Professional Documents
Culture Documents
Cover Art: Tyler Windham Traditional Art: Dane Bruce, Marci Ehrhardt, Chai Lim, Geoff Swartz, Jason Troxell, Quentin Westcott, Tyler Windham 3D/Schematic Art: Jimmy Chan, Alexander Marakov, Kasper Nielsen, Matthias Preissl, Gonzaga Salaverri, Mitchell Simonsen Miniature Photography: Kristie Lauborough Rules design, writing, layout: Jason Lauborough Background Writing: Skyler Cuthill, Griffith Ingram, Kyle Krueger, Jason Lauborough, Kristie Lauborough, Miikka Lehtonen, Sagrav Rotkiv, Michael Waddell Editing: Jamie Lauborough, Edward Longnecker Anthropological Reference: Beatrice Garber Playtesters: Jeff Amos, John S. Berry III, Jonas Bjrnstedt, Nicolas Boskovic, Dennis Eddy, Alexander Hall, Bryce Hedquist, Jon Howe, Chris Knudson, Lee Langston, Edward Longnecker, Olaf Meys, Kevin Miller, Jouni Pohjola, P. J. Riviezzo, Lee Sweeney, Iain Wilson, Jason Yarnell Printed and Distributed by: Eureka! Publishing and Distribution
www.triskelegames.com
TABLE
Foreward Introduction 1. Basic Definitions 2. Sample Game 3. Rules of Play
Preparing For Battle Unit Activation 1: Start of Turn 2: Action Phase 2.1: Moving 2.2: Shooting 2.3: Charging 2.4: Repeat For Each Player 3: Assault Phase 4: Tactical Movement Phase 5: Regroup Phase 6: End of Turn Personality Models Leaders
OF
CONTENTS
56 56 57 57 57 57 58 58 60 61
4 7 11 15 19
20 21 21 21 21 23 25 25 26 28 28 28 29 29
Creating A Vehicle Creating a Transport Vehicle Personality Creation Rules Creating a Personality Levels Leaders Command Squads Command Squad Types Creating Animal Units Artillery Design Rules
63
64 67 76 77 79
8. Magic
Magic Abilities Minor Magic Abilities
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83 87
33
34 34 35 35 35 35 36 37 39 40 40 40 40 40
91
92 92
93
94 94 94 95 95
97
98 99 100 101 102 103 104 105 106 107 108 109 110 111 112
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42 42 43
45
46 46 46 47 48 48 48 49 52
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114 117 119 122 124 127 130 132 135 137 140 142 145 148 151 154 157
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160 160 160
FOREWARD
Welcome to the infinite worlds of therverse. therverse is a tabletop war game of infinite futures. Set in a time when the existence of parallel universes has been shown to be true, therverse provides you with a limitless backdrop against which to fight out battles between armies and worlds of boundless possibility. No matter what wars the future holds in your imagination, you will be able to play these out on your tabletop. These futures come from infinite pasts. In some dimensions, the Roman Empire never collapsed, instead growing to conquer the western world and expanding into space. In others humanity evolved among a slightly different path, and in some primates were not the species to become dominant on Earth. Some futures have humankind being wiped out by an alien race or, worse, by their own warmongering ways. There have been many times in history in which human existence hinged upon a single decision. In some dimensions, the decision was wrong. There have also been times in history in which a single decision set civilization back hundreds of years. In your own created future, perhaps the right decision was made and Earths technology leapt ahead of anything weve yet to even imagine in our present day. You are free to use whatever your imagination creates. As the designer, I would like to thank you for purchasing the first edition of therverse: The Infinite Game of Miniature Battles. It has been a long road since the first design sketches were placed down onto a sheet of graph paper while eating a burrito. Since that first design session, this game has gone through multiple iterations. There have been three dice systems, two basic stat systems, one and a half basic army design systems, two titles, and one wedding. What youre holding is the culmination of about five years worth of starting and stopping, rewriting and redesigning, editing and layout. As a gamer, I hope that our work fills your days with many hours of gaming enjoyment. You will likely have noticed that therverse does not include a line of official miniatures; this is intentional. The goal behind therverse is to provide a unified miniature gaming system for players to pick and choose their favorite armies, miniatures, and background. We have strived to provide an environment where gamers creativity and imagination isnt stifled by the artificial limitations created when a game is designed to sell miniatures. The only limits that you will find within these rules are there for game balance: everything else is completely open to the players. therverse is designed with its own background. This is a background with near-infinite possibilities of war, peace, exploration and extermination. This background will be expanded upon in later products, and will have countless hours spent weaving an overall and continuing story throughout the pages of each successive book. Players will be able to influence this storyline through tournaments, campaigns and other ongoing events. You are free to ignore this. While were proud of the background that has been planted along with the game, the one overriding principle has been that the background has infinite scope. In an therverse where literally anything is possible, you can simply decide that the world you wish to play in has never had any contact whatsoever with the rest of the armies and worlds in the game. If youd like to simply keep gaming in the universe youre used to while changing to the therverse rules, we fully and completely support this. In fact, you might find that in the therverse system your armies will act much closer to how theyre described in your original source material. Whatever you choose to do with the game, feel free. Finally, there is always some discussion regarding whats okay to do with a miniatures game, especially concerning army construction. Internet message boards get filled up with arguments over cheese and designer intent. In order to head things off at the pass, well give this one statement that should clearly sum things up. If its in the book, its in the game, and its okay to do it. Thanks for giving therverse a try. Sincerely, Jason Lauborough Designer, therverse
A word on scales:
therverse is designed to be played with 25mm-30mm scale miniatures. What this means is that an average sized miniature will measure around 1 in height from foot to head. This is not a hard rule, of course. There are size categories that allow for smaller and larger miniatures, and there are always taller members of a race. A miniature range designed for a smaller scale may also provide some figures that fit well in this scale. The appendix of the book also includes some conversion rules for playing the game with a few different scale miniatures: this can make for an entirely different and interesting game.
Special Thanks: therverse would not have been possible without the support and aid of a wide variety of people. Id like to take this opportunity to thank them for all of the help that theyve provided during the development of the game. First thanks go to Robert Huebner and the rest of Nihilistic Software. Without my day job, I wouldnt have had the resources to complete this first game. Many thanks to Nic Robson and Ed Pugh of Eureka Miniatures and Reaper Miniatures, respectively. Without their support, this book is completely without any miniature photos and my convention demo armies are significantly smaller. Tim DuPertuis of Armorcast provided a great supply of terrain for some demo games and provided some great help. La Hacienda Taqueria in Novato and San Rafael, California has earned great praise. Most of the rules in this book were first written down while enjoying some wonderful meal at LaHa and their California comfort food helped keep me on track many an evening. Really big thanks to Sandy Shepard of Good Solutions, Petaluma, California. Without her lawyerly advice, this little enterprise would likely be having a bit rougher start. Bill Armintrout of theminiaturespage.com has my gratitude for running a great website that is a true service to miniature gamers everywhere. The members, especially those that frequent the Game Design message board have earned my eternal thanks as well. The members of the Gaming Industry forum at rpg.net have been a great resource and help over the last year or so of this project. Russ Wakelins DakkaDakka.com message boards have long been a favorite haunt for me, even before I began work on therverse. The members of the boards, both past and present, have always been great people and their advice has been invaluable. Chad Jensen gave me some early encouragement when this game was just a bit of a speck in my mind. The users of PVPForums.com, while a severe pain in the rear sometimes, have also been a great source of advice, suggestions, critiques, artists and writers, and deserve my thanks. The same thanks go to the chatters in the #pvponline IRC channel on irc.magicstar.net. Mark Arsenault of Gold Rush Games and Eureka Publishing and Distribution has shown infinite patience with a publishing newbie. His help in getting the game to print has been very important, and if youre reading this you have him to thank for it. A huge word of thanks must go out to all the playtesters. Without their help in game testing and proofreading, this would be a pretty bad game. Finally, some personal dedications. My parents, Alan and Judy Lauborough have provided great support in their way, and I probably couldnt have been in a position to even attempt this without them. My grandparents, Steve and Pat Crowe have been a wonderful encouragement through the finishing process, giving me some great support and incentive. Jamie, my sister, and the first member of the family to get a degree (for which I am immeasurably proud of her) put said degree to great use in performing some of the major editing on the text of this work. Last, but foremost, I must thank my beloved wife Kristie, who has done more to help finish this project than anyone else I know, and who has never failed to support me, push me, and pick me up off the ground, setting me back on the path to get this thing done. Without her, therverse dies on the vine at least four or five times.
therverse: The Infinite Game of Miniature Battles Copyright 2004 by Jason Lauborough Triskele Game Design Studios PO Box 2442 Mill Valley, CA 94942 United States (415) 845-2033 Internet: www.triskelegames.com Email: contact@triskelegames.com therverse, the therverse symbol, avMinis and its logo, and the triple spiral logo are trademarks of Triskele Game Design Studios. All Rights Reserved. No parts of this book may be reproduced or transmitted in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise, without prior written consent of the publisher. Specific pages of this book may grant permission to copy for personal use, such permission does not extend to the rest of the book. For information regarding the use of any portion of this book, including artwork or text, email contact@triskelegames.com. All illustrations are copyright the respective artist and used with permission. All miniatures are used with the permission of the respective manufacturer. Triskele Games claims no trademark from use of the miniatures and no endorsement by or of the manufacturers is implied or expected. Eureka Miniatures (of Australia) and Eureka Publishing are separate and unrelated entities. Designed and Printed in the United States of America
Release version 1.0 - Product Number TKD-1001 ISBN: 1-890305-53-7 - Final Edit Date: 15 September 2004
This is a work of fiction. Any resemblance to characters in the game and any real person, living or dead, is purely coincidental except in the case of historical figures. No endorsement of or comment on any political, economic or religious system or ethnic group is implied by presence or lack of presence in this work. If you feel something was left out... thats what the army creation systm is for.
INTRODUCTION
Introduction
It is the year 2364. War rages across the therverse. Armies open gates between parallel universes and fall upon the worlds within. They come in search of resources, plunder, or slaves. Worlds raise what defense they can: some technological, some diplomatic, and some even attempt to turn back invaders through more mystical means. Some succeed. It is the year 2312. Temporal and quantum scientists have been working feverishly for the last 10 years. A decade ago Doctors Jamie Garber and Manuel MacLear finished work on a device that allowed them to bring matter into existence seemingly from nothing. Studies determined that the device had succeeded in importing the matter from a parallel universe. After the shockwaves rippled through the scientific community, work continued. Today a Garber - MacLear Device (GMD, or G-M Gate) theoretically able to transport 12 people into another universe stands ready. Worlds that have made contact with those in other universes call upon the aid of these worlds, empires, and conglomerates. Some aid in the name of peace, others for greater glories, and others for profit. Campaigns of conquest and liberation rage across multiple universes, sometimes spilling over into worlds that have the bad luck to be located close to the universes involved. Entire worlds find themselves enslaved or destroyed as the struggle continues. The first test of the Garber-MacLear Device was successful. Taking place on a remote island in the Pacific Ocean, a transdimensional gate was opened and the twelve chosen representatives of humanity walked through. They came out the other side and found themselves standing on a remote island in the Pacific Ocean. The energy discharge from the portal was detected by the natives of this new world, and soon an air transport landed. They discovered that they spoke the same language and were of the same culture. Arrangements were made for further discussions, and the first transdimensional trade and scientific treaties were signed. While war rages across countless worlds, there remain thousands if not millions of universes untouched by war and undiscovered by others. The therverse is difficult to chart and even more difficult to study, but a council called the therverse Exploration Committee (AEC) was founded by a number of the more advanced civilizations to have made contact with each other. The role of the AEC is to explore, record, and catalog as many universes and their occupants as possible. With this data, the AEC prepares plans to contact more advanced worlds and invite them to take part. For less civilized or advanced worlds, the AEC simply sets up observation posts to watch and monitor their progress. The second test was attempted 63 days after the first. Confident that the device wouldnt explode and cause massive destruction, they performed the second test a little closer to shore. As before, the energy surge was detected and contact was made. However, the group to make contact with them did not speak the same language. It took some time making gestures and such before one of the scientists figured out what the other group was speaking: Latin. In this universe, the Roman Empire had never fallen. The AECs board is made up of ambassadors and representatives from governments of member worlds. Other organizations, operating outside of any government regulation, have begun their own universespanning operations. It is a strange thing. We have often taught our children the Latin language to learn from the past. Never did we imagine it would aid us in the future.
Corporations such as TransVerseCo open trade lanes between universes, mining -Alexi Maratov, 2nd resources from low tech or therverse Expedition uninhabited planets and taking them to worlds where these minerals are rare. Most of these corporations have their own security forces to protect them, both from the inhabitants of planets they might be exploiting, and from raiders intent on stealing their goods. The third attempt at transdimensional gating was attempted another month later. This time as soon as the scientists stepped through the portal, it shut down. No cause was determined and no contact was ever able to be made with the scientists or that universe again. 20 years later, the war came. Today the war continues. While the first invasion was beaten back, the technology had fallen into the hands of those that would conquer. The technology spread through peaceful means (scientific exchanges) and through war (captured devices). This is the state of the therverse: the never-ending threat of war.
Classifications of universes
Alpha (A). Very similar to the universe familiar to the creators of the original GarberMacLear gate. Earth is inhabited by an advanced and stable human culture that has achieved some form of long-range space flight. Alien contact has often been achieved.
Introduction
Beta (B). Society in this universe is slightly less stable than in an alpha As with any government universe. Earth is inhabited by a human culture, though the society is organization, there will often fragmented, warlike, and divisive. Space flight may have been always be grey areas between achieved, but is limited to Earth and near-Earth flights. Often less categories. If youre unsure scientifically advanced. Alien contact may have been made, but often did which classification of universe the world youre creating fits into, not proceed past hello. Gamma (). Earth is inhabited by a primitive human culture. Either the human culture never advanced beyond the middle ages (compared to an alpha universe), or the culture regressed from a more advanced state. No space flight achieved, and very little scientific advancement has occurred.
just make your best guess and move on with your background. The AEC doesnt spend much time on such a task, either.
Delta (). Earth and the solar system exist, but Earth (or another planet) is populated by a non-human species. Delta is reserved for examples of a universe where non-primate life evolved to become the dominant species on Earth, rather than an external race colonizing or conquering Earth. There may be a human-like species on a delta Earth, but they are often subservient or completely animalistic. Epsilon (E). Earth exists, and a human species at one time was the predominant species, but an external alien race colonized or conquered the resident human race. The humans were either eradicated, enslaved, or relegated to a resistance role. This also includes a universe where no sentient life existed on Earth, and the planet was later colonized by an alien race. Zeta (Z). Earth and the solar system exist, but no sentient life exists on any planet in it. Includes both natural causes (no life evolved), and unnatural causes (the sentient life wiped itself out). Theta (). Earth is populated by a near-human species, such as one evolved from Cro-Magnon rather than homo sapiens. Theta used on its own in a designation indicates a stone-age society. Theta can however be appended to a universe designation to signify an Earth on which the near-human society evolved into that class. For example, A-75 would be a universe in which a near-human race evolved to a level concurrent with that of an Alpha universe. Such a universe is numbered based on its documentation compared to other universes of its base class, rather than the theta class.
The theta universe class is ideal if youre creating an army based on one of the traditional fantasy races, such as goblins or orcs. The class should primarily be used for races that are clearly not human as opposed to those that just look like short people. Those sorts of worlds should have some other cause such as high gravity or poor nutrition.
Omega (). Earth and/or the solar system do not exist. Any dimensional jumps made into this universe find themselves in deep space or in a nebula. If the explorers were using a GMD-equipped ship, they can usually return home. If they were gating via an open air gate, they might find themselves having a bit of a problem.
AEC Universe Map The AEC has made various attempts at mapping the therverse, showing relative connections between universes. While it is almost impossible to truly represent these connections in any useful manner, it does present a fairly logical demonstration of how they fit together.
Universe tracking
Universes are tracked and recorded by an association of scientists from alpha and other advanced universes (epsilon or zeta): the therverse Exploration Committee. A universe is classified and then assigned a sequential number within that category based upon the order of documentation by the AEC. The universe in which the Garber-MacLear devices were invented, for instance, being the origin of inter-dimensional travel, was given the honor of being universe Alpha One or A-1. The first universe they made contact with was designated Alpha Two, or A-2. The fourth universe that a jump was made to was the first universe encountered outside of what was later called Alpha, and was the first time a G-M Gate was stolen. This was universe Beta One (B-1). Although dimensional gate technology is now in the hands of hundreds of races, usually only those that are classified as residing in an Alpha universe have shown enough scientific drive to take part in the classification of universes. Universes tend to be numbered in the order in which they are discovered by the exploration consortium formed for the purpose. Occasionally, data is provided by an alien race (from a Delta or Epsilon universe) and is added into the existing database. There are currently over 2000 universes known to the therverse Exploration Committee. These are universes which have been jumped into and catalogued by a member of the AEC, or likewise confirmed by another source. The AEC estimates that at least another 2000 universes have had inter-dimensional contact made with them by other races possessing a G-M gate, often from a Beta universe, and frequently bent on attack and pillage.
Introduction
When a G-M gate is created, the destination universe depends on the density of the beam that is emitted. When creating a G-M gate, the density of the beam that is emitted can be changed. A tighter beam will cause a deeper hole in therspace, therefore opening a gate to a different universe than a wider beam. By documenting the density of the beam at the time of transport, it is possible for the AEC to quickly document and store data on the frequency required to reach each newly discovered universe. One major difficulty with mapping the therverse is that the frequency required to open a gate between two universes depends on the universes involved. The GMD frequency required to travel between universes A3 and A5, for instance, is different from that required to go from B12 into A5. While this does provide some amount of inter-dimensional security (it is not possible to find new universes to raid simply by stealing data from the AEC), it can sometimes make travel and exploration quite dangerous if your data is not totally up to date.
therspace
There is space between universes. While not visible to those traveling between dimensions and barely detectable to the finest scientific instruments, a strange form of energy sometimes leaks in along the edges of a Garber-MacLear gate. This energy usually dissipates in time and is not harmful in and of itself. The area that this energy resides in is referred to as therspace, or simply The Space Between. therspace is not totally uninhabited. While it is impossible for normal physical forms to exist in the pure energy state of therspace, there are beings fully created from this energy. Some have discovered ways to pull these creatures through the walls of space, granting them physical form. Other creatures have such strong will that they are occasionally able to push through themselves, forming their own bodies from nothingness.
Trans-dimensional travel
Trans-dimensional travel is achieved by casting an intense beam of light into a singular, microscopic point in the universe. When light is concentrated on a singular point rather than spread across an area, the dimensional adhesion in that area bunches up and eventually tears, creating a hole in the barrier between normal space and therspace. This hole (and the device used to create it) is known as a Garber-MacLear Gate, after the scientists that helped create the first one. Depending on the length of time the beam is emitted, G-M gates can range in size from large enough to accommodate a few people to large enough to transport a large spacecraft.
You ask me what exists between? You couldnt possibly imagine. I have warned you of the waiting madness there, and yet you still ask. Why do you want the nightmares? Why do you seek the waking dreams that you would fall into after glimpsing that horrendous space? When you get stuck between universes, you are forever changed. You see the endlessly roiling skies... reds and blues and purples... and you think for just a second that it might be beautiful. Then you see the faces in the skies. You see the eyes staring at you from the darkness and the light, and they bore into your mind. Why you would want to see that is beyond my imagination.
10
1. BASIC DEFINITIONS
This first chapter of the rulebook explains every basic game term. Refer to this section when theres a term later in the rules that youre not quite sure about, or when you just need to check up on something. Reading through this section will provide a solid preparation for picking up the rest of the rules. When a section in the rules refers to a term it will generally be defined here. The rules are built upon the foundations laid by the basic definitions and the more complicated portions expand from there. The simplest game of therverse can be played simply by reading this section and then reading chapter 3, Rules of Play. Everything else in the game expands upon these basic portions of the rules. This section organizes the terms in the rough order in which they are requires to best learn the game. The most basic blocks come first, more complex ones later. The Glossary organizes these terms (and many others from later in the book) into alphabetical order. If youre looking up a specific term and cant seem to find it here, hit the back of the book and youll certainly find it there.
1. Basic Definitions
D10 / Die: A single ten-sided die. If something needs more than one die rolled, it will be phrased as, for example, 2d10, which means roll two ten-sided dice. When you roll multiple dice in this way, you take the total of the roll. Note that most sets of d10s have zeroes instead of tens. In this case, count the zeroes as tens. Die can sometimes refer to a model being killed, but this should be clear from context.
A typical d10 Base: The piece of plastic or wood that a model is mounted is considered to be the base. All models (except vehicles) must be mounted on a base.
Statistics or Stats: A model has a series of statistics that define its physical and mental characteristics. These are Strength, Dexterity, Constitution, Tech Level, Presence, and Morale Level (abbreviated STR, DEX, CON, TEK, PRE, and MOR respectively). Stats may be as high as 10 and as low as zero. There are other values in the profile that are partially derived from these stats or have requirements based on these stats. These are: Wound Level (WL) is equal to a models CON + Armor Value. This is the target number that must be met to wound the model with shooting or close combat. Movement Rate (MOV): The distance that a unit can move in one turn. MOV starts at 6 and can be modified by equipment and abilities. No units MOV can be reduced below 1 by an effect unless specified. Ranged Weapons and Melee Weapons: The weapons that the model carries into combat. Ranged weapons are used to shoot while melee weapons are used in close combat. Armor, or Armor Value (AV): The protection against wounds granted to a model by the armor it wears. Vehicle: A large, usually mechanical, creation used to carry guns onto the battlefield in a heavily armored package. A vehicle counts as a model and a unit for most purposes (they can be shot at and assaulted), although they cannot be targeted by any abilities that are specified as causing wounds (such as certain magic abilities). Models riding bikes or wearing large suits of mechanical armor are not considered vehicles. Damage Value (DAM): Every weapon has a damage stat. This amount is added to to wound rolls when shooting or fighting in close combat. Wound Points (Wounds, WP): The number of times that a model can be wounded before becoming a casualty. Most models will have a single wound point. Use counters or make notes on paper to denote wounds on models capable of suffering more than one. Close Combat or Melee Combat: Close-in fighting with blades, clubs and fists. These two terms are used interchangeably and mean the same thing: two (or more) units fighting with each other at extremely close range. At least one model from each unit is in base-to-base contact with the other. Initiative is a units DEX plus any additional bonuses. A model with 3 DEX has an initiative of 3. This is used to determine what order models strike in close combat.
Target Number (TN): A target number is the minimum required roll on a d10 (plus modifiers or bonuses) to be successful with an action. Whether shooting at a target or trying to keep from panicking, the TN defines what you need to roll for success. The total must equal or exceed the TN to succeed. Model: A single miniature figure on a base is considered to be a model. This model represents a single trooper. Whenever a term in the rules refers to a model, its referring to a single figure. Some players may model multiple figures on a base (a bunch of small goblins teaming up to act like a monster for instance); in these cases, its still a single model. Unit: A collection of models grouped together is called a unit. A unit is made up of troops that move together on the battlefield with similar weaponry. All models in the unit will have the same profile. Unless otherwise stated, personalities count as units for shooting, moving, or melee purposes. Profile: Every model and unit has a profile. A profile is its collection of stats, weapons, armor, and the like. A units profile will apply to every model in the unit, although some units can have slight variations in the weapons carried by the models in the unit. Phase: Each game turn is divided up into a number of parts called phases. The phases include the action phase and assault phase, as well as a couple others. Activation: In each phase, a player will be activating a number of their units. When they do so, they are designating that they will be acting with that unit. A unit may only be activated once per phase.
The Six Stats: Strength: The pure physical power of a model. This determines how well they can swing a big, heavy weapon, and how much damage they do when they make contact. Dexterity: Physical agility and grace. DEX determines how well a model can shoot a ranged weapon, and how well they can dodge enemy blows in close combat. Constitution: Physical stamina and robustness. A model with a high constitution is hard to kill, and can resist physical attacks well. Tech Level: How technologically advanced an army or model is. TEK determines how complicated and powerful of weapon the model is capable of comprehending. Presence: General charisma and intangibles brought by this model. Can denote great leadership ability, or can show that someone is just totally frightening to behold. Morale: How well a unit is trained. Tells how likely a model is to follow orders or to just run away from the slightest danger.
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1. Basic Definitions
Personality: Every army can have individuals with a certain heroic quality that allows them to rise up and stand out above the average solider. These become personalities, who are fielded as a single model, separate from any unit in most cases. They have certain special abilities available to them, including becoming a leader, which allows them to help friendly units out with their rolls. Coherency: Units must remain within a certain distance of other models in the unit in order to operate at peak efficiency. To determine if a unit is in coherency, choose any model in the unit. Each other model in the unit must be within a certain distance of that model (measuring from the edge of each models base). If any models in the unit are outside of this distance, the unit is out of coherency and suffers several penalties, including being unable to perform any actions other than movement until they are back in coherency. The coherency distance is equal to 3 (this value may be modified by abilities such as scouts). Sergeant/Unit Leader: Certain unit attributes allow a unit to have a leader called a sergeant. This model is always used as the center point for determining unit coherency. The model should be modeled or painted with an identifying feature (a different color helmet, a back-banner, a marking on his armor, etc.). If the unit leader is killed during play the unit reverts to the standard coherency rules. A unit with a Unit Leader has its coherency distance increased to 5 in addition to any other bonuses the leader package may grant. Corporal: Larger units gain a second in command for the unit. The corporal serves two roles. First, he allows the unit to spread out a little more than would be allowed with a single unit leader. The corporal must remain within coherency distance of the units sergeant, but models in the unit may either measure for coherency from the sergeant or the corporal. Second, the corporal will take over for the sergeant if he is killed in battle. If the sergeant is removed as a casualty, simply measure coherency for the unit from the corporal (this may cause you to have to perform some heavy movement to get far-off models into coherency). The coherency distance remains 5. If the corporal is later killed follow the normal rules for a unit that has lost its leaders. Critical hits: Whenever a model rolls a natural 10 (a 10 on the die before modifiers) on any to-hit roll, the attack automatically hits regardless of any modifiers. Any roll of a natural 10 on a to-wound roll automatically causes a wound, and ignores any save. A roll of a natural 10 on any other roll counts as an automatic success unless you are making an opposed roll (in which both players are rolling a die to determine an outcome).
3
In Coherency All models are within 3 of a designated center model
Automatic Failures: Any natural roll of 1 is an automatic failure on any roll. Additional consequences may be suffered depending on equipment or the circumstances of the test. This will be noted in the appropriate places in the rules. Combat range: Any model with an enemy within their combat range may make their close combat attacks. Only enemy models that are within the combat range of a model in the attacking unit may be removed as a casualty from these attacks. Combat range starts at 1 but may be increased by some effects Certain weapons (polearms, spears) and larger creatures may have a 2" range. Models also add 1 to their combat range if their DEX is 5 or higher. Re-roll: Some abilities allow you to discard a dies result and roll that die again. If a rule allows you to perform a re-roll you may only do so once for each roll affected. You may not re-roll multiple times on the same die. Incidental Contact: Incidental contact occurs when one unit moves into base-to-base contact during the movement/shooting without making a charge move. It can be a safer way to enter combat (as the other unit may not shoot back at you), but it is harder to do as you must be very close to the unit to make contact with them.
Out of Coherency Some models are not within 3 of any designated center model. The unit becomes pinned if finishing a move in this state.
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1. Basic Definitions
Save: Some units or models will have a Save depending on battlefield conditions. This represents the ability of items like shields, cover, or magic to deflect shots and blows. This save is taken as a last chance to survive when a model takes a wound and is rolled immediately after a wound is scored on the model. The save will be usually be listed as Save: 8+. In this case, if the model with the 8+ save takes a wound, roll a d10. If the roll is 8 or higher ignore the wound. If a model has more than one save available (such as from a shield and from cover) the controlling player picks one of them and uses that one save; they do not get to make one attempt for each save. Basic Weapon: Models in Basic and elite units must all have the same starting weapon (chosen when building the unit). These are considered basic weapons. Special Weapon: Basic and Elite units may each upgrade a certain number of models in their squad to be carrying weapons different from the rest of the squad. These are referred to as special weapons, and may be ranged or melee weapons. Scatter: Sometimes, you are instructed to scatter a marker or model in order to randomize a table position. Most scatters will involve having a marker to move. To perform a scatter first roll to see which direction the marker will scatter. Roll a d10 (preferably, roll it near the marker). The tip of the d10 that is off the table is the direction that the marker will scatter and the number on the die is the distance. Measure the specified distance (in inches) from the marker in the direction indicated on the die. Move the marker to the indicated point. If the scatter calls for more than one die, roll one die first: that die will be the one that indicates direction. Then roll any remaining dice. Unit Class: There are three different unit classes in the game: basic, elite, and support. The class of a unit determines how many models can be in the unit, what weapons they can carry, and determines some of the upgrades the unit is capable of using. The army can have a limited number of elite and support units, the number being based upon the number of basic units in the army. A Morale Test is any roll that involves the morale stat. The usual reason for a morale test is to rally when falling back, but there are other instances where it will be used. Pinning Test: A pinning test is taken to determine whether or not a unit becomes pinned in response to certain battlefield effects (usually shooting). Fallback Test: A fallback test is taken by a unit that loses a round of melee combat. If they fail the test, they will fall back from the combat. Pinning: Certain conditions can cause a unit to take a pinning test (usually taking casualties from shooting). If the unit fails the test they may not move, shoot, or charge for the remainder of the turn. If they are charged this turn they may fight as normal in close combat, though they will strike as if their DEX was zero for purposes of combat order. A pinned unit may only pass when activated. Falling back: When a unit fails a morale test after losing combat it falls back, running away. Roll a d10. The unit will fall back that many inches towards a designated point (usually that players table edge). They may attempt to rally at the end of the turn. Models that are falling back may not fall back into base-to-base with an enemy model. They must attempt to move around the enemy models during the fallback. If this is not possible they will stop 1 away from any enemy models, automatically rally, and count as being pinned. Fearless: A fearless unit will automatically pass all fallback and pinning tests it is required to take. The player may not choose to fail the test; they simply do not roll. Artillery: Artillery is a special form of unit. Designed to represent truly large guns that can fire weapons at targets miles away, artillery units are located off of the table. These units are not required to be represented by models, though you are welcome to build models for the units to keep next to the battlefield as a reminder that youre fielding such a unit.
