the attle. A figure is considered to e a casualty if the figure is dead, captured9lost or is an untreated #ounded. Res#.e
1rea2 *#i$&
8eluctant
1 casualty
ncertain
&*0
teady
*'0
Determined
=*0
If the unit3s current casualties e2ual or e!ceed the numer indicated aove, the unit is bro#en and must test morale. Hote that even if the unit passes it3s morale test, it #ill still remain ro"en and must test again on it3s ne!t activation. $eapon teams test as infantry does. Gehicles #or" slightly differently. A vehicle cre# #ill test morale if they have een the su-ect of an infantry assault or had it3s hull penetrated y a shot. 8esolve ratings are not generally used, though they can e assigned for dismounted cre# actions, if desired. MORALE TESTS! To test morale, roll @D (do H5T add the dice together) and note ho# many dice e2ual or e!ceed the uality level of the unit. The target numer is indicated elo#7 (uai&-
=
Targe&
8ale
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>onscript
8egular
@J
Elite
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Infantry operating near a friendly armoured fighting vehicle #ill e significantly olstered. 5nly roll &D for a morale test, and count 1 die as an automatic success. $ or % dice succeed The unit operates normally this turn.
& die succeeds Infantry or #eapon teams must fall ac" one move. If they are in cover and have no enemy #ithin C, they may remain in place. A unit that is falling ac" may shoot, ut at a %@ penalty. They are unale to initiate a close assault. Gehicles #ill fall ac" at standard speed, if moile, and may not fire. For an immoili+ed vehicle, the cre# ails out and aandons the vehicle for the remainder of the game. Fall ac" moves should e made a#ay from the enemy and to#ards cover or out of sight. No dice succeed The unit routs, surrenders or simply hugs dirt for the remainder of the game. It #ill play no role on the remainder of the attle. 5ther psychological effects are ignored if a unit is su-ect to a morale failure, the sole e!ception eing units that are pinned, #ho must oey the rules for pinning. O*&i#$a 3 L#si$g ,ear& Kefore the game starts, total up the numer of s2uads, vehicles, #eapon teams and independent characters. 5nce *'0 have een eliminated from the game, the force loses heart, and all units #ill drop one level of 8esolve. At =*0 losses, another 8esolve level is lost. Any unit reduced elo# 8eluctant is eliminated from play. tructures such as radar stations, un"ers, artillery positions and so forth may e counted as BunitsC in scenarios, to olster an other#ise small defensive force. P,i#s#*,5nce a unit has reached it3s rea" point, it #ill generally remain unreliale throughout the game. $hile etter 2uality units may still advance, once ro"en, the unit cannot e independently relied upon to sustain an attac", or hold a position against determined assault. (UALITY TESTS!
The rules #ill fre2uently call for a uality Test. This is performed e!actly as a 6orale Test aove, ut may use 1, & or more dice. imply roll the indicated numer of dice, count ho# many roll e2ual or over the target numer, and consult the relevant rules section for the outcome.
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MOVEMENT AND THE BATTLEFIELD MOVEMENT! Infantry can move in t#o #aysM a standard M#.e and a hurried 8us,/ A 6ove is a cautious advance #hile ta"ing advantage of cover. This may e used to enter close assault. A 8ush is a desperate sprint or a determined dash. 8ushing units are generally not ta"ing full advantage of protective measures and thus may not engage in comat at all (though they may defend if assaulted). I$4a$&r- M#.e! nless modified y traits, most humanoid infantry move up to C in a normal move action. There3s no re2uirement for everyone to move e2ual distances. If the s2uad is entering close assault, it may add a J
E+a"*e The player #ants a s2uad to ma"e a rush move across a street, indicating the appro!imate location he #ants them to reach, 1'C a#ay. nfortunately he rolls poorly, receiving a total move of =C. This is not enough to reach their destination, so they are moved as far as they can to#ards the target area. If he had rolled high, for e!ample 1
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VEHICLE MOVEMENT! Gehicle movement rates vary y moility type. Differences et#een specific vehicles is largely astracted. M#5ii&-
Cau&i#us
S&a$%ar%
Fly9/rav
1
&'C
?over
1'C
1C
Trac"
1&C
1C
$al"
C
1&C
$heel
1C
&
$arp
1'C
HA
Gehicles may turn as often as desired, and may move for#ard or in reverse. Gehicles generally turn in place, y spinning the model, as #e are less concerned #ith e!act positioning. layers #ho prefer a more realistic game may #ish to discuss ho# they3d li"e vehicles to turn, ased on moility types and individual vehicle models. pecial movement conditions apply to each 6oility type7 F-er6Gra. 3 6ay move over any terrain feature or unit. nless declared to e landed, they are airorne and may not e assaulted. nless landed, a flyer9grav vehicle can see (and e seen) over terrain features. Instead of normal movement, a flyer9grav may !coot , redeploying to any location on the tale ut not firing any #eapons. Troops may disemar" from a flyer9grav normally. If the vehicle is not desired landed, it is assumed to riefly touch do#n. A touched do#n vehicle may e close assaulted until it3s ne!t activation. H#.er 3 6ay move over difficult ground and #ater, ut only at >autious speed. Trac2 3 >annot enter s#amps or dense #oods, ut may traverse difficult ground at >autious speed. W,ee 3 $hen moving off%road, every 1C moved #ill consume &C of movement. Difficult ground cannot generally e entered. Wa2 3 6ay traverse difficult ground at >autious speed. War* 3 Al#ays moves at >autious speed ut does not trace a path of movement. Instead simply redeploy the model #ithin range. 5n a tandard move, the vehicle may redeploy any#here on the tale. nless permitted y technological enefits, vehicles may not fire at tandard speed. The e!ception is /rav9Flyer vehicles, that may fire at tandard speed if the move is done in a straight line and the target is straight ahead (trafing 8un) 11
P,i#s#*,$hile in many settings, #eapon staili+ation is not comparale to firing from a stationary position, #e3re assuming that a vehicle #ill fire from the short stop, halting riefly to fire, efore moving again. For that reason, fire control systems in FAD governs #hat #eapons may e fired, and #e do not assess a penalty for firing B#hile movingC at cautious speeds.
COHERENCY! Infantry s2uads may spread out, up to limits dictated y their uality rating. The indicated distance elo# is the furthest gap permitted et#een s2uad memers. (uai&-
Dis&a$ce
8ale
&C
>onscript
@C
8egular
Elite
*C
8econ and scout type of units increase the aove numer y J1C. o#ered armour troopers al#ays use a C coherency distance regardless of other factors. If a unit is not in a valid coherency #hen activated, it must reform into a valid coherent formation, unless it intends not to move. If the s2uad is occupying a terrain feature or ostacle, it may remain incoherent #ith no ill effects, as long as no movement ta"es place. $eapon teams are al#ays limited to a coherency of &C regardless of 2uality. Gehicles are al#ays treated as individual figures, even if a unit is present on the tale, for e!ample a tan" platoon. Each vehicle moves and fights completely autonomously, for the purpose of the close range encounters #e portray on our gaming tales. O*&i#$a rue 3 Ve,ice 4#r"a&i#$s In very large games, vehicle units must oey a 1&C coherency distance. If a vehicle formation is not in a valid coherent formation, only one vehicle may e moved each turn, although each vehicle may fire. This reflects the difficulty in effectively commanding a dispersed vehicle platoon.
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DIFFICULT GROUND! 6ost gaming terrain is considered to e open, meaning it does not affect movement. For e!ample flat ground, city streets, gently rolling hills, lo# #alls, shallo# streams and light #oods. Terrain that is particularly dense, restricting or treacherous, such as deep streams, s#amp and marsh, thic" #oods, high #alls, oulder fields or dense rule are considered difficult ground. Infantry must doule their movement costs in such terrain, #hile vehicles are affected ased on 6oility types aove. 'ery difficult ground ta"es up @C of movement for every 1C actually moved. >rossing an ostacle up to aout #aist height for an infantry figure ta"es 1C of movement. 5stacles up to man high ta"es @C of movement. ?igher ostacles must e decided upon y the players. P,i#s#*,Terrain rules are almost impossile to #rite comprehensively, as gamers have #idely differing terrain collections and are often used to handling a given terrain piece in their collection in a certain #ay, from other games. Therefore, players are encouraged to ta"e a fe# minutes efore a game, and discuss the terrain effects of the attlefield in 2uestion. For players that #ish more interesting and unpredictale terrain effects, see the Appendi! on Terrain Events.
1UILDINGS! Entering a uilding must e done through a suitale opening. $indo#s count as a man%high ostacle, as does a arred or loc"ed door. $e3re assuming that a fully armed space marine can proaly find a #ay through the door, #ith a it of time and care. Enterprising players may use specific floor plans for units inside uildings, other#ise it #ill suffice to indicate #hich room the unit is in. /enerally & figures #ith small arms or 1 support #eapon may fire from a door or #indo#. If a uilding is collapsed, troops inside are treated as if they #ere in a destroyed transport.
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ENGAGING THE ENEMY SHOOTING! $hen firing, an infantry s2uad or #eapons team fires as a single unit, against a single target s2uad, team or vehicle. All the fire%po#er of the s2uad is condensed into a single attac" roll. upporting #eapons are included in this fire. $hen vehicles fire, each #eapon system is fired independently, ut the amount that may e fired #ill depend on the vehicles fire control systems. ?eavy #eapon teams, >haracters and nipers fire independently as a unit in it3s o#n right. Li$e #4 sig,&! To fire at a target, you must generally have line of sight to it. For a s2uad memer to e eligile to contriute to the fire, the figure must have a line of sight to at least one memer of the target s2uad. Figures may fire through memers of their o#n s2uad, as they are trained to move and fight together, ut infantry or #eapon teams may not fire through friendly infantry s2uads, unless there is a gap of at least
Targe&s
8ale
1
>onscript
&
8egular
@
Elite
<
1<
The tale lists the numer of units, starting #ith the closest, from #hich the shooting s2uad may select it3s target. For e!ample, a >onscript s2uad must fire at one of the t#o closest targets. If none of the permitted targets can e harmed, the unit is unale to fire. This can happen if lo# 2uality units are eing overrun y vehicles. Ra$ge! uality affects effective #eapon ranges. The ase range is found elo# (and is the same as the s2uads coherency distance) (uai&-
Ra$ge
8ale
&C
>onscript
@C
8egular
Elite
*C
Every #eapon has a range multiplier. 6ultiply ase range and #eapon range to determine the close range of the #eapon. For e!ample >onscripts firing a #eapon #ith a 8ange of N* #ill have a close range of 1*C 6edium range is doule this, ong range is triple this. The rules assume every memer of a s2uad has the same asic #eapons. If this is not the case, use the #orst range numer given. Su**#r& 7ea*#$s! Each support #eapon has a range given as base 9 close ( medium ( long) If the small arms fire is #ithin the indicated range and, the support #eapon may e fired as #ell. This reflects that support #eapons are there to support the infantry unit, rather than act as a primary #eapons system on their o#n. Each support #eapon re2uires one soldier to operate it, and they may not e operated unless there is at least one BstandardC small arms e2uipped soldier left. In other #ords, the last figure removed as a casualty should al#ays e a normal trooper.
1*
R#i$g 4#r e44ec&! To determine the effect of fire, roll &D and pic" the highest numer (for a s2uad). 8oll 1D for a #eapons team, vehicle #eapon or individual model firing. Add any modifiers that apply. Si&ua&i#$
M#%i4ier
Target at ase range
J&
Target at close range
'
Target at medium range
%&
Target at long range
%<
Target under fire or pinned
%1
Infantry target only
Target unched up
J&
Infantry only. Apply if @ or more figures are less than 1C apart.
Target non%comatant
J&
Target 8ale in open terrain
J1
Target is concealed sniper
%&
Infantry target only
hooter 8egular J1 hooter Elite
J&
hooter under fire or ro"en
%@
Infantry shooter only
Traits may apply modifiers as #ell. If firing a heavy #eapon, add the Fire Effect modifier of the #eapon to the total. If firing a s2uad of infantry, add the Fire Effect of each support #eapon. In addition, add J1 for every @ small arms eing fired. E+a"*e A s2uad #ith riflemen plus & s2uad automatic #eapons (J& each) has a Fire Effect onus of J. Each infantry figure may fire only one #eapon. Figures firing support #eapons do not count as small arms fire. The total is the Fire Effect rating. This is used to determine the numer of hits inflicted.
1
Targe&
Fire E44ec& *er ,i&
Hot concealed
@ points
>oncealed9soft cover
< points
?ard cover
* points
This #ill indicate ho# many hits are inflicted on the target. E+a"*e The s2uad aove has no further modifiers (target is concealed, they are conscripts firing at close range). They roll a @ and a *. $ith a J onus they get a Fire Effect of 11. It ta"es < points to score a hit against a concealed target, so they receive & hits. If the target had een in the open, they #ould have had @. A#ca&e ,i&s! ?its are assigned to the closest visile figures in the target s2uad. pread hits out, only assigning multiple hits to one figure, if less figures are visile than the numer of hits. For e!ample, if & hits are inflicted, the & closest enemies in the target s2uad are hit. If only one figure #as visile, he3d ta"e & hits. O*&i#$a 3 Hi& a#ca&i#$ rues layers may #ish to roll randomly for each hit, particularly in smaller attles. Alternatively the player o#ning the target s2uad may select #hich figures ta"es the hit. >larify efore starting the game. $hatever method is used, ear in mind that the last figure remaining must e a small arms e2uipped figure. For e!ample if a @ man s2uad (& rifles, 1 grenade launcher) ta"es & casualties, the grenade launcher #ould have to e one of the casualties. De&er"i$e Da"age! For each hit, roll 1D and add the damage rating of the #eapon eing fired. The defender rolls 1D and adds the armour rating of the target. If the attac" roll is e2ual to or over the defenders roll, the target figure is incapacitated or "illed (ee the Advanced 8ules section for details on #ounded figures). 5ther#ise the attac" is deflected or other#ise ineffectual. O*&i#$ 3 Passi.e Da"age Another option to speed play is to simply assume that the Defender al#ays rolls a @ )
O*&i#$ 3 S)ua% 1ase% Da"age For 2uic"er game play or larger attles, the follo#ing rule may e used. 6a"e a single Damage and a single Defender roll for the s2uad. For each point the defender rolls over the attac"er, 1 hit is saved or avoided. Any unsaved hits are "ills. If playing #ith the rules for $ounded troopers, half the hits are #ounds (rounded up). 1=
Ve,ice %a"age! For each hit, roll for damage as aove. Hote that #eapons have distinct anti%tan" ratings. Do H5T use the normal damage rating. Do H5T roll for the defender. The vehicle3s armour rating is a fi!ed rating. $eapons that do not have an anti%tan" rating may not e fired at vehicle targets. This can result in one or more hits penetrating the vehicle armour. Gehicle armour varies y facing and vehicle design. For each penetrating hit roll & dice. I4 $ei&,er %ie r#s a 8 % Gehicle Oill. The vehicle is "noc"ed out and B"illedC for the duration of the attle. >re# is presumed dead. Any infantry #ithin
1
De&er"i$e I"*ac& Area! elect a target point #here desired. Each last capale #eapon #ill have a "ill +one measured in inches. Any s2uad, individual or #eapons team (including friendlies) that has figures #ithin this "ill +one is a potential target and has stri"e effect rolled against them. They are all considered to e under fire) De&er"i$e S&ri2e E44ec&! 8oll &D, ADD them together and add the Fire Effect onus for the #eapon. Ho other modifiers are used. Humer of hits and resulting damage is determined as per normal fire. E+a"*e After successfully ranging in, the impact point is placed et#een t#o s2uads of infantry. The @C last area of the #eapon fired reaches at least one infantry figure in each s2uad, ma"ing them oth targets. The shooting player rolls for stri"e effect separately against each s2uad
SCATTERED FIRE In some cases, a unit or element may e permitted only scattered fire. cattered fire can only occur at ranges of 1'C or less. 8oll &D. Each indicates a single hit is inflicted. cattered Fire does H5T mar" the target as under fire unless a hit is inflicted.
1L
CLOSE ASSAULT >lose assaults are generally the province of infantry s2uads, and may e conducted against oth infantry and vehicle targets. Assau& i$4a$&r-! After ma"ing an assault move, at least one figure in the assaulting s2uad must ma"e contact #ith one defending figure. 8eaching contact is a condition for launching the assault, so pre%measuring is permitted. There are no accidental assaults. nits that are falling ac" are never moved into close assault, ut they may of course themselves e close assaulted. 5nce the assault is declared, the defending s2uad is allo#ed a free shot at their attac"ers. This is performed against the attac"ers efore they egin moving at all that turn. Ho under fire or pinned mar"ers are placed. 5nce assault contact is made, every figure in an involved s2uad that has line of sight to a figure in an enemy, involved s2uad is assume to contriute to the fight. De&er"i$e Vicr! For each side in the assault, roll &D and pic" the highest. An individual model fighting on it3s o#n rolls only 1D. Add any appropriate modifiers, #ith the highest total #inning the assault. Si&ua&i#$
&'
Assau& "#%i4ier
>harging
J1
Ketter Armour
J1
5utnumer Enemy
J1 per e!tra figure
?igher uality
J& per level
o#ered Armour
J@
Trait Konus
ee Traits
$eapon onus
ee $eapons
De&er"i$e Casua&ies! Each figure on oth sides that is contriuting to the fight may roll 1 Oill die, in an attempt to "ill an opposing figure. The target numer depends on #hether you #on or lost.
Resu&
Targe&
layer $on
@J
Dra#
layer ost
*J
osses are removed y the player ta"ing the casualties. Figures in contact #ith the enemy must e removed first, then figures in line of sight. If the losing side has any survivors, they must fall ac" C. 5n a dra#, oth s2uads fall ac" @C #ith the attac"er moving first. Troops in po#ered armour receive & "ill dice each. They may also BdeflectC any "ill suffered on a D roll of *%. O.erru$! If the assault roll total for one side is doule the opponents roll or etter, the loser has een overrun. In this case, the losing s2uad is #iped out, #ith no dice rolls. The losing player may manage to inflict a fe# losses. 8oll 1D per figure in the overrun s2uad for losses, #ith a inflicting a casualty.
&1
E+a"*e A s2uad of 8egulars in heavy armour assault a s2uad of conscripts in light armour. All survive the defensive fire. The regulars roll a @ and a *. Their assault score is * J 1 (charging) J1 (etter armour) J & (one level etter) for a total of L The conscripts roll a & and a <. Their assault score is < J & (& e!tra figures) for a total of . The regulars #in the assault, and roll dice, #ith each @% inflicting a "ill. The conscripts roll dice, #ith each *% inflicting a "ill and any survivors must fall ac".
ASSAULTING A VEHICLE Any infantry #ishing to assault a vehicle must test their nerve. This is a uality test on 1D. 5n a failure, the troops hesitate and ends their activation. If the unit "eeps their nerve, they may ma"e a normal assault move as indicated aove. De&er"i$e Da"age! 5nly figures in contact #ith the vehicle, and e2uipped #ith an anti%tan" capale #eapon, such as special mines or grenades, may inflict damage. Each such figure inflicts a single hit on the vehicle. Damage is resolved as per the vehicle damage rules aove. Hote that if a transport is destroyed y close assault, any transported troops are "illed outright. SHOC0 VEHICLES ome vehicles are capale of inflicting assault damage themselves, #hether through articulated lims or various attachments. In such a case, if the vehicle moves into contact #ith an infantry s2uad, it may roll a numer of "ill dice, #ith casualties eing removed immediately. Each die #ill result in a casualty on a
UNDER FIRE Any unit fired upon, e!cept for scattered fire, has a mar"er placed ne!t to them to indicate that they are under fire. This represents the unit eing suppressed, and operating less efficiently. P,i#s#*,It is the vie# of the designer that it is almost impossile for a human%li"e soldier to operate unhindered, #hen su-ected to fire, regardless of the volume of fire. This applies even to heavily armoured troops and elite units, unless they are cra+y.