Scattering with one die: Simply roll the die. The direction that the tip of the die with the number on it is pointing is the direction that you will scatter. Move the marker, model, or other scattering object the distance specified on the die (in inches).
Scattering with two dice: First, roll one die. This first die determines the direction of the scatter. Roll the second die and add it to the first. This determines the distance the object will scatter. This method is also used when scattering with 3 or more dice: simply roll any additional dice along with the second die.
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The process of rolling multiple die can be sped by using a different color die for the direction. Be sure to specify which die is being used, though.
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2. SAMPLE GAME
2. Sample Game
Alex and Gabe decide to play a quick therverse battle. They dont have much time today so they decide to just play with 2000 point armies. They each quickly assemble an army list and pull out their miniatures. Alex, playing with the Machinacon Invasion force list ends up with a 2016 point force. Gabe, who is using the Roman Garrison army and is a more experienced player, lets Alex use the extra points in order to get to playing. Otherwise, Alex would have to trim and add some models in order to get back under (but still fairly close to) 2000 points.
Gabes forces (37th Centauri Legion): 2 units of 10 Legionnaires Equipped with squad rifles and shields. One member of each squad has a heavy rifle. 1 unit of 8 Hastati Skirmishers Equipped with light rifles. 1996 points. Alexs forces (Machinacon Invasion Army): 1 unit of 10 Exorifles Equipped with railrifles. 1 unit of 5 Gun Drones Equipped with twin-linked plasma cannons. 1 unit of 8 Flayers
Each player will be fielding three units. Equipped with energy blades. Alexs Machinacons will have a unit Large size. of 10 Exorifles (railgun-toting robots), 2016 points. a unit with 8 Flayers (large robots with evil-looking blades all over their arms) and 5 Gun Drones (hovering drones with plasma cannons). Gabe will field two units of Roman Legionnaires and a unit of Hastati Skirmishers (lightly armored fighters meant for harassing an enemy force). Since theyre playing a smaller game, they mark off a three foot by three foot space on Alexs gaming table and fill it out with some terrain. They decide that the mission goal is to capture the piles of supplies lying in opposite corners and lay out 1-foot square deployment zones in the other two corners. They count out one counter for each unit (Alex uses black, Gabe uses red) and drop them into a cup. To begin deployment, one of the players pulls a counter out of the cup. The first one comes up black, and Alex places his unit of Exorifles in a corner of this deployment zone. The next counter is red, so Gabe places a unit of Legionnaires. They keep drawing until all units are deployed. At this point theyre ready to begin play so they gather up the counters and toss them back into the cup.
Unit Activation: therverse uses a weighted and random initiative system to determine what order players may move units during each phase. Each player counts his units and puts a counter for each unit into a cup with each other players counters. Each player should have a different color counter. When the rules say to determine who gets to activate a unit next, simply draw a counter from the cup: that player gets the next move. At the end of each phase be sure to remove a counter for any units that have been totally removed from battle as casualties. Since these can no longer be activated, they will no longer count towards determining player order. Then return all living counters to the cup, or reshuffle the deck, and begin the new phase.
To start the first turn, a red counter is drawn from the cup. This gives Gabe the first activation, and he uses it to move his skirmishers up the right edge of the table, towards one of the mission objectives (the supply crates). The second counter is black, and Alex counters Gabes movement by moving his Exorifles behind a small brick wall. The activations continue for the first turn, with neither side moving a unit into shooting range or line of sight. The rest of the turn passes uneventfully with no melee combat.
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2. Sample Game
The second turn begins with a black counter. Alex activates his Exorifles, which step over the short wall. Alex declares that they will shoot at the Hastati Skirmishers, who are now within the 30 range of their guns. The ten Exorifles have a DEX of 5, and their guns each fire one shot. Alex rolls ten dice, each one needing to meet or exceed 5 to cause a hit on the unit of Skirmishers. The dice come up: 10, 7, 6, 5, 5, 4, 3, 2, 2, and 1. This results in 5 hits, including one critical hit: the 10. This 10 grants Alex one more attack roll with the unit: he rolls the die and it comes up 4, which fails to hit. Alex rolls one die for each hit caused to the Skirmishers to see if that shot wounds an enemy. The Skirmishers are wearing light armor that grants a +2 and have a CON of 3, giving them a total wound level of 5. A to-wound roll (the die roll plus the weapons DAM) must equal or exceed that number to cause a wound. The Exorifles weapons have a DAM of 6; this will easily cause a hit unless a 1 is rolled on a die (a natural 1 on any roll is an automatic failure). Alex takes 5 dice and rolls them, with the results of 7, 6, 4, 2, and 1. This causes 4 wounds to the target unit, and Gabe selects and removes 4 models as casualties. Gabe must now test for pinning. If the roll fails, the unit that suffered the wounds (the Skirmishers) become pinned and cannot perform any actions for the remainder of the turn. Gabe rolls a die (which comes up with 3) and adds the units MOR (5) for a total of 8. In order to not become pinned, the roll must equal or exceed 5 plus the number of wounds caused to them so far this turn, for a total of 9. Gabes roll total failed to meet this and his Hastati unit is pinned. The next counter drawn is red, giving Gabe an activation. Fearing a possible charge from the Exorilfes in the next turn, he moves one unit of Legionnaires closer to the skirmishers to provide support. Alex gains the next activation and moves his Flayers into the forest. This reduces their movement by half due to difficult terrain, so they are only able to make it halfway into the trees. Gabe gets the next two activations: he moves his other Legionnaire unit closer to one of the objectives and activates his skirmishers, who cannot perform any actions this turn. Alex ends the turn by activating his Drones who move closer to the lower objective as well. The first activation of the third turn goes to Alex. He uses the Flayers 3 of movement (again hindered by the difficult terrain of the forest) to come to the outer edge of the trees. Alex declares that hes going to charge the Roman Legionnaires and measures to make sure hes able to. A few of the Flayers are within 6 of a Roman (their charge range is equal to their MOV), so he moves every model in the unit directly forward towards an enemy model. Four of the Flayers end up in base-to-base contact with the Romans, engaging melee combat. This prevents the Romans from performing any actions this turn other than fighting off the attackers in close combat. The Legionnaires normally would be able to perform defensive fire against the charging Flayers because they hadnt yet been activated. However, the Roman army has the army characteristic of Militant which, while providing each model with a free melee weapon, prevents them from performing defensive fire. Melee combat is resolved later in the turn, so the next activations are drawn. No shooting occurs as the various units move into cover or make moves to prepare to support other units in the coming turns. After all of the Action Phase activations are performed the close combat phase begins. There is just one combat to resolve so when the Close Combat phase begins they immediately proceed to resolve that combat. Shooting Summary
1. Choose a target for the unit. 2. Check line of sight for all models. 3. Measure range. 4. Roll to hit. (d10 + DEX vs. 10) 5. Roll to wound. (d10 + DAM vs. CON + Armor) 6. Assign wounds. 7. Roll saves and remove casualties. 8. Test for pinning.
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2. Sample Game
During melee combat, each unit involved attempts to attack and defeat the enemy unit and force them to fall back. Each unit gets to attack in initiative order, with the highest initiative going first. A units DEX is also its initiative unless there is something modifying it (such as a unit attribute or weapon). In this combat, there is a unit of Legionnaires with DEX of 4 and Flayers with a DEX of 5. The Flayers have a higher DEX so they get to strike first. Melee Combat Summary:
1. Determine Initiative. 2. Determine number of attacks. 3. Roll to hit. (d10 + STR vs. STR + DEX) 4. Roll to wound. (d10 + STR + DAM vs. CON + Armor) 5. Remove casualties. 6. Repeat for successive initiatives. 7. Determine winner of combat. 8. Test for fallback. 9. Proceed to next combat
Alex counts up the number of attacks that he has. A model may attack if it has any enemy models within its combat range (which begins at 1 but may be increased). The Flayers are large which grants +1 to their combat range for a total of 2. There are 6 Flayers with a Legionnaire within 2 of them, so they will gain a single attack each. The unit charged this turn which grants an additional attack, and theyre armed with a pair of close combat weapons which provides another attack. This totals three attacks for each model, totaling 18 for the unit this turn. Alex grabs 18 dice and prepares to roll them to see if he hits. In order to hit with a melee attack, the die roll (plus the units STR) must equal or exceed the target units STR plus DEX. For the Romans, this totals 7. With the Flayers STR of 5, this means they will hit on a roll of 3 or higher. Alex rolls the dice and 10 successfully hit. Alex then rolls to see if any of the attacks will wound the enemy. To cause a wound, the d10 roll plus the units STR plus the DAM of the weapon being used must equal or exceed the target units CON plus Armor (8 in the Romans case). The Flayers are a dedicated assault unit, with DAM 6 energy claws, which combined with their STR of 5 gives them a total attack bonus of 11. This means that each attack will cause a wound unless the die comes up with a 1. Alex rolls ten dice and two of the dice show a 1; 8 of the hits will cause wounds. Normally Gabe would have to simply remove 8 models from the Legionnaires, but they are equipped with Large Shields which gives them a save. This is a last-chance roll that might just allow them to survive the attack due to deflection, cover, or simple luck interfering with the attack. The shields provide an 8+ save (unless theyve acted this melee phase, which they havent) which means that Gabe rolls a die for each wound against the unit. Each roll of 8 or higher causes one wound to be ignored. Gabe rolls the eight die, and three of them come up 8, 9, and 10. This reduces the number of wounds to 5: Gabe removes half of the unit. The Romans now would normally get to strike back. Unfortunately for Gabe, though, the Flayers assault has killed all of the Romans that had an enemy within their combat range (1 for normal models). As such, none of the Romans will be able to strike back against the Machinacon killing machines. Since there are no more attacks to be made in this combat, the losing side (Gabes Romans, since the Cons caused more wounds this turn) must take a fallback test to keep from running away from combat. The target number for the test is equal to the number of wounds caused this melee phase (5) plus the PRE of the winning side (4). In addition, the Flayers outnumber the Legionnaires which increases this TN by +1 for a total target number of 10. Gabe rolls a d10 for the unit and adds their MOR (5): if this total equals or exceeds that target number, the unit does not fall back. Gabe rolls a 6, and the Legionnaires bravely remain in combat. Alex moves the Flayers into base-to-base with the remaining Romans, and the next turn is begun. Unfortunately, Alex and Gabe are running late for a movie they were planning on seeing, so they quickly depart, leaving the game to be picked up where they left off when they get back.
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3. RULES
OF
PLAY
Lieutenant Kuusisto ran in a crouch along his battle line, stopping to tap a few men on the shoulder to reassure them. This hill was their last hope. The invaders had driven them back for days and now there was nothing left to retreat to. The refugee camps were mere miles behind them and they still needed more time to evacuate. If there was any stopping the Arcadians, this was it. The hill held more than three hundred dug in jaegers who had fortified it with razorwire, dragon teeth and landmines. The mortars and artillery batteries were zeroed in and every man knew there was no retreat or surrender. Putting all thought aside he adjusted the range on his scope, aiming his RK-27 at the head of a packleader who thought he was advancing in cover. A few more yards... Packleader Tzarkan observed the hill through his binoculars. Hunter packs were streaming towards the hill in organised lines, weapons loaded and bayonets gleaming. Ripper wagons advanced alongside them, their multiple machine guns and combat blades scanning for targets. The humans had avoided them for weeks, inflicting a steady stream of casualties, but it would stop today. They had no terrain left to give before the Hunters descended on the unprotected civilians. His thoughts were interrupted by a loud, ripping explosion. The first hunter packs fell, screaming in agony, as landmines exploded around them, tearing off limbs and detonating ammo packs. As if on cue hundreds of weapons opened fire from the hill, killing dozens more. The first ripper wagon veered straight into a Hunter pack as an RPG tore its left tracks off. Hunters gazed up fearfully as heavy shells fell towards them with shrill whistles. Sensing that the initiative was quickly slipping away, Packleader Tzarkan barked assault orders to his troops. Howling their battle cries and firing their weapons blindly the Tzarkans charged onwards to death or glory.
3. Rules of Play
A player must deploy his units in the following order. He may not deploy units from a class until all his units from previous classes have been deployed (or chosen to not be deployed). Support Basic Elite Personalities If a player has units with a reserve ability, when they activate such a unit for deployment they may choose either to deploy it to the table or to place it in reserve. If they choose to place it in reserve that counts as their deployment for that activation. The same applies to units with the Infiltration ability: they may be placed as a normal deployment activation or may be held to deploy during the infiltration phase. Summoned units and Artillery units may never be deployed at the start of the game and may not be chosen as an activation during deployment. If a player's counter is drawn and they only have summoned and/or artillery units left, simply skip that player and draw again. Summoned units are considered to be in reserve artillery units count as having already been deployed "off table". Units may be deployed directly into a transport vehicle if the vehicle is already on the table. 6: Deploy Infiltration units. At this time deploy any units with the Infiltration reserve ability. Instead of using the weighted method, all players with infiltration units simply roll a die. The lowest roller deploys one infiltration unit first, and the players take turns (moving upwards in die rolls if more than two players are in the game). 7: Begin the game. Gather up all the counters and prepare to start the game's first turn.
Army Lists: A player may always ask to see his opponents army list. Sometimes it can be a little hard to keep track of what units are capable of. To help make this easy on all players they should always be able to see an army list. Players that want to be sporting will surely provide their opponents with a clear and legible copy of their army list before a game to save them from having to constantly ask to see the list.
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Unit Activation:
therverse uses a weighted, random initiative system to determine what order players may move units during each phase. Each player counts his units and puts a counter for each unit into a cup with each other An easy alternative players counters. Each player should to counters (whether have a different color counter. When glass beads or paper the rules say to determine who gets chits) is a deck of to activate a unit next, simply draw a playing cards. Simply counter from the cup: that player gets determine which the next move. At the end of each phase be sure to remove a counter for any units that have been totally removed from battle as casualties. Since these can no longer be activated, they will no longer count towards determining player order. Then return all living counters to the cup, or reshuffle the deck, and begin the new phase.
3. Rules of Play
Units that are falling back at the start of the action phase must continue to do so when activated. Move them their move distance towards their fallback point (usually that players table edge). Units that are falling back may shoot assault and light weapons but must do so after moving. If a unit falls back far enough to move off of the tabletop, simply remove them as casualties. Models that are falling back may attempt to move around enemy troops that are between them and their table edge. If they cannot do so and end up closer to their edge at the end of the move, they become pinned.
player is which color (or suit, in the case of 3-4 players). Count out a number of cards equal to each players number of units, and shuffle these together. Flip over a card when required to determine player order.
2.1: Moving
A unit may move up to its move rate (usually equal to 6) when given a move action. The player moves each model up to its move rate. At the end of the entire units move, the unit must be completely within coherency. If they are not, they become pinned. A unit that is not in coherency when activated must move and attempt to get into coherency (unless it has already been pinned by shooting this turn). In order to move, a unit must not be involved in a close combat. If a unit has been affected by incidental contact or a charge this turn, then only models that are not in baseto-base contact with an enemy model may move, and the unit must remain coherent at the end of the move. Any models that fired heavy weapons prior to moving may not move. Units that have models moving through difficult terrain have their movement rate halved (rounded down, to a minimum of 1). Personalities without an attached squad are not affected by this. Mounted models (bikes or cavalry, personalities included) have a maximum move distance of 2 through difficult terrain. If their movement rate is reduced enough by this to prevent the unit from even making it to the difficult terrain, move the unit up to the edge of the terrain (as long this does not exceed their normal MOV). They may move no further. Flying models ignore all terrain when moving, but may not begin or end their move inside difficult or impassable terrain. No concern is given for the direction a model is facing. They are not required to face any specific direction before, during, or after a move. A models facing has no impact on its movement, shooting, or fighting, and they may rotate to face any direction at any time. Vehicles are the exception to this rule, as they have specific rules for turning and facing that are listed in their rules section. A player may move one or more models in a unit into baseto-base contact with enemy models. If they do so, this counts as Incidental Contact and both units will count as being engaged in close combat.
1: Start of Turn
Units get their orders from their leaders, and prepare to move across the battlefield. Muscles tense, weapons are readied, ammo checked. No game effects happen during the start of turn phase, but it is listed here for reference and to give everyone a starting point for each turn.
2: Action Phase
Troops move across the battlefield, ducking behind cover, racing for objectives. They provide covering fire, snipe at stragglers, and fire their weapons to make the enemy abandon their position. Some troops throw themselves headlong at the enemy, ducking last-second fire, attempting to push back the enemy through brute force. Determine which player gets to activate a unit first (using your random method of choice). When a player gets to move, they choose a unit of theirs to activate. Each unit may be activated once, and a player must activate on their turn unless they have no remaining units to activate (due to a unit being wiped out with shooting). This includes units that are still waiting in reserve. When a unit is activated, its player may choose one of the following actions for the unit: A: Move B: Shoot (or charge) C: Move then Shoot (or charge) D: Shoot then Move E: Do nothing (pass)
1
START OF TURN
2
ACTION PHASE
3
ASSAULT PHASE
4
TACTICAL MOVES
5
REGROUP PHASE
6
END OF TURN
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3. Rules of Play
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2.2: Shooting
A unit that is shooting follows these steps to shoot. A unit may not shoot if it has any models in base-to-base contact with an enemy model or is out of coherency. All models in the unit must fire at the same target unless some of them cannot see the target (see #2 below, Line of Sight). Models in the unit that cannot see the primary target may all fire at a second target, following the same rules. A unit may only split its fire in this way once per turn. 1. Choose a shooting target for the unit. At least one model in the shooting unit must have line of sight to at least one model in the target unit. If any of the shooting models have more than one ranged weapon, they may normally only fire with a single one of those weapons. Declare which weapons you are shooting prior to making any rolls or measurements. You may not shoot at a unit in base-to-base contact with an opposing unit. 2. Check line of sight for all models. In order to shoot at an enemy unit a model must be able to draw a line directly from its base to the base of a model in the intended target unit. Terrain and the bases of enemy models block this line while friendly models do not. Any models with the large trait are not blocked by models that are not large or huge (if you can draw a line directly from the shooting model to a large model, ignoring smaller models in the way, you can shoot at it). Huge models can only be blocked by other huge models, while small models only block line of sight to other small models. Vehicles belonging to either side block all shooting line of sight, but line of sight to vehicles is only blocked by the bases of huge models. 3. Measure range. Any models that wish to shoot must be within range of at least one enemy model with their weapon. Measure range from the base of the shooting model to the base of a model in the target unit. Models that dont have at least one enemy in range of their weapon may not shoot. If no models are within range of the unit, they may select another target. 4. Roll to hit. Determine the number of shots that will be taken and roll that many dice. Be sure to differentiate shots with differing weapons in some manner (different color dice, or simply roll them separately). To hit the target unit, the die roll plus the firing models DEX must equal or exceed a target number of 10 (some abilities may increase or decrease the TN). To determine the roll required before making the roll, simply subtract the firing units DEX from 10.
Shooting Units DEX To-Hit Roll Required 0 10 1 9 2 8 3 7 4 6 5 5 6 4 7 3 8 2 9 2 10 2
3. Rules of Play
Example: A unit of TransVerseCo Security Guards is firing their energy rifles at a unit of enemy heavy assault troopers. The guards have a DEX of 4. The guards each require a roll of 6 or higher to hit the target unit. (10 4 = 6). The 5 guardsmen roll their shots: 2, 4, 6, 8, and 9. Three of them rolled high enough to hit their target. Critical hits / automatic failures: Any to hit roll that is a natural 10 (a ten on the die, regardless of modifiers) will automatically hit. For every die that rolls a 10 you may make one extra attack roll. These extra attacks count as regular attacks in every way. If the extra attack also rolls a ten, you may roll again, and so forth. Blast weapons may not Why the extra attack on a shooting crit? In gain bonus attacks in this way. Conversely, any roll of a natural one (a can represent the 1 on the die, regardless of modifiers) attacker getting a burst of adrenaline. Guns, will automatically fail. Other bad effects may happen depending on the however, usually dont weapon. These effects will be noted allow an additional shot to be fired just because in the weapons profile. 5. Roll to wound. Total up the Well, the shooting phase number of hits scored by the doesnt represent just a squads shooting (separating hits single shot being fired: from different weapons, with it can represent bursts different color dice or simply of fire. When you roll a rolling them separately). Roll a critical, more of those die for each hit that was scored shots hit the target than normally expected. to determine if the shot wounds the target. To wound the target, the roll plus the weapons DAM must equal or exceed the targets wound level (CON + Armor). To easily determine the roll required, subtract the strength of the weapon from the target units WL. Example: The guards scored 3 hits with their energy rifles. The energy rifles have a DAM of 4. The enemy assault troops have a wound level of 11 (4 CON, 7 armor). 11 4 = 7, therefore the required roll to cause a wound is 7. Any natural to wound roll of 10 will automatically cause a wound and any natural 1 will automatically fail to cause a wound. This ignores the actual TN for the roll.
Shooting Part 1: Choosing a target. Models in the enemy unit are within shooting range of a model in the unit so may therefore be fired at.
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3. Rules of Play
6. Allocate wounds. Total up the number of wounds dealt to the enemy unit. If the unit is made up of normal models with a single wound each, simply remove a number of models equal to the number of wounds caused. The player controlling the unit chooses which models to remove. The removed models may only be models that are within range and line of sight of at least one of the shooting models. If there are more wounds than eligible models, the extra wounds are lost. If the unit is made up of models with more than one wound (a unit of Large models, for instance), wounds must be allocated in order to remove whole models at a time. For example, if a unit is made up of 5 ogre artillerymen with two wounds each and 3 wounds are dealt to the unit, remove one model and make a note that one additional wound is applied to one model (use a counter or a piece or paper next to the model). If a further wound is caused by more shooting later, the first wound must be applied to the already-wounded model. 7. Roll saves. Certain equipment or battlefield conditions will provide a unit with a save. If a unit/ model has a save, after designating them to suffer a wound roll a d10 for each wound. If the die equals or exceeds the save number, the wound is ignored. 8. Test for pinning. If the target unit suffered any wounds from the shooting attack they must make a pinning test. The roll plus the units MOR must equal or exceed 5 plus the number of wounds the unit has suffered so far this turn. If the unit has a unit leader that is alive they may also add the number of models currently in the unit. A natural ten automatically passes while a natural one automatically fails. If the unit was previously falling back and they fail the test, they will automatically rally then become pinned, looking to their most immediate need of cover. Example: A unit gets shot at and suffers 4 wounds. They have a morale level of 3. They have to roll a 6 or higher to pass the test, and they do. Then they are shot at again, taking an additional 3 wounds. Now they have to roll a 9 or higher (7 wounds plus 5 minus MOR of 3 = target roll of 9). If the unit fails the test they may not move, shoot, or charge for the remainder of the turn. If they are attacked this turn they may fight as normal in close combat, though they will strike as if their DEX was zero for purposes of initiative. Weapons: The following rules apply to determine whether you can move or fire with a weapon. Heavy weapons: The model may not shoot if it has moved and may not move if it fires. If the model has not moved it may fire up to the full range of the weapon.
Assault weapons: The model differences may shoot up to the guns range between light and regardless of whether or not it has assault weapons. moved, and may move freely after These will be discussed in more firing. Light weapons: The model may fire after moving or move after firing, up to the guns maximum range.
detail later in the rules.
Number of shots: A weapon will have its number of shots mentioned along with its type. For example: Assault 2 designates an assault weapon that can fire twice. Sample weapon profile:
Remus-pattern squad rifle DAM 4, 24 Assault 2 This weapon has a damage value of 4, has 24 range, its type is Assault, and it can fire twice.
Shooting Part 2: Rolling to Hit. Roll a d10 for each shot and add the firing units DEX. If the total exceeds 10, the shot hits. In this example, the shooters have a DEX of 5. Two shots hit.
Shooting Part 3: Rolling to Wound. Roll a d10 for each hit and add the firing units guns DAM. If the total exceeds the targets WL, the shot causes a wound. The aliens here have a wound level of 9 versus a gun DAM of 3. 1 hit wounds.
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2.3: Charging
Instead of shooting, a unit may declare that it is charging at an enemy unit. A unit may not shoot and charge in the same turn. If you are charging after movement, you must perform each move separately (moving the unit up to 6, checking coherency, then performing the charge move). A unit that has models in base to base contact with an enemy model may not normally charge (this includes if they have already been charged). A unit that is falling back may not declare a charge. 1. Declare charges. When declaring a charge specify a target unit. That is the unit being charged. Make a measurement from the charging unit to the target. If no models in the charging unit are close enough to reach base-to-base contact with a model in the unit being charged then they may not charge them. They may choose another target for their charge. 2. Move charging models. Each model in a unit that declares a charge must move its full move distance directly towards an enemy model, attempting to reach base-to-base contact with an enemy unit. Move the unit model by model. The first model that moves must be the model closest to an enemy model, and it must move directly towards the closest enemy model in the unit being charged. At the end of each other models move (beyond the first, obviously), it must be within 2 of another model that has already charged. Models beyond the first may attempt to reach base to base contact with models in a second enemy unit, but they must still finish their charge move within 2 of a model in their own unit.
3. Rules of Play
3. Defensive Fire. After all models in the charging unit have been moved, the unit that had a charge succeed against it and any other units that had models reach base-to-base contact against them in the charge may perform Defensive Fire against the charging unit. The defensive unit may only fire if the unit has not been activated yet (or was activated and given a pass action) and only if they did not previously have models in base-to-base against them. All defending models may fire at the charging unit. Units that are capable of moving and firing with heavy weapons at the same time may fire even if theyve been activated already. The firing unit must first pass a morale test (TN = 10 plus the charging units PRE). The test roll is d10 + Shooting units MOR. If the firing unit has a unit leader, it may also add its TEK to the roll. If passed, shoot following the normal action phase rules. Wounded models are removed in the order the charging player chooses. If this results in there no longer being models in base-to-base, the unit fails to engage combat, and instead automatically becomes pinned. Shooting units count as having been activated, and may not be activated again later in the turn.
Charge step 2: Move the model in the charging unit that is closest to a model in the defending unit directly towards that closest model until it reaches base-to-base contact.
Charge step 3: Move each other model in the unit directly towards an enemy model. Each model must be within 2 of a friendly model after charging.
25
3. Rules of Play
3: Assault Phase
In the swirling mess of melee combat, swords swing and blades flash. Desperate troops fling the butts of their weapons, their fists, feet, knives. Anything they can find gets swung at the enemy. Any units with models in base-to-base contact with an enemy model at this time (whether as the result of a charge or incidental contact) are considered to be engaged in a close combat. Each player rolls a d10. The highest roll chooses which combat to resolve first, with each successively lower roll choosing in turn afterwards. This section will assume a single unit is fighting another single unit. Additional rules for when more units are involved will be noted later in this section where needed. 1. Determine Initiative First, determine the combat order (initiative) of the models in combat. A models initiative is usually equal to its DEX. Some special abilities may modify initiative, but this will be noted in a units profile. Models strike in reverse initiative order, highest to lowest. Then, starting with the models with the highest initiative, begin to resolve the attacks, following these steps. 2. Determine number of attacks First, determine how many attacks will be made by the attacking models. Each model has one base attack. If a model is carrying two weapons, it gains an additional attack if any ranged weapons it carries are light (if it has one melee and one ranged weapon), or if it has two single-handed melee weapons. If a model charged this turn, it also gains an additional attack in close combat (cumulative with the extra weapon bonus). Only models with an enemy model within their combat range get to strike, so dont count attacks for models that arent close enough to attack. Combat range defaults to 1". Certain weapons (pole arms, spears) and larger creatures may have a 2" range. Models also add +1 to their combat range if they have a DEX of 5 or higher.
3. Roll to hit Roll all attacks from identical models (or models with identical stats and DAM weapons) together. Its also possible to roll for multiple, different models through the use of different colored dice. Once youve determined how many attacks the models receive, roll a die for each attack. The target number for each attack roll is equal to the target units DEX + STR. The attack roll is d10 + STR of the attacking model. If the roll equals or exceeds the TN, it scores a hit. If a model rolls a natural 10 on a melee "to-hit" roll, count that as a hit, and then roll the die again. This counts as an additional attack. Finish rolling critical "bonus rolls" before proceeding to wounding. Bonus melee rolls that roll 10s may be re-rolled as well. A model that rolls a natural 1 automatically misses with that attack. Rolls required to hit in melee combat
If attackers STR is higher than or equal to defenders STR + DEX, the minimum roll required is 2 Difference between attackers STR and defenders STR + DEX: Minimum roll on a d10 required to hit in melee: 1 2 3 4 5 6 7 8 9
If attackers STR is lower than defenders STR + DEX by 10 or greater the roll required is 10
Models with two different weapons: If a model is armed with two different weapons, such as a power sword and a light pistol, choose before they make their attack rolls which weapon they will be striking with. All of their attacks will be with that weapon: they may not divide up their attacks between weapons. The only exceptions are when a model has extra attacks that have a specified effect (such as the bonus attack for riding a large mount). Ranged weapons in close combat: When in a swirling close-ranged fight, its generally very difficult to swing large, bulky guns around to get a solid shot at someone. Normal heavy and assault weapons grant no bonus in close combat unless they have an attachment of some sort (bayonet, chainsaw attachment, etc.). They get swung around by the carrier, whos attempting to club his enemies over the head with it. (If the model has a heavy or assault weapon and a melee weapon, they may use the melee weapons DAM as normal.) When fighting with a Light weapons, such as pistols, hand crossbows and, well, rocks, are small enough to be fired easily with one hand, and can be used in close combat. Therefore, a model equipped with a light weapon may use that weapon in close combat.
light ranged weapon in combat, use the following rolls. A weapon with multiple shots doesnt grant any extra attacks. To hit: (d10 + DEX) versus (DEX + STR) To wound: (d10 + Weapon DAM) versus (CON + Armor)
Combat Range:
The soldier, with his 1 combat range, can attack the two nearest aliens but cannot cause any hits on the third one 2 away.