&&
An infantry s2uad #ith an nder *ire mar"er in place #ill suffer the follo#ing penalties7 P %@ to Fire Effect rolls #hen shooting. P %&C penalty to movement P 6ay 8ush move only if the move is conducted entirely in cover, the unit is moving into cover or is moving a#ay from enemy. P >onsidered one 2uality level lo#er for Target riority. P All fire against the unit is at %1 to Fire Effect. nder *ire imposes a %1 to Fire Effect for vehicles. This is increased to %@ for e!ternal #eapons, such as pintle%mounted machine guns or from open%topped vehicles. 5nce a unit completes an activation, the mar"er is al#ays removed. 6ultiple mar"ers are not placed, and #ould have no effect.
&@
ADVANCED RULES FAD is a modular game. $hile many of the follo#ing Advanced 8ules are recommended for play, none are needed. layers should introduce these rules if they find them attractive, and should feel encouraged to play at the level that is comfortale for them. Hote that there is no need to al#ays play in a specific manner. A smaller game may enefit from using more of these rules, #hile a large action may #or" more smoothly #ith only a fe#. ATMOSPHERIC CONDITIONS The environment must e classified as tandard, ?ostile or Gacuum. Hote that depending on scenario, #hat is ?ostile to one race may e tandard to another. S&a$%ar% The default assumption. H#s&ie 3 Troops must #ear protective gear. If using the rules for $ounded troopers, a figure is "illed if the Damage roll e!ceeds their Defender roll y & points (instead of @ as normal). Vacuu" All infantry must #ear at least Improved Armour. Flame and smo"e #eapons #ill not #or" Any damage roll that e!ceeds the Defender roll #ill "ill the target, unless the target is #earing self%sealing armour. If so, normal #ound rules are used. All range multipliers for #eapons are increased y 1. aser #eapons #ill doule their range. CHARACTERS >haracters, also referred to as eaders function as an individual unit, and re2uire activation and action selection -ust li"e any other unit. They are represented y a single figure. >haracters may attach to and detach themselves from other units at #ill, ut they may only act once each turn. All characters are rated for eadership. There are four ratings, as indicated on the tale elo#7 Lea%ers,i*
Ra&i$g
Hovice
'
E!perienced
J1
Inspiring
J&
?eroic
J@
Any s2uad containing a character may re%roll a numer of failed 6orale Test dice, e2ual to the eadership 8ating of the attached character. >haracters are also speciali+ed y ranch. They are classified as Infantry, /unnery (for heavy #eapons) &<
and >avalry (for armour) leaders. $hen a character is attached to a unit of the same ranch, that unit may add the eadership 8ating of the character to any >lose Assault or Fire Effect rolls. >haracters may >lose Assault and hoot on their o#n, li"e any other unit, and participate in such activities #hen attached to a s2uad. For the purpose of >hec"ing 8esolve, any s2uad containing a leader #ill temporarily have their strength raised y 1. If the leader leaves the s2uad, they revert to their original strength. If the >ommand 8esponse advanced rule is used, characters of any uality evel #ill add J1 to the >ommand 8esponse tests of those units they have -oined. COMMAND DISRUPTION If the s2uad leader is "illed, the s2uad must e mar"ed as pinned instead of under fire on the turn the loss is inflicted. COMMAND RESPONSE In the thic" of fighting, units do not al#ays hear or oey ne# orders. They donQt have the lu!ury of a perfect vie# of the attlefield, #ith enemy strengths and locations "no#n. They may e reluctant to leave cover, and hesitant to engage the enemy in close comat. nder these rules, a unit #ill act as the player desires until one of the follo#ing conditions occur. If either condition applies, the unit must ta"e a >ommand 8esponse test. The unit activates nder Fire or inned. The unit activates 1'C or less from an enemy unit. De&er"i$e C#""a$% Res*#$se! To resolve the command test roll 1d, add any modifiers that apply, and compare the result to the uality evel of the unit, as sho#n on the tales elo#7 C#$%i&i#$
M#%i4ier &arge& $u"5er
Too" casualties last turn
%1
ntreated #ounded
%1
2uad leader lost
%1
>haracter present
J1
If the roll e2uals or e!ceeds the level sho#n, the s2uad passes the test and may act as the player chooses. If the s2uad fails the test they may hoot, 8ecover $ounded or call for Indirect Artillery Fire as usual, ut their movement is restricted as follo#s7 The unit may only 6ove to improve cover &*
The unit may only 8ush if heading a#ay from the enemy. COMMUNICATIONS FAD assumes that troops are ale to communicate #ith each other freely. This allo#s the player to co%ordinate his forces effectively, even over a #ide distance. ?o#ever, if communications are interfered #ith, or proper comm3s e2uipment is not availale, troops on the ground are left #ith hand signals, veral communication and similar methods, causing a slo# do#n in tactical initiative. The game effect of this is that all units are su-ect to a command response test, unless they are not #ithin &omm3s e2uipment is rated from 1%< This is important if the opposing force is utili+ing -amming gear. A force #ith no communications e2uipment at all is considered to e -ammed automatically. DEMOLITIONS A fe# targets are so heavily fortified as to e nearly indestructile. For these rare occasions, #hat you really #ant is something specifically designed to reduce that structure to rule. $hat you need are Demolition >harges. $e strongly recommend that these #eapons only e included in scenarios created for their use, as they are e!tremely po#erful. They are designed to destroy massive un"ers, dams, a spaceship on a landing pad,perhaps even sin" an enemy ship in harour. Infantry units must e designated as carrying demolition charges. They may carry as many charges as the scenario re2uires. pon activation, a s2uad can elect to perform one Demolition action. There are t#o to choose from7 8ig >harges and Detonate >harges. 5ne memer of the s2uad is usy performing the action, and can do nothing else. The rest of the s2uad memers may perform one of the other >ommand Actions. Hote that any figure #ith the Engineer trait automatically succeeds on one of their dice #hen attempting to rig or detonate demolition charges. 8oll one less die than allo#ed, and add one success to the result. Rig Charges+ 5ne memer of the s2uad #ill attempt to rig the charges for detonation, and place them in a spot to cause the most damage. Ta"e a uality Test on &D. nits that are under fire roll only 1D. If t#o dice succeed the charges are rigged. If only one die succeeds the tas" #ill ta"e a it longerM the charges #ill e rigged at the end of the ne!t activation for this unit (no die roll is re2uired), provided the unit remains in place. If no dice succeed the attempt fails. The unit can try again on a suse2uent &
activation.
"etonate Charge Charges+ s+ Kefore Kefore the charges can e detonated, the placing unit must get clear of the target area, #ith no figure from the unit any closer than oherency. The s2uad may ta"e no further action this turn. Sca&&er! For each dice that fails, the unit scatters 1dC in a random direction. Do this as a single die roll. The unit lands centred around this ne# spot. lace the figures follo#ing the rules for >oherency. If all three dice fail, the unit lands inned. Any troops that land on uildings or in #oods roll 1d. If #earing o#er Armour, a result of means the figure is #ounded. 5ther#ise, the figure is #ounded on a * and "illed on a . De4e$si.e Fire! $hen drop troops are used, they #ill e su-ect to anti%air fire. This may e off%tale assets or local #eapons, ut is astracted in any event. Find the Density elo# ased on player agreement and scenario considerations. AA presence is al#ays at least ight. &=
De$si De$si&&- #4 #4 AA 0i 0i %ice %ice ight
&
6oderate
@
?eavy
<
For each anti air unit, the defender rolls the specified numer of dice. Any roll of *J means one enemy figure is "illed. 8egardless of the anti air fire results, if the defender fires at the landing troops, that unit lands nder Fire, and should e mar"ed as such. FORTIFICATIONS These refer to any position constructed specifically for attle, designed to provide greater cover and tactical advantage for the troops that use them. These include fo!holes, sandag emplacements, un"ers and other covered structures. All provide hard cover and an Armour 8ating onus to the troops using the structure. Hote that if a is rolled for the Damage roll, the armour onus is not applied. This reflects luc"y hits through vision slits, etc. S&ruc&ure
Ar"#ur Ra&i$g
Ar"#ur Vaue
Fo!holes
J1
%
andags
J&
%
Trenches
J@
%
ight Kun"er
J<
=
6edium Kun"er
J<
L
?eavy Kun"er
J<
11
In addition to the aove, troops in trenches #hich have not moved or fired may not e fired upon at ranges over 1&C. Troops leaving trenches suffer a %@C movement penalty. eaving a un"er is treated the same as disemar"ing from a vehicle. Further, units in un"ers and trenches are automatically successful on one of their dice #hen testing morale. 5nly roll &d for their morale test and add one success to the result. Kun"ers also have an Armour Galue. This is the defensive value of the structure itself. The structure can e targeted instead of the troops inside. hooting and close assaulting un"ers is handled e!actly the same as the rules for targeting vehicles. Treat any penetrating hit on the structure as a BKun"er DestroyedC result. Any fi!ed #eapons #ithin the un"er are destroyed as #ell. 8oll 1d for every trooper inside the un"er. If the result is a @ or < the &
figure is #ounded. If the result is a * or the figure is "illed. Figures #earing po#ered armour are #ounded on a roll of * and "illed on a roll of . Any survivors are mar"ed as inned. GRAVITY nder these rules, the #orlds3 surface gravities are classified into three categories7 o#, tandard and ?igh. L#7 Gra.i&5perating in lo# gravity should use the follo#ing rule changes7 P All infantry movement rates should e increased y &33. P All ;et ac" operations have doule ranges (e.g. they may eap up to &<33 in distance and 1&33 in height). P Aerial figures may clear ostacles t#ice the height of the figure. P $eapons launching heavy pro-ectiles (such as grenade launchers, missile launchers and 8/s) doule their ranges. S&a$%ar% Gra.i&Ho further rule modifications are re2uired. Hig, Gra.i&P All infantry movement rates are reduced y &. P All ;et ac" operation ranges are halved (e.g. they may eap up to 33 in distance and @33 in height). P Aerial figures may clear ostacles only half the height of the figure. halve their ranges. P $eapons launching heavy pro-ectiles (such as grenade launchers, missile launchers and 8/s) halve their ranges. Hote that all range modifications are cumulative. HEAVY HEAVY WEAPONS TEAMS A heavy #eapons team is an individual unit, and re2uires activation and action selection -ust li"e other s2uads. These units may e a group of soldiers #or"ing a heavy #eapon, or simply a lone armed figure, depending on the miniatures used y the players. Hote that these BteamsC are still considered separate units even if they are only one figure. ?eavy #eapon teams may perform a standard 6ove, ut may never 8ush due to the #eight of their #eapon. They may only hoot if they did not move that turn, to reflect the time spent pac"ing up and deploying their #eapons. If the #eapon is served y cre# and they ta"e casualties, the s2uad suffers a %1 Fire Effect and %1C 6ovement penalty for each lost cre# memer. A heavy #eapons team can e attached to an infantry s2uad #hen troops are first deployed. The t#o units must remain together (follo#ing normal rules for >oherency) for the duration of the game. They activate and move as one. For purposes of >hec"ing 8esolve and ta"ing 6orale Tests, the numers of &L
the t#o s2uads are comined.
If the comined s2uad moves, only the infantry s2uad memers may hoot. If the comined s2uad does not move, the t#o components may fire at separate targets per the usual rules, or comine to fire at a single target. $hen firing at the same target, roll &d (for the infantry) and 1d (for the heavy #eapons) and >56KIHE the t#o highest dice, then add all the usual modifiers that apply. The result is your Fire Effect rating. Follo# all the usual rules for shooting from this point.
HIDDEN MOVEMENT 5ften in attle, the e!act location of the enemy is un"no#n. They may simply e out of sight. Kut they may e ta"ing delierate steps to avoid detection. A s2uad that egins its activation outside the line of sight of all enemy units may attempt to hide. 8oll 1d. If the result e2uals or e!ceeds the uality evel of the unit, the attempt #as a success and the unit can egin the activation in hiding. 5ther#ise, the attempt failed, and the unit simply acts normally this activation. A unit in hiding is replaced #ith three ?idden mar"ers. Every time the unit is activated, all mar"ers for that unit are activated. They move individually, and up to C per turn, as long as they remain #ithin 1&C of another mar"er. The controlling player decides #hich mar"er represents the true location of the unit, and #hich t#o are fa"es. It is H5T necessary to record this information in secret ecause the controlling player can decide @'
#hich is #hich at any point during the game. This helps encourage scouting, and prevents players from ta"ing too much of a #ait%and%see approach to concealed enemies. A mar"er #hich enters the uninterrupted 5 of an enemy must e revealed immediately and removed from the game. If the mar"er is selected as the location of the unit, it is placed on the tale at that location. 5nce the unit is revealed, any remaining mar"ers for that unit are removed. 6ar"ers in a terrain feature #hich can loc" 5 (such as uildings or #oods) are revealed if the enemy enters the feature and comes #ithin C of the mar"er. Ve,ices! Gehicles cannot employ hidden movement. They are also notoriously poor at oserving the attle area. For this reason, a vehicle cannot employ the cout action (listed separately) and #ill only detect hidden troops #ithin 1C even in open terrain. If the vehicle is under fire, this drops to C P,i#s#*,ince any of the mar"ers can potentially e the enemy unit, 2uite a it of luffing is possile. This also encourages players to aggressively scout, rather than simply #aiting to see #hat happens.
INDIRECT ARTILLERY FIRE All characters and infantry 2uad eaders may call for Indirect Artillery Fire as their action for the turn. They may not perform any other activity as they are too usy spotting, ut the rest of the unit may perform one of the other >ommand Actions. The impact point can e any#here #ithin line of sight, though particularly sophisticated #eapons systems may e more permissive. These stri"es are made y off%oard support #eapons, or on%oard mortars. Hote that it is not a re2uirement to fire last capale #eapons as indirect fire. An off%oard #eapons section can represent other assets, such as orital #eapons stri"es, #eapons situated on hill sides and similar situations. Each is capale of receiving only one stri"e call per turn. The scenario should specify ho# many units there are, and of #hat types. The only on oard #eapon that may fire indirectly are mortars. Hote that light mortars may fire indirectly at any targets spotted y the force, #ithout re2uiring a leader to call the fire. 5n oard mortars may not fire from #ithin #oods, and firing from inside an enclosed uilding is not advised. De&er"i$e Ti"i$g7 To determine the timing of the stri"e ma"e a uality Test on @D. If t#o or more dice succeed, the message is received and the stri"e arrives immediately. If only 1 die succeeds, the message #as garled and there is no stri"e, ut another attempt may e made on a later turn. @1
If none of the dice succeed, communication #ith that artillery unit has een permanently "noc"ed out. Ho further calls to that unit may e attempted. For on%oard mortars, communications #on3t e lost, treat this as a simple failure. De&er"i$e Accurac-! To determine if the stri"e is accurate, ma"e a uality Test on &D. If oth dice succeed, the stri"e hits #ith pinpoint accuracy. For each die that fails, the stri"e #ill scatter 1dC in a random direction. To resolve damage from the impact points, use the normal rules for Klast #eapons. Hon last #eapons are generally unli"ely to hit anything else, ut you may #ish to still roll, if multiple vehicles (for e!ample) are near each other. Armoured vehicles are only affected y indirect fire from non%last #eapons. 9UMP PAC0S Fre2uently referred to as oosters, -ump -ets, -et pac"s and similar, this term covers any device that permits po#ered -umps and leaps, rather than true flight. 8ather than performing a regular move, a unit #ith ;ump ac"s may perform one of t#o types of aerial movementM they may eap or Kound. Lea*i$g! this refers to a single po#ered leap, typically used to cross ostacles. The figures may move up to 1&C on a eap, clearing ostacles up to C in height. Taller ostacles can e crossed, ut each 1C added to the height #ill reduce the -ump length y &C. A eap may not e used to enter close assault, and the unit may not perform any other action that turn. 1#u$%i$g! this is a series of short -umps used to cover ground 2uic"ly. Kounding troops may move a total of 1C, divided into @ individual ounds of up to C each. Each ound must e ta"en in a straight line, and may clear ostacles up to the height of the ounding figure, ut no higher. Kounding troops may fire, ut suffer a %& penalty to their fire effect. Troops may Kound into close assault, ut the defending s2uad is allo#ed a free shot at their attac"ers. The range #ill e from the point of the last ound prior to ma"ing contact. Do not place nder Fire or inned mar"ers for this, ho#ever, as the assaulting troops #ill e #ay too psyched up to careR 2uads e2uipped #ith ;ump ac"s may carry #ounded in the normal fashion, re2uiring & troopers to carry each #ounded. Deduct &C from leaps and hec" 8esolve or ta"e a 6orale Test. They ignore eing nder Fire and inned as #ell as any other negative psychological effects that may e imposed upon @&
them. In short, they #ill hold their positionM hoot at their choice of enemy units, and fight to the last man.
LULL IN FIGHT This rule can e used in any game, ut is etter suited to large actions. If oth players initiative roll comes up a 1, a lull has occurred in the fighting. >arry out the follo#ing actions in se2uence7 All units that are #ithin 1&C of enemy troops must #ithdra# at least their asic move. Troops further a#ay may #ithdra# a asic move ut are not re2uired to. Each player may roll to recover any #ounded troopers. nits #ith the elf repairing or 8egenerate traits recover all #ounded automatically. Any staili+ed #ounded may e moved to the rear. Any indirect fire #eapon that has lost contact may e recovered on a D roll of *J. Any unit that has lost any support #eapons may recover the #eapon on a D roll of a . Any troops that are outside the enemy3s line of sight may assume hidden positions. 5nce these actions are carried out, the attle resumes, #ith a ne# initiative roll. If using a card driven se2uence, #hen the turn ends, a D roll of 1 indicates a ull in fighting. MINES 6ines can e used to olster the defence of a position, slo#ing the enemy, or forcing them to ta"e a different path. These Bset and forgetC devices #ill detonate #hen distured, usually triggered y pressure sensors or movement. They come in oth light and heavy varieties. Each minefield consists of three mar"ers #hich should e numered for easy identification. They may e placed any#here on the tale. They cannot e fired upon or attac"ed in any #ay. 5ne mar"er represents a real minefield. The other t#o are dummy mar"ers. The player placing the mines should record oth the type (anti personnel or anti vehicle) and numer of each real minefield on a separate @@
sheet.
Hote that dummy minefields, once discovered, are removed from the game. 8eal minefields, ho#ever, #ill remain in play for the duration of the game (unless scenario special rules allo# for the clearing or removal of minefields), and may e triggered any numer of times Any unit that approaches to #ithin ommanders should ta"e appropriate precautions as their forces are li"ely to @< perform #ell under e!pectation.