1
26
3. Rules of Play
4. Roll to wound Total the number of hits scored by the attacking models (including bonus hits). Roll a number of dice equal to the number of hits, to see if the weapons broke through and wounded the enemy. The TN to cause a wound is the enemy models Wound Level (CON + Armor bonus). The roll is d10 + STR + melee weapon DAM. 5. Remove casualties Once the number of wounds caused has been determined, the player controlling the wounded models chooses which models to remove due to wounds. Models removed must be chosen from those within the combat range of an enemy model. If the number of wounds exceeds the number of models in the kill zone, the extra wounds are lost. As usual, if a model with a wound assigned to it has a save, roll that before removing it. If multiple, opposed models are striking at the same initiative, resolve both sides attacks before removing any casualties: theyre striking at the same time, and manage to cause wounds to each other simultaneously. 6. Next models strike Once all models of the highest initiative have struck, proceed downwards until all models in the combat have made their strikes. Models that are killed before their turn to attack do not get to make their attacks. Repeat steps 2-5 for each model in the combat. If multiple units are involved: If multiple units are involved in combat, each model that has enemies from more than one unit within its combat range may declare which unit it is going to strike against. Personalities count as separate units for purposes of this declaration, as do any attached command squads, animals, or other similar sub-units. Roll and resolve the attacks against each unit separately (or use different colored dice). 7. Determine the winner of the combat. Once all models in the combat have struck, total up the number of wounds caused by each side in the combat (each side, not each unit). The side that caused the most wounds is considered to have won the round of combat. In the case of a tie, the combat is a draw. 8. Test for fallback. If a side won the combat, any units on opposing side(s) must pass a fallback test or immediately retreat from combat. The TN of the test is equal to the number of wounds taken by the unit plus the highest PRE amongst enemy units in the combat plus the appropriate outnumbered modifier. The outnumbered modifier is determined by the following (use the highest applicable modifier, not a total of all of them): Outnumbered = +1. Outnumbered 2 to 1= +2. Outnumbered 3 to 1= +3. Outnumbered 4 to 1= +4. (This is the highest possible outnumbered modifier.) Roll a d10 and add the units MOR. If the roll equals or exceeds the TN, the unit remains in combat. If a unit fails its fallback test (the roll totals less than the TN), it immediately falls back. Roll a d10 and the unit will fall back that many inches towards a point designated by the mission (usually that players table edge). They may attempt to rally at the end of the turn. A unit that falls back may not be activated by its player for the remainder of the turn. If all units on one side fall back from a combat (or are wiped out), any models that did not fall back (the winning side) may immediately make a 4 consolidation move. This move may not put them in base-to-base with any enemy models; they must remain at least 1 away from such enemies and the unit must end the move in coherency if possible If no models fell back, or if only some enemy models fell back, all models in the combat that arent in base-to-base contact with an enemy must make a move (distance = the models MOV) directly towards the closest unengaged (not in base-to-base) enemy model in an attempt to get into base-to-base contact. If all enemy models are engaged, then simply choose which enemy to move closer to. The models will move in initiative order, highest to lowest. If tied, the player who chose the combat moves first. 9. If a unit is wiped out. If a unit involved in combat has every model removed as a casualty (is wiped out), then every friendly unit not involved in a combat that has a model within 6 of a model in the unit(s) that defeated the wiped out unit must pass a fallback test (TN = the number of wounds inflicted by the enemy units this assault phase plus the highest PRE among those enemy units) or fall back as if they were defeated in the combat. 10. Move to the next combat. The player with the next lowest roll chooses which combat to resolve next. Alternate from player to player. Once there are no remaining combats to be activated this turn, move on to the next phase of the turn.
27
3. Rules of Play
The TN for the roll is a flat 10, with the roll being d10 + MOR. If they have more than half their original models remaining, they also add their TEK to the roll, representing the ability of advanced communication devices to help rally them faster. If the test is passed, the unit stops falling back, and the controlling player may immediately move the unit up to 3 in order to bring them into coherency if need be. This move may not bring them within 1 of any enemy model.
5: Regroup Phase
Sergeants, captains, generals scream, yell, give commands; all intended to get the men under their command rallied and back into the battle. Any unit that is falling back may make a morale check at this point to stop falling back. They may make this test only if they do not have any models within 6 of an enemy model.
6: End of Turn
Any until end of the turn effects end now. Collect the initiative counters (removing the counters of any units that no longer exist) and begin the next turn. If youre playing a scenario with a random game length roll, remember to make that die roll before continuing.
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3. Rules of Play
Personality Models
Certain models do not have to be part of a unit: personalities. An army may have one personality, plus one for every three basic units in the army. They may be armed as if they were an elite unit.
Leaders
Leaders are specific types of personalities. They can use their abilities of leadership to aid other units through modifying their die rolls or granting other special effects. Depending on what abilities a leader has, they may be able to affect certain types of rolls. When a unit is about to perform the appropriate action (taking a morale test, or making shooting attacks), the leader may use a command action to help aid the rolls. A leader may perform a number of command actions per turn equal to his level. The leader may perform a command action even if hes been previously activated this turn, but may not do so if hes in base-to-base with any enemy model unless specified by the action. When performing a command action, follow these steps. 1: Before performing a units roll for any action they are taking, declare that you are using a leaders command action. A leader may only target a specific unit once per turn, and may not aid another personality. The target unit must have a model within 6" and within line of sight of the leader. 2. The leader must pass a test (TN = 10. Roll = d10 + leaders PRE). If he fails, he doesnt aid the target unit, and may not perform any more command actions for the remainder of the turn. 3. Perform the units roll, with whatever bonus the leader provides. A leader can be accompanied by a command squad with various tech types which may increase the range or Line of sight requirement of command action use. Leaders may aid morale tests, shooting attacks, and melee attacks depending on which abilities they have.
Shooting at Personalities
Personalities without attached squads may be shot at as normal. Follow all line-of-sight and range rules when shooting at a personality. When shooting at a personality with an animal or command squad, shoot at the unit as normal. All hits and wounds must be assigned to the non-personality models in the squad first. Only when there are more hits than attached models may any be assigned to the personality.
Personalities in Melee
When fighting against personalities in assault, they count as separate units from any attached squads for purposes of assigning attacks.
Matter/Antimatter
The AEC has not determined precisely how stable interdimensional travel is for the participants. Some have observed that there are often violent consequences when two beings who are essentially the same person meet. If two personalities whose six primary stats are identical and are the same size ever come into base-to-base contact in a melee, and one is killed while in base-to-base with the other, a dimension storm occurs. All models within 3 of the killed personality immediately suffer a hit with DAM equal to the personalitys PRE. Saves may be taken as normal.
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3. Rules of Play
1. Start of Turn Nothing actually happens in this phase, but it provides a convenient starting point for each turn. 2. Action Phase When a player activates a unit, they can perform one of these actions with the unit: Move Shoot (or charge) Move then Shoot (or charge) Shoot (but not charge) then Move Do nothing with the unit (pass)
When an action specifies instead of shooting, this prevents the use of any other instead of shooting ability, not just shooting. This includes charging, magic use, etc.
2.1
2.1. Moving When moving a unit, you may move each model up to its MOV in inches. At the end of the move, the unit must be in coherency or else becomes pinned. Models moving through difficult terrain have their MOV halved (rounded down, to a minimum of 1). Mounted models have a maximum move distance of 2 through difficult terrain. Flying models ignore terrain but may not begin or end their move inside it. Models may not move if they fired a heavy weapon or if their unit is pinned. Models may move into base-to-base contact with an enemy model. This is called incidental contact.
2.2
2.2. Shooting Shooting with a unit follows these steps: 1. Choose a target for the unit. 2. Check line of sight for all models. 3. Measure range. 4. Roll to hit. (d10 + DEX vs. 10) 5. Roll to wound. (d10 + DAM vs. CON + Armor) 6. Assign wounds. 7. Roll saves and remove casualties. 8. Test for pinning. Shooting to-hit rolls: Shooting Units DEX To-Hit Roll Required 0 10 1 9 2 8 3 7 4 6 5 5 6 4 7 3
Sample Weapon Profile: DAM 4, 24 Assault 2 This weapon may fire twice, is an Assault weapon with a range of 24 and a damage value of 4. Weapon Types: Heavy: May not move and shoot in the same turn. Assault: May both move and shoot in the same turn. Light: May both move and shoot in the same turn. Can also be used in melee combat.
8 2
9 2
10 2
2.3
2.3. Charging Instead of shooting, a unit may declare a charge against an enemy unit. Declare the target unit and move all models up to their charge range (normally equal to MOV) towards a model in the target unit. Each model that charges must end up within 2 of a model in their unit after they perform their charge move. Reactionary Fire: The unit being charged may fire upon the chargers if they havent been activated or have only passed this turn. They must first pass a morale test (d10 + MOR vs. 10 plus the charging units PRE), then resolve a normal shooting attack.
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3. Rules of Play
3. Assault Phase When resolving a combat, follow these steps. 1. Determine Initiative. A models initiative is equal to its DEX. Models strike in reverse order: highest DEX goes first. 2. Determine number of attacks. Every model with an enemy model within its combat range may make an attack. Each model gets one swing, plus one attack for each of the following: Charging Having two one-handed weapons (if any ranged weapons carried are light) Having a unit attribute or armor type that grants additional attacks. 3. Roll to hit. For regular attacks, the roll is d10 + STR vs. the target units STR + DEX. When using a light ranged weapon, the roll is d10 + DEX instead of d10 + STR 4. Roll to wound. For regular melee attacks the roll is d10 + STR + DAM vs. the targets CON + Armor. For light ranged weapons, the rolls is d10 + DAM instead. 5. Remove casualties. The player controlling the models being killed chooses which models to remove, but all casualties must come from models within the striking models combat range. If there are more wounds caused than models in range, the excess wounds are lost. 6. Repeat for other models. Proceed downwards through Initiative, repeating steps 2-5 for each group of models. 7. Determine winner of combat. If one side caused more wounds than the other, they win the combat. If there is a tie, the combat is a draw. 8. Test for fallback. If a side lost, all units on the losing side must pass a fallback test or retreat. The roll is d10 + MOR versus 10 plus the highest applicable Outnumbered Modifier: Outnumbered: +1 Outnumbered 2 to 1: +2 Outnumbered 3 to 1: +3 Outnumbered 4 to 1: +4 9. If a unit is wiped out, all friendly models with a model within 6 must pass a morale test (d10 + MOR vs. the number of wounds caused this turn by the enemy unit) or fall back. Melee to-hit rolls:
If attackers STR is higher than or equal to defenders STR + DEX, the minimum roll required is 2 Difference between attackers STR and defenders STR + DEX: Minimum roll on a d10 required to hit in melee:
1 2
2 2
3 3
4 4
5 5
6 6
7 7
8 8
9 9
If attackers STR is lower than defenders STR + DEX by 10 or greater the roll required is 10
4. Tactical Movement Phase Any unit that didnt shoot this turn, didnt take a wound this turn, and is at least 24 away from any enemy units may take an extra move. They may not move to within 18 of any enemy model with this move. 5. Regroup Phase Any unit currently falling back may take a morale test (d10 + MOR vs. 10). If they pass, they rally. They may not take this test if any enemy models are within 6 of a model in this unit.
4 5
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3. Rules of Play
It was a strictly routine mission at this point. The fleet was dropping with a large
force of Legionnaires onto an unknown, unexplored planet with possible Machinacon activity. So what made this drop any different? Centurion Serinius could feel that the entire cohort seemed to be shaken up over it. His battle-hardened soldiers, soldiers that had fought time and time again with the lethal Machinacon army, felt afraid. This planet didnt even have a confirmed Machinacon presence. So why were they scared? It was probably nothing, he told himself. He gave the order to his troops to prepare for the drop. The unit would be landing on the planet in thirty minutes, hopefully to claim it for the ever-expanding Roma Galactica. Sure, they had run into the cons before, but this highlytrained and well-supplied battalion was a match for any army, even one made of the savage metal monsters the Centurion knew all too well. The time had come to brief the troops on the plan of attack upon landing. The Centurion summoned his troops to the small briefing room in the rear of the transport. Pressure windows surrounded the briefing room on all sides, showing nothing but the cold blackness of unexplored, frontier space around them. As the troops assembled, he went over what he would discuss in his mind. They would follow procedure to the letter, and this briefing was strictly a formality. The soldiers would quickly create a base camp on the planet, followed by the exploration of the nearby territory for possible intelligent life and natives. It wasnt known if there were Machinacons on the planet or not but it was a risk that they would have to take, for the glory of the Empire. The Legionnaires had seen many battles, and nothing prepared a soldier for battle better than more battle. Still, something seemed to be gnawing at their minds, as if going to this planet was a mistake. The soldiers readied their gear for the upcoming drop with cold professionalism, trying to put their misgivings aside. They had all been issued the new Romulus-pattern heavy rifle for this mission, along with their standard Remus light rifle. The new Romulus had promises of better accuracy, more power, and a faster rate of fire, though at a slight mobility cost. Many of the Legionnaires preferred steady, proven technology, but in most situations getting too close to the enemy to engage was suicide. Thats what the heavy rifles were for: keeping a distance. Five minutes, came the report from the bridge: time to prepare for the drop. The Legionnaires finished suiting up in their standard-issue exploration uniforms, and boarded the landing craft. The Centurion looked out over his experienced cohort, and saw that they were ready. He secured himself into his seat and waited. When the time came, he gave the order to drop and braced himself for the rough three-minute ride down to the planets surface. The Legionnaires looked out the port window at the transport craft, which was growing ever smaller, fading back into the black depths of space as the landing craft entered the atmosphere of the planet. Looking around at his fellow soldiers, he could see that each of them somehow knew it was going to be a long day.
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Vehicle Introduction:
Vehicle Shooting:
For shooting purposes, a vehicle is considered to have a DEX equal to that of the army's basic profile. Vehicles count as being stationary at all times for purposes of firing weapons. A vehicle may fire all of its weapons during the action phase as if it were a unit (before or after moving, but not during). All weapons of each type (heavy or light) must fire at the same target, but the heavy and light weapon groups do not have to both fire at the same target. Each weapon has a specific Front fire arc; a weapon may only fire at the target if its capable of seeing it: weapons mounted on the right of a vehicle, for instance, may not fire at a target to the left of the Left vehicle because the vehicle itself is in the way. Turret weapons can fire anywhere.
Vehicle movement:
Vehicles may move directly forward or backward a distance equal to their movement rate (MOV). If they wish to turn, this costs 2" of their movement each time they turn (regardless of how far they turn). Grav vehicles ignore this penalty, while chariots have this penalty doubled. Chariots also cannot move backwards. Grav vehicles count as having the flying trait: they ignore terrain while moving, but may not end their move inside difficult or impassable terrain.
Right
Vehicle charges:
The crew of a vehicle may fire up the engines and Rear barrel full-bore into an enemy unit. During the action phase after moving, the vehicles controller may declare that the vehicle is charging. The vehicle may not charge if it has fired any weapons. Move the vehicle its full MOV directly forward (no turning). If this does not bring the vehicle into contact with an enemy model it is immediately immobilized at the end of the move. The vehicle may not perform this maneuver if doing so would drive it over any friendly models or into models engaged in close combat. If it will bring the vehicle into contact with any enemy models, place the vehicle in contact with the first enemy model it comes to (noting the distance moved). Roll a d10 and add the vehicle's MOV. The controller of the enemy model rolls a d10 and adds the model's DEX. If the tank's player's total is higher, the tank causes a number of hits on the unit equal to the amount the roll was won by.
1
Vehicle Movement:
1. Vehicle with 6 move is activated 2. Vehicle moves forward 2 3. Vehicle makes a 90 degree turn. This costs 2 of movement. 4. Vehicle makes its final 2 move. 5. Vehicle is at its final location and can now fire at a target.
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Ramming:
Vehicles can ram one another in an attempt to disable their targets. When performing a vehicle assault and the vehicle comes in contact with an enemy vehicle, it is considered to be ramming it. Place the ramming vehicle in contact with the vehicle being rammed. This ends the vehicles move. The controller of each vehicle rolls a d10 and adds their vehicles AV. The player being rammed uses the AV for the side of the vehicle being hit. The ramming vehicles controller also adds their vehicles MOV, unless they are a chariot (chariots are much too flimsy to truly damage another non-chariot). The highest total wins the ramming, and the losing vehicle suffers damage as if their AV was beaten by an amount equal to the difference in totals. If the totals tie, both vehicles suffer damage as if their AV was matched, but not exceeded.
Shooting at a vehicle:
Shooting at a vehicle is very similar to shooting at a normal unit, with the following changes. First, the shooting model(s) must only be able to see any part of the vehicle, not just its base. If it can, it can shoot at it. Second, normal models do not block line of sight to a vehicle: only huge models, other vehicles and terrain. Vehicles are considered huge for determining what terrain blocks shots at them. For each hit, roll d10 and add the weapons DAM. If the total exceeds the armor value, note the amount and consult the damage table. A natural 10 will always score damage, but if it wouldn't be enough to do so normally, count it as scoring a zero on the vehicle damage table. Any shots from a model that is directly behind the vehicle gains +2 DAM to its damage roll due to weaker rear armor.
Assaulting a vehicle:
Units may assault a vehicle as a normal charge action. Move them as if they were charging normally. Any models that end up in contact with the vehicle may make a single melee attack against it during the Close Combat phase.
Vehicle Charge Part 1: The vehicle moves up to the unit and pauses in its movement to allow the other player to react. In this case, the unit passes its Dodge roll and the defending player can safely move his unit out of the way.
Vehicle Charge Part 2: The defending player leaves one model in place in order to perform a Red Shirt Maneuver against the tank. His shot fails, however, and he is crushed below the body of the vehicle.
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Transport Vehicles:
Some vehicles may have the Transport ability. A transport will have a carrying capacity of either 6 or 12 models. Any unit that currently has 6 (or 12) models or fewer may mount a vehicle with the appropriate capacity. If all models in the currently activated unit are within 3 of a transports door(s), they may mount the vehicle. Remove them from the table. All models in a unit must be able to mount the vehicle, and all must do so, or the unit may not mount up. A unit may mount a vehicle even if it has no movement left, but may not do so if they are pinned or falling back. A unit may not mount a vehicle if models in the unit have shot any weapons this turn. Vehicle Damage Table
Amount AV exceeded by 0 1 Damage Done to Vehicle Gunners shaken: the vehicle may not shoot for the remainder of the turn Driver shaken: if vehicle has not been activated yet, move it directly forward half its MOV. Vehicle may not be activated for remainder of turn. Weapon destroyed. The attacking player chooses one heavy weapon on the vehicle. This weapon may not be fired for the remainder of the game. If there are no heavy weapons on the vehicle, count the result as Immobilized. Vehicle immobilized. The vehicle may not move or turn for the remainder of the game. Vehicle destroyed. Leave the vehicle model on the table: it counts as impassable terrain. Vehicle explodes. Unless the vehicle is a beast or chariot, any models within 3 of the vehicle suffer a 3 DAM hit. Leave the model on the table: it counts as impassable terrain. Vehicle utterly annihilated. Unless the vehicle is a beast or chariot, any models within 6 of the vehicle suffer a 5 DAM hit. Remove the vehicle model from the table. If you have the scenery for it, leave a crater in its place.
3 4
6+
All models disembarking a transport must be placed within 3 of a vehicles doors when getting out.
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Walls:
Large, fortification-style walls count as buildings. However, they do not have the capability to hold units except on their upper edge. If a wall has a ladder to the top, a unit with all models within 3 of the ladder may move to the top. This costs their entire move. Destroyed walls become difficult terrain, and count as soft cover. Walls are usually placed in sections, so you can destroy part of a wall while the rest remains standing.
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Artillery
EMG ACCELERATOR CANNON Free Radical Liberation Front Range: 4000m min., 16000m max. Up to 6 shots per minute Armor: 3 Plasma-Imbued SteelTek Universe: B17. Only schematics available.
/343fdsf232 1134gdsfds
38
Artillery uses the stats of the armys basic profile. If the profile is modified based on unit class, use the modifications granted to support units. Ballistic: 2d10" Scatter, 2.5" blast radius, Damage Value = TEK minus 2 (to a minimum of zero) Requires an availability roll of 6+, requires spotter. The scatter distance is reduced by 1 for every point the artillery units TEK exceeds 3 and for every spotter beyond the first. Air Strike: 1d10" scatter, 2" blast radius, DAM = TEK Requires an availability roll of 5+ , can be shot down. Double the scatter (2d10) if no spotter. A unit may use a laser sight to spot for the attack. If so, the attack doesnt scatter. Orbital Strike: Scatters 1d10 minus TEK, 1.5" blast radius, DAM = TEK + 2 (to a maximum of +10) Requires an availability roll of 3+ and a laser sight Air strikes may be shot down. After determining the availability of the air strike, and after scattering the location of the strike, any model within half their weapons range (rounded down) of the air strikes center point that has not already fired this turn may make a single shot at the incoming air strike. Anti-air weapons may fire up to their full range at an air strike. First, roll a d10 for each model firing. You do NOT add their DEX for this roll, but Anti-Air weapons add +4 to the roll. Any roll of 10 or higher will score a hit upon the aircraft. For each hit, roll a d10 and add the weapons DAM. If the total is equal to 10, the aircraft is shot down, but after the strike was delivered: resolve the attack as normal, but no further air strikes may be made by that unit for the remainder of the game. If the total exceeds 10, the aircraft is shot down prior to the attack: negate the attack, and no further attacks may be made by the air unit for the remainder of the game.
39
Animal Units
40
5. COVER
AND
ELEVATION
Ian moved quickly to gain cover behind a large pile of rubble that blocked his advance. He was pretty sure that the enemy snipers probably hadnt seen him yet, but he wasnt one to take chances. He marveled at how the special ops guys could do it, at how they could spend weeks on end in enemy territory, seemingly on just a whim and prayer. He had only been on this side of the line for a day, and the tension was already overwhelming. He took a small amulet around his neck, in the shape of a star with a line slicing it diagonally - the symbol of his religion - and kissed it. He silently prayed for the strength and aim to make it through this battle alive. He looked back at his squad; they were all counting on his talents. Quickly, silently, skillfully, he made his way into a notch in the rubble ahead of him. He hastily unrolled his rubber pad and set it on the collapsed duracrete below him. The bipod on his long rifle found a home on the broken boulder ahead of him. It didnt take long for him to lock on to a target, a low ranking enemy grunt. It wouldnt be a devastating blow to the enemy, but seeing someones head randomly disappear was never good for morale. Ian adjusted his scope for the distance to his target. He muttered words of prayer under his breath as he maneuvered the small V in the center of his scope onto the temple of his targets head. The prayer was finished, and he fired. Three hundred yards away, Private First Class Ryan Johnsons head seemed to disintegrate. Rifle four reporting kill, Ian reported into his headset, moving back out of sight. Quickly, he collected his gear and dove behind the largest pile of rubble he could find. He reported his status into his radio, and began to roll up his pad. Down the road, the entire squad was in a devastated stupor. They had just seen the head of a squad mate disappear in a splatter of tissue and blood. His body stood still for a moment and then collapsed, bringing the entire squad back to reality. They all dove to the ground nearly simultaneously. Across the way, Sergeant Corbett motioned for his sniper team to move forward...
Windows: If a wall over 1" high has windows in it (or just has large holes), the following rules apply: the wall blocks line of sight from any models shooting at the unit on the other side of the windows unless the shooting unit is within 12" of the window(s). Units with models within 12" of the window(s) may fire at the hidden unit, but the wall provides a 6+ cover save. If the shooting unit has models within 2" of the window, the wall provides no cover save. This applies to shooting in both directions. Soft Cover: Soft cover includes things like shrubberies, tank traps, and picket fences. Objects that only provide a small amount of cover due to lack of substance or having lots of large holes in them, this group only provides a 8+ cover save. Soft cover does, however, provide a cover save to any models touching the cover, not just those standing behind it. This is generally due to such objects having numerous branches, offshoots, or crags. Large and Huge models do not gain this save. Soft cover also counts as difficult terrain. Destroyed Vehicles: Destroyed vehicles that are left on the table become cover. They block line of sight to models on opposite sides of the wreck, and provide 8+ saves to any models touching the wreck but not behind it. These troops are considered to have found themselves a nice nook or crater to duck into. Large and Huge models do not gain the save from touching the vehicle, and do not have line of sight blocked to them by the destroyed vehicle. However, they do gain a 7+ save from shots coming on the opposite side of the vehicle, as if it were a 1-3 high wall.
The targets inside the tree cover gain a 6+ save. Any hits on this unit must be assigned to the models that are outside of cover first.
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Line of sight is normally blocked by intervening terrain if both the shooter and target are at the same level.
2 2
If a shooter is elevated, he can see all but the X closest to a terrain piece, where X is the height of the piece, rounded to the nearest inch.
A lower shooter can see targets up to 2 away from the edge of an elevated terrain piece.
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Introduction
The rules follow these basic philosophies and concepts: first, an army will generally be made up of the same species (referred to as a race). The rules are created with this in mind. While a race will have many different sizes, colors, strengths and weaknesses, there will be an overall average member of the race. This average is what is created with the basic profile and army characteristics. The basic profile defines what the baseline and most common member of the race is like, physically and mentally. The armys characteristics further describe these abilities, strengths, and weaknesses. Because there are always extraordinary members of any race, and because there are always differences amongst the same people, each unit will have any number of attributes purchased for them. These attributes are specific to each unit, and will represent special training of an elite unit, the particular behavior of a sub-species within a race, or will simply represent that the unit is made up of individuals that are stronger than the average member of their race. If an army is made up of mercenaries under hire by another race, is made up of magically summoned creatures, or has other reasons to have several different races in the army, the ability to represent these will be able to be purchased in the design process. The extra races will be more expensive, because the ability to field a totally different group of personalities gives an army the advantage of flexibility. Second, most armies will generally have a high percentage of basic troops. By definition, this is simply the most common type of soldier in the army. Whether an armys backbone is a large block of lightly armed infantry, or huge, battlesuit-wearing pilots, an army will have a high number of these basic units compared to the other kinds in the army. The steps to creating an army are as follows: 1. Build basic profile of army 2. Choose characteristics of army 3. Create units 3.1 Choose classification of unit 3.2 Buy unit attributes/upgrades 3.3 Buy unit armor 3.4 Buy unit weapons 4. Choose units for army to play with
Building A Profile
There are six basic statistics in the game: Strength (STR) - Physical strength and power Dexterity (DEX) - Gracefulness and skill with weapons Constitution (CON) - Stamina and ability to resist wounds Tech Level (TEK) - Ability to understand and use various technologies Presence (PRE) - Strength of will Morale (MOR) - How well an unit is trained, likeliness to run from frightening situations All other values in the game are based upon these six basic stats or upon modifications made later. Each of the six stats starts off at zero. When you increase a stat, each step will add to the eventual final per model cost of every model in the army (starting at zero). So, if you create a profile that has increases totaling a point cost of 15 points, every model using that profile will start at 15 points, before any other modifiers added to them later in the process.
Getting Started
The first thing youll want to do is decide what kind of army youd like to create. Maybe youve seen a really cool sci-fi war movie recently, and youd like to recreate the battles. You may have been playing a great computer strategy game, and you want to make an army out of the soldiers you were commanding. Some people already have a collection of miniatures from other games, and simply want to convert their army for use in therverse. Finally, you may have just seen a great miniature in the local shop, and want to base an army around it.
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It costs one point to increase a stat by one point, up to 4. Beyond 4, each step costs an amount equal to the value you are increasing the stat to. Example: to give a stat a value of 3 will increase the cost by 3 points. Taking it to 4 costs an additional point, totaling 4. To go to a value of 5 will increase the cost of the profile by five points, up to nine. Going to 6 costs an additional six, and so forth. Stat Cost 1 1 2 2 3 3 4 4 5 9 6 15 7 22 8 9 10 30 39 49
You may choose any number of Army Characteristics for your army. These will define the particular flavor of your army. They represent specific training ideas, peculiar physical attributes common to the armys race, or the attitude that the army carries with it in the battlefield. It might also represent genetic advantages or disadvantages, or strange psychoses that the army suffers from. The characteristics are also used to allow your army to create additional profiles, to field an army with multiple kinds of creatures in it. Choosing a characteristic may increase the cost-per-model of the basic profile, or it might reduce it. Characteristics will commonly modify the stats in the basic profile, as well as granting special abilities. Some characteristics will have requirements that must be met by the basic profile in order to be chosen. Others will have a requirement that you choose another characteristic first. The Roman Empire, while quite advanced, still holds to a number of traditions that have existed for millenia. One is that every Legionnaire carries a Gladius, the traditional Roman short sword. As such, well pick an army characteristic to match. Army Characteristics
Militant: All members of the army receive a basic close combat weapon for free, but may still choose a ranged weapon in addition to the close combat weapon. This free weapon counts as the second weapon that may be chosen by units capable of wielding two weapons. The weapon may be replaced by a more advanced melee weapon at normal cost. Units in this army may never fire at a charging unit in response to being charged.
No stat may be raised above 10 at any time. If you increase a stat in the basic profile to 10, and a later attribute change increases the stat further, any increases are lost. Likewise, no stat may be lowered below zero: if a characteristic or attribute would lower a stat below zero, you may not choose that trait. If an effect in-game would lower a stat below zero, simply count the stat as zero (i.e., a game effect lowers a stat to -2: count it as lowering it to zero). For reference, an average, military-trained human would have 3 or 4 in the three physical stats (STR, DEX, and CON). Modern-day technology is at around TEK of 4, and the average MOR and PRE are around 3 as well. For the Centauri Legion, well give them basic human stats. Theyve been well trained in the use of their rifle, so well boost their DEX to 4. While the Galactic Roman Empire boasts greatly advanced technology, the garrison units sometimes have supply problems. This is especially prevalent on some of the more distant worlds, and the Centauri garrison is no exception. As such, their TEK level is only 4. The Roman Legions are very well-trained, but theyre not particularly threatening in a visceral way. Their tactics are sound, and they will defeat you, but they do it in a very calculated way. Their Presence (PRE) is only a 2, but they are trained above and beyond the levels of other armies, and so their MOR is bumped to a 5. 37th Centauri Legion: Empire of Rome. STR 3 DEX 4 CON 3 TEK 4 PRE 2 MOR 5
If you choose an army characteristic that modifies the basic profile, be sure to note that by changing the profile (or putting the new value in parentheses next to the original value). This doesnt change the cost of the profile.
Basic profile cost: 25 points per model Once you decide the basic profile for your army, total up the total cost of all the stats. This will form the basic costper-model for every model in the army using that basic profile The total points cost for the Centauri Legions profile is 3+4+3+4+2+9 = 25. Each unit using this profile as a base will begin at 25 points per model.
The Seal of the 37th Centauri Legion. Youll often want to create similar logos and symbols for your own armies, as it can add a great deal of character and uniqueness.