NON COM1ATANTS ome scenarios may call for the inclusion of units #ith no fighting capailities. These units may represent displaced civilians, ne#s cre#s, or even panic"ed troops #hich have dropped their #eapons and fled the attlefield. All such units are "no#n as non comatants. Hon comatants can only choose the 6ove 5ut action, and #ill al#ays 8ush a#ay from visile enemy units, unless the scenario rules specify differently. For uality evel purposes, treat these units as 8ale. A unit may attempt to control a non comatant group. They must move #ithin lose Assaults. Comms7 A s2uad #ith a communications e!pert receives a J1 mod #hen chec"ing >ommand 8esponse, and #hen calling for Indirect Artillery Fire. .nife *ighter7 A "nife fighter receives a J1 modifier during infantry >lose Assaults. /uc#y7 A s2uad #ith a luc"y trooper can re%roll any one die roll once during the game. Medic7 A 6edic can treat t#o #ounded in one turn #hen attempting to 8ecover $ounded, and re2uires no additional helper. Motivator7 Any s2uad #ith a 6otivator may re%roll one failed 6orale Tests. !harpshooter 7 Any s2uad #ith a harpshooter receives a Damage onus of J1. Trigger 0appy7 A s2uad #ith a Trigger ?appy trooper receives a Fire Effect onus of J1. Tech7 ome technologies re2uire a tech to e present to operate them. Additionally, a unit containing a tech may perform any technological tas" at E!pert level (see the Tas" ystem advanced rule) 1ntruder7 sing a command action, an Intruder may interfere #ith enemy net#or"s or attempt to garner information y monitoring communications. This can e used to either reveal and remove a hidden unit mar"er, or -am a target units communications. The intruder must ta"e a 2uality test to succeed. If he rolls a 1, he3s een su-ected to a counter attac" and may not perform either role for the remainder of the attle. *or-ard Observer7 >ounts as one higher uality level #hen calling in artillery. @*
PINNING 5ccasionally, an infantry unit may e!perience incoming fire aove and eyond the norm for a typical attlefield. E!amples are an especially intense artillery arrage, e!tremely large units pouring forth a hail of fire, and massive un"er or vehicle #eapons coming to ear. For these and similar e!treme situations, an nder Fire mar"er is insufficient. Any time a Fire Effect roll e!ceeds the value on the tale elo# for the targeted infantry s2uad, mar" the target as inned 8eplace any nder Fire mar"er #ith a inned mar"er. (uai&-
Fire T#era$ce
8ale
1'
>onscript
1&
8egular
1<
Elite
1
nits #earing po#er armour add J& to their pinning level. An infantry s2uad #ith a inned mar"er in place #ill suffer the follo#ing penalties7 The s2uad cannot hoot. The s2uad cannot 6ove or 8ush, even if they ecome Kro"en and are e!pected to fall ac". The s2uad cannot initiate >lose Assault. Any additional fire targeting them #ill suffer %1 Fire Effect penalty since the s2uad is no# ma"ing ma!imum use of cover. Hote that the inned mar"er is removed after the unit completes their ne!t activation, so a mar"ed unit #ill suffer the effects for one turn. There is no need to place multiple mar"ers on a unit, as there is no cumulative effect. Also note that vehicles are never pinned. O*&i#$ 3 Cr#ss4ires If a unit is fired upon from opposite directions in one turn, the unit must ta"e a uality Test on 1D. Failure causes the second attac" to in the unit.
PLATOON COHERENCY This rule is primarily intended for larger games, #here players have command of multiple platoons, such as a company or attalion level engagement. It helps platoons operate more li"e a real unit. $hen used, the forces must e organi+ed into platoons. A platoon may only consist of mi!ed unit types (infantry and vehicle) if the vehicles are transports for the infantry. 5ther#ise, vehicle platoons must @
consist of vehicles only. A typical platoon #ill consist of @% distinct units on the taletop. Each platoon is centred around a leader figure. This may e an independent figure, a part of a s2uad or a command vehicle. $hen operating on the tale, each element of the platoon must remain #ithin a certain distance of its commander. This is "no#n as the 5rder Distance. This is determined as follo#s7 Kase 8ange
*C J*N >ommanders coherency distance J* if all elements are po#ered armour J1' if all elements are vehicles.
This is the distance at #hich an element can operate from its commander #ith no ill effect. Elements #ith the 8econ trait (infantry) or For#ard 5server aility (vehicle) may add 1*C to this distance. An element that finds itself outside this distance must test >ommand 8esponse, even if the conditions for such a test do not normally e!ist. If a 1 is scored, the element #ill aandon its current position and move to #ithin 5rder Distance if possile. If this is not possile, the element #ill move to improve its defensive position as much as possile. $hen using these rules, it is recommended that you alternate activating entire platoons, rather than individual s2uads or vehicles. POWERED ARMOUR Troops e2uipped #ith o#ered Armour are #earing the est protection money can uy. As such, there are certain special ailities that only s2uads #earing this armour can en-oy. These follo#ing enefits have een outlined in the appropriate rule sections, and are listed here for ease of reference7 nits #earing po#ered armour al#ays have a coherency of C. nits #earing po#ered armour have a J@ modifier in infantry >lose Assaults. nits #earing po#ered armour can negate any "ill result they suffer during infantry >lose Assault on a d roll of *J. Figures #earing po#ered armour receive t#o rolls each on the Oill Tale during infantry >lose Assault. Troops #earing po#ered armour #hich drop onto the attlefield and scatter onto uildings or in #oods are only #ounded on a d roll of . nits #earing po#ered armour eing transported y a vehicle #hich is destroyed are only #ounded on a d roll of *, and "illed on a . PSIONICS ome soldiers are armed #ith more than the #eapons they carry into comat. They have the aility to shape the events around them using only their minds. They are psionics. sionics function as an individual, and re2uire activation and action selection -ust li"e any other unit. They are represented y a single figure. They may attach to and detach themselves from other units at #ill, ut they may only act once each turn.
@=
These #arriors have psionic po#ers, and they are rated for Aptitude and trength. Aptitude rates their s"ill at invo"ing their po#ers, #hile trength represents their aility to #ithstand invocation attempts. A typical psionic starts #ith @ trength points. 5nce reduced to +ero trength a psionic can no longer invo"e their po#ers. As part of an Engage the Enemy action, the sionic can attempt to invo"e one po#er at any point during their activation. The psionic does not contriute to any ranged comat during the turn. I$.#ca&i#$7 To invo"e a sionic po#er, choose the po#er and nominate the target unit. Then roll a uality Test on @D A*&i&u%e
Targe&
6arginal
*J
>ompetent
E!pert
@J
6aster
&J
If t#o or more dice succeed the po#er #as invo"ed easily and the psionic suffers no loss of trength. If only one die succeeds, the po#er #as invo"ed #ith some difficulty, and the psionic is drained of one trength point. If no dice succeed the po#er #as not invo"ed, and the psionic is drained of one trength point.
P#7ers7 All po#ers have a ase range of 1&C. All psionics have access to every po#er listed. "egrade7 5ne enemy unit receives a%& penalty to their Fire Effect or Assault roll on their ne!t activation. Ho unit can receive this penalty more than once per turn. "emoralize7 6ar" one enemy unit nder Fire. If they are already mar"ed as such, replace that mar"er #ith a inned mar"er. Embolden7 5ne friendly unit does not have to ta"e a morale test the ne!t time they activate. @
Enhance7 5ne friendly unit receives a J& onus to their Fire Effect or Assault roll on their ne!t activation. Ho unit can receive this onus more than once per turn. E2pose7 5ne enemy unit receives a penalty of %& to their armour rating until after their ne!t activation. Ho unit can receive this penalty more than once per turn. 0arm7 5ne figure in an enemy unit is hit y a mental last. 8oll 1d. A result of
De&er"i$e Rec#.er-7 For each aid team, roll 1d, and add any modifiers #hich apply7 8E>5GE8 $5HDED 65DIFIE8 nit nder Fire or inned
%1
6edic resent
J1
@L
The result is your recovery numer. If the value is J the trooper has recovered from his #ounds, and is ale to resume his fighting duties. If the value is < or *, the #ounded figure is staili+ed. Ho further attempts can e made to recover this figure. They do not count as a casualty #hen >hec"ing 8esolve. If the recovery numer is less than <, the trooper has died from his #ounds, and is removed immediately. Any troopers not aiding the #ounded may perform one of the other >ommand Actions. Lea.e N# O$e 1e,i$%7 2uads are reluctant to leave untreated #ounded comrades ehind. If a s2uad #ithout a medic #ishes to aandon any unstaili+ed #ounded, they must roll 1d first. If the result is * or more, they may leave their #ounded ehind #ithout penalty. If they roll less than *, they still move off, ut their morale #ill suffer. The s2uad is no# at one level less than normal #hen >hec"ing 8esolve for the remainder of the game. A s2uad #ith a medic can elect to leave the medic ehind #ith the #ounded. If this is the case, no die roll is re2uired. The medic may not leave the #ounded until they recover, are staili+ed, or die from their #ounds. M#.i$g W#u$%e%7 A s2uad may choose to carry their #ounded #ith them, rather than aandoning them to their fate. For every fit soldier, one #ounded may e moved up to half the movement rate of the s2uad. Any memers of the s2uad helping #ounded figures move may not hoot. SCOUT ometimes, you need to send a s2uad memer on ahead to search for hidden enemy positions, and to spot for artillery. pon activation, a s2uad can elect to perform a cout action. 5ne memer of the s2uad acts as the scout. The figure is pic"ed up and placed any#here on the taletop, #ithin three times the coherency distance of the s2uad. A scout from a s2uad #ith regular 2uality, for e!ample, could e placed up to 1&C a#ay from any other memer of the s2uad. From this position, the scout can e used to uncover ?idden troop mar"ers. The rest of the s2uad memers may perform one of the other >ommand Actions. If the scout calls for Indirect Artillery Fire, this constitutes the second >ommand Action allo#ed y the unit, so the rest of the s2uad memers #ill remain idle this turn. The ne!t time this s2uad is activated the scout immediately returns to the s2uad and is placed any#here #ithin coherency distance of any other memer. This is done prior to the s2uad chec"ing resolve or selecting a ne# action.
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SENTRY GUNS Automated sentry guns are a mainstay of military science fiction, and may e found guarding many installations and fortified positions. Each emplacement is fitted #ith a single heavy #eapon. nless scenario rules dictate other#ise, these #eapons egin the game in place and cannot e moved. Although any #eapon can e incorporated into a entry /un platform, the most common are rapid fire automatic #eapons or precision eam #eapons. Each such #eapon system is designed to different levels of sophistication, ased on the level of artificial intelligence, as indicated on the follo#ing tale7 Se$&r- Gu$ AI
Ma+ Ra$ge
Fire Pri#ri&-
PDS Success
Anti2uated
1&C
1
*J
6odern
&
&
Enhanced
@C
@
@J
Advanced
<C
<
&J
entry guns are automated #eapons systems, and as such, they function differently from other troops. Instead of eing activated li"e ordinary units, sentry guns fire at the end of every game turn. Each gun fires once, at a target #ithin range, selecting their target ased on the normal rules for Fire riority. A variation of the entry /un is a oint Defence ystem (D). These systems, also automated, are placed to protect important targets such as un"ers, uildings, and ridges. They only activate defensively, ho#ever, in an effort to shoot do#n an incoming round, and are only effective against last #eapon shells or 8/s. $hen a location protected y a D is targeted, roll 1d and compare the results to the D uccess numer, ased upon the AI of the D. If the roll e2uals or e!ceeds this numer, the incoming shell or 8/ has een destroyed.
SMO0E GRENADES Any s2uad e2uipped #ith rifle grenades or a grenade launcher is considered to e carrying smo"e grenades in addition to the usual e!plosive shells. Any s2uad so e2uipped may lay do#n one smo"e screen per game.
<1
A s2uad choosing to lay do#n a smo"e screen is essentially performing an Engage the Enemy action, ut #ith a t#ist. If they #ish, they can hoot (lay do#n the smo"e) efore they 6ove. To lay do#n smo"e, mar" t#o points, each one no further than 1'C from the s2uad, and no further than 1&C apart. The line connecting these t#o points is #here smo"e shells fall, creating a thic" cloud that oscures all lines of sight through it, and preventing any close assault charges or shooting through it as #ell. mo"e lasts for one turn. 8emove the smo"e mar"ers the ne!t time the s2uad is activated.
SNIPERS nipers are an individual unit, and re2uire activation and action selection li"e any other unit. They are represented y a single figure, and cannot attach themselves to other units. As masters of concealment, if they didnQt move in their last activation, the enemy #ill suffer a %& Fire Effect penalty if they target the sniper.
nipers 6ove and 8ush li"e other units, ut cannot initiate >lose Assault. They cannot hoot if they moved this activation. They use the follo#ing special rules #hen shooting7 $hen firing, a sniper must select #hether he is firing at targets of opportunity or trying to get a shot at a specific target.
<&
If firing at targets of opportunity, the sniper fires li"e a normal unit, ut rolls only 1D for fire effect. If aiming at a specific target, the sniper must attempt to get a >lear hot. De&er"i$e Cear S,#&! A sniper can target any enemy unit, regardless of Fire riority. 5nce a target has een chosen, ma"e a uality test on 1D. If the test succeeds, he has a clear shot, other#ise, he cannot fire this turn. If the sniper has a clear shot, one hit is inflicted on any visile figure in the target unit. TAS0 SYSTEM To encourage players to e more creative #hen developing scenarios, and to aid players #ho #ould li"e to add a narrative style, role playing element to their games, the Tas" ystem #as created. This system #ill allo# players to handle special situations as they arise during the game, either y uilding them into a scenario, or thin"ing of them on the spot. An e!ample of the former #ould e to have a scenario #here an enemy defence net#or" must e hac"ed. For this, the scenario might call for a special technician to e attached to a s2uad #hich must fight its #ay to an access point, #here the hac"ing can e attempted. An e!ample of the latter is a player #ondering if he could someho# rig all the grenades in a s2uad to destroy a radar installation, after the engineering s2uad #ith the special demolition charges designed for that purpose has een #iped out in an amush.
nder general circumstances, the tas" roll can e made against the uality evel of the unit ma"ing the attempt. For specific actions as re2uired y the scenario, it is proaly est to assign s"ill levels to units. A&&e"*&i$g a Tas2! 6a"e a uality or "ill Test on @ dice. S2i
Targe&
6arginal
*J
>ompetent
E!pert
@J
6aster
&J
If t#o or more dice succeed the tas" attempted #as accomplished. If only one die succeeds the attempt failed, ut it may e tried again on a later activation. If no dice succeed the attempt fails and negative conse2uences are triggered. The follo#ing are e!amples of tas"s #hich may arise during the course of a game, either y design or y chance7 "isarm7 From self destruct mechanisms to tactical nu"es planted y the enemy, they all have one thing <@
in common7 The cloc" is tic"ing and time is running out. Do you cut the red #ire or the greenS Hegative conse2uences of a total failure #ould e the device e!plodes. 0ac# 7 ItQs time to hac" the enemy defensive grid and disale those automated ulveri+er guns "eeping the rest of your invasion force at ay. Hegative conse2uences of a total failure #ould e the system detects your unauthori+ed access attempt, and floods the area #ith a fast acting, highly corrosive and deadly gas. 3ury4rig7 >an your engineer reroute po#er from the main coupling and reconfigure the emitter to produce a po#erful force field #hich #ill surround your positionS 5nly one #ay to find outR Hegative conse2uences of a total failure #ould e a po#er surge #hich destroys the e2uipment and the engineer in the last. /earn7 our teams fought their #ay onto the enemy spaceship, placed their e!plosives, and #ere aout to ma"e good their escape, only to discover their escape route is loc"ed. >an one of the team figure out the controls to the alien teleportation deviceS Hegative conse2uences of a total failure #ould e teleportation to the planetQs core, not surface. Repair7 If you could get that main attle tan" ac" on the move, the fortunes of #ar #ould turn in your favour. Hegative conse2uences of a total failure #ould e a spar" hitting spilled fuel, #hich overheats the ammo, follo#ed y a very large ang. TRAITS Traits are special ailities #hich generally apply to an entire s2uad. They are designed to allo# players to custom tailor their forces to match the figures eing used, and create the ac"grounds they prefer. layers can decide ahead of time to allo# a set numer of Traits to e chosen, or they can use these to freely tailor their forces in a mutually agreed upon manner. Hote that the names of traits are intended as flavour only, and players should feel free to adapt these as they see fit. ometimes the rules effect of a trait may do something you #ould li"e for a unit, ut the name doesn3t fit. In this case, simply change it as appropriate. AE8IA nits #ith this trait hover in the air #hile moving, and can clear any ostacles up to the height of the aerial figure. These troops land after they move, and #ill incur any enefits or penalties the terrain may provide. A//8EIGE $hen an aggressive unit mar"ed as nder Fire is activated, if it chooses to move it must e to#ards the enemy. Any >ommand 8esponse limitations are ignored.
A/IE Agile units ignore movement penalties #hen crossing Difficult Terrain. AI8 65KIE The unit may deploy from a grav or air vehicle #ithout the vehicle having to touch do#n. If deploying heavy #eapons the vehicle must touch do#n.
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AAT T855 Assault Troops add J& to all >lose Assaults. KE8E8O A s2uad #ith this trait #ill automatically pass their 8esolve chec" and ignore the effects of eing nder Fire or inned if they activate #ithin close assault range of an enemy unit. They #ill charge into hand%to%hand comat #ith the nearest enemy unit, and receive a J& to their >lose Assault. KET5$ T8AIT If a character #ith this trait -oins another unit, he may esto# a specified trait upon them, as long as he remains part of that unit. K8AGE This unit automatically succeeds on one of their dice #hen testing morale. 8oll one less die than re2uired and add one success to the result. K/ ?HTE8 nits #ith this trait are specially trained to fight alien species. $hen fighting an alien race, this s2uad receives a onus of J1 to >lose Assault and Fire Effect rolls. >ATI5 The unit must test uality to leave cover if it is currently nder Fire >56KAT D8/ (one use) A unit e2uipped #ith this item may use it upon activation. They temporarily gain the Kerser", Fearless and #ift traits. They must charge into hand%to%hand comat #ith the nearest enemy unit. At the end of their activation roll 1d for each survivor. A result of indicates the trooper is #ounded y the po#erful drugs. >566AHD AD $hen activated, this s2uad may also activate a suordinate unit at the same time. This permits the unit to e activated ahead of time. A command s2uad may not have more than * suordinate units. DEEHDEHT $hen using the >ommand 8esponse rule, the unit receives an additional J1 onus for having an leader present. If the unit has no leader and loses its s2uad leader, it is su-ect to a %1 penalty to >ommand 8esponse
DETE>TI5H Every time this unit is activated, all hidden mar"ers #ithin 1&C must e removed or revealed. D85ID T855E8 Droid troopers can e treated as normal for most comat purposes. Their main enefit is that they are not su-ect to normal psychology. This means they do not ta"e morale chec"s. ?o#ever, due to limitations of programming, droid troopers may never e rated as Elite units. <*
Droid troopers may e programmed to maintain asic self%preservation tactics. If this is not done, they ac2uire the 8elentless trait. $hen firing upon droids, you must eat the droids armour roll to have any effect. ?o#ever, any roll that eats the armour roll #ill "ill, rather than #ound the droid. EIGE $hen an elusive unit is fired upon, they may fall ac" These s2uads never need to >hec" 8esolve. FEA8E A s2uad #ith this trait is afraid of nothing, and ignores any 6orale Tests caused y Terrifying units or psionic Terror. FE8 nits #ith this trait are considered airorne at all times. They may move over any ostacles, and never receive any enefit from terrain. F8EHIED Each fren+ied model receives 1 additional "ill roll in assault comat. This is cumulative #ith any other additional rolls otained. /EHE T855E8 /T3s or /enetics are uilt to e soldiers from the ground up, including physical enhancements, mental conditioning and even psionic manipulations in settings #here this is appropriate. The physical capailities of /T3s can e represented #ith appropriate traits. Due to their uni2ue mental ma"e up, /T3s have an e!treme disregard for their lives. For this reason, they only test morale if they are ro"en AHD under fire.
/55H /oons may not fire eyond close range, e!cept to return fire, and suffer a %1 penalty to all Fire Effect rolls. Their Armour 8ating suffers a %1 penalty as #ell. They may never 8ush. /8IED 2uads #ith this trait >hec" 8esolve at one level higher than their uality level. <
/H/ ?5 If moving to close assault an enemy, the unit may ignore the effects of eing Bunder fireC ?A8DEHED These troops ignore eing nder Fire until they suffer their first casualty, and may al#ays leave #ounded ehind. ?E85 This trait may only e ta"en y a single figure. ?eroes al#ays hoot individually, even #hen attached to another unit. $hen firing at close range, they may choose the target figure. They are also Fearless, hoc" Troops. Hon heroes suffer a %& penalty #hen firing at a ?ero. ?EITAHT nless the unit is #ithin 1*C of enemy troops or is eing fired upon, the unit must ta"e a uality test on 1D #hen activated. If the unit fails, it may not act e!cept to move to cover if #ithin one move. ?IGE6IHD nits #ith this Trait are Fanatic and 8elentless #hen they activate #ithin 1&C of one of their mind controllers. This controller can e the s2uad leader or an independent figure. The controller also enefits from this trait. ?5 (ITE6) This trait can apply to #eapons and armour. A ?oly $eapon gains a J1 damage onus. ?oly Armour adds J& to their Armour 8ating. This onus is negated y their nholy counterpart (?oly Armour receives no onus #hen targeted y an nholy $eapon, etc). ? This trait may only e applied to a single figure. 5nce per turn, any one unit may re%roll a failed >ommand 8esponse test. ?/E A huge model may fire a heavy #eapon #hile moving, ut suffers a %& penalty to fire effect. In close assault, a huge model rolls < "ill rolls. If the opposing unit fails to destroy the huge model, it must fall ac", even if it #on the assault. ?uge models do not receive any enefits of cover. I/H58E AIH The model may continue to move and fight if #ounded. Each activation, roll a die for every #ounded model. Each 1 indicates the model is removed as a casualty. IHFE>T $hen a figure is "illed in >lose Assault y a unit #ith this trait, there is a chance the victim may ecome infected. 8oll 1d. If the result is *J the figure is infected. The nature of the infection #ill e specified y the scenario.
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IHFIT8ATI5H After initial deployment, this s2uad may ma"e an additional 8ush move efore the game starts. In addition, they chec" >oherency at one level higher than their uality level. IHFENIKE The unit may not fire on a turn #here it moved. E/EHD This trait may only e applied to a single figure. egends have oth ?ero and Gillain traits. egends al#ays count as rolling a for >lose Assaults and hooting. 6E>?AHIED An infantry unit #ith this trait is partnered #ith a transport vehicle at the start of the game. $hen the infantry unit is activated, the designated vehicle may A5 e activated at the same time if it is currently #ithin 1&C of the infantry s2uad. Either unit must perform all of its actions first efore the second unit is activated. HI/?T GII5H The unit may fire #ith no penalties out to a range of &'C H5 /8EHADE The unit does not carry grenades and is su-ect to a %& penalty in assault comat.
5KGI5 TA8/ET The model may not hide, and may al#ays e targeted, regardless of the Target riority rules. 8I6ITIGE nits that are significantly elo# the assumed tech level are su-ect to future%shoc". The first time a unit is attac"ed y a #eapon outside their technological level, the unit must pass a uality test or e pinned. <
Additionally, primitive units may only roll 1D for Fire Effect #hen firing at a technologically advanced unit. 5n the upside, they are immune to Intruders and similar forms of hac"ing, as they tend not to have systems to hac". 8E>5H 8econ units gain J1C to their >oherency. In addition, they are automatically successful on one of their dice #hen attempting to call for Indirect Artillery Fire. 5nly roll &d for their timing test and add one success to the result. $hen ta"ing the cout action, a recon s2uad may deploy t#o figures #ithin t#ice coherency distance instead of the normal option. 8E/EHE8ATE Any figure #ith this trait #ill automatically heal their #ound y remaining inactive during their ne!t turn. They cannot 6ove in any #ay, nor can they hoot or >lose Assault. At the end of their dormant activation, they are fully healed. 8EEHTE Troops that are 8elentless ignore the effects of eing nder Fire or inned. They never enefit from any form of cover, and #ill leave any casualties ehind #ithout giving it a second thought. 8EIIEHT Each model that is 8esilient must e given a numer of 8esilience oints. $henever a B#oundC result is inflicted on the model, one 8 is removed. $henever a B"illC result is inflicted on the model, & 8 are removed. $hen reduced to ', the model is considered to e #ounded. $hen reduced elo# ', the model is considered to e "illed. 8 may never e regained. AGE 2uads #ith this trait roll 1d for every hit they suffer. 5n a result of *J the hit is negated. Troops #earing po#ered armour only receive one save in assault comat. EF 8EAI8IH/ nits #ith this trait have een infused #ith tiny nano medics. During a 8ecover $ounded action, these troops can ma"e a recovery roll as if an aid team #as present, #ithout the need to form such teams. ?AO This unit automatically fails one of their dice #hen testing morale. 5nly roll &d for their morale test and add one failure to the result. ?5>O T855 hoc" Troops add J1 to all >lose Assaults. I>O A slic" model may only e engaged y & opponents in close comat. Thus against a unit of * models #ith this trait, you could not count more than 1' opponents for assault onus and "ill rolls.
5$ lo# units suffer a penalty of %&C to their ase movement rate. 5$ FI8IH/ lo# Firing units roll only 1d to determine Fire Effect if they moved this activation. TEAT? A unit #ith this aility al#ays succeeds #hen it goes into hiding (see ?idden 6ovement). There is no die roll re2uired. $IFT These units add J&C to their ase movement rate. TAHO ?HTE8 2uads #ith this trait are e2uipped #ith special e!plosives used to deal #ith enemy armoured vehicles. They gain J1 to their Herves >hec" and a J& mod #hen >lose Assaulting vehicles. TE>? 8EGE8EH>E In superstitious cultures, technology may have ta"en the place of religion to a large e!tent. For soldiers steeped in such mysticism, a tan" or other #ar machine represents an icon of divine favour. uch troopers receive the Fearless and Krave traits #hen #ithin 1&C of a vehicle. ?o#ever, #hen a vehicle is destroyed, all units #ithin 1&C must test morale on their ne!t activation, even if not ro"en. TE88IFIH/ 2uads #ith this trait #ill stri"e fear in the hearts of any unit neary. An enemy unit #hich activates #ithin C of a terrifying s2uad must ma"e an immediate 6orale Test. TI6ID The unit must test uality to launch a close assault. T5/? 2uads that are Tough gain a J1 onus to their Armour 8ating. H?5 (ITE6) This trait can apply to #eapons and armour. An nholy $eapon gains a J1 damage onus. nholy Armour adds J& to their Armour 8ating. This onus is negated y their ?oly counterpart (an nholy $eapon #ould not receive the damage onus #hen targeting ?oly Armour, etc).
IHO p lin"ed troops are in constant communication #ith a remote head 2uarters feeding them attle field information, positional analysis and tactical advice. rovided the unit is in communications, this permits the unit to ignore command response as long as the unit has no untreated #ounded. The unit may also ignore the target priority rules, as priority targets #ill e pointed out to them. This applies as long as there are no enemy #ithin 1'C
*'
GIAIH This trait may only e applied to a single figure. Any time a Gillain is "illed, leave the figure on the tale. It remains in this state for the remainder of this turn. During the ne!t turn, the o#ning player may activate this figure. 8oll 1d. If the result is *J the Gillain #as really only stunned. ?e clims ac" to his feet and may return to attle immediately. If the result #as less than *, the Gillain is truly dead and is removed from the tale, never to e seen again. 5r #ill heS 7) $EAO The unit suffers a %1 penalty to close assault. 56KIE omies are 8elentless and Fanatics. nless the scenario dictates other#ise, they may never 8ush. They have poor vision, so they cannot hoot eyond close range, and all fire suffers a %& penalty. VEHICLE 1OGGING Any time a trac"ed, #al"ing or #heeled vehicle attempts to cross a patch of difficult ground (such as thic" #oods, deep streams or s#amps), it has a chance of getting ogged do#n. For every C moved through such terrain, these vehicles must ta"e a Kogging Test. 1#ggi$g Tes&! This is a uality Test on &D For trac"ed and #al"ing vehicles, as long as one die e2uals or e!ceeds the level sho#n then the vehicle does not og do#n and may continue moving. For #heeled vehicles, oth dice must pass or the vehicle ogs do#n. If the test is failed the vehicle must stop in place. A vehicle can e freed y passing the same test at the start of any future activation.
VEHICLE DESIGN $hen designing a vehicle for FAD, there are a numer of considerations to ma"e, #hether you are simply assigning ailities to match a given model in your collection, a vehicle from history or a fictional setting, or using the points cost systems presented in the appendices of these rules. These can e ro"en do#n into a numer of separate sections, #hich #e #ill discuss here7 *1
M#5ii&Fire c#$&r# Ar"#ur ra&i$gs Wea*#$ "#u$&i$gs In addition to these categories, vehicles may have a numer of other properties #hich are descried elo# as vehicle properties. These function much li"e traits for regular infantry units. M#5ii&This is discussed in the rules for vehicle movement and involves the form of moility the vehicle has. The options are flyer9grav, trac", #heel, #al"er, hover or #arp. As discussed previously, e!act movement differences et#een identical moility types are not generally considered, as vehicles are unli"ely to move at full speed in a close 2uarters comat environment. Fire C#$&r#! A vehicles fire control system in FAD primarily affects it3s aility to move and fire, as #ell as #hat and ho# many #eapon systems it can use at any given time. $e3ve ta"en the lierty of astracting specific interactions et#een targeting systems and counter measures as they can often e assumed to even each other out. If a vehicle has drastically superior targeting systems for #hich effective countermeasures don3t e!ist, use the advanced targeting system vehicle property. If a vehicle is capale of firing multiple #eapons, it may fire at multiple targets, up to the limits imposed y it3s target priority, ased on the cre#3s uality rating.
E+a"*e A tan" capale of firing & machine guns and a main gun is manned y a >onscript cre# (target priority of &). They could for e!ample, fire oth machine guns at the closest target (an enemy infantry s2uad) and fire the main gun at the second closest target (an enemy A>)
8I6ITIGE The vehicle may fire only one #eapon system each turn. I685GED The vehicle may fire one main #eapon and one machine gun or chain gun each turn. ENTEHIGE
*&
The vehicle may fire any t#o #eapon systems each turn. At standard speed, one machine gun or chain gun may e fired. ?E8 TE>? The vehicle may fire any #eapon systems each turn. If moving at standard speed, any one #eapon system may e fired. T8ATE>? Any #eapon systems may e fired each turn. If moving at standard speed, any t#o #eapon systems may e fired. DEFEHIGE If completely stationary, any #eapon systems may e fired. If moving, one machine gun or chain gun may e fired. >5E 58T If moving at no faster than infantry speed (C), may fire any numer of machine guns, chain guns or BlightC versions of #eapons. 6ust e stationary to fire missiles or heavier #eapons, and only one per turn. Ar"#ur Ra&i$gs Armour ratings are assigned to each BfacingC of the vehicle. The facings are Front, ide and 8ear. Each can e assigned an armour rating to indicate the vehicles toughness, thic"ness and slope of armour, composition of armour and any additional defences present. Armour ratings generally range from * (light personnel carrier vulnerale to most anti vehicle fire) up to 1' (for a heavy main attle tan"). 8atings could go as far as 11 ut almost no #eapons can penetrate that level of armour. Wea*#$ M#u$&i$gs $eapon systems can e attached to the vehicle in a numer of #ays. IHTE E!ternal mount operated y an e!ternal cre# man. %@ to hit if vehicle is under fire. Arc of fire generally @' degrees ut may e limited y model. Common for machine guns on top of a gun turret) ? $eapon is mounted in the hull itself. >an generally s#ivel #ithin a <* or L' degree arc. Common for tan# destroyers and assault guns) 5H5H $eapon is mounted in a small enclosure attached to the hull. >an s#ivel L' degrees or 1' degrees depending on design. Common on older tan#s and some 5mobile fortress6 designs) T88ET A fully rotating #eapons mount on top of the vehicle. sually fully enclosed. >an fire in any direction. *@
Common on almost all tan#s) ENTE8HA $eapon is mounted e!ternally on vehicle, ut operated y remote control, AI system or similar. 6ay fire in any direction. Common for anti tan# missiles7 remote controlled machine guns etc) VEHICLE PROPERTIES Gehicles can e assigned properties in much the same #ay that units of troopers can e assigned traits. These properties can upgrade (or degrade) the performance of the vehicle. ADGAH>ED TA8/ETIH/ TE6 Gehicles #ith advanced targeting systems add J& to all Fire Effect rolls against other vehicles and hard targets (un"ers, uildings, etc). A6?IKI5 uitaly e2uipped vehicles can cross #ater at half >autious speeds. Any firing #hile in the #ater suffers a @ Fire Effect penalty. 5nly Turret and E!ternal #eapon mounts may e fired. >5E IH DEFEHE TE6 5nly fully armoured and enclosed vehicles may ta"e this upgrade. This defensive #eapon launches a canister shot a fe# meters aove the vehicle efore it detonates. The resultant last does no harm to the vehicle, ut any troops neary #ill e targeted. Treat this as a Klast $eapon #ith a radius of 566AHD GE?I>E 5nly a single vehicle may have this attriute, and if used, no infantry figure may ta"e the ? trait. 5nce per turn, any one unit may re%roll a failed command response test. In addition, this vehicle can ta"e a >ommand action to call for Indirect Artillery Fire. >KE8TAHO The term cyertan" applies to any completely AI controlled vehicle, #hether a tan" or not. >yertan" systems are commonly installed in heavy tan"s and #al"ers. uch vehicles are occasionally "no#n as ogres, for arcane reasons. A cyertan" vehicle is completely immune to any morale effects. Additionally, any cre# casualty is instead considered a Bsystems hitC. A cyertan" can sustain & system hits #ithout suffering any loss of activity. A third hit causes the systems to shut do#n. >yertan"s may not e used for transport of infantry. EE>T85HI> >5HTE86EA8E E>6s can e fitted to vehicles to negate the effectiveness of advanced targeting systems. As such, a vehicle e2uipped #ith an Advanced Targeting ystem receives no enefit from that system if the target is e2uipped #ith E>6.
*<
EHE8/ >8EEH The vehicle may deflect any incoming shot on a dice roll of *J. F58$A8D 5KE8GE8 The vehicle is e2uipped #ith special sighting and communications gear lin"ed to an artillery unit. This vehicle can ta"e a >ommand action to call for Indirect Artillery Fire. F8A/IE The vehicle is particularly susceptile to damage #hether due to flimsy design or vulnerale components. If the armour is penetrated, a fragile vehicle is al#ays counted as eing "noc"ed out. I685GED $EA5H >5HT85 An improved #eapons control system allo#s a single cre# to fire t#o #eapons instead of the single #eapon normally allo#ed. ;6 ;ET 6ay e fitted only to #al"ers. Instead of moving and firing normally, the #al"er may -ump up to 1'C, clearing ostacles up to C in height. The -ump may not end #ithin &C of enemy troops. 6EDEGA> The vehicle and cre# are e2uipped to handle and transport casualties. $hen in contact #ith an infantry s2uad #ith casualties the vehicle may ta"e a recover #ounded action as if it had t#o aid teams. 2uads may leave #ounded #ith a 6edevac vehicle #ithout affecting their resolve. 6IHE >EA8IH/ If moving into contact #ith a mine, the mine is disarmed #ith no harm to the vehicle. 8EA>TIGE A8658 E!plosives placed on the outside armour #ill disrupt the energy of anti%tan" #eapons such as roc"ets and missiles. Gehicles e2uipped #ith reactive armour may deflect any such hits on a D roll of ?A8/ED The vehicle adds Jautious and tandard movement rates. HDE8 5$E8ED **
The vehicle suffers a autious and tandard movement rates. 8KAH $A8FA8E OIT The vehicle has een designed or modified to perform #ithin uran environments. It has the same armour rating for the front, sides and rear, as #ell as the top and underside of the vehicle. $EA5H TAKIIE8 Gehicles #ith staili+ed main #eapons may fire #hen moving at standard speeds. All other modifiers apply as usual.
*
APPENDICES The Appendices mostly concern themselves #ith ho# games are set up and prepared. $hile this advice goes for anything in FAD, it goes doule here. Do H5T feel li"e you have to use anything in this section. For players that #ant a complete game e!perience, #ith rules for setting up the scenario, electing their forces and resolving the game, these rules can assist. If you prefer using an army you have put together on the fly, creating victory conditions yourself or -ust seeing #hat happens, please do as you are most comfortale #ith. The Kasic force creation gives a fairly 2uic" #ay to roll up a human platoon #ith relatively standard #eaponry. The Advanced force creation is a much more involved system using a system of player determined priorities, as #ell as random rolls. Finally #e also provide a fully fledged points system for calculating the value of any given unit. P,i#s#*,FAD ta"es great pains in providing a BreadyC e!perience, meaning you can use these rules to set up and e!ecute a game. $hile the preparation methods included herein can e time consuming, they also provide a complete e!perience. In most cases, players are li"ely to reuse units et#een games, drastically reducing the amount of preparation re2uired. The use of inde! cards, a noteoo", spreadsheet or a similar system is recommended to "eep trac" of unit information et#een games.
1UILDING 1ASIC FORCES FAD includes multiple #ays to uild an army. The Kasic Force system is a 2uic" #ay to set up a playale force. Hote that this system #ill very fe# options availale under the rules. It is intended to generate fairly regular human forces #ith reasonale variations, for use in 2uic" pic"%up games. It is also not designed to produce perfectly alanced forces. 8eal attles are rarely even affairs. This system is aimed at creating forces for a human centred, modern day or near future attleground. Kut donQt feel confined y the terms used. A Bgrenade launcherC can -ust as easily e a Bphoton lasterC or BiocannonC. Feel free to alter the names of the #eapons generated to get the game you #ant to play. Pa#$s! layers ne# to FAD should start #ith a single platoon each. 6ore e!perienced gamers can easily handle t#o. If the scenario has already een chosen, and there is a definite Battac"erC and BdefenderC, #e recommend giving the attac"er one additional platoon. The numer of s2uads in a platoon varies y nation and time period, and platoons are not al#ays operating at full strength any#ay. This means that platoons have a variale numer of s2uads. For each platoon in your force, roll 1d on the follo#ing tale7
*=
PLATOON SIZE 1%<
@ s2uads
*%
< s2uads
The result is the numer of s2uads #hich ma"e up that platoon. S)ua%s! The numer of soldiers in a s2uad also varies y nation and time period, and as #ith platoons, s2uads are not al#ays operating at full strength any#ay. This means that s2uads are comprised of a variale numer of soldiers. Each player rolls 1d on the follo#ing tale to determine the ase level for each s2uad in your force7 S(UAD STRENGTH 1%&
oldiers
@%<
oldiers
*%
1' oldiers
Ho# roll 1d on the follo#ing tale, once for each s2uad in your force, to determine their uality evel7 S(UAD (UALITY 1 8ale &%<
>onscript
*%
8egular
He!t, roll 1d on the follo#ing tale, once for each s2uad in your force, to determine their 8esolve7 S(UAD RESOLVE 1 ncertain &%*
teady
Determined
Finally, roll 1d on the follo#ing tale, once for each s2uad in your force, to determine their Armour7 S(UAD ARMOUR 1 Hone &%*
ight
Improved
*
Wea*#$s! The ma"e%up of asic s2uad #eapons #ill also vary et#een nations, ut #ithin a force, #ill usually remain constant. Each player rolls 1d on the follo#ing tale to determine the asic s2uad #eapons for A s2uads in your force. PLATOON 1ASIC WEAPONS 1%& o# Tech 8ifles @%<
Assault >arines
*%
Assault 8ifles
All memers of the s2uad receive the #eapon rolled, e!cept one. That individual carries the s2uad support #eapon. To determine the nature of this #eapon for each s2uad in your force, roll 1d on the follo#ing tale7 S(UAD SUPPORT WEAPONS 1 Flame thro#er &%<
2uad Automatic $eapon
*%
/renade auncher
C#""a$% S)ua%s7 Each platoon comes #ith a command s2uad. This s2uad consists of one platoon leader, and three regular soldiers. These s2uads are automatically considered to e 8egular, teady, and #earing ight Armour, and armed #ith the same asic #eapons as regular s2uads (ut no support #eapons). Re.ie77 Ky no#, oth players have formed the core of their forces. They "no# the numer of platoons involved, the numer of s2uads in those platoons, the strengths of the s2uads, their characteristics, and their #eapons. All die rolls have een in the open, since this is the sort of intel that any force #ould "no# aout their enemy. Kut from this point on, the selections should e made in private, and only revealed at the end. It is no# time to customi+e your forcesR Varia&i#$s7 Each player is allo#ed to choose one of the follo#ing variations and apply it to their force7 Assault Troops7 All s2uads replace their asic #eapons #ith u machine /uns, and receive the Assault Troops trait. Energy 8eapons+ Any numer of s2uads may s#ap one support #eapon for a lasma 8ifle. 0eavy Rifles7 5ne asic s2uad can replace all #eapons carried (including support #eapons) #ith /auss 8ifles. 0uman 8ave+ All of your asic s2uads may trade in their support #eapon for t#o additional regular soldiers. 1mproved Command7 All of your command s2uads receive & additional soldiers, and are issued heavy armour. *L
/ocal Militia+ Any numer of s2uads may drop their 2uality level y one, to gain the Agile trait, and have their 8esolve increased y one. /one /eader+ 8eplace all command s2uads #ith a single platoon leader. Add 1 regular soldier to all other asic s2uads. More !upport+ Any of your asic s2uads may s#ap t#o regular soldiers for an additional support #eapon. E$,a$ce"e$&s7 layers may no# choose one enhancement per platoon. All platoons can select the same enhancement7 *ire4po-er+ Add 1 additional support #eapon to every asic s2uad. 8oll once to determine #hich #eapon you receive. 0eavy Troopers+ Any & s2uads are issued heavy armour. 1mproved 1ntel+ The player receives a J1 modifier to rolls to determine #ho activates first, until an activation roll comes up a natural 1. /onger Range+ All s2uad asic #eapons receive a range onus of J !1. Manpo-er7 Add & soldiers to every asic (non command) s2uad. Recon+ ou receive a onus s2uad of * soldiers, classified as recon troops. 8oll for their uality, 8esolve and Armour. rban Assault+ & soldiers in every s2uad may s#ap their asic #eapon for assault shotguns. 'eterans+ Increase the uality evel of one s2uad y one level.