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3: Create Units
STR 3
DEX 4
CON 3
TEK 4
PRE 2
MOR 5
MOV 6
In all cases, if a unit attribute reduces the size of a unit (such as the Size: Large attribute), a basic squad with that trait must have the maximum number of models possible. A Large basic squad, for instance, must have 5 models, regardless of TEK level. Elite Unit. Elite units may have 3-8 models. Each model starts with the same weapon or weapons. Each model may carry 1-2 single-handed weapons, or one two-handed weapon. If the unit has at least 4 models, one model may trade in their weapon(s) for special weapon(s). A second model may upgrade at a unit size of 6, and if the unit has a full 8 models a third model may upgrade in the same manner. The models dont have to choose the same upgrade.
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Step 2: Choose armor attributes. You may choose a single armor attribute for the unit if you wish. This will modify the armor somewhat, determine what kind of armor it is, or allow the unit to carry additional weapons. The Legionnaires dont need one, so well skip this step. Example armor attribute:
Energy Shielded: +25 points, requires 6+ TEK. Armor grants a 7+ save against melee and shooting attacks.
STR 3
DEX 4
CON 3
TEK 4
PRE 2
MOR 5
MOV 6
Shield, Large, +12 points per model. Unit gains 8+ save vs. shooting/ melee until shooting or striking.
STR 3
DEX 4
CON 3
TEK 4
PRE 2
MOR 5
MOV 5
Shield, Large, +12 points per model. Unit gains 8+ save vs. shooting/melee until shooting or striking.
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Ranged Weapons
Adding a ranged weapon to a model costs no points to start, though there is a minimum cost of 1 point (due to the required minimum range). Follow these steps to create the weapons profile. Step 1: Choose weapon class Choose which type of ranged weapon the weapon will be. There are three choices: Heavy, Assault, and Light. Heavy Weapon: The weapon may not be fired if the model has moved, and the model may not move after firing the weapon. Assault Weapon: The weapon may always be fired in the action phase, regardless of whether or not the carrying model has moved, and the carrying model may always move after firing it. Light Weapon: The weapon may always be fired in the action phase, regardless of whether or not the carrying model has moved, and the carrying model may always move after firing it. Light weapons have a maximum range of 12 and a maximum damage value of 4. Light weapons may be used in melee combat (see the rules for the assault phase). The cost to increase the DAM of a light weapon is doubled. The Legionnaires will be equipped with a standard squad rifle, meant to be fired as they advance across the battlefield. This weapon will be an Assault weapon. Well go ahead and give the weapon a name at this time, too: the Remus-pattern rifle, named for one of the legendary twin founders of Rome. Remus-Pattern Squad Rifle Assault Step 2: Choose range The cost of a weapons range depends on the weapons class. Any ranged weapon must purchase at least one increment (so a heavy weapon must have at least 3 of range, for instance). Each weapon class has a maximum range based upon the carrying models TEK. TEK zero weapons have a max range of 8 (12 if heavy). A light weapons range costs 1 point for each 2 of range. The maximum range is 12. Assault weapon range costs 1 point per 2 of range. An assault weapons maximum range is equal to 8 plus a distance equal to the units TEK multiplied by 4. Purchase range for heavy weapons in 3 increments (one point each), with a maximum range equal to 12 times the units TEK. The Legionnaires asault weapon has a range of 24. This gives it a base cost of 12 points (24 divided by 2 equals 12). Note this along with the weapons class. Remus-Pattern Squad Rifle - 12 points 24 Assault
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Step 5: Choose additional weapon traits. There are a number of options for weapons that you can purchase. We wont choose any attributes for the Legionnaires as their weapon is intended to be a basic, but reliable weapon for the average soldier. Example of a weapon attribute:
Twin-Linked: Cost equal to weapons DAM, multiplied by the number of shots the weapon fires. Weapon must be heavy, or mounted on a vehicle or bike. Weapon fires multiple shots at once, lined up to provide a wider range of possible hits. When firing, you may re-roll any missed shots. Upgrade may not be taken by flamethrowers, Laser Targeting Indicators, Barrage weapons, or communications scramblers. Weapon must be modeled with multiple barrels. A twin-linked weapon does not count towards the TEK-based limit on number of weapons as long as there are no other differences between this weapon and another in the list.
Melee Weapons
Melee weapons are much simpler. Instead of purchasing a damage mod and choosing from several options, simply choose one of the following weapon types to assign to the models capable of carrying the weapon. Some of the weapon types may be combined with others (a powered pole-arm, for example), and this will be noted. Unarmed, or unsuitable weapon: free. This category includes unarmed fighters or soldiers fighting with heavy guns in close combat. Cannot be used with another weapon to gain +1 attack. Basic close combat weapon: 1 point. This category includes normal swords, knives, clubs, large pointy sticks, etc. Weapon has DAM 1. Powered close combat weapon: 2 points. These weapons have internal power sources that cause them to vibrate, spin, or otherwise aid the wielder in cutting through the enemy. This includes light chainsaws, vibro-blades, and such. Wielder gains a DAM 2 in close combat. Two-handed close combat weapon: 5 points. These are large two-handed weapons, like greatswords or battleaxes. Weapon has DAM 3 in close combat. Models carrying a two-handed weapon may not normally carry any other weapon. Powered two-handed weapon: 10 points. Large chainsaws, chain-axes, and the like: massive, spinning blades, needing both hands to swing. Wielder gains DAM 5 in close combat. Models carrying a two-handed weapon may not normally carry any other weapon. Energy Blade: 15 points. These are one-handed weapons whose blades are covered in a shimmering energy field or are made of pure energy. The weapon has a DAM equal to the carrying models TEK. Magic Blade: 20 points. This is a one-handed weapon that channels the mental strength of the wielder into strikes from the weapon. The weapon has a DAM equal to the carrying models PRE. Energy Fist: 30 points, requires TEK equal to or greater than the STR of the model. These are giant constructs of metal and energy, worn over the arm, or fitted to the end of a staff. They strike with the weight of a 2-handed weapon, and have the energy field of an energy blade. They are, however, counted as single-handed weapons. The weapons DAM is equal to the carrying models TEK plus STR. The weapon is terribly heavy, so any model using one will strike in combat order as if their DEX was equal to zero (they will strike last in most cases).
After completing the units first ranged weapon, add it to their profile, along with the cost of the weapon (since every soldier will begin with this weapon).
Legionnaires - Basic Unit - 78 points per model Unit Size: 7 - 15 (special weapons at 10 and 15)
STR 3
DEX 4
CON 3
TEK 4
PRE 2
MOR 5
MOV 5
Armor: Legionnaire Armor (+5) Weapon: Remus-pattern squad rifle DAM 4, 24 Assault 2
Shield, Large, +12 points per model. Unit gains 8+ save vs. shooting/melee until shooting or striking.
Step 6: Repeat for any additional or special weapons in the unit. If the unit will want to have special weapons, design them at this time in the same manner as their normal weapon. The Roman Army issues each squad a heavy weapon to provide extra firepower when needed, so well throw that together right here. Well name this weapon after Remuss brother, Romulus. Romulus-Pattern Heavy Rifle - 50 points DAM 6, 30 Heavy 2 This weapon can be assigned to a squad member as an upgrade to their normal Squad Rifle if the unit has 10 models, and to another if the squad has a full 15. The heavy weapon is 18 points more expensive than the normal weapon, and since models trade in their existing weapons when gaining a special weapon, note the price of this weapon in the profile as +18 points. Special Weapon: Romulus-Pattern Heavy Rifle (+18 points) DAM 6, 30 Heavy 2
Check it out! Independently targeting particle beam phalanx. Whoa! Fry half a city with this puppy. We got tactical smart missiles, base plasma pulse rifles, RPGs, we got sonic electronic ball breakers! We got nukes, we got knives, sharp sticks... -From the movie Aliens, 1986 CE, A1
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Armor: Legionnaire Armor (+5) Weapon: Remus-pattern squad rifle DAM 4, 24 Assault 2 Special Weapon: Romuluspattern heavy rifle (+18 points) DAM 6, 30 Heavy 2
Shield, Large, +12 points per model. Unit gains 8+ save vs. shooting/melee until shooting or striking.
Egyptian Royal Guardsmen Sci-fi Egyptians, Eureka Miniatures Terrain provided by Armorcast
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1. Create Basic Profile Select the value of each of the six stats. Each starts at zero. The total cost determines the starting per-model cost of every model in the army. The move rate of all models starts at 6. Stat Cost
Strength: The pure physical power of a model. This determines how well they can swing a big, heavy weapon, and how much damage they do when they make contact.
1 1
2 2
3 3
4 4
5 9
6 15
7 22
10
30 39 49
Morale: How well a unit is trained. Tells how likely a model is to follow orders or to just run away from the slightest danger.
Dexterity: Physical agility and grace. DEX determines how well a model can shoot a ranged weapon, and how well they can dodge enemy blows in close combat.
Constitution: Physical stamina and robustness. A model with a high constitution is hard to kill, and can resist physical attacks well.
Tech Level: How Presence: technologically General advanced charisma and an army or intangibles model is. TEK brought by this determines how model. Can complicated denote great and powerful leadership of weapon ability, or can the model show that is capable of someone is comprehending. just totally frightening to behold.
2 3 3.1
2. Choose Army Characteristics Select any number of characteristics for the army. These affect every model and every unit, though may do so differently depending on the unit class. No attribute may be chosen if it would reduce a stat below zero. Any bonuses that would raise a stat above 10 instead raise the stat to 10. 3. Create Units Create any number of units. These will form an army list, from which you may select units for your games. Repeat steps 3.1-3.4 for each unit you create. 3.1. Choose Unit Class
Must have at least 1 basic unit May have as many as desired. Unit Size determined based on units TEK (see table). Unit allowed one special weapon at a unit size based on TEK. May have a second if unit is at full size. Units normal weapons may not have DAM higher than their TEK.
Basic:
May have 1 elite unit for every 2 basic units in army. May have between 3 and 8 models. Each model may carry one two-handed weapon or two one-handed weapons. Unit may have one special weapon at each unit size threshold: 4, 6, and 8. Unit gains +1 to one of the six stats, this is chosen during unit creation.
Elite:
May have 1 support unit for every 4 basic units in army. May have between 2 and 6 models. Each model may carry a single weapon. Each model may carry a different weapon. Unit gains +1 to one of the six stats, this is chosen during unit creation.
Support:
May have 1 personality, plus 1 for every 1000 points in army. A personality acts alone: is a single model unless it has attached models. May carry a single twohanded weapon or up to two one-handed weapons. Personality gains +1 to one basic six stats. Starts at level 1, may purchase additional levels. Each additional level gives 1 WP and +1 to any stat.
Personalities:
3.2
3.2. Purchase Unit Attributes Select any number of unit attributes for the unit. Each attribute adds to the units per-model cost. No unit may have more than one Size attribute. No unit may have more than one attribute that grants either Flying or Mounted, unless the attribute grants
Basic Unit Size Table (SW stands for Special Weapon and denotes the minimum number of models required to be in the unit to gain the first and second special weapons):
TEK 0-2 3-4 5-6 7-8 9-10 Unit Size 10-20 7-15 5-12 3-10 3-8 SW 1 15 10 7 5 4 SW 2 20 15 12 10 8
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3.3
3.4. Purchase Weapons for Unit All models in the unit begin with the same basic weapon (except in support squads, in which case you may purchase a different weapon for each model). After purchasing basic weapons for the squad, repeat the following steps for each special weapon option you wish to create for the unit. A: Ranged Weapons The cost of a ranged weapon begins at zero points. A1. Choose Weapon Class
Light Weapons:
May always move and fire. Maximum range of 12. Maximum DAM of 4. Always one-handed. May be used in close combat. Cost to increase DAM is doubled.
3.4
Assault Weapons:
May always move and fire. Maximum range of 8, plus the units TEK multiplied by 4.
Heavy Weapons:
Maximum DAM safe range equal Maximum DAM safe range equal to TEK + 2. to TEK.
A2. Choose Weapon Range Weapon Range Costs: Range begins at 0. Ranged weapons must have at least one increment purchased. Light weapons: 1 point per TEK 0 weapons have a maximum range of 8 (12 if heavy). A3. Choose Weapon Damage DAM of the weapon begins at 0. It costs 1 point for each point of DAM up to the units TEK. For each point above TEK, the cost is equal to the new value. Each point of DAM above TEK (TEK+2 for heavy weapons) causes a 10% chance of critical failure whenever firing the weapon. These costs are doubled for light weapons. Weapons start one-handed, any with DAM greater than 4 become two-handed. A4. Choose Number of Shots For more than one shot, multiply the total cost of the weapons DAM and Range by the number of shots desired. Light and assault weapons can fire up to two times, heavy weapons up to four. If any attributes modify either of these costs, recalculate the cost. A5. Select Weapon Attributes. Select any number of weapon attributes for the weapon. B: Melee Weapons Simply choose a melee weapon from the list and give it to the unit or model for the cost listed.
2, max range = 12. Assault weapons: 1 point per 2, max range = (TEK x 4) + 8 Heavy weapons: 1 point per 3, max range = TEK times 12.
Critical Failures: A weapon whose damage exceeds its TEK runs the risk of suffering a critical failure. Each point over increases the chances by 10%. A weapon 1 point over automatically fails on a to-hit roll of 1, one 2 points over suffers the failure on a roll of 1 or 2, and so on. When a weapon suffers critical failure, the shot automatically misses and deals a hit equal to its DAM to the shooting model.
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Leaders
A leader is a personality skilled in the direction and leading of armies and soldiers. A leader is an upgrade to the personality class. Creating a leader costs 20 points, in addition to the cost of the Personality. Leaders have the ability to aid other units' rolls, as detailed in the Personality rules. The rolls that may be boosted depend upon the abilities chosen here. Leaders may not help vehicles unless granted that ability. You may purchase any of the following abilities for a leader. Morale Booster: +5 points The leader is skilled in leading men and boosting their confidence in the face of peril. When a unit is about to perform a morale test (any roll using MOR as its modifier) the leader may use a command action to boost the roll by an amount equal to his PRE. This ability may be used if the leader is in melee combat but may only target a unit in the same combat. Ballistics Officer: +15 points This leader is familiar with many forms of weapons and can direct his troops in the best techniques and targeting. When a unit is about to perform a shooting attack at an enemy, the leader may expend a command action to grant the unit a number of re-rolls equal to his PRE. The rerolls may only be used on this one attack. If the unit takes fewer shots than re-rolls granted, extras are lost. The unit is not required to use all re-rolls. Munitions Expert: +15 points Knowing the precise location to target enemies to get the best effects from weapons is the domain of this leader. Whenever a unit is about to make a to-wound roll after a ranged attack, this leader may use a command action to grant the unit a bonus on each to-wound die rolled equal to his PRE. Combat Leader: +10 points Inspiring his troops to deal fiercer blows to their enemies, this leader wades into combat showing his men how its done. When in the same melee as a friendly unit, this leader may use a command action to grant the target unit a number of re-rolls on melee to-hit rolls equal to his PRE. These re-rolls may only be used on the current turn. Strong Fighter: +15 points The blows dealt by this leader in combat build the confidence in his troops, causing them to swing harder and deal more damage. When in the same melee as a friendly unit, this leader may expend a command action to boost the units melee to-wound rolls by an amount equal to his PRE for the remainder of this turn. Vehicle Commander: +10 points The leader may use Ballistics Officer and Munitions Expert abilities, if purchased, to aid the shooting of a vehicle. He may aid a vehicle if it is within range or if he is currently riding in the vehicle.
Creating a Personality
Creating a personality costs 10 points, added to the armys basic profile, as if you were creating a new unit. A personality is considered a unit, except that it has a unit size of 1. You may purchase most unit attributes for personalities, as well as a whole list of personality-only attributes. A personality may purchase weapons and armor as if they were a unit as well. Purchase attributes, armor, and weapons after deciding if the personality will have any levels. A personality may add +1 to any basic stat upon creation.
Levels
While every rank-and-file member of your army is considered to be "first level" (one wound, no stat bonuses, etc.), some personalities might be more experienced than the basic soldier. The cost to add a level is to multiply the level that you are moving to by 10. This cost is paid for every level, not just the final. So, to create a level 3 personality, pay 10 points to create the personality. Then pay 20 points for level 2, and 30 points for level 3. For each additional level, the personality gains another wound. In addition, for every level purchased you may add 1 point to any single basic stat (STR, DEX, CON, TEK, MOR, PRE). There are the limits on how high of a level personalities may be. If the army will be under 1000 points, no personality may be higher than level 1. If the army is 10001999 points in size, then the highest level a personality may be is level 2. 2000-2999 points raises the limit to level 3, and so-on going up in value. The number of personalities that may be given levels beyond the first is limited by the size of the army. None can be boosted when under a thousand points, one can be given levels when the army total is from 1000-1999, 2 when playing from 2000-2999, and so forth. The number of levels you can give these personalities is of course limited by how high you can make them (previous paragraph).
Points In Army 1-999 1000-1999 2000-2999 3000-3999 Each 1000 points Max personalities with 2+ levels 0 1 2 3 +1 Maximum personality level 1 2 3 4 +1
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A command squad counts its leader as the squad leader for coherency purposes.
Flag Unit: +5 points, Morale Booster Squad uses large flags (banners, semaphore, or similar) to send communications across the battlefield. Unlimited range, requires line of sight, maximum bonus to the roll of +2. May only aid morale tests. Requires 4 flag bearers, may have up to 6 bodyguards. Drum and/or Bugle Corps: +5 points, Morale Booster Squad uses musical/rhythmical methods (drums, bugles, bagpipes, etc.) to pass messages on the battlefield 48 range, line of sight not required, bonus to the roll reduced to +2. May only aid morale tests. Requires 4 instrument bearers, may have 6 bodyguards. Messenger corps: +5 points, Morale Booster or Ballistics Officer Squad uses pages, messengers, young soldiers, etc. to carry messages to units 36 range, no line of sight required, bonus to the roll reduced to +3 Requires 3 messengers, may have 6 bodyguards Special: Commander is not limited to a number of leadership rolls based on his level. Instead, commander is limited by number of messengers. Each time a command action is used remove one messenger from the table. If the roll is passed, the messenger will return at the start of the next turn. Place a returning messenger within 2 of the leader. If the roll fails, the messenger automatically becomes a casualty. The enemy will also attempt to kill the messenger in transit. When performing the leadership roll, the enemy may roll a d10. If the enemy players die roll is greater than your roll, the messenger is killed but still delivered the orders: the bonus is still granted. If the enemy roll is greater than your roll plus the leaders PRE, then the enemy killed the messenger BEFORE the orders were delivered, and the bonus will not be granted. Messengers may not be used on the turn they return.
All command squads use the basic profile of your army, but may add +1 to any basic stat for free. Each model must still be paid for individually - the cost listed is the amount paid to add the squad to a leader. The squad size listed is the number of models that must be modeled as carrying the appropriate gear. If any of these special models are in melee combat or are dead, each such model adds a +1 to the TN for the roll the leader must pass to give a bonus. Communications models (the ones carrying the gear) may have a one-handed weapon; bodyguards may carry weapons as if they were an elite choice. The communications gear for each model is included in the cost of the unit. All models in the command squad must wear the same armor (purchased as if they were an elite unit). If all communications models in the unit are dead, then the command squad no longer provides any bonuses to the leader, who reverts to the standard command rules. Command squads must be the same size as their leader, whether through unit or armor attributes. A leader with a command squad may not have shooting hits allocated to him unless all members of the squad have been removed as casualties. In melee combat, consider the leader and command squad as different units for purposes of assigning attacks.
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Early radio: +10 points, Morale Booster, Ballistics Officer, Munitions Expert, Vehicle Commander Unlimited range, no line of sight required. Requires 3 radio operators, may have 4 bodyguards. Requires TEK 3+ Additional: One member of any number of squads in the army may have an early radio for +5 points. Only squads with the radio may gain bonuses from this method. If the leadership roll fails, the targeted squad loses -2 on any rolls they make for the remainder of the turn due to the garbled communications confusing them. Advanced radio: +25 points, Morale Booster, Ballistics Officer, Munitions Expert, Vehicle Commander Unlimited range, no line of sight required. Requires 3 radio operators, may have 4 bodyguards. Requires TEK 4+ Additional: One member of any number of squads in the army may have an advanced radio for +10 points. Only squads with the radio may gain bonuses from this method. The leader also gains +2 on any rolls to call down artillery strikes, as well as +2 on any attempts to summon reserves when the squad in question has an advanced radio. Satellite Transmission System: +35 points. Morale Booster, Ballistics Officer, Munitions Expert, Vehicle Commander Unlimited range, no LOS required Requires 4 operators, may have 4 bodyguards. Requires TEK 5+ Adds +2 to the leaders normal bonus granted Additional: One member of any number of squads may carry a STS receiver for +15 points. Only squads with the receiver may gain bonuses from this method. The commander also gains +4 on any rolls to call down artillery strikes, as well as +4 on any attempts to summon reserves when the unit in question has an STS receiver.
And Crispin Crispian shall neer go by, From this day to the ending of the world, But we in it shall be rememberd; We few, we happy few, we band of brothers; For he to-day that sheds his blood with me Shall be my brother; be he neer so vile, This day shall gentle his condition: And gentlemen in England now a-bed Shall think themselves accursed they were not here, And hold their manhoods cheap whiles any speaks That fought with us upon Saint Crispins day.
-King Henry V prior to the Battle of Agincourt From Henry V, William Shakespeare. Universes A-1, A-2, A-7, A-33
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Animal packs are purchased when creating a personality. Only non-leader personalities may be given animals: leaders must focus their attentions on giving commands to their troops. First, purchase the Beastmaster attribute (+5 points) for a personality. This attribute may not be given to Leaders. Second, create the profile for the animals. Use the same points costs for each of the attributes as given in the army creation rules. The following restrictions apply: TEK must remain zero (animals can not be given armor or weapons). MOR must remain zero beastmaster's morale). (animals use their
Animals get no additional attacks in close combat for extra weapons (as they do not carry any), but they do gain the extra attack when charging into combat. Their attack range is 1", as normal, and they gain the extra 1" if their DEX is 5 or higher and/or for being large. Animals automatically count as having a MOV equal to their personality's. If the personality is mounted, each animal costs an additional +3 points. If the personality is flying (or both flying and mounted), the animals count as flying, and instead cost +5 points per model. Animals attached to a flying individual must be modeled as flyers. If the personality has any special movement abilities (such as the Graceful attribute), the animal unit moves along with the personality. Finally, select the number of models for the "unit" that will be attached to the personality. You may purchase between 2 and 10 models. Traits allowed to be purchased by animal units: Bionic Countercharge Diseased Envelopment Ferocious Frightening Improved Initiative Mutated (may not choose the Extra Legs mutation) Bestial (only applies if the personality is dead) Size: Large Size: Small
Any army characteristics selected for the army do not apply to the animal pack, and you may not choose any army characteristics for them. You may select unit attributes for the animals, but only those specified here. After building the basic profile of the creatures (and the associated per-model cost), choose the number of "base" attacks that the animals will have. This should be based mostly upon the models that you'll be using for them. 1 base attack = free (just teeth, or just claws) 2 base attacks = +5 points per model (teeth and claws) 3 base attacks = +10 points per model (teeth, claws, and some other attacking appendage)
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Cruise Missile: +15 points for each point of TEK. Instead of an aircraft carrying bombs, the air strike is made up of missiles being fired from long range. Cruise Missiles may be shot down, but they may always fire again on subsequent turns: they can't be permanently shot down (since there are always more missiles waiting back at the firing point). Cruise Missiles require the use of a laser spotter, and as such do not scatter. Fighter Wing: +10 points for each point of TEK per "model", may not be purchased for Cruise Missiles, requires 5+ TEK. The air strike has an escorting wing of up to five dedicated airto-air fighters. Instead of performing a normal air strike, these fighters may perform one of the following actions each turn (declare which action the group will perform when activating this air unit). When performing one of these actions, unless otherwise specified, the actual air strike will not occur that turn. 1: Combat Air Patrol. The fighters provide air cover over the battlefield, preventing enemy bombers and missiles from attacking their comrades. If an air strike is attempted while the fighters are on patrol, and the air strike has no fighter escort, they may always attempt to shoot down the strike. Their shots automatically hit, and the unit's TEK is their DAM for attempting to shoot it down. This option is not available if there are any enemy fighters already on Combat Air Patrol: a Fighter Interdiction must be made instead. Combat Air Patrol lasts until the end of the turn. 2: Fighter Interdiction. The fighters attempt to clear the skies of enemy fighters to prepare for a bombing run. Each side makes an attack roll: each player rolls a d10 and adds their TEK and the number of fighters present on their side. If the defending fighters have more than one unit of fighters "in the air", all of them may be counted. If the defending fighters have different TEK levels (if, for instance, two friendly players both have fighters up), use the highest TEK present. The side with the highest total (d10 + TEK + Fighters) wins the air battle. The losing side loses X fighters, where X is the difference between the two sides' totals, and their fighters retreat from the skies (if any are left). If the sides are tied, neither side loses any fighters and the attackers leave the battlefield (they retreated when they couldn't achieve a strong attack position). If the defender is left with no fighters present (due to retreating or being totally destroyed), the attacking player may immediately perform an air strike as normal.
Artillery Types
Ballistic: 25 points per point of TEK Requires 3+ TEK 2d10" Scatter, 2.5" blast radius, Damage Value = TEK minus 2 (to a minimum of zero) Requires an availability roll of 6+, requires spotter. The scatter distance is reduced by 1 for every point the units TEK exceeds 3 and for every spotter beyond the first. Air Strike: 40 points per point of TEK Requires 4+ TEK 1d10" scatter, 2" blast radius, DAM = TEK Requires an availability roll of 5+ , can be shot down A unit may use a laser sight to spot for the attack. If so, it does not scatter. Orbital Strike: 60 points per point of TEK Requires 5+ TEK No scatter, 1.5" blast radius, DAM = TEK + 2 (to a maximum of 10), DAM doubled vs. vehicles (may exceed 10 in this case). Requires an availability roll of 3+ and a laser sight
I need a strike at grid reference 48-52-B2! What? No, I do not want smoke! I want hellfire, brimstone and apocalypse! And I want it now!
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Point Defense System (Upgrade): +25 points, requires TEK 6+. This system allows them to act defensively when being attacked by an enemy space unit. When being attacked by an enemy orbital strike unit, they may choose to add 5 to the attack roll determining who gets off a shot. If they succeed and win the roll with this bonus, they do not roll to damage the enemy ship. They must choose whether or not to use the defensive systems prior to any attack rolls being made.
Her Majestys Navy hovered silently amidst the twinkling points of light high above the nameless planet below. Dozens of elliptical warships idled in the vacuum, their payload of fire and death fixated on the pleasant orb before them. Their loose formation was designed to provide support for the invasion down below, and that invasion was moving along perfectly. Aboard the flagship, HMS Victory, Admiral Reginald Nelson surveyed the green and blue orb as it rotated slowly beneath the guns of his vessel. Incoming transmission, sir! a dutiful junior officer piped up from the communications console. Colonel Wallace is requesting orbital fire support. Coordinates are zero-three-five mark two by eight-five-six mark three. Nelson nodded appreciatively to the young lad. Thank you, Lieutenant, he said curtly. Helm, make speed one-half forward, angle us down two degrees. The massive battleship surged forward as its quartet of thrusters engaged. HMS Victory entered a lower orbit, numerous gun ports sliding open along its flank. Admiral Nelson allowed himself a predatory smile. These savages would soon know the full fury that assaulted them. Fire control, lock on coordinates and fire on my mark. The admiral counted off several heartbeats. Mark. On the planets surface, hellfire rained down in a hail of lasers, and the capital city was no more.
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7. ARMY
AND
UNIT ATTRIBUTES
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Unit Attributes
When creating units, you may select any number of unit attributes to assign to the unit. These will all come with a point cost that increases the per-model cost of the unit. When an attribute mentions requires X, it will mean requires X or higher, unless noted. Only attributes with a point cost given for personalities may be taken by personalities. The personalitys cost replaces the cost given for units, and if one is listed, this overrides any class-based restrictions on the attribute. Attributes with a * next to the names have special modeling requirements. These attributes must be clearly modeled: a model with bionic must have part of its body made from metal, for example. No unit may purchase more than one size trait (an attribute with Size in its title. No unit may purchase both a Flying and a Mounted trait, unless a single attribute provides both (such as a flying bike). Animated: +3 points per model. The unit is made up of various undead or reanimated creatures, such as skeletons, zombies, mummies, and the like. Unit ignores pinning tests, automatically passing. If it fails a fallback test in close combat due to losing, the unit suffers from instability instead of falling back. After failing the test, the unit suffers one wound for every point the test was failed by. If there is a personality with the Entropy spell ability within 6 of a model in the unit, divide the number of wounds by half (rounding up). Unless mounted, the unit always counts as moving in difficult terrain whether it actually is or not (this halves the units movement, rounded down). Animated units have their TEK reduced by three, and gain +3 CON (their brains are usually rotten, but being already dead, theyre hard to kill... again). Even though the unit ignores fallback tests, they must still take instability tests. Personalities may purchase this trait only if they are an Entropy mage. They ignore instability, become Fearless, and do not suffer -3 TEK. Personalities: +10 points. Animated may be taken even if it would drop the units TEK below zero.
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*Razor Claws: The fingers and hands of *Extra arm(s): the members of this unit The unit has grown extra arms, have turned into giant claws, which they use to carry extra capable of tearing into even weapons (or, perhaps, they've the hardest armor and flesh. grown extra tentacles, covered Whenever a model with in spikes that can be used these claws rolls a 10 to-hit as weapons). The unit gains in melee combat, they will an additional attack in close automatically cause a wound, combat. with no need to roll. May not Resilient Skeleton: be taken with Spiny Arms. The unit is made up of Unit may not be given any personalities whose skeletons weapons, but counts as having have grown thick and very two melee weapons. tough, often protruding *Spiny Arms: through their skin or leaving The arms and hands of this visible ridges underneath. The unit have sprouted bony unit gains +2 CON, but suffers spikes, spines, and claws. -1 DEX. The unit may not carry any *Extra Eyes: weapons, but they may re-roll The members of the squad any failed "to-wound" rolls in have additional eyes, which melee combat. impart improved depth Chameleonic Skin: perception and field of view. The skin of these soldiers This improves their shooting, changes and shifts with the and their ability to dodge terrain around them. This blows. +2 DEX.