'
Li"i&a&i#$s7 layers must no# choose one limitation per platoon. Hote that you cannot choose a limitation for a platoon that directly affects an enhancement (for e!ample, you cannot select nder trength if you pic"ed 6anpo#er as an enhancement). 1nfle2ible+ 2uad >oherency is no# &C regardless of individual 2uality ratings. 1ne2perienced7 Decrease the uality evel of t#o s2uads y 1 level. Militia7 5ne s2uad is do#ngraded to 8ale, and #ears no armour. No 9renades+ All s2uads receive a & penalty to close assault rolls. !horter Range7 All s2uad asic #eapons receive a range penalty of !1. nder 9unned+ 8emove one support #eapon from any t#o s2uads. nder !trength+ 8emove one soldier from each asic s2uad. 8ar 8eary+ The 8esolve for t#o s2uads is reduced y 1 level. Grea&er Varie&- Rue! layers #ho #ant even more variety #ith their forces may use the follo#ing rules7 O*&i#$ : U$2$#7$ Res#.e Instead of assigning resolve levels to units efore the game, players can instead roll to determine the resolve level for each unit, the first time the unit ta"es casualties.
O*&i#$ : S)ua% Lea%ers E!perience in #ar pays dividends on the attlefield. 8oll 1d for each s2uad leader. If the result is a 1 or & the leader is Bine!periencedC, and the s2uad suffers a 1 penalty to 6orale Tests. If a @ or < the leader is Be!periencedC and receives no onus or penalty. If a * or the leader is a BveteranC, and the s2uad earns a J1 onus to 6orale Tests.
O*&i#$ : Hea.- Wea*#$s If the ?eavy $eapons advanced rule is used, each player receives one heavy #eapons unit per platoon. 8oll 1d per platoon. If the result is a 1 or &, the #eapon is a ight Auto >annon, if a @ or <, the #eapon is a ight >hain /un, if a * or , the #eapon is a ?eavy 6achine gun.
O*&i#$ : Ar&ier- Su**#r& If the Indirect Artillery Fire advanced rule is used, each player receives one off oard artillery unit. If the scenario has een chosen, and there is a definite Battac"erC and BdefenderC, the attac"er receives one additional unit. 8oll 1d. If the result is a 1 or &, the #eapon is a ight 6ortar, if a @ or <, the #eapon is a ight >annon, if a * or , the #eapon is a 6edium >annon.
1
ADVANCED FORCE GENERATION OVERVIEW The follo#ing force generation system allo#s players to customi+e the #ay in #hich their force is randomly generated. Through the use of a uni2ue Force riority system, players #ill assign points to each of si! separate categories. Depending on the numer of points allocated to a category, a priority rating #ill e otained. This rating #ill influence the outcome of the force eing generated. The final result should e a force that is strong in some areas, #ea" in others. 5pposing forces generated in this manner should e ale to face one another #ith a roughly e2ual chance of victory, arring a string of luc"y or unluc"y die rolls during generation. Asolute alance, ho#ever, can never e achieved, nor should it e e!pected. If one force is oviously outclassed y another, the players may agree to allo# the #ea"er force to simply generate a ne# one, or perhaps choose their mission (if the scenario generation rules are eing used) rather than generate it. This system #as designed to create human forces for a generic near future setting, and assumes that a numer of the more common advanced rules are eing used. layers are encouraged to modify this system to suit their o#n needs regarding settings, miniatures, and rules usage. In a game #ith multiple platoons, players may apply the initial results to all platoons in their force, or create each platoon individually. PRIORITY ASSIGNMENT Each player receives L Force riority points to allocate as they #ish to the categories elo#. The numer of points spent #ill determine the priority rating for that category. Manpo-er This determines oth the numer of troopers in a s2uad and the numer of s2uads in a platoon. Fire%po#er This determines the types of #eaponry availale. 9ear This determines the armour and specialist e2uipment availale. !upport This determines the types of support #eapons and artillery availale. Training This determines the uality rating of the troops, and the availaility of troops #ith specific traits and s"ills. Aggression This determines the 8esolve ratings of the troops, and the availaility of troops #ith specific traits. In addition, some categories #ill offer players a chance to otain specific onuses. $hen this occurs, players ta"e a uantity Test y rolling the numer of dice sho#n elo#, ased on the riority evel for that category. Each result of *J is a success.
&
Pri#ri&-
FP P#i$&s
(T %ice
Top
@
*D
?igh
&
6edium
1
@D
o#
'
&D
GENERATE A FORCE Defaults7 8egardless of the priority, every platoon in a force comes #ith a latoon ?. This unit consists of 1 leader #ith a Hovice leadership rating, and @ regular troopers. They are all of 8egular uality #ith teady 8esolve, and are e2uipped #ith the same asic #eapons and armour as the rest of the s2uads in the platoon. Ma$*#7er7 First, roll 1d to determine the numer of s2uads in each platoon7 PLATOON SIZE Pri#ri&Ou&c#"e Top
1%* < s2uads, * s2uads
?igh
1%& @ s2uads, @% < s2uads
6edium
1%< @ s2uads, *% < s2uads
o#
1 & s2uads, &% @ s2uads
He!t, roll 1d only once to determine the numer of troopers in all s2uads. As an option, a player may elect to roll individually for each s2uad (to simulate casualties and attrition), ut they must declare this prior to rolling. S(UAD STRENGTH Pri#ri&-
Ou&c#"e
Top P
1%& troopers, @%< 1' troopers, *% 1& troopers
?igh P
1%& troopers, @%< 1' troopers, *% 1& troopers
6edium
1%& troopers, @%< troopers, *% 1' troopers
o#
1%& < troopers, @%< troopers, *% troopers
In addition, add & troopers to the latoon ? for Top riority forces, and 1 trooper to the latoon ? for ?igh riority forces. Fire:*#7er7 8oll 1d to determine the asic #eapon carried y most of the regular troopers #ithin a s2uad. Hote that all s2uads #ithin a platoon #ill carry the same asic #eapon.
@
S(UAD 1ASIC WEAPONS Pri#ri&Ou&c#"e Top
1%& assault rifles, @%< high tech rifles, *% gauss rifles
?igh
1%& assault carines, @%< assault rifles, *% high tech rifles
6edium
1%& lo# tech rifles, @%< assault carines, *% assault rifles
o#
1 su machine guns, &%* lo# tech rifles, assault carines
5ne regular trooper per s2uad carries a s2uad support #eapon instead of a asic #eapon. 8oll 1d for each s2uad to determine this #eapon. S(UAD SUPPORT WEAPONS 1
Flame%thro#er
& <
2uad Automatic $eapon
*
/renade auncher
Fire:*#7er 1#$us7 Ta"e a uantity Test. Each result of *J provides a rifle grenade launcher to the platoon. In addition, any platoon #ith Top riority receives a plasma rifle. These #eapons are distriuted #ithin the platoon as desired. Gear7 8oll 1d to determine the armour that is issued to the platoon. Hote that all s2uads in a platoon are issued the same armour. PLATOON ARMOUR Pri#ri&-
Ou&c#"e
Top P
1%& improved, @% heavy
?igh P
1%& light, @%* improved, heavy
6edium
1 none, &%* light, improved
o#
1%@ none, <% light
In addition, roll 1d for each s2uad. A result of *J indicates -et pac"s are issued if the s2uad has Top riority. A result of J is re2uired to receive -et pac"s if the s2uad has ?igh riority. Su**#r&7 Ta"e a uantity Test. Each result of *J indicates one heavy #eapon assigned to the platoon in support. 8oll 1d once to determine the type of #eapon. As an option, a player may elect to roll individually for each #eapon, ut they must declare this prior to rolling.
<
HEAVY WEAPONS 1 ight Auto >annon &
ight Keam
@
ight >annon
<
ight >hain /un
*
?eavy 6achine gun
ight 8ail /un
Ta"e another uantity Test. Each result of *J indicates one off oard artillery unit availale in support. These #ill e light mortars, cre#ed y troops of 8egular uality. Trai$i$g7 8oll 1d to determine the uality rating for each s2uad in a platoon. S(UAD (UALITY Pri#ri&Ou&c#"e Top
1 conscript, &%* regular, elite
?igh
1%& conscript, @%* regular, elite
6edium
1 rale, &%< conscript, *% regular
o#
1%& rale, @% conscript
Trai$i$g 1#$us! Ta"e a uantity Test. Each result of *J allo#s for the selection of one Trait from the E!ceptional Troops trait lists. Ta"e another uantity Test. Each result of *J allo#s for the selection of one specialist from the ersonalities list. These traits and specialties are distriuted #ithin the platoon as desired.
*
Aggressi#$7 8oll 1d only once to determine the 8esolve for all s2uads in the platoon. As an option, a player may elect to roll individually for each s2uad, ut they must declare this prior to rolling. 2uad 8esolve Pri#ri&Ou&c#"e Top
1 steady, &% determined
?igh
1%@ steady, <% determined
6edium
1 uncertain, &%* steady, determined
o#
1 reluctant, &%< uncertain, *% steady
Ta"e a uantity Test. Each result of *J allo#s for the assignment of the ?ardened trait to one s2uad in the platoon. A%%i&i#$a C,a$ges7 layers may customi+e each platoon in their force using any of the follo#ing options, provided they assigned at least one Force riority point to the category sho#n7 Assault Troops Any s2uad may e assigned the Assault Troops trait. 8eplace all asic s2uad #eapons #ith su machine guns (Aggression). 0uman 8ave Any s2uad support #eapon may e s#apped for @ regular troopers armed #ith the asic #eapon issued to that s2uad (6anpo#er). 1mproved Armour+ Any s2uad may s#ap t#o regular troopers to upgrade their armour y one level (/ear). 1ndependent leader 4 The latoon ? s2uad is reduced to a single leader #ith no troopers. Add 1 regular trooper to every s2uad in the platoon (upport). /ocal Militia 4 Any s2uad may reduce their uality y one level to gain the Agile trait and increase their 8esolve y one level (Training). More !upport 4 Any s2uad may s#ap t#o regular troopers for one trooper armed #ith a A$ (Fire%po#er). Lea%ers7 Ta"e a uantity Test ased on your Training level. Each result of *J allo#s you to improve the leadership rating of an leader y one level. Hote that an leader may receive more than one increase if desired. Ky default, each leader starts #ith a Hovice leadership rating. ee the Advanced rules for >haracters.. Ta"e another uantity Test. Each result of *J allo#s you to improve the E!perience rating of a s2uad leader y one level. Hote that a s2uad leader may receive more than one increase if desired. Ky default, each s2uad leader starts #ith an Ine!perienced rating. ee 2uad eaders on page 11 for details.
O*&i#$ : Her#ic C,arac&ers 8oll @d only one time for your entire force. For each result of *J the force #ill gain one independent character. They can have the same #eapon and armour as any s2uad in the force. They are considered leaders #ith an E!perienced leadership rating. They have the Agile trait. In addition, roll 1d to determine their special nature7 CHARACTER TRAIT 1&
Gillain
@<
?ero
*
egend
O*&i#$ : Psi#$ics 8oll 1d per platoon. If the result is *J one memer of that platoon is a sionic. Assign this aility to any figure. They #ill start the game #ith @ strength points. To determine their Aptitude roll 1d and consult the tale elo#7 PSIONIC APTITUDE 1& 6arginal @<
>ompetent
*
E!pert
O*&i#$ : N#& Li2e Us For those #ishing to try something different, the follo#ing rules #ill help turn an other#ise typical human army into something BHot li"e us.C 8oll 1d on oth tales elo# to determine the nature of your force. These traits #ill apply to every figure in your force. 1
Aerial, #ift
1
Aggressive
&
Agile, Infiltrate
&
Kerser"
@
Elusive, tealth
@
ha"y
<
Fanatic, elf 8epairing
<
lo#
*
hoc" Troops, Tough
*
lo# Firing
8egenerate, Terrifying
8elentless
=
POINT VALUE SYSTEM INTRODUCTION The follo#ing system #ill allo# players to assign point values to any troops used in the game. These point values can e used y those players #ho prefer to uild forces from a set numer of points rather than generating forces randomly, or ased on a specific scenario. lease e advised that this points system aims at eing comprehensive and accurate, and as a result can e rather involved. ou #ill need a calculator. $e recommend preparing unit cards, for e!ample using inde! cards or a spreadsheet, to prevent re%calculating unit costs each game. IMPORTANT All ase costs are indicated as J or (plus or minus) costs. These are all added up or sutracted efore AH multipliers are applied to the cost.
INFANTRY This process is relatively easy. tarting #ith a asic figure cost, add and sutract points ased on the armour, #eapons carried, personalities, and (for the s2uad leader) any leadership mods desired. Then multiply the cost ased on a comination of uality and 8esolve to arrive at the final point value for that soldier. Do this for a s2uad leader, a asic trooper, and a support #eapons trooper, and you no# have the components to uild a s2uad.
S&ar&i$g C#s&7 The asic foot trooper has a cost of < points. For this, you get a soldier #earing ight Armour and armed #ith an Assault 8ifle. ?e is of >onscript uality, #ith teady 8esolve. lease not that every trooper in a s2uad should have the same uality and 8esolve. Ar"#ur7 Ad-ust the point cost y the value sho#n, ased on the type of armour desired7 ARMOUR Hone
%1
Improvised
%'.*
ight
'
cout
J'.*
Improved
J1
?eavy
J&
Kattle Dress
J@
torm uit
J@
Kreach
J@.*
ight o#er
J
Kio 6ech Enhancement uit
J*
?eavy o#er
JL
Da++le uits
J&
#orn in addition to armour.
>old uits
J'.*
#orn in addition to armour.
elf%ealing
J'.&* #orn in addition to armour.
1asic Wea*#$7 For regular troopers, ad-ust the point cost y the value sho#n per trooper. S(UAD 1ASIC WEAPON narmed
%1.''
o# Tech 8ifles
%'.&*
u machine /uns
%'.*
Assault >arines
%'.&*
?igh Tech 8ifles
J'.&*
aser rifles
J'.*
/auss 8ifles
J1.''
Klasters
J1.''
tunners
%'.&*
in"ed #eapons
J1.'' in addition to ase #eapon cost. (o#ered armour only)
L
1asic 7ea*#$ &rai&s! 6odify the small arms cost as follo#s if any #eapon traits are assigned7 Terror J'.* imited upply
%'.&*
>umersome
%'.&*
ong 8ange Targeting
J'.&*
Auto%Target
J'.&*
Su**#r& Wea*#$! For support troopers, ad-ust the point cost y the value sho#n, ased on the type of s2uad support #eapon carried7 S(UAD SUPPORT WEAPON Assault hotgun J1 Fusion /un
J@
Flame thro#er
J@
6issile 8ac"
J
8ifle /renades
J1
A6A$
J@
/renade auncher
J@
6ar"sman3s $eapon
J1
2uad Automatic J@ $eapon
>omat Klade
J1
lasma 8ifle
J<
6ulti%/un
J<
8apid fire A$
J<
Keam 8ifle
J*
Su**#r& 7ea*#$ &rai&s! 6odify the support #eapon cost as follo#s if any #eapon traits are assigned. Hote that comat lades cannot have traits other than terror -eapon Terror
J1.=*
imited upply
%'.=*
>umersome
%'.=*
ong 8ange Targeting
J'.=*
mart Targeting
J&
Auto%Target
J'.*
='
Pers#$ai&ies7 Ad-ust the point cost y the value sho#n for each personality included7 PERSONALITIES Kra#ler
J1
>omm3s
J&
Onife Fighter
J1
uc"y
J1
6edic
J&
6otivator
J&
harpshooter
J@
Trigger ?appy
J1
Tech
J1
Intruder
J&
For#ard 5server
J1
(uai&- ; Res#.e7 The cost of the trooper is no# multiplied y a factor that ta"es into consideration the uality level desired, #hich is then ad-usted y the 8esolve7 (UALITY 8ale
!'.=
>onscript
!1.'
8egular
!1.@
Elite
!1.
RESOLVE 8eluctant
%'.*
ncertain
%'.@
teady
'.'
Determined
J'.@
The end result of this calculation ecomes the Kase >ost for the trooper eing determined. In most cases this is also the Final >ost, ut not al#ays (see the sections on nit Ailities and nit Traits). E+a"*e 3 Reguar Tr##*er A soldier #earing Improved Armour, armed #ith an Assault 8ifle and #ith no ersonalities #ill have a final ase cost of * points. 6ultiply this y 1.@ (8egular uality J teady 8esolve) and the final cost for this trooper is .* points.
=1
E+a"*e 3 Su**#r& Tr##*er A soldier #earing Improved Armour, armed #ith a 2uad Automatic $eapon, #ith the Trigger ?appy ersonality #ill have a final ase cost of L points. 6ultiply this y 1.@ (8egular uality J teady 8esolve) and the final cost for this support trooper is 11.= points.
E+a"*e 3 1ui%i$g a S)ua% imply add together the Final >osts for a s2uad leader, each regular trooper, and each trooper armed #ith support #eapons to determine the final s2uad cost. sing the previous e!amples to uild #ith, a s2uad #ith eight memers (1 leader e2uipped the same as his men, regular troopers and 1 support trooper) #ould cost *=.& points.
POWERED ARMOUR S(UADS o#ered Armour s2uads are uilt li"e normal infantry s2uads, using the rules aove, ut have a >osts are per figure. P#7ere% Ar"#ur u*gra%es! =&
oldier Koys ight
J@
oldier Koys ?eavy
J*
cout
J@
Assault
J*
/unner
J@
>ommand
J@
6ar"sman
J1*
hielded
J
>rude
%&
HEAVY WEAPONS TEAMS tarting >ost7 A heavy #eapons team has a cost of @ points per cre# memer. This team may range from a lone armed figure to a large cre# servicing a separate #eapon, depending on the miniatures used. For this starting cost you get a team #earing ight Armour, armed #ith Assault 8ifles, of >onscript uality, and #ith teady 8esolve. lease note that there are no po#ered armour heavy #eapon teams. Instead, po#ered armour figures may e e2uipped #ith heavy #eapons from the elo# list, in place of a small arm or support #eapon. In effect, the po#ered armour trooper is in effect a one man #eapons team. If a #eapons team is part of a normal infantry s2uad, they must have the same uality, 8esolve and all Traits must e the same. >alculate the cost of team and s2uad separately, then add them together. Ad-ust this cost for armour and personalities -ust as you #ould for a regular trooper. $eapon teams do not generally carry any support #eapons. For #eaponry though, ad-ust the cost y the value sho#n, ased on the #eapon they #ill serve7
HEAVY ; SPECIAL WEAPONS Auto >annon ight J1' 8ail /un ight
J&'
Auto >annon ?eavy
J1
8ail /un ?eavy
J@'
Keam ight
J1'
8/
J*
Keam ?eavy
J1
/rav /un
J1'
>annon ight
J1'
Herve Disruptor
J1
>annon 6edium
J1
$e >annon ight
J
>annon ?eavy
J&&
$e >annon 6edium
J1&
>hain /un ight
J
$e >annon ?eavy
J1
=@
>hain /un ?eavy
J1'
>onversion /un
J&'
/eneral urpose 6/
J*
Anti 6ateriel 8ifle
J
?eavy 6/
J
Kurst auncher ight
J1&
6issile auncher
J1'
Kurst auncher ?eavy
J&'
6ortar ight
J1'
6ortar ?eavy
J1
>ryotasis nit
J*
no #eapon traits possile. Despite not eing #eapons, >ryotasis units are uilt li"e #eapon teams.
HEAVY WEAPON TRAITS If any traits are applied to the heavy #eapon, modify the cost as indicated elo#.
Terror
J
imited upply
%@
>umersome
Already Includes
6an ortale
J*
/atling
J@
?ypertech >ooling ystem J& J@ ong 8ange Targeting
J@
Auto%Target
J1
tatic
%<
lo# Firing
%<
6ounted on /rav 6ount
J*
auto cannon, 6/3s only auto cannon, 6/3s Keam #eapons
5nly & cre# needed.
HEAVY WEAPON MUNITIONS 6ortars, missile launchers and cannon only. 5n or off oard. Incendiary
J*
>luster Kom
J@
hrapnel
J@
lasma
J@
8edeemer
J
limited supply
cramle
J*
limited supply
Hano#ire
J@
$ipe
J&
=<
mart
J
8oc"et Assisted (8A6)
J@
Armour Oill
J
6ine ayer
J<
pider 6ine ayer
JL
?ypertech
J@ J cost of oth types
ltratech
J< J cost of all three types
hort 8ange $arp Emitter J1* AUTOCANNON MUNITIONS Auto cannon only. Fragstorm J >ling%fire
J
mash
J
#arm
J*
enetrator
J
Then multiply the ase cost y a factor that includes uality and 8esolve, -ust as you #ould for a regular trooper. Hote that off oard units cannot change their starting 8esolve, and their cost includes a final &.* multiplier. E+a"*e 3 Lig,& Ca$$#$ Tea" Three cre# #earing ight Armour, carrying Assault >arines, #ith no ersonalities, all serving a ight >annon #ill have a final ase cost of 1L points. 6ultiply this y 1.@ (8egular uality J teady 8esolve) and the final cost for this team is &<.= points. If this team is to e used off oard, multiply this cost y &.* to determine their final cost of 1.=* points. CHARACTERS S&ar&i$g C#s&7 A character has a cost of 1' points. For this starting cost you get a soldier #earing ight Armour, armed #ith an Assault 8ifle, of >onscript uality, #ith teady 8esolve. Ad-ust this cost for armour, #eaponry and personalities -ust as you #ould for a regular trooper. For their eadership 8ating, ad-ust the cost y the value sho#n, ased on the leadership rating desired7 LEADERSHIP Hovice J' E!perienced
J*
Inspiring
JL
?eroic
J1*
=*
Then multiply the ase cost of the leader y a factor that includes uality and 8esolve, -ust as you #ould for a regular trooper. Hote that a leader is generally an independent character, ho#ever, if you #ish to have a particularly talented s2uad leader, you can do so, simply y -oining the leader to a s2uad during gameplay. E+a"*e 3 C,arac&er An leader #earing Improved Armour, armed #ith an Assault 8ifle, no ersonalities, and #ith the Inspiring eader rating #ill have a final ase cost of &' points. 6ultiply this y 1.@ (8egular uality J teady 8esolve) and the final cost for the s2uad leader is & points. PSIONICS S&ar&i$g C#s&7 A psionic has a cost of &' points. For this starting cost you get a soldier #earing ight Armour, armed #ith an Assault 8ifle, of >onscript uality, #ith teady 8esolve. They also have a 6arginal sionic Aptitude, and @ trength points. Ad-ust this cost for armour, #eaponry and personalities -ust as you #ould for a regular trooper. For their sionic Aptitude, ad-ust the cost y the value sho#n, ased on the rating desired7 PSIONIC APTITUDE 6arginal J' >ompetent
J*
E!pert
J1'
6aster
J1*
Any numer of additional trength points may e added, at a cost of * points each. Then multiply the ase cost of the psionic y a factor that includes uality and 8esolve, -ust as you #ould for a regular trooper. E+a"*e 3 Psi#$ic A psionic #earing Improved Armour, armed #ith an Assault 8ifle, no ersonalities, #ith a >ompetent aptitude and < strength points #ill have a final ase cost of @' points. 6ultiply this y 1.@ (8egular uality J teady 8esolve) and the final cost for the psionic is @L points. SNIPERS tarting >ost7 A sniper has a cost of 1* points. For this starting cost you get a soldier #earing ight Armour, armed #ith a niper 8ifle, of >onscript uality, #ith teady 8esolve. Ad-ust this cost for armour and personalities -ust as you #ould for a regular trooper. Then multiply the ase cost of the sniper y a factor that includes uality and 8esolve, -ust as you #ould for a regular trooper.
=
E+a"*e 3 S$i*er A sniper #earing Improved Armour, armed #ith a niper 8ifle, and no ersonalities #ill have a final ase cost of 1 points. 6ultiply this y 1. (Elite uality J teady 8esolve) and the final cost for the sniper is &*. points. COMMUNICATIONS The asic cost of a unit gives it 8ating 1 communication devices. A unit may upgrade its comm3s for & points per level. This cost is per unit. nits #ithout any communications e2uipment can do#ngrade for a & point saving. GADGETS< GEAR< A1ILITIES ome units #ill have additional e2uipment and speciali+ed training. >osts e!pressed as a J are added to the ase cost of the unit, efore any multipliers are applied. GADGETS AND GEAR Field ro-ector J1' per pro-ector Drones
J per unit
8egen nit
J1'
noopers
J per unit
?ay#ire Emitter
J* per unit
;ammers
J@ per rating per unit. 6a! rating @.
Thermal Imaging
J1 per figure.
hort 8ange $arp
J1' per unit
/uarded ystems
J* per unit
1OTS 6ed%Kot
J=
upply%Kot
J
hield%Kot
J1'
pot%Ko
J
/un%Kot
J* (plus cost of #eapon)
pgrade to ?over%Kot J& GRENADES (cost is per unit, added to ase cost of entire unit efore multipliers) ?a+e
J@
Defensive
J&
Improvised >harges
J&
enetrator
J
==
;in!
J@
8a+or field
J@
A1ILITIES Drop Troops
!1.@
;et ac"s
!1.*
Hote7 #hen granting several enefits to a single unit, multiply the Kase >ost of the unit y the first enefit, then that results y the ne!t, and so on. E+a"*e 3 Dr#* Tr##*s sing the s2uad from page *@ as an e!ample (#ith a Kase >ost of @.= points)M multiply this y 1.@ (Drop Troops) and the final cost ecomes &.1 points )
UNIT TRAITS ome units have traits. As #ith unit ailities, multiply the Kase >ost of the entire unit y the factor sho#n elo#7 TRAITS Aerial
!1.@
?
!1.&
Aggressive
!1.1
Ignore ain
!1.&
Agile
!1.&
Infect PP
varies
Assault Troops !1.@
Infiltration
!1.@
Kerser"
!1.@
Infle!ile
!'.
Kesto# Trait
!1.< J cost of traits
egend
!&.'
Krave
!1.*
6echani+ed
!1.&
Kug ?unter
!1.&
Hight vision
!1.1
>autious
!'.L
Ho /renades
!'.
>omat Drugs !1.&
5vious Target
!'.
Dependent
!1.1
rimitive
!'.
Detection
!1.1
8econ
!1.@
Droid Trooper
!1.@
self preserving
8egenerate
!1.&
!1.
self%less
8elentless
!1.&
Elusive
!1.<
8esilient
!1.& for & 8. J'.& per e!tra 8
Engineer
!1.&
ave
!1.<
=
Fanatic P
!1.
elf 8epairing
!1.1
Fearless
!1.1
ha"y
!'.
Flyer
!1.&
hoc" Troops
!1.1
Fren+ied
!1.@
lic"
!1.&
/ene Troopers !1.&
lo#
!'.
/oon
!'.=
lo# Firing
!'.
/ri++led
!1.&
tealth
!1.1
/ung ?o
!1.1
#ift
!1.@
?ardened
!1.1
Tan" ?unter
!1.&
?ero
!1.*
Tech 8everence
!1.&
?esitant
!'.
Terrifying
!1.
?ive mind
!1.*
Timid
!'.L
?uge
!1.@
Tough
!1.&
n 9 ?oly Armour
!1.@
p in"ed
!1.@
n 9 ?oly $eapon
!1.1
Gillain
!1.*
$ea"
!'.L
omie
!'.=
P nits that ta"e this trait cannot change their initial resolve (it must remain teady). PP The cost for this trait #ill vary depending on the nature of the infection itself. A slo# acting poison #ith a 1 in chance of "illing the figure at the end of every turn #ould cost less than an infection #hich immediately turns control of the figure over to the enemy. For this reason, players need to #or" out the cost of this trait for themselves. Hote7 #hen granting several traits to a unit, multiply the Kase >ost of the unit y the first trait, then that results y the ne!t, and so on. P,i#s#*,nits #ith multiple traits #ill see their points cost increase drastically. This is intentional ut can cause some issues if one side is heavy on traits and the opposition is not. To prevent players having a ad e!perience, it may e #orth discussing #hether you #ill generally e using only a fe# traits for each unit or several.
NO RANGED ATTAC0S nits #ith no ranged attac"s at all receive an additional cost multiplier, #hich is applied at the same
=L
time traits are applied.
+=/>
E+a"*e 3 Si$ge Trai& sing the s2uad from page *@ as an e!ample (#ith a Kase >ost of @.= points)M multiply this y 1.1 (?ardened) and the final cost ecomes ='.'= points.
E+a"*e 3 D#u5e Trai& sing the s2uad from page *@ as an e!ample (#ith a Kase >ost of @.= points)M multiply this y 1.@ (8econ) and the cost is no# &.1 points. 6ultiply that y 1.& (Agile) and the final cost ecomes LL.@= points.
FIELD E(UIPMENT This is any e2uipment that is not carried y a specific unit. ?55 85;E>T58
J* per device. 5nly if scenario generator is used.
VEHICLES ARMOUR! To design a vehicle, the first step is to determine the armour values of the vehicle. These are selected separately for front, side and rear armour, and the three values are added together to find the total cost of armour. Armour ratings elo# @ essentially mean a soft s"in vehicle, and #ould e penetrated y any hit #ith an anti%tan" factor. Armour rating
Front
ide
8ear
@
*
@
&
<
*
@
*
1@
L
<
&1
1<
=
=
@<
&&
11
**
@
1
L
*
&L
1'
11&
=*
@=
11
1<'
L@
<=
'
1&
1'
1&'
'
MO1ILITY! Each vehicle is designated as one moility type. The choices are7 /rav9flyer
J1'
?over
J*
Trac"ed
J*
$al"er
J'
$heeled
J'
$arp
J1'
WEAPONS! Each #eapon system selected must e added to the ase cost. >osts are as for the #eapons system indicated in the section on heavy #eapon teams. CREW! Each cre#man adds a fi!ed cost of @ points. /enerally, a vehicle #ill have a driver, a commander and a numer of gunners, ut this may vary ased on circumstances. If a single cre# man handles multiple positions (for e!ample, is ale to fire & #eapon systems, drive and fire a #eapon etc) the cost is * points. A #eapon that is intended to e fired y a transported passenger does not re2uire a cre# man, ut must have J1 added to it3s cost to reflect this. CARRY CAPACITY! For every passenger the vehicle can carry, add J& points. (UALITY! $hen all aspects have een added up, multipliers are applied for cre# uality rating as normal. Gehicle cre#s are not given a 8esolve rating.
TERRAIN EVENTS $hen using these rules, the first time a terrain feature is reached or attempted entered y a figure from either side, roll 1D. 5n a 1, a Terrain Event has occurred. 8oll on the appropriate tale elo# to 1
determine the outcome. WOODS $oods loc" line of sight
ndergro#th Kooy trapped
@ < *
#ampy o# visiility >learing ath #ays
Impossile to move #eapon teams. Difficult ground Each figure in non po#ered armour that enters #ood is #ounded on D roll of Gehicles must test for ogging do#n. Gisiility range is half normal. 6ortars may fire from inside terrain. Ho movement penalty.
1UILDING Kuildings provide hard cover. Entering a uilding through a #indo# or normal door ta"es 1C of movement. Kreaching a door ta"es @C of movement. A collapsing uilding is treated as a destroyed troop transport for any troops inside. 1 & @ < *
Kloc"ed off nstale artially ruined trongly uilt 5servation point ne!pected find
nale to enter At eginning of each turn, a D roll of *% causes the uilding to collapse Difficult ground inside ave of
RU11LE 8ule is difficult ground and hard cover for infantry. 1 & @ < *
Treacherous Karely passale ne!ploded shells assale to vehicles Intact #alls Firing position
Each figure moving is stuc" on D roll of . >an3t move for one turn Gery difficult ground Treat as anti personnel mine field Gehicles may cross #ithout testing for ogging Feature is surrounded y chest high ostacle 5ccupying infantry may count as fo! holes
WATER FEATURE $ater features are passale for infantry ut are very difficult ground.
&
1 & @ < *
Impossile to cross Fordale teep an"s Deep Gegetation Gery clean
>annot e crossed y any units. >an e crossed y ground vehicles, ut must test for ogging >annot e crossed y vehicles. @C movement for infantry to enter or e!it >annot e crossed y non amphiious units >oncealment #ithin 1C of edge Drin"ale. If not under fire7 a unit ad-acent does not have to test 6orale.
SWAMP 6 MARSH >auses ogging for vehicles. Difficult ground for infantry. Infantry more than @C into a s#amp are concealed if fired upon from the outside. 1 & @ < *
Dangerous footing Impassale ?eavy vegetation Firmer than e!pected afe path ocal predators
Each figure that moves disappears in the muc" on a D roll of . >annot e crossed y ground units. >oncealment #ithin @C of edge. Troops further in cannot e seen at all Gehicles #on3t og Hot difficult ground 5n each activation, a D roll of *% means a figure #as eaten
ROAD 6 TRAC0 6 INTERSECTION /round vehicles moving on roads may move 1C e!tra for every @C moved. 1 & @ < *
6ined lace minefield on road. Even chance of anti personnel or anti vehicle >ratered 1DC stretch of craters. Difficult terrain and re2uires og test for vehicles Ditch Ditch on each side of road provides concealment for infantry un"en 9 #alled road 5stacle (@C cost) on each side of road. Troops in cover from outside fire 8a+or #ire 5stacle (@C cost) on each side of road. Engineers or vehicle may destroy y moving through Karricade Karricade on road loc"s all movement.
ALIEN PLANT LIFE If fighting on an alien #orld, any vegetation entered #ill trigger an alien effect on a roll of *J #hen first entered. If not alien, test as normal for a $oods effect.
@
1
?ostile
&
/lue%plants
@
pore cloud
< *
hrie"ers $arp%leaf >rystal trees
<
Figures entering or activated inside are #ounded on a roll of . o#ered armour figures are immoili+ed for a turn instead. Figures may only move 1C per turn #hile inside, and may not fire if they move. $hile harmless, the spores emitted y movement completely loc" all line of sight. Deafening noise causes all units #ithin C to ecome under fire nits entering are teleported @DC in a random direction instantly. rovide hard cover against non%area attac"s.