Mutations
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Reserve: Teleportation:
+15 points per model, requires TEK 6+. When they become available, this unit is teleported onto the battlefield, either from an overhead starship or from pads behind the lines or elsewhere. They appear on the battlefield in a flash of light. Place a model from the unit (the unit leader if available) anywhere on the battlefield (except in base-to-base with an enemy model). Place the remainder of the unit in coherency with this model. No models may be placed in difficult or impassable terrain. The unit counts as having moved (but may shoot). The unit may not make an assault or tactical move this turn.
Scouts: +5 points per model. Coherency range is increased by +2. The unit's minimum and maximum size is reduced by half. Squad may take a single special weapon, regardless of size. Unit only loses 1/4 of its movement in difficult terrain. Units shooting at this unit have their to-hit TN increased by 2 due to the scattered nature of the unit (the TN will usually be increased to 12). This attribute may not be taken by Basic units, nor by mounted or flying units.
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Suppressive Fire: +5 points per model. The unit is skilled in laying down withering hails of fire with the intent of making the enemy keep their heads down. When firing with ranged weapons, declare that the unit is performing suppressive fire. The unit will cause no shooting wounds, but the target unit must take a pinning test with a TN equal to the number of hits caused. Tactical Flexibility: +7 points per model, requires MOR 5+. This unit may be activated during the tactical movement phase if all models are more than 18 away from an enemy model, rather than the normal 24. Tough: +5 points per model. Unit may use their STR to determine whether or not their armor value costs them movement. For instance, such a unit with 5 STR only loses movement for each point of AV above 5. TEK is still used to determine the cost of the armor. Veteran: +4 points per model. Unit is very experienced on the battlefield, and may re-roll any MOR test (failed or otherwise). Personalities: +2 points. Walking Shield: +3 points per model. The model provides some sort of protection for units marching behind them. Either they kick up so much dust that it makes it difficult to see past them, or they carry decoy targets, or theyre occasionally picked up and used as shields by a larger species. The unit provides some manner of protection to larger units behind them. If they are between an enemy unit and their target unit, if the target unit is friendly and one size greater (small, then normal, then large, then huge), models in the target unit that are within 6 of the shielding unit gain a 8+ save versus those shooting attacks. For every save that is successful, remove one model in the shielding unit as a casualty. These casualties dont cause pinning tests. Weaponmasters: +10 points per model. Basic and Elite units only. The unit may take one more special weapon than would otherwise be allowed by their unit size.
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Personality-only Attributes
The following unit attributes may only be purchased by personalities. Leaders may purchase them unless otherwise specified. Assassin: +15 points, non-leader personalities only. This personality hides and blends in with a unit, waiting until the optimum moment to reveal their true strength. When the personality is chosen to be deployed, do not deploy it as normal. Instead, announce that you are hiding it inside one squad thats already been deployed. Write down the name of the unit on a piece of paper, and do not reveal which squad to your opponent. The model is placed off table as if it were in reserves. The personality must be placed in a unit of the same size, and the unit must have a MOV equal to or lower than the personality. Mounted or Flying personalities may not join a unit unless the unit also has the appropriate trait. When the personality is activated, it may either Pass or be revealed. When revealed, place the personality within 2 of a model in the unit it was hiding in, but not in base contact with an enemy. From that point forward, the personality operates normally and may not hide again. The personality may immediately move and shoot or charge. If at any time an enemy model approaches to within 6 of a model in the unit, the personality must be revealed and placed immediately after the enemy move is completed. This does not cause the personality to be activated, and the personality may still not be placed in base-to-base contact. The personality may be activated even if the unit is pinned or falling back. If the unit is wiped out via shooting, the personality is placed where the last model was removed from.
Beastmaster: +5 points. Non-leader personalities only. The personality may be assigned a unit of animals to lead into the battle. See the animal unit rules in the Army Design Rules section. Duelist: +15 points, requires 4+ PRE. The personality is highly skilled at fighting with melee weapons, and can make precise attacks directed right where he wants them. The personality may declare which specific models his attacks are being directed at in melee combat, rather than against a unit as a whole. The attacks must be declared prior to rolling to-hit. This ability may not be used with light ranged weapons.
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Powered Armor: +2 points per model, requires TEK 5+. Trait reduces the movement penalty for armor modifiers higher than TEK by 1". May be purchased in addition to Masterwork Armor. Reinforced Exoskeleton Assault Armor: +50 points per model, requires 4+ TEK. Support Units only. Unit gains the Size: Huge trait for free, ignoring CON requirements. Unit may move and fire heavy weapons, may carry two weapons (2 ranged, 2 melee, or 1 of each), any of which may be two-handed. Unit loses 2" of movement, but ignores movement penalties for having an armor value higher than TEK. Grants +2 STR (in addition to the +3 granted for being huge) and +2 CON to the wearer. Unit gains an additional close-combat attack regardless of what weapons it mounts, but doesnt gain any additional attacks based on weapons (it still gains extra attacks for charging) unless it is mounted with two melee weapons. Armor may not be worn by mounted or flying models. The unit may fire all ranged weapons at the same time, but must fire all at the same target. This armor trait costs an additional +10 points for personalities. Spirit Armor: +30 points per model. Requires 5+ PRE. The unit uses PRE as its determining factor for cost and movement penalties rather than TEK. Armor provides a 9+ save. Stealth Armor: +15 points per model. Requires 7+ TEK. The armor has a small holographic emitter (or similar cloaking technology) mounted upon it. Any enemy unit shooting at the stealth unit loses any re-rolls granted to them, and must re-roll any hits scored upon the unit. Support Battle Armor: +20 points per model, requires 6+ TEK. Support Units only. Unit may carry two ranged weapons each (but no melee weapons), both of which may be 2-handed. Unit may move and fire with heavy ranged weapons, and may fire both weapons at the same time. These weapons must fire at the same target. Unit loses 3" of movement, but ignores movement penalties for having an armor value higher than TEK. May not be worn by mounted or flying models. This armor is bulky: the unit must be mounted on bases as if the unit had the Size: Large trait unless it is Huge. This armor trait costs an additional +10 points for personalities. Tactical Battle Armor: +15 points per model, requires 6+ TEK. Elite units only. Unit may move and fire with heavy ranged weapons. Unit loses 2" of movement, but ignores movement penalties for having an armor value higher than TEK. May carry one ranged and one melee weapon; one of these weapons may be two-handed, due to the enhanced strength granted by the armor. Adds +2 STR to wearer. May not be worn by mounted or flying models. This armor is bulky: the unit must be mounted on bases as if the unit had the Size: Large trait unless it is Huge. This armor trait costs an additional +10 points for personalities.
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Team served weapons follow slightly adjusted coherency rules: each weapon in the unit must remain within 2 of the other, and all models in the unit must remain within 2 of one of the weapons. To fire a team served weapon, there must be at least one crew member alive for each weapon that is firing. The firing team member must be within 2 of the weapon firing, and can not have moved this turn and cant move after firing it. A model that is modeled as holding the weapon always counts as being within 2 and as the firing model. Team served weapons should be modeled with weapons separate from the unit, but if this not possible, be prepared to use counters to mark casualties on the base. If any models in the unit are modelled as holding the weapons, hits being assigned to the unit from shooting or melee will be assigned to these models last. No shooting or melee hits are assigned to the weapons themselves: they are only removed from the table when all of the crew is gone. Thrown Weapon: +5 points. Do not purchase a range. This weapons DAM may not be higher than the using models STR, rather than the usual limitation on light weapons. It costs 1 point for each point of DAM the weapon has. The weapon has a range of 6 if the model is normal size, 9 if large, and 12 if huge. Weapon must be light and is limited to one shot. A unit that uses a thrown weapon during the action phase may immediately charge after using the weapon (ignoring the usual restrictions on shooting and charging). They must charge the unit that they threw their weapon at, and they do not gain any additional attacks for charging.
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Twin-Linked: Cost equal to weapons DAM, multiplied by the number of shots the weapon fires. Weapon must be heavy, or mounted on a vehicle or bike. Weapon fires multiple shots at once, lined up to provide a wider range of possible hits. When firing, you may re-roll any missed shots. Upgrade may not be taken by flamethrowers, Laser Targeting Indicators, Barrage weapons, or communications scramblers. Weapon must be modeled with multiple barrels. A twin-linked weapon does not count towards the TEK-based limit on number of weapons as long as there are no other differences between this weapon and another in the list. Underpowered setting: +10 points, requires TEK 4+. Weapon may be fired with half DAM (rounded down). If doing so, weapon may fire one additional time (an Assault 2 weapon becomes Assault 3). This allows a weapon to fire more than its usual shot limit. Unstable pistol ammunition: +20 points, requires TEK 5+, light weapons only. This attribute allows a light weapon to be given a DAM higher than 4 and remain a one-handed light weapon. The weapon has its critical failure rate doubled, and its critical threat risk is based on 4 as the normal maximum instead of TEK. So, a pistol with this trait and a DAM of 6 has a 40% chance of critical failure (will fail on a roll of 1, 2, 3, or 4). This critical threat risk is present even in melee combat. May not be combined with Low-powered setting, may not be twin-linked, may not be mounted on a vehicle. Weapon stabilizers: +15 points, heavy weapons only. Requires TEK 5+. Weapon may be fired as an assault weapon. If doing so, range is halved (rounding down) and the weapon is limited to one shot for that shot. May not be purchased by blast or crew-served weapons.
Vehicle Upgrades
These may be purchased for any vehicles you are creating. Each upgrade may only be purchased once unless otherwise stated. Any armor reductions and/or bonuses may allow the AV of the vehicle to move outside the standards given for the type of vehicle. Ablative Armor: +15 points. Whenever the vehicle is hit, roll a d10. If the result is 9 or higher, reduce the DAM of the shot or attack by 2. Active Stealth System: +25 points, requires TEK 7. Any unit shooting at the vehicle loses any re-rolls, and must re-roll any successful to-hit rolls. Advanced Targeting Systems: +25 points. The vehicle may use its TEK rather than its DEX as its to-hit bonus when firing its weapons. May not be purchased by vehicles with no heavy weapons. Battering Ram: +5 points. Vehicle counts as having an AV two points higher when performing a Ram attack. Blades: +10 points. Vehicle is fitted with spikes, blades, scythes, and other dangerous attachments. This particularly vicious form of anti-infantry protection discourages assaults upon the vehicle. Whenever a unit makes an assault attack against this vehicle, any to-hit rolls that are lower than the distance the vehicle moved this turn cause the attacking model to suffer a hit with DAM equal to the difference. If the vehicle performs a vehicle assault, it causes double the number of hits it normally would. Command Vehicle: +10 points, transports only. Vehicle may have no heavy weapons, may only carry a leader with a command squad. Leader gains +2 to his command rolls, and +2 to rolls when attempting to call down artillery attacks while inside the vehicle. Devotional Broadcaster: +10 points, requires a personality in the army with the Order magic user ability. Any friendly units with models within 6 of the vehicle gain +2 MOR. Emergency Autopilot: +5 points, requires TEK 5. If the vehicle suffers a Driver Shaken result on the table, count it as a Gunners Shaken result instead. Extra Horses: +5 points per horse, chariots only. Chariots begin as a two horse chariot. They may purchase up to two additional horses, each one adds +1 to the Chariots MOV. Note that horse is used generally here: this may be purchased regardless of whether your chariot is being pulled by horses, camels, large lizards, or some other beast.
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Screeching Horror: +10 points, requires a personality in the army with the Chaos magic user ability. Any enemy units with models within 12 of the vehicle suffer -2 MOR. Target Tracker: +15 points. The vehicle may fire each heavy weapon at a different target. Top Hatch: +5 points, transports only. May not be purchased in addition to Open-topped. One member of a transported squad may fire its weapon from inside the vehicle. The model may fire a heavy weapon if the vehicle has not moved this turn (and the vehicle may not move after firing a heavy weapon in this manner). Vehicle suffers -1 AV for the remainder of the action phase after using this ability.
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8. MAGIC
I watched her, standing on the hill, fiery hair caught in the cool autumn breeze. I was charged with the task of observing her in the hopes I might learn her art. You could call me an apprentice, I suppose. The metal invaders were winding their way through the valley, pillaging the landscape and stealing our resources. She was angry. I remember the moment well. She lifted the hem of her cobalt-colored robes and led me to the highest point in the region, where we could see the smoke from the invaders rising. Watch closely, she instructed me. She closed her eyes and turned her face to the wind to gauge its speed and direction. Then, she pulled a black powder from her pouch. I dont recall its name. She tossed it towards the sky and began chanting: her voice strong, firm, and full of that arcane power I hoped to one day know. Although she spoke in an ancient tongue, I understood her words clearly. I call upon the winds and fire To do this that must be done. Rain lightning upon our foe That he might be defeated. It was a simple incantation, but effective when performed properly. As she chanted, I watched her hands, weaving a tapestry of bright blue energy before us. Her motions started as slow concentric circles and graduated into elaborate figure eights and spirals which seemed to mimic the planets and stars in the very heavens above. It was a celestial dance I was blessed with watching, but I was struck by the terrible beauty it displayed. The air around me seemed electrified and I felt my own hair standing on end. She thrust her hands into the sky and screamed an unintelligible word. The ball of energy rose from her fingertips and disappeared into the sky. And then, the torrent of lightning began.
8. Magic
Magic or Psionics? The word magic is used in therverse strictly as a rules term. The abilities in this section are not necessarily magical in nature. It is up to you, the creator of an army, to decide how a personality is causing the spell effects to happen. They might very well have magical abilities of some nature. They might have learned the talent of psionics, or mind-magic. Maybe the personality has been gifted with a powerful device that creates the effects listed, or perhaps the personality has the favor of one of his gods who answers his prayers with powerful effects. The personality may have suffered a strange genetic mutation that granted her odd gifts... or some other idea that youve come up with. No matter the source of the magical powers, the given effects are always the same.
Purchasing a magic ability gives the purchasing unit or personality a magic ability as listed in the entry for that magic type. Abilities are always "on", or are triggered by specific events and do not require a roll to be used. They simply provide their effect when specified in the ability. Personalities gain a number of spells in addition to the magic ability. The number of spells that they get is determined by their level. They always get spell 1 (their "first level" spell). They get spell 2 if level 2, and spell 3 at level 3. They do not lose the spells from previous levels: they gain all three spells if they are level 3 or higher. A personality's spells require a simple test to be made before use. The target number is 10, the roll is d10 + the caster's PRE. If the roll fails, the spell may not be cast and the caster may not attempt to cast another spell that turn. Certain spells are actually granted abilities (such as Necromancer or Summoner) and usually do not require a test. Some spells may require an additional roll to be made (usually to overcome a target unit's resistance to the spell). A personality's magic ability may be used on their activation during the action phase instead of firing a weapon (unless otherwise stated). They may move before or after casting a spell. They may cast a single spell per turn, unless they are level 4 or higher, in which case they may cast two. If the caster is able to cast a second spell, they may not cast the same one twice in the same turn. A magic-using personality may not use a spell if they are engaged in close combat. They may, however, target their spells upon a unit or model that is in close combat. If the spell requires a target, the target model must be in line of sight in addition to the spell's range (if any).
Spells that cause wounds or deal damage ignore saves unless otherwise specified.
The Circles
There are 8 different "circles" of magic. 6 of these are diametrically opposed to one of the other circles. You may not have units or personalities with opposed magic abilities in the same army. If you have a personality with an Order magic ability, you may not take a unit gifted with Chaos magic. The oppositions are as follows: Entropy is opposite Growth. Elementalism is opposite Technologist. Chaos is opposite Order. Time and Space are not opposites, but work hand-in-hand. As such, you may have casters from both schools in your army.
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Magic Abilities
Entropy Units : +5 points per model. Personalities: +15 points. Ability: Wasting Curse Any enemy units in the same close combat as this unit have their CON reduced by 2 (to a minimum of 1). Spell 1: Necromancy. Gains Necromancer trait (Controller: can control Animated units) Spell 2: Wilting Disease Lower the CON of every model in an enemy unit with a model in range by 2 times the caster's level, to a minimum of 1. This ability has a range of 12" times the caster's level. Spell 3: Life Drain Target an enemy unit within 12". Roll a d10 and add the caster's PRE. The controller of the target unit rolls a d10 and adds the unit's CON. If your total is greater than the Necromancer figure, enemy's roll, the unit suffers a number of wounds equal Reaper Miniatures to the difference. If the caster has had any wounds dealt to him previously, he gains back wound points equal to the number of wounds dealt. The caster may not gain wounds that would give him more than he started the game with. This attack ignores saves of any kind. Growth Units: +15 points per model. Personalities: +25 points Ability: Strength Burst The unit's STR is increased by an amount equal to it's PRE (to a maximum of ten). Spell 1: Giant Strength Target a friendly unit with a model within 12". That unit gains a STR bonus equal to the caster's PRE (to a maximum of ten) until the end of the current turn. Spell 2: Terrain Growth The caster causes plants to sprout from the ground providing cover. Place a 3" by 3" square on the table, anywhere entirely within the caster's line of sight. This square counts as trees, becoming difficult terrain and blocking line of sight. The terrain remains for the remainder of the game. Spell 3: Nature Shield The caster grows a shield of vines around a friendly unit, protecting them from harm. Target a friendly unit with a model within 12". This unit gains a 7+ save until the end of the turn.
8. Magic
An entropic spellcaster uses the natural powers of decay, disease, and death to his advantage. Knowing that everything in the universe eventually breaks down or apart, the entropist simply helps accelerate the process. Entropy mages also can learn to temporarily slow or reverse the breakdown process, allowing them to reanimate the dead and imbue them with a modicum of life. Liches are entropists that have discovered the secret to stopping the forces of entropy at great cost to their mental well-being. Entropy is not an evil force on its own, though many fear its effects and will naturally distrust it and its users.
There are those that have studied the processes by which life grows and spreads. Some of these individuals discover the secrets behind such growth and find ways to augment and speed this growth, sometimes in fast, violent ways. These individuals, usually termed Nature Mages, though sometimes called druids, or nutritionists can foster rapid growth in people and plants, sometimes working the two together. The universal forces of growth and entropy are always in natural opposition.
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Elementalism Units: +10 points per model. Spirit costs +12 points instead.
On many worlds, some of the earliest religions involved communicating with the elements: the invisible spirits that embodied aspects of the visible world. While some worlds moved past or lost touch with this ancestry, there are other worlds where the ability to commune with and manipulate the basic pieces of the world evolved into a science. Those skilled in this ability are generally called Elementalists, and claim mastery over an elemental domain. They can throw fire from their hands, or summon up a wind from the sky to lift them to the air.
Personalities: +15 points. When creating the unit or personality, designate which element they are trained in. They gain the appropriate ability bonus as listed below. They also gain the Summoner ability and so may be used as a focus point for summoning Elementals of the same element. The Spirit element may be used as a focus for any of the five elements. Ability (based on the chosen element): Fire: +1 STR Earth: +1 CON Air: +1 DEX Water: +1" to movement rate Spirit: +1 PRE Personalities don't gain level-based spells, instead their one spell simply grows stronger with leveling. Spells: Air Spell: A target friendly unit gains "flying" and + 1" movement per casters level until end of turn. May be cast on any friendly unit with a model within 6". Fire Spell: Ranged Attack: Range 12" per level, DAM +3 per level, fires one "shot" per level. You don't need to roll "to-hit", as the casting roll counts as such. Earth Spell: A target friendly unit gains +2 CON per level of the caster until end of turn. May target any friendly unit with a model within 12". Water Spell: Boost the movement of any friendly unit by 2" per level of the caster until end of turn. May target any friendly unit with a model within 12". Spirit Spell: Summon Guardian. Place a model for the guardian within 2 of the caster. The guardian is a personality and is not required to remain close to the caster. The guardian has all six stats equal to the casters PRE, one attack, a 6 MOV, and is the same size as the caster (which may modify its stats). It has a number of wound points equal to the casters level. You may not cast this spell if you do not have a model for the guardian, and you may only have a number of guardians in play equal to the casters level.
Any sufficiently advanced technology is indistinguishable from magic. - Arthur C. Clarke Technology and magic have often been considered one in the same. From the earliest alchemists to brainwave control systems in combat vehicles, technology has always inspired awe and fear in those that do not understand it. Technologist magic is simply the use of technology to perform feats that are otherwise impossible. Technomages have an affinity for the mechanical and electronic, and are skilled at manipulating such objects to their advantage. Technologists tend to scoff at elementalists as naive and oldfashioned. Elementalists see the tech mages as pretentious.
Technologist Units: +5 points per model, requires 4 PRE. Personalities: +10 points, requires 4 PRE. Ability: Force of Will Unit may use its PRE attribute to meet a TEK requirement for a unit, weapon, or armor attribute. Spell 1: Tinker's Boon Gains Operator ability (acts as a controller for a Construct unit.) Spell 2: Weapon Boost Target any friendly unit with a model within 6". That unit's ranged weapons gain an additional +2 to their damage value until end of turn. Spell 3: Weaponsbane Target an enemy unit with a model within 12". That unit may not fire any ranged weapons until the end of turn.
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Chaos Units: +8 points per model Personalities: +10 points. Ability: Mutation At the start of the game, the unit gains a random ability. When you deploy the unit, roll a d10 and consult the mutation table. The unit gains that ability for the entire game. Units that get a mutation that normally disallows weapons may continue to use the weapons purchased for them. Ignore a result that gives an already-owned ability.
Roll 1 2 3 4 5 6 7 8 9 10 Effect Unit gains no useful mutations. Unit gains Extra Arms mutation Unit gains Resilient Skelton mutation Unit gains Extra Eyes mutation Unit gains Razor Claws mutation Unit gains Spiny Arms mutation Unit gains Chameleonic Skin mutation Unit gains Irradiated mutation Unit gains Extra Legs mutation Roll again twice on this table: the unit gains both abilities. Ignore any further 10 results. Disorder. Turmoil. Anarchy. These are the tools of the chaotic. Drawing upon the forces of disarray and randomness, the chaos mage throws confusion and pandemonium at his enemies and meddles with the very fabric of time and genetics. A chaos mage rails against the natural order of the therverse and often attempts to break that through the drawing of creatures in from the ther: demons. Chaotics naturally oppose the forces of law and order, though they are not always evil. A rebellion against a corrupt government is often led by a charismatic individual highly skilled in the ways of chaos...
In addition to their mutation, the unit may be used as a focus for bringing demons into play (Summoned units with the demon sub-type). Spell 1: Demonic Adept The personality may be used as a focus for summoning demons (Summoned units with the demon sub-type). Spell 2: Grant Mutation The caster can cause mutations in a friendly unit to improve their performance. Target a unit with a model within 6" and roll a d10. The unit gains the appropriate ability from the mutation table until the end of the turn. Due to the inherent instability resulting from mutation, if the unit takes any wounds this turn, they suffer double the number inflicted. Spell 3: Create Spawn Target any specific enemy model within 6". Roll a d10 and add the caster's PRE. The controller of the target unit rolls a d10 and adds the unit's CON. If your total is greater than the enemy's roll, the enemy model is turned into a chaotic beast under the control of the caster. Remove the enemy model and place a spawn model (you must have one handy to place) within 2" of the caster: it must always remain within this distance, acting as if it were part of an animal unit. If you have no model for the spawn, simply remove the enemy as a casualty without gaining the new model. The spawns six stats are equal to the CON of the model killed, has a single wound, and has a number of attacks equal to the level of the caster. The spawn is Large (but gains no bonuses normally associated with being large), and the caster can have any number of spawns attached to him. Each spawn is considered a separate unit for purposes of melee combat.
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The forces of order are the forces of law. Scientific laws, religious dogmas, and the creations of governments are all meant to establish order in life and their universe. Mages of order draw upon their belief in the need for order. Many are clerics of a religion, but many others are scientists or self-established demonhunters, who travel from universe to universe attempting to return beings to their proper dimensions. The most experienced of these have learned that you dont have to be a demon to be banished: you simply have to be in a dimension other than your home. Any invader can be forcibly pushed through the ther and returned.
Order Units: +5 points per model Personailities: +25 points Ability: Strength of Order Unit will not fall back from a close combat if any enemy units have the Summoned, Animated, or Construct attributes, or if they have a Chaos spell ability. They may re-roll any to-hit rolls when in combat with these units. Spell 1: Sphere of Protection Target any friendly unit with a model within 12". Until the end of the turn, any successful "to-wound" rolls against that unit must be re-rolled. Spell 2: Banishing Target an enemy unit with the Summoned, Animated, or Construct attribute, or that has a Chaos spell ability, with a model within 12". Roll a d10 and add the caster's PRE. The controller of the target unit rolls a d10 and adds the unit's CON. If your total is greater than the enemy's roll, the unit suffers a number of wounds equal to twice the difference. Spell 3: Greater Banishing. Target an enemy unit with a model within 6". Roll a d10 and add the caster's PRE. The controller of the target unit rolls a d10 and adds the unit's CON. If your total is greater than the enemy's, the unit suffers a number of wounds equal to twice the difference. Time Units: +10 points per model Personalities: +15 points Ability: Time Flash The unit may re-roll any missed to-hit rolls in ranged or melee combat. Spell 1: Quickening Target any unit with a model within 12". Until the end of the turn, that units DEX becomes equal to the caster's PRE. In close combat, this does not override the combat order of weapons which force the unit to strike as if their DEX was zero. Spell 2: Lethargy Target any enemy unit with a model within 12". Until the end of the turn, that unit strikes in close combat as if their DEX was zero. Spell 3: Stasis Target any unit with a model within 6". Until the end of the turn, that unit may not be activated, shot at, charged, contacted with incidental contact, or otherwise be interacted with. This ability may not target a unit with a model in base-to-base contact with an opposing model.
Ticking away the moments that make up the dull day / You fritter and waste the hours in an off hand way -Time, Pink Floyd Time is a constant. It moves forever forward at its inexorable pace. For most people, their perception of this time remains a constant, as well. Time mages have determined how to influence perceptions of time. They do not travel in time, but rather make themselves or others view the passage of time slightly differently. They can speed up time for some, making them think they skipped minutes, or slow things down for allies, allowing them to aim their weapons much faster than they could otherwise manage.
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Space Units: +10 points per model Personalities: +15 points Ability: Etherealness The unit is incorporeal, moving as ghosts among the battlefield. They may pass through difficult terrain with no movement penalty, and count impassable terrain as difficult terrain. They may not end their move inside impassable terrain. Unit gains a 9+ save due to the possibility of shells and swords passing through their bodies. Spell 1: Teleport Self Move the personality up to 12" in any direction. Ignore terrain on the way, but the personality may not end the move in impassable or difficult terrain. The personality counts as moving. This move may not be used to make incidental contact. This spell may not be cast by a personality with any attached models. Spell 2: Teleport Friendly Unit Target a friendly unit with a model within 6". The unit gains a 12" move until end of the action phase. This move ignores any terrain during the move, but may not end with any models in difficult or impassable terrain. Spell 3: Teleport Enemy Unit Target any enemy unit with a model within 6". Move one model from the unit (this must be the unit leader if one is present) up to 18" in any direction. Ignore intervening terrain, although the model must be placed in clear terrain. The player controlling the target unit must place the remainder of the unit into coherency with the teleported model. Models must be placed on clear terrain first, although if necessary some models may be placed in difficult terrain. No placed models may be placed in base-to-base with an enemy model.
While time moves inexorably forward, space has been proven to be somewhat flexible. The transition between dimensions made possible by the GarberMacLear Device is the most obvious, but there are some smaller manifestations of this flexibility. Space casters can create small disturbances similar to the effects of a GM gate, through which troops (enemy or friendly) will move through.
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8. Magic
Shamans are tribal spellcasters, often gifted with the sight or other strange abilities. They are either leaders or outcasts, depending upon their tribes inclinations, but whenever war comes, the shamans are pushed out in front of the army to rain their divine powers upon the enemy. Sometimes it actually works.
1: The caster is unable to contain the energies he is summoning and his head explodes in magical power. The shaman is removed as a casualty, and any friendly models within 6 take a strength 4 hit. 2: The shaman makes some noises and gestures, but is unable to conjure up any effects other than setting his hair on fire. Scatter the shaman 1d10 inches as he struggles to put his hair out. If this would put him into base-to-base contact with an enemy model, stop him 1 away. 3: The caster calls a small bit of fire, which shoots from his hands to an enemy unit. A target enemy unit with models within 12 unit suffers a single hit with DAM equal to the casters PRE. 4: Sparks and flames erupt from the shamans hands. This doesnt have any physical effect, but inspires any friendly units nearby. All friendly units with a model within 12 of the shaman become immune to pinning and will automatically pass MOR tests for the remainder of the turn. 5: Flames erupt over the clothing of an enemy unit. Choose an enemy unit with a model in line of sight of the shaman. That unit must pass a pinning test (TN = 10) or become pinned. 6. Fierce winds erupt around the shaman and lift the shaman into the air. The shamans controller may immediately move the shaman up to its MOV distance. This move may not be used to make incidental contact. The move doesnt count as his move for the turn, but does count as moving. 7. A brief dust storm picks up, providing cover. Any models, friendly or not, within 12 of the shaman count as being in soft cover until the end of turn. 8: A terrible thunderstorm whips through the area... vanishing shortly afterwards. No artillery attacks of any kind may be made for the remainder of the turn and all scatter rolls have their distances doubled. 9: The shaman manages to cause a volcano in the vague vicinity to erupt and launch a molten boulder into the sky. Place a marker in base-to-base contact with the shaman and scatter it 1d10 inches. Any models within 2.5 of the marker after scattering suffer a hit with a DAM equal to the distance scattered. 10: The shaman succeeds in calling down a giant bolt of lightning from the sky, blotting some of the enemy from existence. Target an enemy unit with a model within 12 of the shaman. The unit suffers a number of wounds equal to the casters PRE. Saves may be taken. The unit is automatically pinned.
Tinkers are those gifted with fine mechanical skills and the drive to use them. Theyre often found deep in workshops, garages, or laboratories, messing with contraptions and attempting to take things apart to make them better. Usually drafted into military service to work on vehicles, tinkerers take whatever chance they get to try and build something new. Tinkerers must be modeled on a base as if they were one size larger. This is due to the large supply of spare parts, scrap metal, and weird gears that they generally carry. The player is encouraged (but not required) to model this extra gear.
Tinkering: +10 points. Must be mounted on base one size larger than normal.