SCENARIO GENERATION OVERVIEW These rules #ere designed to give players the aility to create a #ide variety of scenarios, complete #ith mission o-ectives and force modifications for oth sides, #ith a minimum amount of effort. The system #or"s #ith forces ranging from a reinforced platoon up to a company in si+e. Ky FAD definition, a platoon is a grouping of & to < s2uads, often reinforced y the attachment of several support units (heavy #eapons teams, vehicles, leaders, snipers, etc.). A company is a grouping of & to < platoons. The scenarios assume a taletop area of ontact 6ar"ers). "efensive The force is designed more for holding an o-ective than ta"ing one. (/ain three defensive field #or"s, lose & Dummy >ontact 6ar"ers). Hote that the artillery unit eing called is a medium cannon, cre#ed y troops of 8egular 2uality. Also note that defensive field #or"s include
Aggressive 4 The commander is prone to rush into attle 2uic"ly #ithout regard for the nature of the enemy forces efore him. (Ignore any three nder Fire conditions). Cautious The commander is more li"ely to scope out the enemy forces efore he commits to a course of action. (/ain J& 8econ oints). :assive The commander is not #illing to ta"e chances and ris" losses, and prefers to react to enemy actions rather than stri"e first. (/ain three defensive field #or"s, lose 1 8econ oint). The different attriutes associated #ith each stance and attitude is e!plained in the rules sections that follo#. De&er"i$e Rec#$ P#i$&s7 The aility of each force to manoeuvre units once they are placed (ut efore the game egins), to loc" enemy manoeuvres, and to disclose enemy positions is ased on reconnaissance. This is accomplished through the use of 8econ oints (8). Each player must calculate in secret ho# many 8s they #ill have to spend. >onsult the tale elo#, and add all elements #hich apply7 RECON POINTS TA1LE Each latoon P
J1 8
5ffensive tance
J& 8
Heutral tance
J1 8
>autious Attitude
J& 8
assive Attitude
%1 8
P 8ound up, so a force larger than a reinforced platoon counts as t#o platoons, etc. The 8s aove come from higher echelon units performing reconnaissance in your sector and providing you #ith their findings. Each player, ho#ever, may commit additional forces under their command to gather intel on the enemy. p to one s2uad per platoon may e assigned recon duties. Hote that this must e a s2uad from the platoon itself, and not a supporting unit such as a heavy #eapons team. In addition, any s2uad #ith the Infiltration or 8econ trait may e assigned. Also, one vehicle per platoon may e assigned. Each unit that performs recon duties #ill generate J& 8s. Hote that units #ith 8eluctant resolve cannot e chosen for recon duty. Hor can units #ith any of the follo#ing traits7 Kerser", ?ive mind, 8elentless, ha"y or omie. Hote too that performing recon is a ha+ardous duty, and any forces committed to this may e delayed in returning to their sector, or #orse, destroyed in their attempt. Se& u* Terrai$7 At this point, players should place terrain in a mutually agreeale fashion. This may e alternating ac" and forth until the tale is finished, or deciding ahead of time the nature of the upcoming attlefield. Kecause the amounts and types of terrain that can e placed are limited y your collections, #e cannot e more precise #hen it comes to setting up terrain. In our e!perience #e found that the more terrain
the etter the game. 5nce the tale is finished, each player should roll 1d and add the total numer of 8s to the roll. The player #ith the highest result may choose #hich tale edge is theirs. The opposite tale edge elongs to their opponent. The deployment area for each player is ased on the stance for their forces (#hich must no# e disclosed), as sho#n on the tale elo#7 DEPLOYMENT ZONES 5ffensive tance
C
Heutral tance
1&C
Defensive tance
1C
Any player #ith a Defensive stance may no# place up to three field defences #ithin their deployment area. These include sections of trench, sandag positions, ared #ire and minefields. A player can s#ap out three field defences and place one light un"er instead. Any player #ith a assive attitude may also place up to three field defences #ithin their deployment area, #ith the same restrictions and options as aove. layers no# place an o-ective mar"er in each of the three sectors (near, middle and far) of the tale. This #ill produce mar"ers. From the perspective of each player, there #ill then e & near, & middle and & far o-ectives. 5nce the specific missions have een generated, any o-ectives not re2uired can e removed. De&er"i$e Missi#$s7 Although the stance of a force and attitude of the local commander can influence the missions that may e assigned, there is no telling #hat upper ? has planned. Koth player no# reveal the attitude for their force, and may assign a J1 onus to any t#o missions on the tale elo#. Koth players #ill then roll 1d for each mission on the tale, and add any modifiers that apply. MISSION TA1LE Missi#$
S&a$ce
A&&i&u%e
Assault
5ffensive J&
Aggressive J1
E!pand
%
>autious J1
?old
Defensive J&
assive J&
Infiltrate
5ffensive J1
>autious J1
Interfere
Defensive J1
>autious J1
atrol
Heutral J&
%
tri"e
%
Aggressive J1
#eep
5ffensive J1
Aggressive J&
=
The mission that receives the highest total is the one assigned to your force. In the event of a tie, the player may choose et#een them. If oth players are assigned the same mission, those orders are cancelled, and they #ill play an Escalating Engagement instead. De*#- C#$&ac& Mar2ers7 8ather than place units directly on the tale, initial deployment for oth sides #ill e handled through the use of contact mar"ers. There are t#o types of these mar"ers7 True and Dummy. A player receives one True mar"er for every unit in their force. 5nce revealed, these #ill represent the actual location of a friendly unit of their choice. layers #ill also receive a numer of Dummy mar"ers. These #ill represent false contact #hen revealed, as no unit #ill e present. layers receive five Dummy mar"ers for every platoon in their force. In addition, they #ill gain one more for every unit #ith the Elusive or tealth trait, and t#o more per platoon if their force has ta"en a Heutral stance. Any units #ith the Flyer or 8elentless trait #ill cause them to lose one mar"er for each such unit. If their force has ta"en a Defensive stance they #ill lose t#o mar"ers per platoon. 5nce the numer of Dummy mar"ers has een determined, each player must roll 1d for any unit they assigned to recon duties. Add J1 to the roll if the unit had the Infiltrate or 8econ trait. If the result is a 1 the unit #as destroyed y an amush. 8emove the unit and a True mar"er. If a & through * the unit #as delayed returning to their lines. It #ill enter the oard from the playerQs tale edge on turn &. 8emove a True mar"er. If a J then the unit returned in time to deploy #ith the rest of their forces. layers no# alternate placing five mar"ers in their deployment +one, starting #ith the one #ith the most mar"ers. If oth players have the same numer of mar"ers, roll 1d, #ith the lo#est result placing first. 8e%roll ties. S*e$% Rec#$ P#i$&s7 layers no# alternate spending their 8s, starting #ith the player #ho placed their >ontact 6ar"ers first. 8s may e spent as follo#s7 ,loc# % play as a reaction to any other 8 e!penditure. 8oll 1d. If the result is a
MISSION DETAILS Each mission is outlined elo#. This includes a rief synopsis of the mission itself, the victory conditions, and a onus used to augment your forces. If multiple traits are listed, they can e assigned to one unit, or split et#een t#o. Hote that any turn ased distance conditions are al#ays measured at the end of a turn. 5nly at the end of a turn do you chec" to see ho# close units are to an o-ective. ASSAULT our force has een ordered to storm an important enemy position and hold it against any counter attac". Declare #hich of the far o-ective mar"ers you #ill target. To #in you must occupy the o-ective and prevent enemy forces from approaching any closer than C for & consecutive turns. As a onus, your force gains one Assault Troops and one ?ardened trait to assign as you #ish. ESCALATING ENGAGEMENT our reconnaissance forces have encountered those of the enemy, and ? has decided you should send in the rest of your command and s#eep them from the attlefield. The deployment +one for oth players is no# 1C regardless of their stance. layers #ill alternate placing units that #ere assigned recon duties into their deployment +one, eginning #ith the player #ho selected his tale edge. If no units from your force #ere assigned this duty, you may select any one unit to place. Do not deploy >ontact 6ar"ers as usual. lace the actual units on the tale. Ho 8s #ill e spent on this mission, as the opposing recon forces have already collided. And since all forces are already revealed, the game is ready to egin. tarting #ith the first turn, remaining forces for each side may enter the attlefield from their tale edge at the rate of one unit per platoon in their force, per turn. The victory conditions and the onuses are per the #eep mission. EPAND ? has decided that the area in front of your force is strategically important. ou have een ordered to ta"e and hold oth of the middle o-ectives and deny them to the enemy. To #in you must occupy the middle o-ectives and prevent enemy forces from approaching any closer than C for & consecutive turns. As a onus, your force gains one /ri++led and one Tough trait to assign as you #ish. HOLD The current position is critical to future plans and must e protected at any cost. To #in you must stop the enemy from getting any closer than 1*C to either near o-ective for @ consecutive turns. As a onus, you receive three field defences #hich may e placed #ithin your deployment area. These include sections of trench, sandag positions, ared #ire and minefields. ou can s#ap all three for one light un"er instead. INFILTRATE L
The real target lies eyond the current enemy position. ou must penetrate their defences to reach your goal. To #in you must move one unro"en infantry s2uad (per each platoon in your force) off the enemy oard edge. The s2uads may originate from any platoon. As a onus, your force gains one Infiltrate and one tealth trait to assign as you #ish. INTERFERE ? does not "no# #hat the enemy is up to, so they have ordered you to find out #hat it is, and then spoil their plans. To #in you must deny the enemy their victory. As a onus, your force gains one 8econ trait to e assigned as you #ish. The unit that receives this trait may call for indirect artillery fire one time during the game. The artillery unit eing called is a medium cannon, cre#ed y troops of 8egular 2uality. PATROL Additional intel is re2uired y ? efore the ne!t operation egins, and your force has een ordered to otain it. To #in you must have infantry contact oth of the middle o-ective mar"ers and either one of the far o-ective mar"ers. It is not necessary to declare #hich far mar"er you #ill target, or to hold any of the o-ectives. 5nce contacted, the intel from that position has een otained, and the mar"er can e aandoned. As a onus, your force gains one Agile and one Elusive trait to assign as you #ish. STRI0E Enemy forces must e thro#n into disarray y eliminating their top local command element. To #in you must "ill the opposing commander (their highest ran"ing figure on the tale). The destruction of his unit is not re2uired, as long as the commander is "illed. As a onus, your force receives one sniper of regular 2uality. SWEEP our force has een ordered to s#eep the area and engage any enemy forces you encounter. To #in you must eliminate or rout half of the opposing units (rounding up). As a onus, your force gains one Krave and one hoc" Troops trait to assign as you #ish. PRE 1ATTLE EVENTS layers #ho #ish a less predictale game, or #ho en-oy a more narrative approach to their #ar games may #ish to use these rules. After oth sides have finished deploying their forces, roll 1D for every s2uad, vehicle, #eapons team, off oard support unit and independent character. 5n a roll of , roll on the appropriate tale elo# for a random event. layers may carry out results in any order desired.
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INFANTRY 1 6an do#n & Delayed 9 ost @ < *
?esitant Energetic tealthy Inspired
5ne small arms figure starts the game #ounded 8emove s2uad from tale. It #ill enter from friendly tale edge in turn one 2uad may not activate in the first turn of the game. Ta"e one normal move Kegin the game concealed 8aise 8esolve y one level.
WEAPONS TEAM 1 Hot prepared & o# on ammo @ tuc" < 8edeploy * tealthy For#ard position
6ay not activate in the first turn of the game 8eceives limited supply #eapons trait 6ay not e moved from starting position #ithout a vehicle 6ove to any location in deployment +one Kegin the game concealed 6ay e deployed up to C for#ard of deployment +one
VEHICLE 1 Engine prolem & Hervous @ >omm3s malfunction < Klit+ * nap fire >lose support
Immoili+ed. 8oll *% on 1D each activation to fi! 6ay not advance ahead of infantry 6ay not move first & turns of game Ta"e one cautious move Fire 1 #eapon at a visile target 6ove C along #ith one infantry s2uad #ithin C
CHARACTER 1 Intrigue 8educe leadership rating y 1 & 6isunderstood orders5pponent may redeploy #ithin normal deployment +one @ 5ver#helmed 6ay not activate first & turns < 6otivational speech 8aise 8esolve of one unit y one level * uic" decision Free activation lan and e!ecute /ive a unit #ithin C a free activation OFF 1OARD 1 & @ < *
L1
/eneral support After every stri"e, roll 1D. 6ust roll @% or unit is no longer availale. ac" of authority Each turn roll 1D. 6ust roll <% for unit to e availale to your force. >ounter attery fire nit may not fire t#o turns in a ro# due to redeployment reliminary fire Free stri"e re%registered ocation of first stri"e never re2uires roll for timing or accuracy $ell oiled cre# Hever roll for timing
CAMPAIGN RULES 3 (UIC0 Kelo# can e found 2uic" rules for governing ho# a force changes after a attle. They are intended as a fairly simply system #ith a minimal need for oo" "eeping. POST 1ATTLE STEPS After each attle has een fought, the players need to determine ho# the prior action #ill impact their forces for the upcoming attle. 8eplacements7 For each infantry unit that suffered any losses (including those completely eliminated), roll on the follo#ing tale7 INFANTRY REPLACEMENTS 1& Ho replacements availale @<
?alf the loses are replaced P
* nit is ac" to full strength 8ound up, ho#ever, a lone figure such as an leader or sniper is not returned to duty. For each vehicle damaged or destroyed, roll on the follo#ing tale7 VEHICLE REPLACEMENTS 1&
Gehicle not repaired or replaced
@<
Damaged vehicle repaired, ut no replacement for a destroyed vehicle
* Gehicle repaired or replaced Any unit that receives at least half of their strength in replacements must roll on the follo#ing tale7 (UALITY LOSS 1& uality drops one level P @J uality level remains the same uality can never drop elo# 8ale. In addition, any unit that suffered losses (or damage) of any "ind must roll on the follo#ing tale7 RESOLVE CHANGE 1& 8esolve drops one level P @<
8esolve remains the same
* 8esolve improves one level 8esolve can never drop elo# 8eluctant. REINFORCEMENTS Koth players no# roll &d. The result is the numer of additional troopers availale to L&
replace loses. These troopers #ill assume the uality level and 8esolve of the unit they are assigned to. Hote that no unit may e raised higher than their initial starting value. If a player #ishes, no less than * and no more than of these reinforcements may e used to form up a ne# s2uad, of >onscript 2uality and ncertain resolve, armed and armoured the same as a typical s2uad in the platoon. EPERIENCE After each attle, oth players receive t#o campaign points (per reinforced platoon in their force) to spend as they #ish. These points may e spent as follo#s7 1 point to improve the uality level of any unit y one step (although no unit may e elevated to Elite status). 1 point to improve the 8esolve of any unit y one step. 1 point to roll an additional d for 8einforcements. 1 point to return an eliminated lone figure to active duty. 1 point to fully repair any damaged vehicle. 1 point to grant any ersonality to a memer of a unit (see page NN). 1 point to improve the eadership level of any leader y one step. & points to replace an eliminated vehicle. & points to assign any trait to a unit.
UNCONTROLLED FORCES The follo#ing rules can e used for any situation, #here some or all of a force needs to e controlled y the rules. E!amples include solo play, same%side play #here the players are fighting a neutral opponent, allied forces etc. These rules #ill provide a guideline to ho# an uncontrolled force acts, and pursues its o-ectives. They #ill still re2uire a certain level of fairness from the players side, due to the vast possiilities that can occur on the gaming tale. GROUPS A force should e divided into a numer of groups. Each group may comprise any numer of units that have a shared o-ective. A group could consist of as little as a single unit. It is not recommended that a group e!ceeds a platoon. 5n the tale, each unit in the group is treated normally for all gaming purposes. The group is only used #ithin the ncontrolled forces rules descried here. APPROACH Each group #ill have an Approach selected efore the game starts. There are four options7 Target 7 The group #ill move to destroy or occupy a specified o-ective. This could e an enemy unit, terrain feature, o-ective, uilding etc.
L@
Engage7 The group is tas"ed #ith locating, engaging and destroying enemy forces. 0old7 The group is designated an area to defend, and #ill attempt to hold it. *all ,ac# 7 The group is retreating to a designated rallying point. Each group should have a rallying point indicated as #ell, regardless of its Approach. This may e the same for the entire army, or could e separate for each group. DISCIPLINE Each group is given a discipline rating, to indicate their #illingness to follo# the given orders. This may correlate to 2uality ut does not have to. It is more a reflection of their commanders dedication to a specific o-ective, the artificial player as it #ere. This discipline #ill range from &J to *J, -ust li"e uality does. DISCIPLINE TEST At the eginning of each turn, efore any activations ta"e place, each group should test its discipline, y rolling @ dice, and comparing to its Discipline score. This functions e!actly li"e a morale test. If & or all @ dice are passed, the group #ill carry out its current orders this turn. Test again ne!t turn. If only 1 die pass, the commander is temporarily uncertain of the situation. The group #ill hold its current position this turn. nits capale of improving their defensive position in one move #ill move to do so, either y see"ing cover or moving out of 5. Test again ne!t turn. If all dice fail, the commander has determined that his o-ective is unsustainale, and the group #ill at full speed to#ards the nearest defensile position. Ho further tests are ta"en until the group reaches this position. Individual units are still su-ect to all normal rules that may apply, including >ommand response, morale, under fire etc. This may cause some units to e unale to comply #ith the overall direction they have een given. TARGET A group #ith the Target approach #ill move at comat speeds, attac"ing enemies that are et#een it and its o-ective, or occupying the o-ective. Enemies outside those parameters #ill e attac"ed only in response to fire directed at the group. If no eligile targets are availale, the group #ill move at its fastest possile rate, ut #ill retain a group formation. nits in the group should not e dispersed more than C et#een each group, under normal circumstances. The group #ill close assault units occupying its o-ective. Intervening enemies #ill e assaulted if the unit has at least e2ual assault factor. ENGAGE A group that is engaging #ill move at comat speeds, attac"ing enemies as they present themselves. If enemies are visile, the units #ill move only to improve their defensive positions. If no enemies are L<
present, the unit #ill advance at comat speeds, either to#ards the centre of the enemy tale edge, or to#ards the nearest terrain feature that lies to their front. nits #ill only e assaulted if the unit has at least e2ual assault factor. HOLD The group #ill occupy its designated position, only moving to maintain or reoccupy that position. The units #ill fire at enemies that are moving to#ards or attac"ing the position. It #ill assault only to reclaim the position if lost. FALL 1AC0 The group #ill move at full speed to#ards its rallying point, attempting to move as defensively as possile. If fired upon, units #ill slo# do#n to comat speed, in order to return fire #hile moving. nits #ill not assault, unless their escape is cut off. A1ORTING THE MISSION 5nce half a group has ecome casualties, the Discipline #ill drop one rating (though never #orse than *J). This reflects the commanders loss of confidence that he has enough men left to complete the mission. SCENARIO GENERATION The follo#ing rules allo# players to set up a non%player force as part of the advanced scenario generation process. The usual process is still follo#ed #ith the follo#ing amendments for the non%player force. SELECT STANCE AND ATTITUDE The stance and attitude for the non%player force can e chosen to suit the game eing played or determined randomly7 S&a$ce 1%& 5ffensive @%<
Heutral
*%
Defensive
A&&i&u%e 1%&
Aggressive
@%<
>autious
*%
assive
DETERMINE RECON Hon%player forces #ith a Defensive stance and assive attitude #ill not deploy any additional recon forces 5ther#ise any units in the non%player force #ith the 8econ or Infiltrate Traits #ill automatically e assigned to recon duties. In addition, Forces #ith an aggressive stance roll for each platoonM on a *J L*
one s2uad from that platoon is also assigned to recon. SET:UP TERRAIN Terrain is set up in any agreeale fashion as usual. A D is rolled for the non%player force, and 8econ oints added as normal. ?o#ever if the non%player force #ins the roll, the player deploys on a random tale edge. 5-ective mar"ers are then deployed as normal. DETERMINE MISSIONS This is done as normal e!cept that the non%player force does not assign any onuses. DEPLOY CONTACT MAR0ERS 8eal and dummy mar"ers are assigned as normal. Those for the non%player force should e shuffled lind. $hen placing mar"ers roll a D for the no%player force7 1%& Dispersed no mar"er may e closer than C to another @%<
Ho restrictions
*%
>oncentrated no mar"er may e more than 1&C from another.
SPEND RECON POINTS Each time the player spends a 8 roll a D, on a
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TECHNOLOGY This section covers the various #eapons, technological items and defensive devices availale in the setting. FAD provides a #ide range of #eapon systems. $hen determining #hat #eapons are carried, do not feel confined y the names. They are purely for inspiration. i"e#ise, a given real life or fictional #eapons system may e rated differently in different settings. $hat constitutes a Blo# tech rifleC in 1L1 may e different from #hat #ould e Blo# techC in &&1. SMALL ARMS These #eapons form the main armament of infantry s2uads and the secondary armaments of heavy #eapons teams. All memers of a unit must carry the same small arm. Individual models #ith different #eapons can e ignored for sa"e of simplicity. If a given type of small arm #ould present a significant enefit in assault comat, consider giving the unit an appropriate trait such as hoc" Troop or Assault Troops mall arms only have t#o stats #hich are 8ange 6ultiplier and Damage. nless noted, small arms fire is never effective against vehicles. Wea*#$
Ra$ge
Da"age A$&i:Ta$2
o# tech rifles
!*
J1
HA
u machine gunsP
!&
J1
HA
Assault carines
!<
J&
HA
Assault rifles
!*
J&
HA
?igh tech rifles
!
J&
HA
/auss rifles
!
J@
J'
aser rifles
!=
J1
HA
Klaster
!@
J<
J1
tunnerP
!&
J1
HA
in"ed #eapons
as any aove, ut count doule numer of shooters. o#ered armour only
!ub machine guns ; nits e2uipped #ith 6/3s receive a J1 onus to close assault rolls. !tunners Any model #ounded y this is stunned, and can e captured y moving into contact. Intended for capture and raid type of scenarios. A Oill result is treated as a normal #ound. SUPPORT WEAPONS These are #eapons carried y a s2uad to improve their fire po#er or enale them to attac" a roader range of targets. upport #eapons are fired as part of the s2uads overall fire, rather than eing a #eapons system in their o#n right. For this reason, support #eapons do not have a separate damage rating. Instead, they effectively use the same damage rating as the s2uads small arms.
L=
Any assault onus is added to the total assault roll for the s2uad. Wea*#$
Ra$ge
Fire E44ec&
A$&i:Ta$2
Assault shotgun
>lose
J1
HA
J1 to assault
Flame thro#er
Kase
J1D
J@
J& to assault
8ifle grenade
>lose
J1
J1
/renade launcher
>lose
J1D
J&
2uad automatic #eapon
ong
J&
HA
8apid fire A$
6ed
J@
HA
lasma rifle
6ed
J1
J@
Keam rifle
ong
J'
J&
Fusion gun
>lose
J'
J<
6issile rac"
ong
J1D
J1
Assault mounted automatic #eapon
6ed
J&
6ar"sman3s #eapon
ong
J1
HA
>omat lade
HA
HA
%
po#ered armour only J1 assault, po#ered armour only J1 "ill roll if in contact
6ulti%/un As A$, /renade launcher or assault shotgun. Multi49uns can e fired as either a s2uad automatic, grenade launcher or assault shotgun. The choice may e made each time the #eapon is fired. If assaulted, it may e s#itched to shotgun as a free action. HEAVY WEAPONS A heavy #eapon may e man portale y a #eapons team, or vehicle mounted. Each heavy #eapon fires as a unit of its o#n. The >re# entry is not used for vehicle #eapons Wea*#$
Ra$ge
Da"age
Fire E44ec& A$&i:&a$2 1as&
Cre7
Auto >annon ight
!1'
J
J&
J&
%
@
Auto >annon ?eavy
!1@
J
J&
J<
%
<
Keam ight
!1*
J&
J'
J@
%
&
Keam ?eavy
!&'
J&
J'
J*
%
@
>annon ight
!1'
J@
J'
J@
&C
@
>annon 6ediumP
!1&
J@
J'
J<
@C
<
L
>annon ?eavyP
!1*
J@
J'
J*
*
>hain /un ight
!<
J&
J*
HA
%
&
>hain /un ?eavy
!=
J&
J=
HA
%
<
/eneral urpose 6/
!=
J&
J@
HA
%
&
?eavy 6/
!
J<
J&
J1
%
@
6ines Anti%personnel
%
J<
J'
J1
%
%
6ines Anti%vehicle
%
J
J'
J*
%
%
6issile auncher
!
J&
J1
J*
&C
&
6ortar ightP
!1'
J&
J'
J1
&C
&
6ortar ?eavyP
!1&
J&
J'
J&
@C
@
8ail /un ight
!1&
J<
J'
J*
%
@
8ail /un ?eavy
!1*
J<
J'
J=
%
*
8/P
!*
J&
J'
J*
%
1
niper 8ifle
!
J@
J'
HA
%
1
/rav /unP
!@
%
J'
special
&C
@
Herve DisruptorP
!1*
J&
J'
HA
%
&
$e >annon ightP
!1'
%
J'
HA
&C
@
$e >annon 6ediumP
!1&
%
J'
HA
@C
<
$e >annon ?eavyP
!1*
%
J'
HA
*
>onversion /unP
!1'
%
J'
J@
&C
@
Anti%6aterial 8ifleP
!
J<
J'
J<
%
&
Kurst auncher ight
!
J&
J@
J'
@
Kurst auncher ?eavy
!1'
J&
J&
J1
C
*
$eapon notes7 Cannon7 >annon may e fired indirectly, ut only if they are off%tale. >annon on the tale must fire directly. Anti%tan" fire does not create a last. If the impact point from a medium or heavy cannon is placed on an infantry s2uad, that s2uad is pinned. Mortar7 6ay e fired indirectly. If the impact point from a heavy mortar is placed on an infantry s2uad, that s2uad is pinned. R:97 6ay only e fired at infantry if they are in a structure, or are #earing po#ered armour. 9rav 9un7 Infantry targets are pinned. Kuildings are reduced to rule. Gehicles are immoili+ed as per the normal damage rules. /rav9Flyer9?over vehicles have their armour penetrating automatically. Nerve "isruptor+ Infantry targets that are #ounded cannot e revived, and it re2uires a *J roll to staili+e them. Automatically has the terror -eapon trait. 8eb Cannon7 Infantry hit are pinned. 6ust ta"e a command action and pass a uality test on 1D to rea" free. ?eavy cannon may target vehicles and #ill immoili+e them on a hit.
LL
Conversion 9un7 Terrain and small uildings in last effect are collapsed on D roll of &J. Infantry #ounded on D roll of <%*, "illed on a , regardless of armour. urvivors are moved to edge of last area. Anti%tan" increased to J< against stationary and J against immoili+ed vehicles or un"ers. Anti4Material Rifle7 Al#ays has slo- firing #eapon trait. WEAPON TRAITS These traits may e applied to #eapon systems to modify them from the standard. ome #eapons in this guide #ill have traits incorporated already. If so, their cost already includes the fact. oints costs are indicated elo# each item. The first cost is for adding the trait to a s2uad asic #eapon, the second cost is for adding the trait to a s2uad support #eapon, the final cost is for adding the trait to a heavy #eapons system. mall arms cost is per model. All cost modifications are factored efore any multipliers are applied. Terror7 nits hit must ta"e a morale test #hen ne!t activated, even if not ro"en. /imited supply+ $henever the #eapon or ammunition type is used, roll a D. 5n a roll of 1%&, the unit has one more shot remaining, and #ill then e out for the remainder of the game. Cumbersome+ The #eapon may not e fired #hile moving. All heavy #eapons have this trait automatically. Man portable+ Applied to a heavy #eapon. 8educes cre# si+e to &, and the #eapon team may perform rush moves, though they may still not fire if they moved. 9atling7 6ay e fitted to any machine gun or auto cannon to increase its Fire Effect onus y J&. 0ypertech cooling system7 6ay e fitted to any machine gun, auto cannon or eam #eapon. 6/3s and auto cannon has their Fire Effect onus increased y J1. Keam #eapons has their Damage and Antitan" increased y J1 /ong range targeting7 6ay e fitted to any #eapon. This increase the range multiplier y 1 !mart targeting7 6ay fire at a target separate from the rest of the s2uad. 5nly roll 1D for Fire Effect. Auto4target+ If no other #eapons are fired y the unit, the unit may ignore target priority. !tatic7 The #eapon may not e moved from its initial position. Hon%vehicle mount only. !lo- firing7 6ay only ever inflict one hit per turn. MUNITIONS The follo#ing ammunition types may e employed y any cannon or mortar, as #ell as missile launchers. These ammunition types could e fired y on oard as #ell as off oard #eapons. A team or vehicle may carry multiple munition types. The type fired must e specified efore the attac" is rolled. If no round is specified, a conventional round is assumed to have een fired. 1ncendiary7 8educe damage y 1, ut the #eapon is considered a terror #eapon. Cluster bomb7 Increase last radius y 1C !hrapnel7 Increase last radius y &C ut reduce damage y 1 :lasma7 8educe last radius y &C ut increase damage y 1. Redeemer7 Is aimed at a target point. Any figure #ithin &C of the target point is vapori+ed. Gehicles are hit #ith AT J 8edeemers are limited supply !cramble7 Against po#ered armour, each figure is incapacitated on a thro# of *%. uits incapacitated 1''
do not count as casualties. Gehicle must roll for vehicle damage, ut ignore cre# casualties. cramlers are limited supply. Nano-ire7 Is aimed at a target point. The area #ithin &C ecomes impassale terrain, unless contacted y a figure #ith a flame thro#er or an engineer. 8ipe7 Is aimed at a target point. All plants #ithin &C are #iped out. !mart 7 6ay ignore intervening terrain and cover, as long as the shooter has visual contact. 8oc"et Assisted (8A6)7 Increase range multiplier y &. Armour .ill7 Al#ays stri"es the top armour of a vehicle. Mine /ayer7 Is aimed at a target point. osition a true and & dummy mine mar"ers #ithin @C of the target point. !pider Mine /ayer7 As aove, ut the mines are pider 6ines. 0ypertech7 6ay comine any t#o munitions types. ltratech7 6ay comine any three munitions types. !R8 7 6ay fire a 8$ emitter. ee hort 8ange $arp in the /ear section aove. AUTOCANNON ROUNDS Auto cannon may e loaded #ith any of the follo#ing munitions. 6ultiple types may e carried, in #hich case the type must e specified efore an attac" is rolled. If the munition type is not specified, conventional rounds are assumed to have een fired. *ragstorm7 This reduces damage to J1 ut gives the cannon a &C last radius. Cling4fire7 Any non%vehicle model hit #ill ta"e a second hit #ith a J1 damage rating. !mash7 Increase Antitan" y J1 ut 8ange multiplier is halved, rounded do#n. !-arm7 Increase fire effect to J@ #hen firing at infantry, ut reduce damage to J@. 8ange multiplier is reduced y @. :enetrator7 Increase Antitan" y J1 ut #ill score no more than 1 hit.
PERSONAL ARMOUR! Sui&
Ra&i$g
S*ecia
Hone
%&
%
Improvised
%1
%
ight
'
%
cout
'
if unit hides, receive < mar"ers instead of @
Improved
J1
%
?eavy
J&
%
Kio 6ech Enhanced
J&
Fast, elf 8epairing (as unit traits)
torm
J&
J1 to unit assault rolls.
Kattle Dress
J@
%
Kreach
J<
6ay not perform 8ush moves
1'1
ight o#ered
J<
ee o#ered Armour rules section
?eavy o#ered
J
ee o#ered Armour rules section
GRENADES! 0aze7 $hen assaulting, the defending unit must pass a 2uality test to fire at the charging unit. "efensive7 nit receives a J1 to assaults #hen eing charged. 1mprovised charges7 8eceive an Antitan" rating of J1 #hen close assaulting a vehicle. :enetrator7 8eceive an Antitan" rating of J< #hen close assaulting a vehicle. 3in27 J1 to assaults against po#ered armour and #ill negate the po#ered armour saving thro#. Razorfield7 If forced to #ithdra# from an assault, may also force enemy to #ithdra# C. imited supply
GADGETS AND GEAR! GRAV MOUNT A grav mount only re2uires a single cre#man to operate, ut #ill typically have a team of & or @. Any type of vehicle mounted #eapon may e positioned on a grav mount. The mount may move at the same speed as a normal foot soldier (C) and is unhindered y terrain. It may not perform rush moves ho#ever. $hen mounting a BlightC or BmediumC version of any heavy #eapon, the mount may move and fire its armament. $hen fired upon, treat the mount as a normal s2uad memer, #ith heavy armour. A B#oundC indicates that the mount is damaged, and the cre# must ta"e a 2uality test each turn to operate it. A B"illC destroys it. The cre# must remain #ithin normal coherency distance of the mount to operate it. DAZZLE SUITS Da++le suits employ a variety of technologies to achieve their effects, including light ending. A soldier #earing a da++le suit has his outline ro"en up erratically, and can appear almost invisile if he is stationary. To represent this, soldiers #earing these suits may not e fired at eyond close range if they are stationary. If they are moving, they may not e fired at eyond medium range. FIELD PRO9ECTOR A field pro-ector is a fairly ul"y device that can e mounted on a vehicle, fitted to a suit of po#ered armour, or carried y an infantry trooper. The device can e activated at the eginning of the units activation, and #ill pro-ect a ule #ith a
launch a drone as a >ommand action. The drone may e positioned any#here #ithin &'C of the unit, and may spot hidden troops from this position. For each drone launched, roll a D. 5n a 1%&, it #as the last functioning drone availale to that unit. REGEN UNIT A regen unit may e mounted on a vehicle, grav mount or suit of po#ered armour, instead of a heavy #eapons . Alternatively it may e carried y & normal infantry men. The regen unit may e used to heal one #ounded infantry man each turn, y moving into contact. CRYOSTASIS UNIT A stasis unit may e mounted on a transport vehicle or grav mount. It is used to preserve casualties so they can e evacuated safely. A grav mounted unit may contain * #ounded, #hereas a vehicle mount may contain up to t#ice its normal carrying capacity. Any #ounded pic"ed up y the stasis unit are automatically staili+ed. HOLO PRO9ECTORS $hen using the cenario /enerator, each pro-ector grants an e!tra dummy counter. SNOOPERS A grenade si+ed drone. A unit carrying snoopers may reveal any hidden troops inside a uilding or terrain feature #ithout entering it. The unit must e #ithin @C of the feature to utili+e a snooper. Each time a snooper is deployed, roll 1D. 5n a 1%&, the unit has used its last atch. nli"e drones, snoopers are deployed as part of the units movement. HAYWIRE EMITTER Any o#ered Armour #ithin 1C is mar"ed as under fire, fire , #hen the unit carrying the emitter is activated. 9AMMERS ;ammers are rated from 1%@. A -ammer #ill loc" communications of a lo#er rating #ithin &old units are not spotted #ith thermal imaging, and normal rules apply #hen firing at them at night or through smo"e screens. SPIDER MINES Any minefield may e designated as pider 6ines. These must e assigned to a controlling unit. This can e either a personality, a unit containing a Tech specialist, or a unit #ith the Engineer trait. $hen the controlling unit is activated, each spider mine may e moved up to
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SHORT RANGE WARP A unit #ith a 8$ receiver may activate this as a command action, and instantly move to #ithin @C of a 8$ receiver. 8eceivers may e carried y another unit, in #hich case it may e used to home in on the unit, it can e positioned any#here in the deployment area, dropped off y a unit during its movement, placed as per an agreed upon scenario, or fired from a grenade or missile launcher, as a munitions type. pon arrival, test uality. Failure causes the unit to ecome inned. GUARDED SYSTEMS /uarded units are immune to Intruder manipulations, communications -amming and any other such interference. 1OTS! Also "no#n as droids, ots may e attached to any unit. They #ill have an armour rating of 1 (improved armour), move at the same speed as a normal infantry man, and do not contriute to comat unless other#ise indicated elo#. Each unit may have only one ot normally. A unit containing a tech specialist may have an e!tra ot for each tech. Engineer units may have @. An independent character could have a ot accompanying him, forming a small unit. Kots are "noc"ed out y a "ill. A #ound #ill damage the ot, preventing it from ma"ing rush moves. A second #ound #ill "noc" it out. Kot losses never affect morale. Med4bot 7 6ay treat one #ounded figure each activation. Does not receive the onus for eing a medic ho#ever. !upply4bot 7 !upply4bot 7 Due to increased ammunition supply, the unit receives J1 to fire effect. !hield4bot 7 !hield4bot 7 /rants the unit a saving thro# of *J against the first @ hits ta"en each turn. !pot4bot
POWERED ARMOUR UPGRADES SOLDIER 1OYS Hic"named after an ancient Terran novel, this is a remote controlled comat suit. The suit is piloted y a pilot that is connected to it, B-ac"ed inC. This permits the pilot to direct the machine #ithout placing himself in danger, although the process places considerale stress on the user. oldieroys are treated as po#ered armour. If they are #ounded, they are no longer permitted to ma"e 8ush moves, and may fire only one #eapon system per turn. A "ill #ill disale the machine. oldier oys do not fall ac". A 8out result on a morale chec" (all dice fail) causes the unit to e disconnected and comat ineffective for the remainder of the game.
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SCOUT cout suits add &C to their ase move and may leap over ostacles up to man high. ?o#ever, they receive only a J& to assault rolls instead of the normal J@ onus, and have their armour rating reduced y 1. ASSAULT 8eceive an additional "ill roll per model in assaults. 6ay not e fitted #ith heavy #eapons. GUNNER 6ay move and fire heavy #eapons. COMMAND 6ay confer leadership enefits to any po#ered armour unit on the tale, though only one unit may enefit each turn. 8ecipient unit is selected upon activation of unit containing the >ommand suit. 5nly applicale if #orn y an 5fficer. MAR0SMAN 6ay e armed #ith a sniper rifle, though enemies do not suffer reduced Fire Effect #hen targeting a 6ar"sman suit, unli"e a regular sniper. SHIELDED hielded suits are not su-ect to interference attac"s of any "ind. This includes ?ay#ire emitters and scramle rounds. CRUDE o#er ase move y &C. 6ay not have any other upgrades.
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NARRATIVE TOOLS This section contains various tools to help estalish a narrative ac"ground to a attle or even an entire campaign. This has no general effect on game mechanics ut is eneficial to players #ho en-oy a more story%driven gaming e!perience. CIRCUMSTANCES OF WAR This section may e used at the players discretion to frame the attle in a larger conte!t, or to set the asic premise for a campaign game. 8oll 1D to estalish the immediate circumstances of the sector you are playing in 1 8earguard action & >ontested territory @ Krea" through < 8aid * roe iege 8oll 1D to estalish the intensity of the overall conflict 1 Krushfire & >overt action @ Intermittent fighting < 8egular fighting * arge scale #ar Total #ar 8oll 1D to estalish the region the attles are ta"ing place in 1 Forested or -ungle region & Arid or desolate land @ 8ough terrain < >ultivated land * Industrial region ran region 8oll 1D for each side to estalish the nature of the forces 1 ?ired guns 9 6ercenaries & 8aiders @ 8egular forces < >adre 9 advisors * cout 9 for#ard element Golunteer forces 9 militia
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WHERE THE DESIGNER TALKS As a gamer, I al#ays en-oyed reading designer notes. ometimes they help understand the rules etter, and sometimes they3d lay out some of the history of the game in 2uestion. FAD egan many years ago (some#here around &''@) #hile I #as unale to #or", and had plenty of time on my hands. I had daled in rules #riting efore, including one pulished game, ut had a urning feeling that I could create something that #as 2uite uni2ue. I set do#n #ith a fe# asic concepts that I #rote do#n in a notepad7 17 I #anted to use a Broll multiple dice and compare each against a target numerC system. Ho#adays, this seems very similar to the >hain 8eaction system, ut at the time, I did not have any e!perience #ith it. I can3t claim originality ho#ever, as I #as asically orro#ing the dice mechanic from the role playing games pulished y $hite $olf. I li"ed the idea that the dice thro# could give different degrees of success, #ithout resorting to a tale. ?o#ever, I disli"ed the large dice pools used in the 8/3s, and thus, the asic morale chec" #ould use @ dice al#ays, #ith 2uality ratings modifying the target numer. The morale chart #as one of the first things #ritten, and asically remained the same since then. &7 I #anted a suppression mechanic after playing targrunt II, ut I didn3t #ant it to e su-ect to dice thro#s, and I didn3t #ant it to e long lasting, unless the fire #as "ept up. This came into eing as the Bnder FireC mechanic. I don3t uy the idea that a unit can e shot at, #ithout it affecting their aility to move freely. ?ence, if you3re shot at, you ecome Bunder fireC, ut conversely it only lasts one turn. I felt that created a more interesting, dynamic e!perience. ou can pin a s2uad do#n, ut you3ll have to "eep it up, if you #ant to "eep inhiiting them. @7 I #anted comat to actually e et#een s2uads of troops. The asic firing mechanic of Broll & dice, pic" highestC #as around from day one as #ell. I had played a historical #argames set titled 1L1, #hich used a single D roll for comat from unit to unit. I li"ed that, ut I didn3t li"e ho# erratic it #as. $ith t#o dice, you get a more predictale result more often than not. As time #ent on, and it turned out that people actually en-oyed the game, the need came for all sorts of things. Gehicle comat #as added (and is no# at it3s third incarnation, #here I hope I3ve finally gotten it BrightC), after much discussion and opposition a points system #as added, and I must admit I really li"e the one that ended up in the game. 5ne thing that al#ays irritated me in BuildC systems is that things often have a static cost. 6a"ing a unit ale to move through terrain #ithout penalty #ould cost the same for poor troops as it #ould for your elite space marines. 5f course, the aility is far more valuale for the elite troops, hence it should cost more. The idea to use multipliers asically solved that. $ith each version of FAD, there3s een a specific goal set out. For version &, it #as to get art#or" included. $ith version @, the aim #as lay%out and editing, ma"ing it a professional loo"ing game. $e lost the original art#or", so this ecame the Bmilitary editionC, using internet images of various soldiers. $e 1'=