1: The tinkerer tries to put together a device, but it explodes. The tinkerer is removed as a casualty, and all models within 6 suffer a DAM 5 hit. 2: The tinkerer puts together a small hand grenade, and lobs it at the enemy. He unfortunately underestimates the weight. Place a marker within 2 of the tinkerer and scatter it 1d10. All models within 2 of the marker suffer a DAM 6 hit. 3: Pushing a button, the tinkerer fires up a small engine of destruction! Sadly, all it does it make a large cloud of noxious smoke. The tinkerer and all units with models within 6 become pinned. 4: A minor mechanical device is cobbled together by the tinkerer. The tinkerer gains an attached small model with 1s in its six stats, a 6 move, and a 10+ save. The model must remain within 2 of the tinkerer at all times and behaves as an animal unit. If the tinkerer dies, remove all such models from the game. If no model is available, ignore this result. 5: The tinkerer puts together a smoke grenade. Place a 3 x 3 square on the battlefield. This square is considered to be trees for purposes of line of sight. 6: The tinkerer cobbles together a small one-shot gun. He immediately makes 1 ranged attack. Range: 24. DAM= the casters PRE. Number of shots = casters TEK divided by 2, rounded down (minimum of 1). 7: A walking land mine springs off of the tinkerers workbench. Place a marker within 2 of the tinkerer and scatter it 3d10. It explodes, causing a DAM = PRE hit on any models within 2.5 radius. 8. The tinkerer makes a one-shot rocket launcher. 1 ranged attack: 36 range, DAM equal to two times the casters PRE (maximum DAM of 10), 1 shot, blast. 9. A construct rolls out from the tinkerers junkpile. Place a model within 2 of the tinkerer. The model is a large, mounted, construct. Its basic stats all equal the PRE of the tinkerer (before construct bonuses are applied) and has armor equal to its TEK. It has a Rocket Launcher (see result 8), considered a heavy weapon. This construct is a personality and may move away from the tinkerer, counting the personality as its controller. If no model is available, ignore this result. 10. The tinkerer puts the finishing touches onto a giant rocket, which he promptly fires off. The player may immediately make a single Orbital Strike anywhere on the table, even out of line of sight from the tinkerer. This strike scatters 2d10 and requires no laser spotter.
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8. Magic
Demagoguery: +10 points. Must start game with no attached models.
1. The doomspeaker angers a deity and is struck down by a lightning bolt. Remove the caster from play and all friendly units with a model within 6 must pass a fallback test (TN = 5 + casters PRE) or fall back. 2. The demagogue summons a minor demon that attacks him. The demons six stats are equal to 3, it has two attacks, and a 6 MOV. It will appear immediately in base-to-base contact with the caster and it counts as charging. If it kills the demagogue or the doomspeaker falls back, it will disappear (is removed from play). 3. Nothing happens. The doomspeaker must take pinning test (TN = 10) due to embarrassment. 4. A foul wind blows! Any enemy units with models within 12 of caster suffer -3 MOR until end of turn. 5. The caster summons a minor demon that joins him as an attached model. The demons six stats are equal to 3, it has two attacks, and a 6 MOV. Treat it as if it were part of an animal unit attached to the personality. For every demon attached, the demagogue gains +1 PRE (up to 10). 6. The doomspeaker inspires his army to glory! All friendly units with a model within 6 gain +2 to their MOV for the remainder of the turn. 7. The demagogue strikes a particularly touchy chord and greatly inspires his army! All friendly units with a model within 6 become fearless and will gain an extra attack when in melee until end of turn. 8. The caster becomes engulfed in demonic flames. He suffers an automatic wound (no saves possible), but his fearsome visage forces all enemy units with models within line of sight of him to take a pinning test (TN = casters PRE). All enemy units with models within 12 of him must take a fallback test (TN = 5 + casters PRE). 9. The doomspeaker explodes... and the pieces get turned into demons! Remove the caster from play and replace him with a number of minor demon models (see result 5) equal to his PRE at the time of explosion. These demon models form a unit with each other and any demons that had been previously attached to him. The demon unit counts as summoned. 10. The caster summons a great demon into existence! Its six stats are all equal to the casters PRE. The demon gains the summoned: demonic attribute of your choice (which modifies the stats accordingly). The demon also gains the flight unit attribute (gaining the movement bonus) and is huge. Place the demon anywhere within 3 of the demagogue. The demon counts as a personality and may from that point move independently of the caster.
Cult leaders. Doomspeakers. Politicians. All draw upon the worst fears of the people around them, playing upon those to gain power. The worst of these draw upon this power and channel it into such hate and vitriol that the darkest beings between the universes are summoned into being. This can cause a demagogue to burst into flames, fill enemy troops with fear, or to bring transdimensional demons into the world.
Bionicist: +15 points. Requires TEK 5+. Must take Bionics unit attribute. May purchase Size: Large attribute, ignoring the CON requirement. May become mounted for +10 points, also gaining +2 to MOV. Note that many results boost the Bionicists MOV so it is highly recommended that the player use his ability prior to moving.
1. The bionicists robot body violently breaks down. The bionicist is removed as a casualty, shrapnel from the explosion causes all friendly units with models within 12 to become pinned. 2. The body freezes up. The bionicist becomes pinned while attempting to reboot the CPU. 3. A motivator malfunctions, sending the robot body scooting across the terrain. Scatter the bionicist 1d10. Stop him 1 away from any enemy models or in contact with any difficult/impassible terrain. Bionicist may not make a further move this action phase. 4. Smoke belches from the engine. The bionicist counts as being in soft cover until end of turn. 5. The engine gets fired up. Bionicist gains +3 to MOV this turn. 6. Rocket jets engage. Bionicist gains Flying and +4 to MOV until end of turn. 7. Weapon systems become powered up. Any weapons carried by the bionicist have their DAM doubled until end of turn. This may cause them to exceed 10. The bionicist may then perform ranged attacks as if he did not use the spell ability. 8. Flame jets engage, spewing fire over the battlefield! All enemy models within 12 take a single hit with DAM equal to the bionicists TEK. 9. The bionicist discovers a new aiming routine that assists with the bodys accuracy. The bionicist may only make a single ranged attack shot this turn with a single weapon (ignoring fire rates). However, this single attack automatically hits its target with no need to roll. 10. The bionicist transforms! The body becomes a huge robot. Replace the bionicist with a huge sized construct. The constructs six stats become equal to the bionicists PRE and are modified by the construct attribute. If the bionicist was mounted, so is the construct. The constructss weapons are the same as what the bionicist carried, except that they gain +2 DAM (to a max of 10), +1 shot (to a max of 3, if ranged) and +12 to their range (if ranged). The controlling player may replace the construct with the bionicist instead of shooting in any subsequent turns. This construct needs no controller to act.
Whether piloting a mechanical creation or having melded their body with robotic parts, the bionicist is essentially part man, part machine. They constantly attempt to make their metal parts more powerful, sometimes improvising amazing weaponry while just as often causing catastrophic failures. Always dangerous (sometimes to all around them), bionicists are held in awe by some societies and in abject fear by others.
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Alchemist: +5 points. The alchemist must be mounted on base one size larger than normal due to the pile of chemicals and/or potions he carries with him.
Mixing together chemicals to produce explosive or magical effects is the domain of the alchemist. Sometimes scientific, but more often rather mad, the alchemist blends liquids in an attempt to create potions, tinctures, tonics, and toxic chemicals for use on the battlefield.
1. The alchemist mixes together two rather volatile liquids. The mixture explodes, killing the caster. The resulting toxic waste creates a 3 x 3 section of impassible terrain centered on the former caster. 2. The alchemist concocts a strange looking potion. On a whim, he drinks the potion. The caster suffers a wound (no save allowed) and becomes pinned as he vomits. 3. A powerful acid gets mixed with an extremely strong base, creating... water. Nothing occurs. 4. He succeeds in making a healing potion: the alchemist gains back all wound points or restores all WPs to a single personality within 12. 5. The alchemist creates and throws a choking gas globe at a single enemy unit within 12. They must pass a pinning test at TN=10. 6. A potion of speed is the result of a fortunate mix: a target friendly unit within 12 gains +2 to its MOV until end of turn. 7. The alchemist crafts a potion of strength: a target friendly unit (or the caster) gains +2 STR until end of turn. 8. The alchemist manages to create napalm! Place a 3 x 3 square onto the battlefield with part of it within 3 of the caster. Any models entering that square take a single DAM 4 hit at the end of their move. Square remains indefinitely. 9. Caster turns himself invisible and may not be shot at or charged until end of turn. 10. The caster turns self into huge monster! The caster becomes huge (gaining all bonuses related to the size), gains +2 attacks, and may move as if he had not yet moved this turn. He remains such until end of turn, unless he reaches combat, in which case he remains a monster until the end of a turn in which he is no longer in combat.
While time moves ever forward, some of the early GM Gate tests (especially those by lesser skilled engineers) caused participants to become unstuck in time and space. These poor individuals and others that have suffered a similar fate over the years occasionally come to rest in a time or dimension. While present they can undertake some tasks, but are often dragged back into the timestream, only to reappear again sometime later... or earlier.
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9. MODEL
AND
25mm
Left to right: Bike, Reinforced Exosleketon Armor (REAA), heavy vehicle, grav vehicle, walker vehicle.
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10. STARTING
GAME
When choosing your units, remember that in order to field any elite units you must have two basic units for each elite you wish to field. For support units the required ratio rises to four basic units for each single support unit. The elite and support requirements are calculated separately: if you have four basic units, you can field two elite units and one support unit. Once you have selected enough units to fill out your maximum point value, you are ready to play a game.
Select Mission
When you and your opponent both have built armies, its time to find out what sort of battle you will be fighting. In some situations, the mission might be chosen for you. In tournaments, directed campaigns, or convention games the games organizer will usually provide you with the scenario for play. Usually, though, you will have to determine what kind of game to play. The easiest method is simply to discuss with your opponent what sort of scenario to use for the game. The following chapter of this book includes a number of ready-made battles for you to use, and more will be made available via the Triskele Games website and in campaign books. You may also design your own scenarios, convert missions from other games, or download interesting battles from the internet. Theres no real limit to the kinds of battles that you can fight. If you and your opponent cannot agree easily or simply want to make battle selection somewhat random, the following table can help you quickly determine what scenario to use. First, roll a d10. If the die roll is even, play a Balanced Mission; odd, fight an Assault. Then roll a d10 again and consult the table for that battle type. If youre playing an Assault mission, either agree with your opponent wholl be the attacker and defender, or roll a d10. The highest rolling player may choose which side to be. Balanced Missions: 1-2: Battlefield Control 3-4: Objective Capture 5: Messenger Run 6: Road Control 7-8: Meeting Engagement 9: Search and Capture 10: therstorm Assault Missions: 1-2: Strongpoint 3: Bridge the Gap 4: Destroy the Bridge 5: Sabotage 6: Fortress Assault 7-8: Wedge Mission 9: Rescue Mission 10: Airborne Incursion
Places to Find Opponents: The opponent locator forum in the triskelegames.com forums Your local game store bulletin board Non-miniature gaming friends that might be interested in joining you Other gaming websites and mailing lists Book store bulletin boards and game nights Game and comic Conventions
Build Army
You generally will build an army prior to the selection of a mission. This represents the troops on-hand and available to you to use in any battle situation that might occur. Once you know the value of the game begin choosing your troops for the battle. To build an army you may use one of the existing army lists later in the rulebook or in an Empires book, or build one totally from scratch using the army creation rules. In either case you will have a selection of units of various types to create an army from. When building an army, simply select units to field. Determine the number of models you want to field in each unit and multiply that by the per-model cost given. You may then purchase upgrades for the unit as listed in the units profile including special weapons, unit leaders, and the like. You may field multiple versions of a unit in the army list: you can field 3 units of Roman Legionnaires if you wish, each with different numbers of models.
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The second way to fill out a table is for each player to alternate placing a single terrain piece. In this method, take as much terrain available to be used in the game and set it aside. Each player rolls a die: the highest roller may choose any terrain piece and lay it down on the table. Alternate from player to player until all terrain has been used. Terrain pieces can be placed upon each other to create tall hills, for instance, or to put a bunker inside a forest (though that would be a rather poor use of a bunker).
In general, a 6 foot by 4 foot table is going to be ideal for games around 3000 points. Naturally, the larger the game, the larger the table youre going to want to play on. The opposite is true, as well: smaller games will want to play on progressively smaller tables. You will generally not want to play on anything smaller than 3 x 3, even with a 1000 point game. On the higher end, 8 x 6 is probably the upper end of a manageable table size for two players but with the right scenario and number of players you can play on the largest table you can fit into a room. At least half of the game table should have some form of terrain on it. This doesnt need to all be lineof-sight blocking terrain, but the game is designed to be one of maneuver and tactics. If you just place 3 pieces of terrain on a 6 x 4 table and stand back and shoot at each other, the game will be very short and very boring. Covering the table in even more terrain can make for a very interesting battle, such as fighting in a dense city or jungle.
Random Effects
A battle situation is never cut and dried. The fog of war can sometimes prevent generals from being totally aware of what they are leading their troops into. Before each battle, each player rolls a d10 and consults the following Random Battle Effects list. The specified effect is added to the game. 1. Carnivorous plants: The player chooses a single scary looking plant from the available terrain and places it anywhere on the battlefield at least 12 away from any building. Roll a d10 for any unit that begins or ends an activation with a model within 6 of the plant. On a roll of 1, the unit suffers a single DAM 4 attack. 2. Tunnel system: There is a hidden tunnel system discovered under the battlefield. Each player may place a single tunnel entrance (a door, crater, man hole) anywhere on the battlefield. Any unit that begins its activation with all models within 3 of a tunnel entrance may use the tunnel. Move them to the other tunnel entrance, placing all models in the unit within 3 of that entrance. The unit may not shoot or charge when using a tunnel. 3. High winds: Ballistic artillery and Reserve: Air Drop units scatter an additional +1d10. Flying units suffer -2 to their MOV. 4. Dense woods: Each player may choose an additional stand of trees and place them anywhere on the battlefield. 5. Command Coordination Center: There is a previously unknown command and control center available on the battlefield. The player chooses a small bunker and places it anywhere within 12 of the center of the table. Any player controlling a unit inside the bunker has all his units gain +2 MOR and +2 to any shooting to-hit rolls. 6. Minefield: Each player may place a 3 x 3 template anywhere on the battlefield: these are minefields. Any unit whose models move through the minefield during a move action risk being blown up. At the end of a move that passed through the minefield, the unit that did so suffers 1d10 minus 5 (to a minimum of zero) DAM 6 hits. 7. Night cover: All elite units in both armies gain the Infiltrators ability for this battle. 8. therstorms: Fierce dimensional storms erupt in the area. Each player may choose up to two of their basic units to gain the Reserve: Air Drop ability for this battle. 9. The player rolls twice again on this list. Ignore any subsequent nine rolls for this player. 10. The player may choose any other result on this list then rolls again.
The final method is somewhat more random. Take all of the terrain available for the mission and lay it to the side, but sort it into eight groups. The groupings should include somewhat like terrain (the tree pile, the hill pile, etc). Assign each group a number from 1-8. Starting in one corner of the table, roll a d10 for each 1-foot-square segment of the board. The result of each roll determines which pile to use for that section of the board. If you roll group 3, for instance, take some of the terrain in that group and use it to fill a portion of the segment you were rolling for. Terrain placed in this method should be placed in loose clumps, in an attempt to create definite points of interest on the battlefield. On a die roll of 9, count it as an 8 then roll again for the same board segment. On a roll of 10, leave that square of table blank. Terrain can bleed over into other segments if a piece is too large or if it would simply look better by doing so.
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Commander Saratov: Now the enemy has us surrounded, and will begin orbital bombardment of this city within the next few ours. They have no issues with killing civilians so theyll give us all they got. I know, it seems hopeless but I have a plan to get us out of this mess. Commander Saratov: The enemy has made a tactical error in occupying Sector 125 as we control the high ground of the adjoining sectors. I believe that by using Alpha and Delta teams in strikes there, we can trick the enemy into thinking we will attempt to destroy their troops there but we wont.
Commander Saratov: Gentlemen, Im not going to lie to you we are in a desperate situation. Were cut of from the 105th and the fleet isnt going to be here for another 6 days. That means theyll be here in time to dig our bodies out of the ruins of this city.
Officer Ricktov: But wouldnt it be safer if we attempted to make an opening in Sector 110? Officer Sandarval: No, we actually should try and hold out in the city as long as possible! Even if it means sacrificing our lives!
Commander Saratov: Youre objections are noted, but rest assured that if we stay here the enemy will surely destroy us. It will just take longer. Its a gamble, I know but I believe it is our best bet.
Officer Issakov: But Commander, this is very risky. Well be committing 60% of our forces into an opening that may or may not appear. If the enemy realizes what we are doing, theyll have us with our pants down.
Commander Saratov: Likely, they will move in these units to support their position thus giving us the opening we need in Sector 130 to break through.
Commander Saratov: Officers, rest assured I have calculated the odds and this is the best we have. I have a feeling this will work.
Officer Sanchez: Is it the same feeling that got us trapped in this city in the first place?! Officer Ricktov: What are you suggesting Sanchez! Officer Sanchez: I do not trust this mans judgment! He is risking the entire battle for this planet on a feeling.
Commander Saratov: Silence! Gentlemen, I need you all to put your trust in me. The time for discussion is over. Tonight we stand on the shores of destiny, our actions and the bravery of our soldiers will determine our fate. If you trust and have faith in my leadership, we will make it out of here... if you dont well die in 4 days time. We must remain united against our enemy, only then can we succeed! What do you say gentlemen! Officer Ricktov: I have confidence in this plan, we should do it. Officer Sanchez: My feelings and objections are known, but I shall put my faith in this plan
Officer Sandarval: Yes, if you feel this is the best way, we shall make the enemy pay hell. Officer Sanchez: Even if we fall, we can at least take as many as we can down with us.
Historical Note: The Battle of the planet Aries took an unexpected turn when the entire 108th Infantry was lead into a trap. The enemy forces slaughtered them all except the traitor Commander Saratov, whom provided the enemy with invaluable information that ultimately led to the loss of Earth. -Chief therchologist Luis Valdemo, investigating extinction of human life in universe Z-12.
96
BATTLEFIELD CONTROL
BALANCED MISSION - 8 TURNS MISSION GOALS: CONTROL THE ZONE OF BATTLE
Deployment Zone
Table Setup: To prepare the table for battle, place terrain using your preferred method. Then, place a small (one-floor) building in the exact center of the table. This represents a comm center, a supply depot, or other important building. The building should have a single door and windows on at least three sides. Deployment: Deployment follows the normal rules and order. Fallback: Units that fall back will move towards the nearest table edge of their deployment zone. Length: The game length is 8 turns. Mission Objectives: The goal of each side is to take control of the battlefield, securing an advantageous position from which to make further strikes at the enemy. At the end of the game, determine which side controls the most table quarters. To control a quarter of the table (divided up the same way as during deployment), a side must be the only side with units present in that quarter. Solo personalities and units that are falling back may not be counted as claiming a quarter. If more than one side has units in the quarter, that section of the battlefield counts as being disputed. Each side gains two victory point for each quarter they control. They gain an extra point if one of the controlled quarters is an enemys deployment zone. The building at the center of the battlefield provides additional strategic value, allowing for easy communications and storage of supplies. If a side controls the building (has a unit inside), it gains three victory points. If any side destroys the building, that side suffers a penalty of one victory point. Each side gains a victory point for each enemy leader that was killed in battle. The side with the most victory points wins the battle. If points are tied, the game is a draw. Fighting a war is a lot like killing a stinkin human. You want things done quickly and quietly. You can stab a human 1000 times, but if its in the wrong spot, it will only make em angry and cause him to scream. But if you stab the human once in the right spot, hell be dead and quiet. -Unknown Alien Commander
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OBJECTIVE CAPTURE
BALANCED MISSION - 8 TURNS MISSION GOALS: CONTROL THE MOST BATTLEFIELD OBJECTIVES
8 12
24 12
Objective Markers:
These can be anything to designate the target locations. Simple counters, extra dice, or specifically-modelled piles of boxes and ammunition.
Table Setup: To prepare the table for battle, place terrain using your preferred method. Then place five objective markers on the table. These markers should be mounted on bases no larger than 50mm. Place one in the direct center of the table, and one centered on each edge of the board: 12 out from the short edges and 8 out from the long edges. Deployment: Deployment zones extend 24 out along the long table edge and 12 out along the short edge. Otherwise, deployment follows the normal rules and order. Fallback: Units that fall back will move towards the nearest table edge of their deployment zone. Length: The game length is 8 turns. Mission Objectives: The goal of each side is to take control of various strategic objectives on the battlefield, controlling important resources and denying the enemy means of advancement. At the end of the game, determine which side controls the most objectives. To control an objective, a side must have the only models within 6 of the objective. Falling back units and solo personalities cannot claim an objective. Each objective controlled gives a side two victory points. The objective at the center of the battlefield provides additional strategic value. If a side controls the objective, it gains three victory points instead of the normal two. Each side also gains a victory point for each enemy leader that was killed in battle. The side with the most victory points wins the battle. If points are tied, the game is a draw.
99
MESSENGER RUN
BALANCED MISSION - 8 TURNS MISSION GOALS: GET A MESSAGE TO YOUR SUPPORTING FORCES
12
Deployment Zone
Deployment Zone
Messengers may only be shot at if they are the shooting unit's closest target or if the shooting unit is within 18" of the messenger.
Table Setup: To prepare the table for battle, place terrain using your preferred method. Deployment: Deployment zones extend along the entirety of each long table edge and 12 out along the short edge. Otherwise, deployment follows the normal rules and order. Because of the unique battlefield conditions, units with a reserve ability must be deployed as normal during the initial deployment phase. Fallback: Units that fall back will move towards the table edge of their deployment zone. Length: The game length is 8 turns.
Log Entry: Solstace 41, 4342 Title: Enemy Ruse Author: Sir Nigel Doufenberg
Message: Today Soldier Smith 3410 appeared with a fantastic tale. Mission Objectives: He informed me that Lord Zarens One army has struck deep behind enemy lines, cutting off an enemy force. However, Dragoons had successfully pinned freak conditions have caused communications to be disrupted on both sides. This down an enemy force.
is preventing each army from calling in help (help finishing off the enemy, or help freeing them from their cut-off position). They are forced to rely on somewhat More fantastic was his claim that a freak Ion Storm had cut off antiquated methods of communication: messengers.
communications, thus explaining
Each army has 3 messengers. They deploy and move as personalities. Each player their use of such an archaic must attempt to move his messengers off the opposing sides table edge while messaging system. And of course, and this is the clincher, Lord Zaren attempting to prevent the enemy from doing the same. Each side gains 2 victory points for each messenger they move off of the enemys off the enemy! table edge. A side also gains 1 victory point for each enemy messenger that is killed.
requested reinforcements to finish This spys lack of creativity was so to all that would dare defy the status quo! -The Sunflower Revolution, Universe B132
The side with the most victory points wins the battle. If points are tied, the game is insulting, that I had him executed a draw. on the spot. Let this be a warning
100
ROAD CONTROL
BALANCED MISSION - 8 TURNS MISSION GOALS: CONTROL A MAJOR SUPPLY ARTERY
12
Deployment Zone 24
Deployment Zone
Table Setup: To prepare the table for battle, place terrain using your preferred method. The battlefield should have a road running the entire length of the table. The road should be between 4 and 8 wide. Deployment: Deployment zones are placed along the entirety of each long table edge and 12 out along the short edge. Otherwise, deployment follows the normal rules and order. Fallback: Units that fall back will move towards the table edge of their deployment zone. Length: The game length is 8 turns. Mission Objectives: The two armies are attempting to control a major supply route. This stretch of road has become a focal point in the battle to control the route. Both sides must attempt to take control of the road. The road is divided into 3 sections, 24 long. If the road is windy, then divide the long edge of the table into 3 24 sections and count any road in each section as a section of road. To control a section of the road, a side must have the only models on that section. Solo personalities and falling back units cannot claim road sections. A side gains two victory points for each section of table they control. They gain an additional victory point for each enemy leader that is killed.
101
MEETING ENGAGEMENT
BALANCED MISSION - 8 TURNS MISSION GOALS: PUSH ACROSS ENEMY LINES
After laying out terrain, each player rolls a die. The player with the highest die roll may choose which deployment zone they will deploy into. This mission works best with two sides. Razor Wire: 6" x 1" segments of difficult terrain. These are ignored by large and huge models and vehicles. Razor wire provides no cover against shooting. Bunker: a single-floor building, with a single door and windows on at least three sides.
Table Setup: To prepare the table for battle, place terrain using your preferred method. Deployment: Deployment zones along the entirety of each short table edge, extending outward 1/3 of the way into the table (24 on a 6 x 4 table). In addition to the normal deployment rules, each player is given 4 segments of razor wire and a single bunker. These may be deployed as support choices. The bunkers must be deployed in the controlling players deployment zone; the razor wire must be placed inside the no mans land in the center of the table. Fallback: Units that fall back will move towards the table edge of their deployment zone. Length: The game length is 8 turns. Mission Objectives: The two armies are attempting to push across a middle ground to advance upon enemy positions. This battle is part of a larger offensive, and it is critical that the troops get forward. At the end of the battle, each side gains 1 victory point for each unit that has at least half of its models in the enemy deployment zone. Immobile vehicles, units that are falling back and personalities without attached models do not count. A side gains 1 victory point if the enemy bunker is destroyed. They gain 3 victory points if they instead take control of it (have the only models inside). An army gains an additional victory point for each enemy leader that is killed.
102
12
Deployment Zone
First building: TN = 9 Second building: TN = 7 Third Building: TN = 4 Fourth Search: Automatically succeeds.
If youre playing a larger battle, increase the number of buildings and increase the TNs proportionally.
6 Deployment Zone Table Setup: To prepare the table for battle, place terrain using your preferred method. After placing terrain, each side rolls a die. The highest roll may choose and place a building anywhere in the center area of the table at least 18 away from the closest long table edge. The sides alternate in placing buildings until 4 buildings have been placed. Deployment: Deployment zones are placed along the entirety of each long table edge and 12 out along the short edge. Otherwise, deployment follows the normal rules and order. Fallback: Units that fall back will move towards the table edge of their deployment zone. Length: The game length is 8 turns. Mission Objectives: The two armies have received intelligence indicating that there is a critical resource located in this sector. It can be a potential new weapon, a knowledgeable individual, or the location of the last supply of a high-potency fuel on a planet. Each army has been tasked to search the area and find the target resource. The buildings (computer storehouses, file libraries, or wise-man huts) must be searched to find this. In order to search a building, a unit must spend an entire turn inside the building. When activating a unit in a building, declare that they are searching the building instead of moving. The unit may shoot in addition to searching. The chances of finding the target resource in a building depend on the order in which they were searched. Roll a die, and if the target number is reached, that unit has discovered the target. They take possession of the resource and must attempt to escape with it. A side gains 1 victory point for each building searched, gains 3 victory points for finding the resource, and 5 victory points for taking the resource off the table. A side also gains 1 victory point for every turn that they are in possession of the resource, and 1 victory point for every enemy leader killed during the battle. The side with the most VPs at the end of the game is the winner. The game immediately ends if the resource is taken off the table.
103
THERSTORM
BALANCED MISSION - 10 TURNS MISSION GOALS: ESCAPE FROM BATTLEFIELD
Mission Deployment: No units are deployed at the start of the game. Instead of placing units when activating for deployment, each player places a marker anywhere on the table. Markers may not be placed within 12 of any table edge. When a unit becomes available to deploy during the game, choose any marker belonging to the controlling player. That marker counts as the deployment point for the air drop: scatter it 1d10, then place the unit as normal. All units must attempt to enter play each turn, and gain a +3 to their roll to do so.
Table Setup: To prepare the table for battle, place terrain using your preferred method. Deployment: All units in this mission deploy as if they have the Reserve: Air Drop ability, following the modifications noted to the right. Fallback: Units that fall back fall back in a random direction, using a scatter to determine the direction. Length: The game length is 10 turns. Mission Objectives: The two armies have suffered from a rare occurrence: an therstorm. They have been pulled through the ther into another dimension and must fight their way through each other to get to safety. Once off the battlefield, they can determine their next order of business. Once all markers have been placed for deployment but before the first turn, each player rolls a die. The highest roller chooses a corner of the table. This is the corner that each unit in that players army must move towards. Each subsequent player chooses their own corner. If there are just two players, the second player must choose the corner opposite the first. To leave the battlefield, a unit must begin a move with all models within 6 of the target corner. Declare that the unit is escaping, and remove all models from the table. A side gains 1 victory point for each unit that escapes the table, and an additional victory point if the unit in question escaped with over half the models it started the battle with. A side gains an additional 3 victory points if over half their units escape, and an additional 3 if over 3/4 of their units escape (on top of the 3 points for half). A side also gains 1 victory point for each enemy leader destroyed during the battle. The side with the most VPs at the end of the game is the winner.
I want you to know I have nothing against our enemy. For all I know, they could be the nicest species with weapons in all existence. Unfortunately, no matter how good these guys could be, one of us is going to have to be left behind! And it sure as hell aint going to be us! - General William Bones
104
STRONGPOINT
ASSAULT MISSION - 8 TURNS MISSION GOALS: BREAK THROUGH ENEMY LINES
36 Table Setup: To prepare the table for battle, place terrain using your preferred method. Deployment: The defender deploys all of his units to begin the game. The defenders deployment zone is one-half of the table (36 on a 6 x 4 table), measuring out from the short edge. The defender is also given 6 sections of razor wire and a single bunker that may be placed anywhere within his deployment zone. The attacker deploys no units onto the battlefield. All his units move onto the battlefield on their first activation as if using the Reserve: Standard rule. Infiltrators may deploy as normal, and units with a Reserve ability may wait and come onto the battlefield later in the game using their normal Reserve deployment. Fallback: Defending units that fall back will move towards the short table edge of their deployment zone. Attackers will fall back towards the table edge they came on. Length: The game length is 8 turns. Mission Objectives: The attacker is attempting to break through an enemy defensive position. Their goal is to defeat the defending forces, control this fortification, and prepare to advance further on the battlefield. The defender must hold this position and wait for reinforcements to arrive. The attacker scores 1 victory point for every unit with at least half of its models within 18 of the defenders short table edge. Immobile vehicles, units that are falling back and personalities without attached models do not count. If the table is longer than 6, increase this distance to 24. The attacker gains 3 victory points if they control the bunker at the end of the battle, but loses 2 victory points if it is destroyed. The defender scores 1 victory point for every enemy unit that is falling back, wiped out, or off the table at the end of the battle and gains 4 victory points if no enemy units are present in his deployment zone. Each side gains 1 victory point for every enemy leader killed during the battle.
105
Builders: In order to build a bridge, a unit must spend an entire turn with all models immobile within 6" of the river. When activating the unit, declare that it will erect a bridge. The unit may not move or shoot for the remainder of the turn. If pinned or assaulted, the bridgebuilding fails. If neither occurs, the unit succeeds and a bridge is placed across the river at their location at the end of the turn. Bridge: A bridge should be at least 4" in width and extends directly across the river at an angle parallel to the long table edge. Bridges have an AV of 18 and may be destroyed like buildings. Models on a bridge that is destroyed are lost as casualties.
Table Setup: To prepare the table for battle, place terrain using your preferred method. A river of at least 6 in width must cross the center of the table as shown. The entire river counts as impassible terrain. Deployment: The defender deploys all of his units to begin the game. The defenders deployment zone is 18, measuring out from the short edge of the table. The attacker deploys no units onto the battlefield. All his units move onto the battlefield on their first activation as if using the Reserve: Standard rule. Infiltrators may deploy as normal, and units with a Reserve ability may wait and come onto the battlefield later in the game using their normal Reserve deployment. Every attacking Elite unit and vehicle gains the Builder ability, listed to the right. Fallback: Defending units that fall back will move towards the short table edge of their deployment zone. Attackers will fall back towards the table edge they came on. Length: The game length is 10 turns. Mission Objectives: The attacker needs to build a bridge or three to allow advancing troops to reach a forward battle position. The defender must stop this. The attacker scores 1 victory point for each unit with at least half of its models within the enemy deployment zone at the end of the game. They gain 2 victory points for each bridge standing at the end of the game. The defender scores 1 victory point for each attacking unit that does not have all its surviving models across the river, and 1 victory point for every enemy unit that is falling back, wiped out, or off the table at the end of the battle. Both sides gain 1 victory point for every enemy leader killed during the battle.
Ha! Our bridge is finally completed Lockheart! Now columns of armour shall drive over the river and into the heart of your country! Now you shall see all that you loved and hold dear be trampled over with my boots! And when your pitiful nation finally falls, know that it was Commander Darren Shawn that brought upon your doom!!!! -Commander Darren Shawns famous yell across the river Xerxes. First Poodouckian Revolt 3725 PVPE Universe A73
106
To prepare the table for battle, place terrain using your preferred method. A river of at least 6 in width must cross the center of the table as shown. The entire river counts as impassible terrain. Deployment: The defender deploys all of his units to begin the game. The defenders deployment zone is 18, measuring out from the short edge of the table. The defender also places a single bridge at any point over the river. The attacker deploys no units onto the battlefield. All his units move onto the battlefield on their first activation as if using the Reserve: Standard rule. Infiltrators may deploy as normal, and units with a Reserve ability may wait and come onto the battlefield later in the game using their normal Reserve deployment. Every attacking Elite unit and personality gains the Bomber ability, listed to the left. Fallback: Defending units that fall back will move towards the short table edge of their deployment zone. Attackers will fall back towards the table edge they came on. Length: The game length is 8 turns. Mission Objectives: The attacker is attempting to destroy a bridge held by the defender. The defender must prevent this action. The attacker gains 5 victory points if the bridge is destroyed. The defender gains 5 victory points if the bridge still stands at the end of the game. They also gain 1 victory point for each attacking unit that is falling back, wiped out, or off the table at the end of the battle. Both sides gain 1 victory point for every enemy leader killed during the battle.
Commander Darren Shawn, I have a very old proverb that you might want to learn. You know, dont count your chickens before they hatch. Or maybe a better proverb is not to throw stones at someones roof if your roof is made of glass. Actually lets be blunt, how about very stupid people shouldnt be given command over brave soldiers. - Executor Lockhearts equally famous retort across the river Xerxes. First Poodouckian Revolt 3725 PVPE Universe A73
107
SABOTAGE
Defenders Reserves
12
Bomber: To destroy the target, one model in any Bomber unit must spend an entire turn in contact with it.
When activating the unit, declare that it will plant a bomb. The unit may not move or shoot for the remainder of the turn. If pinned or assaulted, the planting fails. If neither occurs, the unit succeeds and the target is destroyed.
Attacker Deployment Zone Table Setup: To prepare the table for battle, place terrain using your preferred method. A sabotage target must be placed in the center of the table. This can be a radar tower, an underground bunker entrance, a supply dump, or another such terrain piece. It should not be larger than 6 in total width in any direction. Deployment: The defender deploys all of his basic units to begin the game. The defenders deployment zone is a circle 12 in radius, surrounding the center of the table. The attacker then deploys his basic units. They may be placed anywhere within the attackers deployment zone, which extends 6 out from each table edge the attacker controls. Infiltrators on both sides may deploy as normal. All other units gain the Reserve: Standard rule unless they have another Reserve ability. Defending units come on via the defenders table edge, while attacking units may come on from any other table edge. Every attacking Elite unit and personality gains the Bomber ability, listed to the right. Fallback: Defending units that fall back will move towards their long table edge. Attackers will fall back towards the nearest friendly table edge. Length: The game length is 8 turns. Mission Objectives: The attacker scores 5 victory points if the target is destroyed. The defender scores 1 victory point for each attacking unit that is falling back, wiped out, or off the table at the end of the battle. Both sides gain 1 victory point for every enemy leader killed during the battle.
The mission was a disaster. The traitor Alexi Petrovs mercenaries had discovered our infiltration, and had wiped out Beta Squad. Only I, Private Kuzmin, and Private Gromov were still alive. Our target was in reach, yet we were pinned down by heavy fire. We were getting ready to retreat, to try and save our own lives. Yes, we were selfish with our lives. And then Commander Saratov spoke to us through our radio. The traitor Petrov shall transmit the information he stole soon. If the enemy acquires this information, humanity itself could be in jeopardy. You must destroy the transmitter and the satellite. You are our last hope. Do not fail me, men. The gravity of the situation hit us and we knew what we had to do. Kuzmin and Gromov would lay cover fire, while I planted the bomb. For a few moments, I shut out the cries of my comrades and the lies of the traitors. All that existed for me was the bomb, and my need to set it. That is all I remember. After that, I woke up in a hospital bed told that they found me under a pile of rubble. It was a miracle I was alive. My comrades were not so lucky. -The account of Private Lukanov. Investigating the execution of rebel leader Alexi Petrov AEC Archives Universe Z12
108
FORTRESS ASSAULT
Choosing Deployment Zones:
After laying out terrain, each player rolls a die. The player with the highest die roll may choose which deployment zone the defender will deploy into. This mission works best with two sides.
12
Fortification: A large wall must extend across the center of the battlefield from short edge to short edge. It must be located in the center of the battlefield, and must have at least one gate in the center at least 12" wide. The wall should be divided into roughly 12" sections. The gate counts as a wall with an AV of 14 (compared to the 15 of each wall section). Any defending unit with a model within 6" of the gate may, instead of shooting, call for the gate to either be opened or close. It is opened after their activation is complete. Each section of the wall must have at least one ladder which units can use to climb to the top of the wall. No more than one unit can be on top of any single wall section. Bomber: Any section of wall (including the gate) may be destroyed as normal, or may be blown by a bomber unit with at least one model in contact with the wall section. When activating the unit, declare that it will plant a bomb. The unit may not move or shoot for the remainder of the turn. If pinned or assaulted, the planting fails. If neither occurs, the unit succeeds and the section of wall is destroyed.
Attackers move on from this table edge. To prepare the table for battle, place terrain using your preferred method. A large wall must cross the center of the battlefield as shown. Deployment: The defender deploys all of his units to begin the game. The defender may deploy anywhere on their side of the wall. No more than one unit may begin the game on top of the wall. The attacker deploys no units onto the battlefield. All his units move onto the battlefield on their first activation as if using the Reserve: Standard rule. Infiltrators may deploy as normal, and units with a Reserve ability may wait and come onto the battlefield later in the game using their normal Reserve deployment. Every attacking Elite unit and personality gains the Bomber ability, listed to the left. Fallback: Defending units that fall back will move towards the long table edge of their deployment zone. Attackers will fall back towards the table edge they came on. Length: The game length is 8 turns. Mission Objectives: The attacker is attempting to break into an enemy fortress. The defender must prevent this action. The attacker gains 1 victory point for each section of wall destroyed and gains 1 victory point for each unit with all models within 12 of the defenders table edge. Immobile vehicles, units that are falling back and personalities without attached models do not count towards this. The defender gains 2 victory points for each section of wall still standing at the end of the battle. They also gain 1 victory point for each attacking unit that is wiped out, or falls back off the table during the battle. The defender gains these points each time a unit is wiped out, even if it comes back on the table. Both sides gain 1 victory point for every enemy leader killed during the battle.
109
WEDGE ASSAULT
ASSAULT MISSION - 8 TURNS MISSION GOALS: BREAK THROUGH A GAP IN THE ENEMY LINES
12
24
Choosing Deployment Zones:
After laying out terrain, each player rolls a die. The player with the highest die roll may choose which side of the table the defender will control. This mission works best with two sides.
Attackers move on from this table edge. Table Setup: To prepare the table for battle, place terrain using your preferred method. Deployment: Deployment zones extend 24 out along each short table edge and 12 out along the long edge. There are two on each side of the battlefield, both of which belong to the defender. The defender must deploy all basic units into these deployment zones. The units must be as evenly split between the two zones as possible (counting by number of units). The remainder of the defending army gains Reserve: Standard for this battle unless they have another Reserve ability or the Infiltrators ability, in which case they deploy as normal The attacker deploys no units onto the battlefield. All his units move onto the battlefield on their first activation as if using the Reserve: Standard rule. Infiltrators may deploy as normal, and units with a Reserve ability may wait and come onto the battlefield later in the game using their normal Reserve deployment. Fallback: Units that fall back will move towards the nearest table edge of their deployment zone. Length: The game length is 8 turns. Mission Objectives: The goal of the attacker is to break through a gap in the enemy lines. The defender must prevent this. The attacker gains one victory point for each unit that has all models within 18 of the table edge at the end of the battle. Immobile vehicles, units that are falling back and personalities without attached models do not count towards this. The defender gains 1 victory point for each attacking unit that is falling back, wiped out, or off the table at the end of the battle. Each side also gains a victory point for each enemy leader that was killed in battle. The side with the most victory points wins the battle.
110
RESCUE MISSION
ASSAULT MISSION - 10 TURNS MISSION GOALS: FIND A PERSONALITY AND RETURN HIM TO YOUR LINES
12
Table Setup: To prepare the table for battle, place terrain using your preferred method. After placing terrain, the defender places from 3-5 buildings in the center area of the table at least 18 away from the closest table edge. The defender then makes a note on a hidden piece of paper denoting one building. This building is the location of the target personality.
I know, some of you are thinking why should we risk the lives of a 100 soldiers for the life of one person. I can think of no better answer to this question then the example set during the Zarathustrian Civil War, fought a thousand years ago. The prophet Kismet, the religious and spiritual leader of the Zarathustrian Order was captured by militant rebels. There was a chance to save her, but leaders felt that risking elite soldiers for a mere civilian was foolish. No rescue mission was attempted. The rebels executed her publicly and imprisoned her immortal soul into a crystal. But the rebels master stroke was to clone legions of soldiers with her genetic material in her own image. The morale blow of having to fight the prophet they had forsaken was too much, and the rebels won the war. If they would have rescued her, even at the expense of a billion lives, the darkness that engulfed our home world would have been avoided. Think of this when you fight today, comrades. Imperial Commander Lord Striker Briefing troops prior to rescue mission. Universe B19 - Local Year 3122 GD
Deployment: The defender deploys all his units anywhere on the table. Units may not have models within 6 of a long table edge or 12 of a short edge. Units may deploy inside buildings, including the one housing the captured personality. The attacker deploys no units onto the battlefield. All his units move onto the battlefield on their first activation as if using the Reserve: Standard rule. They may come on from any table edge the attacker chooses, but all must come on from the same edge. Units with other Reserve abilities or the Infiltrators ability play as normal. Fallback: Attacking units that fall back will move towards the table edge they came in on. Defending units will fall back to the opposite table edge. Length: The game length is 8 turns. Mission Objectives: The defenders have captured a personality important to the attackers. In order to search a building, an attacking unit must spend an entire turn inside the building. When activating a unit in a building, declare that they are searching the building instead of moving. The unit may shoot in addition to searching. The attackers gain 1 victory point for each building searched, 2 victory points for finding the personality and 5 victory points for taking the personality off the table. A side also gains 1 victory point for every turn that they are in possession of the personality, and 1 victory point for every enemy leader killed during the battle. The side with the most VPs at the end of the game is the winner. The game immediately ends if the personality is taken off the table.
111
AIRBORNE INCURSION
ASSAULT MISSION - 8 TURNS MISSION GOALS: WIPE OUT ENEMY ENCAMPMENT / ESCAPE FROM BATTLEFIELD
12
Table Setup: To prepare the table for battle, place terrain using your preferred method. Deployment: The defender deploys all units within 12 of the center of the table. All attacking units in this mission deploy as if they have the Reserve: Air Drop ability. Flying units and units that already have the Air Drop ability may automatically deploy on the first turn and may roll two dice for their scatter distance, choosing one to use. Attackers with other Reserve abilities may use them as normal, as may Infiltrators. The attackers may not field any vehicles: they are left behind, unable to be carried. Fallback: Units that fall back fall back in a random direction, using a scatter to determine the direction. Length: The game length is 8 turns. Mission Objectives: The attackers have performed an airborne assault upon an enemy camp, attempting to wipe them out before they can bring battle. The defending army must attempt to escape from the battlefield. To leave the battlefield, a unit must begin a move with all models within 6 of the target edge. Declare that the unit is escaping, and remove all models from the table. The defenders gain 1 victory point for each unit that escapes the table, and an additional victory point if the unit in question escaped with over half the models it started the battle with. The defending side gains an additional 3 victory points if over half their units escape, and an additional 3 if over 3/4 of their units escape (on top of the 3 points for half). The attackers gain 2 victory points for every enemy unit wiped out or falling back at the end of the battle and 1 victory point for every enemy unit still on the battlefield. A side also gains 1 victory point for each enemy leader destroyed during the battle. The side with the most VPs at the end of the game is the winner.
112
Contained within this chapter are a number of army lists created using the Army Design System. They were created using the same rules available to everyone else, so you dont need to feel as if you must use one of these armies to be competitive when playing. The lists can certainly provide a great starting point for an army, however, or can simply serve as the army that you choose to play with. Feel free to modify the army lists within in any way you see fit. They are all meant to be starting points for your own army construction. The only rule is that if youre specifically fielding that army, you shouldnt modify the basic profile or basic weapons or armor of the units in the army list. This mainly applies to armies that have a very specific identity such as the 37th Centauri Legion. You can add units, add special weapons, or increase the levels of personalities freely, but if you decide youd like to modify the armys stats or swap out basic weapons you should create a new army. Even something as simple as changing the armys name to 38th Centauri Legion would work.
The second universe that the original GM device was used to transport to was designated Alpha 3: the home of Roma Galactica, the Roman Empire. In this universe, the Roman Empire survived the Early Imperial era chaos and growing pains, and successfully managed to stabilize the Empire. Once this political stabilization occured, the Romans easily grew their empire to conquer the entirety of Europa, Africanus, and much of Asia. Practically trained as engineers from birth, the technologically adept Roman people rapidly moved forward. Their cities grew rapidly, becoming paragons of civilization. Without suffering through the Dark Ages like those that occured in universe Alpha 1, the Empire of Rome launched their first space vessel almost 200 standard years before any known human civilization. While they have yet to develop faster-than-light travel, the Romans colonized a number of nearby system, establishing garrison forces on the worlds to protect them from any possible attackers. Unfortunately, as the empire grew (especially once it was able to expand into other universes), some of these garrison forces began to lag behind technologically, even regressing. The garrison legion responsible for protecting the 3rd planet in the Centauri system (the 37th) is one such army. Their technology is several generations behind the current Roman vintage simply because theyre unable to get consistent supplies from the parent Empire. In some ways, theyre their own little Empire: cut off from Rome at large, they often must fend for themselves.
Army Characteristics: Militant:All models may take a basic close combat weapon (DAM 1) for free. This does not count towards the models weapon limit. Units in this army may never fire at a charging unit in response to being charged.
114
MOR 5
WL: 8
Armor: Masterwork Legionnaire armor (+5, negates 1 of MOV penalty) Ranged Weapon: Combat Pistol (DAM 3, 12 Light 2) Melee Weapon: Gladius (Basic close-combat weapon, DAM 1)
An office of long tradition, the Centurion originally commanded 100 men. Over the centuries of military evolution, the exact number of men under their command has varied but their absolute command authority hasnt. A Centurion is responsible for the training, discipline, and tactical command of every man under his purview.
BASIC PRE 2
WP: 1
MOR 5
WL: 8
Unit Size: 7-15 (Specials at 10, 15) Armor: Legionnaire Armor (+5) Ranged Weapon: Remus Squad Rifle (DAM 4, 24 Assault 2) Melee Weapon: Gladius (Basic close-combat weapon, DAM 1) Special Weapon: Romulus Heavy Rifle, +18 points (DAM 6, 30 Heavy 2)
Shield: Large: 8+ save. No longer applies during a turn once the unit has shot or made melee attacks. Unit may delay melee attacks to strike as if DEX was 0. Option: Upgrade one squad member to Sergeant (+3 points) Option: Upgrade one squad member to Standard Bearer (+5 points)
STR 3
PRE 2
MOR 5
WP: 1
WL: 5
The basic unit of the Roman Military since the time of the first Caesars has been the Legionnaire. Trained to an exacting degree, the modern version of the Roman soldier still carries a traditional Gladius sword, but their similarities to the ancients end there. Their shields are made of a highly advanced composite capable of stopping low-powered lasers and most ballistic rounds. The main weapon of the Legionnaire is the Remus rifle, capable of laying down a steady stream of fire as the units advance on objectives.
Graceful: May move an additional 4 instead of shooting. Hit-and-Run: May withdraw from close combat during the tactical phase. Move all models 1d10 in any direction. Fieldcraft: Only loses 1/4 of its MOV in difficult terrain
STR 4
PRE 2
MOR 5
WP: 1
WL: 8
Shield: Large: 8+ save. No longer applies during a turn once the unit has shot or made melee attacks. Unit may delay melee attacks to strike as if DEX was 0. Veteran: May re-roll any MOR test Option: Upgrade one squad member to Sergeant (+3 points) Option: Upgrade one squad member to Standard Bearer (+5 points)
115
ELITE PRE 2
WP: 1
MOR 5
WL: 9
Unit Size: 3-8 (Specials at 4, 6, 8) Armor: Light Carbon Plate (+4) Melee Weapon: Energy Lance (+4, Energy Blade, Pole-arm) Bike-mounted Weapon: Twin-linked Remus Squad Rifle DAM 4, 24 Assault 2, Twin-linked
Bike, Heavy: +2 to MOV, additional +2 to charge range, +2 CON. May mount assault weapon on bike. Shield: Large: 8+ save. No longer applies during a turn once the unit has shot or made melee attacks. Unit may delay melee attacks to strike as if DEX was 0. Ferocious: Unit may re-roll any missed to-hit rolls in the first rounf of combat when charging. Pole-arm: +10 to init in first combat round when charging. STR is doubled in first combat round when charging. -2 to init in subsequent rounds.
STR 8
DEX 5
PRE 2
MOR 5
WP: 3
WL: 13
Reinforced Exoskeleton Assault Armor: Size becomes Huge, may move and fire with all weapons. Gains +5 STR, +2 CON, +2 WP. Size: Huge. Smaller units do not block line of sight to this unit.
The Caesar-class battle armor was one of the Roman Empires first forays into heavy support armor. It is capable of laying down a withering hail of explosive firepower but can be a little bit unfocused in its abilities. While the Empire at-large has developed newer, more advanced versions of the Caesar, the 37th Legion has yet to see any of the newer technology due to their distance from Terra Prima.
Like much of the 37ths gear, the Marius APC is somewhat dated technology. The first Roman ground vehicle capable of transiting zerooxygen environments, it has sense been passed by. It still remains in use by outlying garrison forces (like the 37th) and other militaries that licensed the design from Rome.
Light weapons: Twin-linked Roma vehicle rifle, Turret-mounted DAM 4, 24 Light 2, Twin-linked
116
Army Characteristics: Hardened: +1 MOR, +1 PRE, must field 3 basic units for every one elite unit. Experienced: All units must purchase Veteran, but for +2 points per model
117
BASIC PRE 4
WP: 1
MOR 8
WL: 6
Unit Size: 5-12 (Specials at 7, 12) Armor: Light Carbon Weave (+3) Ranged Weapon: IAR-52 Assault Rifle (DAM 6, 32 Assault 1) Special Weapon: IAR-55 Support Rifle, +18 points (DAM 4, 32 Assault 2)
Veteran: May re-roll any MOR test. Graceful: May move an additional 6 instead of shooting.
STR 5
PRE 4
MOR 8
WP: 1
WL: 8
Veteran: May re-roll any MOR test. Bike: +2 to MOV, additional +2 to charge range Skilled Riders: 9+ save versus shooting attacks
ELITE PRE 4
WP: 1
MOR 8
WL: 11
Unit Size: 3-8 (Specials at 4, 6, 8) Armor: Nekian Heavy Battle Armor (+8) Ranged Weapon: PAW-2 Expansive Plasma Cannon (DAM 6, 36 Heavy 1, Blast) Special Weapon: FAP-37 Flame Assault Plasmathrower (-35 points) (DAM 5, 6 Assault 1, Flamethrower)
Veteran: May re-roll any MOR test Frightening: Any unit losing against this unit in close combat automatically falls back Tactical Battle Armor: May move and fire with heavy weapons, +2 STR Shield: Large: 8+ save. No longer applies during a turn once the unit has shot or made melee attacks. Unit may delay melee attacks to strike as if DEX was 0.
STR 5
PRE 4
MOR 8
WP: 1
WL: 10
Veteran: May re-roll any MOR test. Bike, Heavy: +2 to MOV, additional +2 to charge range, +2 CON. May mount assault weapon on bike. Energy Shielding: 7+ save against all wounds.
JYIERA COST Kya military forces are built around speed and firepower. Their light infantry is trained to move quickly to key objectives, while the heavy infantry and Jyiera battlesuits provide covering fire. The Riders move along the flanks of the army, drawing fire and harassing the enemy where needed. 296
Unit Size: 1-3 Armor: Jyiera Heavy Battlesuit (+9) Ranged Weapon: FL-1 Furburner (DAM 8, 72 Heavy 1, Blast) Ranged Weapon 2: NCP-75 Point Defense DAM 4, 12 Heavy 4
PRE 4
MOR 8
WP: 3
WL: 15
Veteran: May re-roll any MOR test. Reinforced Exoskeleton Assault Armor: Size becomes Huge, may move and fire with all weapons. Gains +5 STR, +2 CON, +2 WP. Size: Huge. Smaller units do not block line of sight to this unit.
118
Army Characteristics: Regimented: All basic units in the army must have identical traits, armor, and basic weapons. The special weapon(s) in each squad may be different, but the basic squads must all be identical in every other way. +2 MOR, -1 TEK.
119
PRE 2
MOR 6
WP: 1
WL: 7
From the tough, loyal Tommies, to the jet-pack fly-boys of the dashing and daring Royal Aerospace Force, to the silent and deadly Special Space Service, whose laser-designators can call down devastating fire from the orbiting gunnery of the Royal Space Navy, Her Majestys Expeditionary is ready to bring peace and civilisation to the stars... after theyve had a nice cup of tea, of course!
Recruitment Flyer British Expeditionary Force Universe A42
Ranged Weapon: Churchill Infantry Lasrifle DAM 5, 28 Assault 1, Assault Attachment Special Weapon: Rowling Heavy Squad Gun, +44 points DAM 5, 48 Heavy 3
Stubborn: This unit ignores outnumbered modifiers when taking fallback tests after losing a melee combat. If the unit ever falls back from a melee, they can never rally unless pinned. Assault Attachment: Weapon has DAM 1 when fighting in melee combat. One model may be upgraded to a Sergeant for +3 points.
STR 3
PRE 2
MOR 6
WP: 1
WL: 6
Infiltration: Unit deploys during the Infiltrators phase. Veteran: Unit may reroll any MOR test. Split Fire:Unit may split its fire amongst two separate targets. Fieldcraft: Only loses 1/4 of its MOV in difficult terrain Assault Attachment: Weapon has DAM 1 when fighting in melee combat. Laser Target Indicator: Weapon is required to call down Orbital Strikes.
STR 3
PRE 2
MOR 6
WP: 1
WL: 9
Tactical Flexibility: This unit may be activated during the tactical movement phase if all models are more than 18 away from an enemy model, rather than the normal 24. Jump Armor: Grants flying, +4 MOV
STR 1
DEX 6
PRE 0
MOR 3
WP: 1
WL: 12
Automated Weapon System: -3 MOR, -2 PRE, and -2 STR, -2 MOV. +2 TEK, +2 DEX.
120
TEK 5
Upgrades: None
The Royal Space Navy is the primary arm of the British Empires military. Responsible for carrying troops from planet to planet and providing support, the navy encircles the target world after dropping its troops. The huge dreadnoughts then proceed to lock on to key enemy installations and support lines. Once the ground forces give the word, giant particle cannons fire upon the targets, raining destruvtion upon the unfortunate enemy.
STR 3
DEX 4
PRE 4
MOR 6
WP: 3
WL: 10
Tactical Flexibility: This unit may be activated during the tactical movement phase if all models are more than 18 away from an enemy model, rather than the normal 24. Jump Armor: Grants flying, +4 MOV Inspiration: This model and all friendly units with models within 6 become fearless.
STR 3
PRE 4
MOR 6
WP: 2
WL: 9
Ballistics Officer: Leader may aid shooting to-hit rolls of friendly units
The British Galactic Empire is in a universe in which the American Revolution failed (Washington was killed at the battle of Lexington), allowing the Empire to continue its expansion without the difficulty of putting down rebellions every few decades. The nineteenth century went much as in our universe: the American west was still Wild, the only difference being who the settlers paid taxes to, while Africa and India were still areas of warfare and trade. The real changes came with the twentieth century. The Empire struggled against Nazi Germany in the Second World War just as in our universe, with the Soviet Union an uneasy ally. The effort, even with the now loyal american colonists on their side, demanded great strides in technology, especially aircraft. At the end of the war, the German rocket scientists surrendered to the British, rather than face an uncertain future under the Soviets, and a British space program was underway by the 1950s. The Space Race against the Russians was a major part of the Cold War, with both sides claiming the Moon, despite the British having landed there first. The collapse of the Soviet Union left the Empire free to really expand into space, first to the planets and then the stars.
-Dr. Griffith Ingram AEC Historical Researcher Universe Comparison Studies: Alpha 42
Ensign of the Royal Space Navy. Traditional ensign used by the Kingdoms Navy (red field) modified with a white star to denote space service.
121
The Roman Empire has recently entered into a new age of expansion. After making contact with other dimensions they were able to acquire designs for faster ships, and colonization teams began to reach for even more distant stars. On some of these planets around these stars, the Romans have encountered resistance of a most unexpected kind. Occasionally massive armies of highly organized and deadly biomechanical creations are sometimes waiting for the first Roman dropships on planets along the Empires frontier. Dubbed Machinacons by Roman scientists, no diplomatic contact has ever been made with them (the Romans have found nobody to talk to), and it remains unknown where the Machinacons came from. Roman forces will drop onto a planet, begin exploring, and find themselves against the giant metal beasts. No explanation has yet been found, and while some scientists are working on it they havent even determined what the cons are made of, much less their spatial origin. There seems to be an endless variety of Machinacons, each specialized for a specific role or environment. There are some standard cons that the Romans have encountered more often than others, and theyve given names to these more common creations to make it easier to identify them. The exorifle designation is given to what appears to be a basic foot soldier: standard humanoid construction and carrying a small railgun. There are small gun drones which buzz around with a pair of plasma guns and the feared flayers, giant robots with fearsome claws cloaked in rippling energy fields. The Romans continue to try and discover the source of these frightening creations, but no headway as yet been made in their investigations. Theyre become rather resigned to the fact that theyll have to be fighting a long war should they wish to continue expanding the frontier in the name of the Empire.
122
PRE 4
MOR 4
WP: 1
WL: 10
PRE 2
MOR 1
WP: 1
WL: 4
Bionic: Unit gain a 9+ save. Automated Weapon System: -3 MOR, -2 PRE, and -2 STR, -2 MOV. +2 TEK, +2 DEX. Flying: Unit ignores terrain while moving but may not end move in difficult or impassible terrain.
The Machinacons tend to use fairly straightforward military tactics. The main behavior that Romans have seen is for a few squads of exorifles to advance upon them, with gun drones buzzing around providing covering fire. The flayers will often then emerge from cover, breaking upon their lines attempting to tear the victim unit apart. Occasionally, though, the cons will exhibit strangely innovative tactics, catching the usually well-prepared Romans offguard. Its unsure if there are multiple controlling influences behind them, or if the AI of the Machinacons simply chooses from a random list of tactics before a battle.
FLAYERS COST 92
Unit Size: 3-8 Armor: PlasmaPlate (+6) Melee Weapon: Energy Claws Energy Blade (DAM 6) Melee Weapon: Grapple Blades Basic close combat weapon (DAM 1)
PRE 4
MOR 4
WP: 2
WL: 11
Bionic: Unit gain a 9+ save. Size: Large: +1 STR, +1 WP, +1 to combat range Ferocious: Unit may re-roll to-hit rolls on the first turn of combat when charging.
PRE 4
MOR 4
WP: 3
WL: 15
Reinforced Exoskeleton Assault Armor: Size becomes Huge, may move and fire with all weapons. Gains +5 STR, +2 CON, +2 WP. Bionic: Unit gain a 9+ save.
123
Rock-men. I know that the science council hates it when we use that term, but thats how I think of them: rock-men. You spend six standard months on this barren world and youll forget cultural niceties, too. Its not like were going to talk to them, so Im not sure why they want us to talk nicely about them. Terrans is the approved term, but thats so... trite. Whomever termed them that should come here and watch them. Even one day in the stuffy observation post would probably drive them to madness, much less half a year. Replicated food only excites one for so long before youve gone through all the possibilities in the things memory. So, they want me to file a report. Its not like theres anything new: the rock... terrans continue their slow building. This city theyre putting together looks like it might turn out to be rather pretty if youre into the whole carved look and there are bound to be some stunning views from the top of the wall, but its still just rock. Its like theyre moving about as fast as a boulder does when its rolling uphill, too. Youll see a handful of their artisans come out to a wall of rock with hammers and chisels, and theyll sit in front of it for an hour. One or two of them will walk up, touch the rock for awhile... I swear theyre talking to it. Finally, after maybe three hours of this sitting around, theyll each step up and make a single chip in the wall. Thats it! 3 hours and theyve put a half dozen marks in a wall. Of course then one of their priests, I think, comes up and waves his hands around... and this 8-foot-tall hunk of rock walks up from seemingly out of nowhere. Not really sure whats up with that, I cant ever see where it comes from. They always come around a corner that I wasnt looking at, or come out from behind a wall like it had been sitting there all night. This big stone creature winds up and punches a hole in the wall. Seriously, he just puts his fist right through the rock. This, of course, leaves a bit of a messy hole and the smaller ones go back inside, clean it out, and smooth the edges of it up some. Its kind of impressive, but its boring to watch every day. -Journal of Jacob J. Schmidt, AEC Observation Team Basic Profile: STR 4 DEX 2 CON 4 TEK 2 PRE 2 MOR 4
124
PRE 2
MOR 4
WP: 1
WL: 11
Size: Stout: +2 CON, -1 MOV Magic: Elementalism, Earth: +1 CON, Earth Focus Shield: Large: 8+ save. No longer applies during a turn once the unit has shot or made melee attacks. Unit may delay melee attacks to strike as if DEX was 0. Tough: Unit uses STR instead of TEK to determine movement penalties for armor
BASIC PRE 2
WP: 1
MOR 4
WL: 11
When they need to, the Terrans are perfectly capable of putting together a competent military. Drawing from the ranks of their artisans, the stone men march into battle with finely crafted weapons and armor, resplendent in gems and metals. While they generally dont have the speed or firepower to truly fend off TranseVerseCo miners or pirates looking for a safe base, they do have a rapport with the earth around them that borders on the magical. Able to summon huge stone constructs from the ground, the terrans often simply stand back and let the giants demolish the guns and walls of those they want to get rid of before marching in to finish the job.
Unit Size: 10-20 (Specials at 15, 20) Armor: Earth-blessed Scale Armor (+4) Ranged Weapon: Crossbow (DAM 2, 24 Heavy 1) Special Weapon: Repeating Crossbow (DAM 2, 12 Heavy 3), +8 points
Size: Stout: +2 CON, -1 MOV Magic: Elementalism, Earth: +1 CON, Earth Focus Shield: Large: 8+ save. No longer applies during a turn once the unit has shot or made melee attacks. Unit may delay melee attacks to strike as if DEX was 0. Tough: Unit uses STR instead of TEK to determine movement penalties for armor
TWIGLINGS COST 32
Unit Size: 10-20 Armor: None Weapon: None
PRE 2
MOR 4
WP: 1
WL: 5
Summoned: Earth Elemental: Enters play via Summoning rules from an Earth Focus. +3 CON, TEK set to zero. Size: Small: +2 DEX, -2 CON, suffers double wounds from Blast and Flamethrower weapons. Walking Shield: Can provide an 8+ save to Normal or Stout sized models within 6 behind them. Remove one Twigling for every successful save.
STR 5
PRE 2
MOR 4
WP: 2
WL: 13
Summoned: Earth Elemental: Enters play via Summoning rules from an Earth Focus. +3 CON, TEK set to zero. Size: Large: +1 STR, +1 WP, +1 to combat range Tough: Unit uses STR instead of TEK to determine movement penalties for armor
125
PRE 2
MOR 4
WP: 1
WL: 11
Size: Stout: +2 CON, -1 MOV Magic: Elementalism, Earth: +1 CON, Earth Focus Shield: Buckler: +3 armor when in close combat. Tough: Unit uses STR instead of TEK to determine movement penalties for armor
STR 4
PRE 2
MOR 4
WP: 1
WL: 11
Size: Stout: +2 CON, -1 MOV Magic: Elementalism, Earth: +1 CON, Earth Focus Shield: Large: 8+ save. No longer applies during a turn once the unit has shot or made melee attacks. Unit may delay melee attacks to strike as if DEX was 0. Tough: Unit uses STR instead of TEK to determine movement penalties for armor
PRE 2
MOR 4
WP: 1
WL: 12
Size: Stout: +2 CON, -1 MOV Spellcaster: Elementalism, Earth: +1 CON, Earth Focus, may cast Earth spells. Shield: Large: 8+ save. No longer applies during a turn once the unit has shot or made melee attacks. Unit may delay melee attacks to strike as if DEX was 0. Tough: Unit uses STR instead of TEK to determine movement penalties for armor Option: May purchase an Earth Dragon mount for +40 points. The Dragon is a Huge Mount, granting Size: Huge, +2 to MOV, +3 STR, +2 to combat range, and three additional attacks in close combat. Option: If the army size allows it, may increase the personality to Level 3 for +50 points. This grants the personality +2 WP and +2 CON.
The leaders of Terran society are their priests. The terrans that have the strongest connections with the earth are chosen at a young age and taught to use their abilities to the fullest. In their words, their ability to communicate with the ground beneath them (and frequently, above them) lets them draw upon the ageless wisdom contained in the rock, for it is always watching and listening. This wisdom that they draw upon allows them to guide the workings and future of their fellow terrans. Another aspect of the priesthood is their ability to summon the very earth to their command. While every terran has a small ability to do this (especially in groups) only the priests have the focus required to perform their most precise summonings. These controlled workings raise earthen shields around their walls and soldiers, allowing them to withstand even stronger blows than normal.
126
YAMATO SQUADRON
IMPERIAL DEFENSE FORCES UNIVERSE: 31 AEC STATUS: CONTACT MADE. TURNED DOWN
OFFER OF ADMISSION.
The Japanese Empire of universe B31 stands as something of an enigma. Isolationists to the extreme, they will not allow any more than a single group of dimensional outsiders to be on Earth at any one time. This has made it somewhat difficult for AEC ambassadors to find anything out about this world other than what the Japanese are willing to share. From what they are able to gather of their history, the Empire of Japan rose began to spread off the original home islands fairly early in their history. They first conquered what became China in universe A1, with colonists rapidly moving across the Asian continent. With this large expanse of land available as a starting point, the samurai-led military forces gradually spread over their part of the world. Their highly organized forces took advantage of the fragmented political state of middleages Europe, moving in and taking over the continent. The only real information that can be deduced about the current state of the Empire is that they have a rather solid hold on much of the world. The regimented caste system inherent in the lord-samurai-peasant heirarchy is still in place, with the peasantry serving as inducted military levies that support the samurai class who pilot advanced mechanical battlesuits capable of putting out large amounts of firepower. There are some indications that the Empire is currently facing off against one or two alien races in space; this is unsubstantiated at this time as ambassadors say nothing. The samurai class does include a large number of nonethnic japanese in its ranks. The neccessity of merging European society into the fold required that much of the power structure there be kept in place: the knights and lords were willing to accept new leaders if they were able to keep the temporal power they previously held. Basic Profile: STR 2 DEX 4 CON 3 TEK 5 PRE 2 MOR 4
Army Characteristics: Feudal: Basic units suffer -2 TEK and have their unit size set to 10-20. All other units gain +1 TEK, +1 MOR, and the Egotistical unit attribute. Technological: +1 TEK, -2 STR. Army swaps unit requirements for elite and support units. Adaptable: Basic, Elite units may take an extra special weapon. Army may take two additional weapons. All special weapons cost an additional 5 points.
127
STR 2
PRE 2
MOR 4
WP: 1
WL: 8
Japanese military doctrine is fairly straightforward for such an advanced nation. Basically, peasant levies carrying heavy laser rifles form a thick wall of fire in the center of a battlefield. This forms a solid fire base around which a battle plan is formed. Depending on what enemies they face, the samurai battlesuit pilots will add fire to this base, or will use their high maneuverability to flank the enemy and hit them from the rear. Other specialized squads of samurai (such as the Kaze jump troops) will aid in this, as will Hiryuu-class gravtanks.
FORESTERS COST 49
Unit Size: 10-20 Armor: Fiber Mesh (+2) Ranged Weapon: Arashi Assault Rifle (DAM 3, 18 Assault 2)
PRE 2
MOR 4
WP: 1
WL: 5
Fieldcraft: Unit loses 1/4 movement in difficult terrain instead of the usual 1/2.
STR 2
PRE 2
MOR 5
WP: 1
WL: 10
Jump Armor: Flying, +4 to MOV Egotistical: Unit will not fall back from combat if their side of the combat outnumbers the enemy side. The unit must charge at the closest enemy unit if there is an enemy unit within range. Honorable: Unit ignores other friendly units being wiped out in melee combat, ignoring the required fallback test, unless those units are also honorable. Hit-and-Run: Unit may choose to withdraw from combat in the tactical movement phase. Unit falls back 1d10 in a specified direction and automatically rallies if no models remain in baseto-base contact.
By the Order of the Most Holy Emperor, the following Proclamation is issued to guide His subjects in regards to communication with universal outsiders. Only those of the Samurai caste may speak to those from other universes. All others must remain silent, and if approached are only to point to the nearest administration building, No more than one vessel from outside this universe may be allowed in space around the planet at any one time. Any trading vessels that make visual contact with ships in space are to immediately contact the Space Administration Station. No radio contact may be made. If you witness a dimensional gate opening upon the planet, you are to immediately contact your local administrator and then seek cover.
PRE 2
MOR 5
WP: 1
WL: 3
Egotistical: Unit will not fall back from combat if their side of the combat outnumbers the enemy side. The unit must charge at the closest enemy unit if there is an enemy unit within range. Graceful: Unit may move an additional 4 instead of shooting. Infiltration: Unit deploys during the Infiltrators phase. Mutation: Razor Claws: Melee attacks automatically cause a wound on a to-hit roll of 10. Unit counts as having two melee weapons. Ferocious: Unit may re-roll any missed to-hit rolls in the first round of combat when charging. Hit-and-Run: May withdraw from close combat during the tactical phase. Move all models 1d10 in any direction.
128
STR 5
PRE 2
MOR 5
WP: 3
WL: 11
Egotistical: Unit will not fall back from combat if their side of the combat outnumbers the enemy side. The unit must charge at the closest enemy unit if there is an enemy unit within range. Advanced Battlesuit System: Unit becomes Huge. Gains +3 STR, +1 CON, +2 WP, +2 to MOV. May carry 3 ranged weapons, may move and fire Heavy weapons, may fire up to two weapons. Unit may fire at up to two different targets. Flying Upgrade: Unit gains Flying. Honorable: Unit ignores other friendly units being wiped out in melee combat, ignoring the required fallback test, unless those units are also honorable.
STR 5
DEX 4
PRE 2
MOR 5
WP: 3
WL: 14
Egotistical: Unit will not fall back from combat if their side of the combat outnumbers the enemy side. The unit must charge at the closest enemy unit if there is an enemy unit within range. Advanced Battlesuit System: Unit becomes Huge. Gains +3 STR, +1 CON, +2 WP, +2 to MOV. May carry 3 ranged weapons, may move and fire Heavy weapons, may fire up to two weapons. Unit may fire at up to two different targets. Honorable: Unit ignores other friendly units being wiped out in melee combat, ignoring the required fallback test, unless those units are also honorable.
Advanced Targeting System: Vehicle may use its TEK instead of DEX on shooting to-hit rolls. Light Weapon: None
HIRYUU-CLASS GRAVTANK Empire of Japan Top Speed: 160 km/h Overland Speed: 60 km/h Armament: Tenmou Particle Cannon Universe: B31. Schematics provided in technology-share program with AEC.
129
ROYAL REPUBLIC
ALEXANDRIAN GUARD UNIVERSE: A21 AEC STATUS: MEMBER. DIMENSIONAL
The Republic of Egypt stands as a beacon of light amongst a dark night sky. One of the earliest civilizations to form, Egypt began as many nations of the world did with a line of kings ruling through heredity. Claiming divine right from their gods, the Pharaohs led their nation to become one of the more advanced of the ancient world, building huge monuments to themselves and their civilization. Their first major crisis came with an invasion by the Roman Republic. While they were able to fight off the Romans who were unprepared to fight in the desert, the victory still managed to bring down the Pharaohs. After the war ended, Roman soldiers remained and were allowed to settle in Egypt as a sign of friendship between the nations. These settlers brought tales of the democracy that had flourished in Rome, and the people of Egypt began to listen. Eventually the people demanded that they be given the right to aid in the rule of the nation. The Pharaohs, seeing that they could not fight off an entire nation of people, agreed on the condition that they would always hold some semblance of power. When the Roman republic fell first into Imperialism and later simply fell, the Egyptian nation took over much of the former Roman territory. North Africa, the middle East, and even parts of eastern Europe were annexed and kept safe from the barbarism that befell the rest of the former Rome. Soon pyramids would rise over much of the known world. Over the coming centuries, Egypt would lead the world in scientific advancement, forging a new world from the ruins left by the Romans. They would become the first race to leap into space and led Earth into a new age of prosperity with the unification of the Eastern Continents in 5159 NR. Their military forces have kept peace amongst other warlike nations and have led the way into space, colonizing 3 moons and one planet. They have taken a leading role in the AEC, helping perform studies on ways to improve the performance of G-M devices and to make transdimensional jumps safer for the participants. Basic Profile: STR 4 DEX 5 CON 4 TEK 7 PRE 5 MOR 5
OF
EGYPT
Army Attributes: Hardened: +1 MOR, +1 PRE, must field 3 basic units for every one elite unit.
130
STR 4
PRE 5
MOR 5 The elite arm of the Egyptian military, the Royal Guard is responsible for protecting major cities in the republic. They are also assigned to duty aboard spacegoing vessels and will be the first troops to be airlifted into hostile territory. Along with a large contingent of support AI, the Royal Guard forms a hard-hitting phalanx designed to quickly end battles and keep human casualties to a minimum.
WP: 1
WL: 11
Ferocious: Unit may re-roll any to-hit misses on the first round of combat after charging Improved Initiative: The unit strikes in combat order as if its DEX were 8. Countercharge: The unit may not perform reactionary fire. After an enemy unit completes their charge move against this unit, any models in the unit may perform their own charge move. The entire unit counts as charging. Magic Ability: Order: Unit has the Order spellcasting ability and will not fall back from a melee in which any enemy units have the Animated attribute or the Chaos magic ability. They may re-roll any to-hit rolls when in combat with these units.
PRE 3
MOR 2
WP: 1
WL: 11
Automated Weapon System: -3 MOR, -2 PRE, and -2 STR, -2 MOV. +2 TEK, +2 DEX. Flying: Unit ignores terrain while moving but may not end move in difficult or impassible terrain.
STR 5
DEX 5
PRE 5
MOR 5
WP: 2
WL: 14
Bionic: Unit gains a 9+ save. Size: Large: +1 STR, +1 WP, +1 to combat range.
PRE 8
MOR 5
WP: 3
WL: 11
Magic Ability: Order: Personality has the Order spellcasting ability. Inspiration: All units with models within 6 of this personality become fearless.
131
MENTUEMHUTS LEGION
The Republic of Egypt has a secret. Hidden in the darkness of its past, in the shadows of the pyramids, are lessons that they had thought and hoped were lost to the sands of time. These lessons were once rediscovered. A young academic studying at the University of Alexandria in 3761 NR was performing research into ancient embalming methods and the worship of the forgotten deity Set. He asked permission to lead an excavation crew to a small, forgotten tomb several hundred miles into the desert. The universitys head of antiquity granted this permission, not taking the time to truly understand what his student had uncovered. The expedition left, and was never heard from again. 800 years later, a huge army of skeletons, zombies and mummies strode out of the desert and laid siege to a number of major cities along the Nile. At the armys head was a figure calling himself Mentuemhut, Lich Lord of Egypt. He claimed to be the hand of Set arisen from the dead and demanded that the living kneel before him, or risk being turned into mindless followers that would join his ranks. Though frightened beyond belief, the people of Egypt fought against the undead hordes. War raged for a score of years. The Egyptian military would push forward, returning a hundred skeletons to the grave, and Mentuemhuts magic would raise fallen Egyptians to turn upon their former allies. As the forces of the Lich Lord ground ever closer to Cairo and Alexandria, an attempt was made to end the war. A cadre of priests of Anubis, the god of the dead, would taken on a mission to stop Mentuemhut. A thousand soldiers of the Republican Guard led a fierce strike deep into the heart of the undead force, driving towards the lichs base of operations. As the hordes of undead encircled the force, trapping them in their grasps, the Anubite priests found Mentuemhut. The lich struck a number of them down, but the remainder were able to perform an ancient, nearly forgotten ritual. Sacrificing their lives to call upon the lord of the dead, the priests banished Mentuemhut from the world of the living, and the undead hordes crumbled to dust. Nobody knows if the banishment was permanent, or if the secret will once again come into the light. Basic Profile: STR 4 DEX 2 CON 4 TEK 3 PRE 4 MOR 0
ARMY OF MENTUEMHUT, ARCHLICH UNIVERSE: A21 AEC STATUS: NO RECOGNITION. AT WAR WITH ROYAL REPUBLIC OF EGYPT.
132
PRE 4
MOR 0
WP: 1
WL: 7
Animated: Unit ignores pinning tests. If it fails a fallback test, the unit suffers from instability instead of falling back. After failing the test, the unit suffers one wound for every point the test was failed by. If there is a personality with the Entropy spell ability within 6 of a model in the unit, divide the number of wounds by half (rounding up). -3 TEK, +3 CON. Shield: Large: 8+ save. No longer applies during a turn once the unit has shot or made melee attacks. Unit may delay melee attacks to strike as if DEX was 0.
PRE 4
MOR 0
WP: 1
WL: 7
The draw of eternal life is very strong. There are many that would risk being turned into mindless drones if it gave them the chance to live forever. Individuals that are drawn to this promise fuel a building cult in Egypts lands, preparing for the return of Mentuemhut. If he should return, as they say he will, they will be his soldiers and his hand, providing much-needed firepower to aid the shambling skeletons and mummies.
PRE 4
MOR 0
WP: 1
WL: 7
Animated: Unit ignores pinning tests. If it fails a fallback test, the unit suffers from instability instead of falling back. After failing the test, the unit suffers one wound for every point the test was failed by. If there is a personality with the Entropy spell ability within 6 of a model in the unit, divide the number of wounds by half (rounding up). -3 TEK, +3 CON. Explosive: Unit explodes when in combat, suicidally taking out as many enemies as possible.
MUMMIES COST 38
Unit Size: 3-8 Armor: Scrap Plate (+3) Melee Weapon: Two hand weapons Two basic close-combat weapons, (DAM 1)
PRE 4
MOR 0
WP: 1
WL: 10
Animated: Unit ignores pinning tests. If it fails a fallback test, the unit suffers from instability instead of falling back. After failing the test, the unit suffers one wound for every point the test was failed by. If there is a personality with the Entropy spell ability within 6 of a model in the unit, divide the number of wounds by half (rounding up). -3 TEK, +3 CON. Tough: Unit uses STR instead of DEX to determine armor movement penalties Magic: Entropy: Enemy units in the same melee as this unit suffer -2 CON (to a minimum of 1)
The strength of the mummy is two-fold. First, they are incredibly tough, their rags and petrified muscle making it very hard for blows to destroy them. The second advantage they provide to the Lich is the reverence that many Egyptians hold for the dead. Fighting against risen mummies is like fighting against your ancestors. In some cases, glyphs left upon a wrapped mummy will remind a soldier of a member of their familys history, and it will shake them to their core. It is never easy to fight against something that could be your great, great, great grandfather.
133
STR 5
PRE 4
MOR 0
WP: 1
WL: 10
Animated: Unit ignores pinning tests. If it fails a fallback test, the unit suffers from instability instead of falling back. After failing the test, the unit suffers one wound for every point the test was failed by. If there is a personality with the Entropy spell ability within 6 of a model in the unit, divide the number of wounds by half (rounding up). -3 TEK, +3 CON. War Mount: +2 MOV, +1 attack in close combat Pole-arm: +10 to init in first combat round when charging. STR is doubled in first combat round when charging. -2 to init in subsequent rounds. Shield: Large: 8+ save. No longer applies during a turn once the unit has shot or made melee attacks. Unit may delay melee attacks to strike as if DEX was 0. Tough: Unit uses STR instead of DEX to determine armor movement penalties
STR 4
DEX 2
PRE 7
MOR 0
WP: 3
WL: 12
Animated: Personality is Fearless. +3 CON. Spellcaster: Entropy: Personality has the Entropy magic user ability. May purchase a War Mount for +9 points. A War Mount provides +2 to MOV and +1 attack in melee combat. Doing so replaces the Sacrificial Dagger.
Royal Egyptian Ptah support bots battle Mentuemhuts undead legions. Mechs, mummies, and skeletons, Reaper Miniatures Terrain supplied by Armorcast
134
KNIGHTS
OF THE
HOLY ORDER OF SAINT HARLEI UNIVERSE: 4 AEC STATUS: CONTACT MADE. CURRENTLY PERFORMING
WHEEL
NEGOTIATIONS.
In the beginning, there was a great society. Tall spires reached to the sky and people walked Among the clouds as if they were gods. While walking among the clouds, though, The people forgot that they were tied to the ground. Their lack of humility drove them towards ruin. Pride amongst nations prevented peace. Walking as gods made them think that they were. When their will was not granted they turned to force. Fire rained from the sky and ruin fell upon the world. The spires that rose up came back to the earth. The men that played at gods killed millions. Darkness fell on the world and much was lost Or forgotten in the mists of time. Lessons that should have been remembered. After the darkness movement was slow. People could not help other people for all they had Was their feet upon the ground. In the depths of the darkness there were some that Searched for wisdom, digging deep in the remnants. In the rubble they found wisdom in the machine. The searchers found speed, and found it in a way That would keep them on the ground where humanity Must always remain, else they suffer the elders fate. The name of the speed machine was Harlei. Riding upon the great Harlei, the wise were able to Protect the people, and bring food and aid. With this speed, civilization has begun to return. The lessons brought to the people upon the back Of Saint Harlei are simple and wise. Forever shall man remain upon the ground For those that went to the sky brought ruin upon us all. While we are tied to the earth we shall be protected. And the Knights of the Saint Harlei shall be the arm Of that protection, their sword and rifle striking down Those that would bring more ruin upon us. -Verses of Saint Harlei, The Histories Universe B4 Basic Profile: STR 4 DEX 4 CON 4 TEK 4 PRE 5 MOR 3
135
PRE 5
MOR 3
WP: 1
WL: 9
Suppressive Fire: When firing with ranged weapons, declare that the unit is performing suppressive fire. The unit will cause no shooting wounds, but the target unit must take a pinning test with a TN equal to the number of hits caused. Unit may upgrade one model to a sergeant for +3 points.
The Knights of the Wheel are the shining light of a dark world. Riding from town to town dispensing justice and protecting the downtrodden, they ride burly two-wheeled devices that can run down even the most stout individual. With an assault rifle strapped to the front and armed with a large spear, a Knights bike is a fearsome sight, especially when youre in front of it.
STR 4
PRE 5
MOR 3
WP: 1
WL: 10
Heavy Bike: +2 to MOV, +2 CON. Additional +2 to charge range. Skilled Riders: 9+ save versus shooting attacks. Pole-arm: +10 to init in first combat round when charging. STR is doubled in first combat round when charging. -2 to init in subsequent rounds.
PRE 5
MOR 3
WP: 1
WL: 10
Heavy Bike: +2 to MOV, +2 CON. Additional +2 to charge range. Ferocious: Unit may re-roll any to-hit misses on the first round of combat after charging Improved Initiative: The unit strikes in combat order as if its DEX were 8. Skilled Riders: 9+ save versus shooting attacks.
PRE 5
MOR 3
WP: 1
WL: 10
Support Bike: +2 to MOV, +2 CON. Additional +2 to charge range. May carry and fire a heavy weapon, but may not fire other weapons when doing so.
One of the rarer finds in the ruins of the world was hover technology. Riding just off the ground on a cushion of air, these hover-bikes are reserved for the use of the highest ranking Riders in any realm. Freed from the friction of the ground, these hoverbikes shoot across a battlefield like lightning, carrying a Duke into the thick of battle and inspiring his Knights to feats of great valor.
STR 4
PRE 5
MOR 3
WP: 3
WL: 14
Flying Heavy Bike: Heavy Bike: +2 to MOV, +2 CON. Additional +2 to charge range, flying. Inspiration: All units with models within 6 of this personality become fearless.
136
HELIONOX
We have a problem that needs the immediate attention of the Security and Economic councils. You have to listen... no, I wont hold. Look, let me just explain this. They need to quarantine at least three universes, maybe four, or we risk the deaths of trillions. Did that get your attention? Alright, Ill try to explain it. Basically, weve got reports... no, we have more than just hearsay, weve got visuals. We have reports of an animalistic, vicious race thats managed to get onto at least three different gamma-level Earths. On each of these, the native life was eradicated within six months. No, we dont know where they came from. But we do have a pretty good theory. There have been a couple of these creatures captured and studied, and it appears they have a parasitic breeding system that allows them... yes, parasites. Maybe theyre closer to spores, but weve not been able to determine that yet. Anyway, their breeding system basically allows them to latch onto organic matter and lie dormant for a number of months, before hatching, feeding on the host creature, and taking over their immediate surroundings. Yes, now you see it: theyre hitching rides on trading vessels. TransVerseCo, the Shinmeiche, or some other group picks one of these things up on a resource hop, and the next thing you know youve got a hundred... yes, I know convincing TCV to quarantine anything is going to be a pain. Okay, now Ill hold.
-VidConf Transcript, Dr. Annette Rogers, Science Council
Organic: The army may not have a TEK above zero, but may use their CON for purposes of determining what and how many weapons they may purchase. They may not purchase weapons that risk catastrophic failure (compared to their CON rather than their TEK). All models gain the Tough attribute for free. The army may field no vehicles, and their armor cost is based on TEK as normal. Hive Mind: No model in the army may have a MOR stat greater than 0. Any personality or Support unit may purchase the trait Hive Conduit for +10 points per model. Any model in the army within 12 of a friendly Hive Conduit model become fearless (the Hive Conduit equipped models count themselves). Units may not take any unit leader upgrades.
137
PRE 5
MOR 0
WP: 1
WL: 5
Bestial: Whenever unit causes an enemy unit to fall back from melee combat, this unit must move directly towards that unit in every action phase and must charge if possible, until that unit is wiped out. The noxlings gain +2 MOV during this time. Mutation: Razor Claws: Unit counts as having two melee weapons. Whenever a model rolls a 10 on a to-hit roll that attack will automatically cause a wound. Tough: Unit uses its STR to determine armor movement penalties.
SPITTERS COST 69
Unit Size: 10-20 Armor: Heavy Carapace (+4) Ranged Weapon: Acid Spore Biorifle DAM 5, 18 Assault 2
PRE 4
MOR 0
WP: 1
WL: 9
Mutation: Extra Arms: Unit gains an extra attack in close combat. Tough: Unit uses its STR to determine armor movement penalties.
POISON GLIDERS COST 64 Flying over the battlefield on insectoid wings, the poison gliders serve as a fast-moving flanking force capable of dropping acidic parasites that rapidly eat their way through whatever they land on.
Unit Size: 3-8 Armor: Heavy Carapace (+4) Ranged Weapon: Parasitic Assault Biomorph DAM 6, 24 Assault 1
PRE 4
MOR 0
WP: 1
WL: 9
Flying: Unit ignores terrain while moving but may not end move in difficult or impassible terrain. +2 MOV. Reserve: Air Drop: Unit deploys from reserve using the Air Drop rules. Tough: Unit uses its STR to determine armor movement penalties.
PRE 4
MOR 0
WP: 1
WL: 6
Flying: Unit ignores terrain while moving but may not end move in difficult or impassible terrain. +2 MOV. Reserve: Air Drop: Unit deploys from reserve using the Air Drop rules. Explosive: Unit explodes in melee combat. Tough: Unit uses its STR to determine armor movement penalties.
138
PRE 4
MOR 0
WP: 3
WL: 15
Mutation: Resilient Skeleton: +2 CON, -1 DEX Frightening: Units that lose a combat against this unit automatically fall back unless they are fearless. Size: Huge: +3 STR, +2 WP, +2 to Combat Range. Tough: Unit uses its STR to determine armor movement penalties.
Only appearing when the Helionox have taken over a large proportion of a planet, the elephantine beast called a dreadnox by those that have seen one are huge creatures capable of stomping through entire units of troops. Their bony carapace deflecting fire, the Dreadnox will barrel into an enemy unit and begin sweeping men aside with its huge, scythe-shaped claws. Troops are cut in half or knocked into the ground, and most will usually run away rather than face such a demise.
PRE 4
MOR 0
WP: 2
WL: 11
Hive Node: Units in this army with a model within 12 of a model in this unit are fearless. Size: Large: +1 STR, +1 WP, +1 to combat range. Flying: Unit ignores terrain while moving but may not end move in difficult or impassible terrain. +2 MOV. Tough: Unit uses its STR to determine armor movement penalties.
PRE 5
MOR 0
WP: 3
WL: 10
Hive Node: Units in this army with a model within 12 of a model in this unit are fearless. Mutation: Extra Arms: Unit gains an extra attack in close combat. Mutation: Razor Claws: Unit counts as having two melee weapons. Whenever a model rolls a 10 on a to-hit roll that attack will automatically cause a wound. Mutation: Extra Legs: Unit is mounted. +2 MOV Shield: Large: 8+ save. No longer applies during a turn once the unit has shot or made melee attacks. Unit may delay melee attacks to strike as if DEX was 0. Tough: Unit uses its STR to determine armor movement penalties. Spellcaster: Chaos: Personality has the Chaos magic user ability.
139
SHINMEICHE TRADING VESSEL THERSPIRIT UNIVERSE: B14 AEC STATUS: LIMITED EXPLORATION AND COMMERCE LICENSE GRANTED.
While I greatly enjoyed my time among the Shinmeiche, I must admit that I was overjoyed to receive my transfer notice. The Shinmeiche are certainly a very interesting people, but the cultural disconnect was simply too much for me to bear. Ill be happy to get back to my own universe for awhile. As my last duty of this rotation, I hereby submit my report on the Shinmeiche people. As noted in the AECs diplomacy logs, the Shinmeiche are a rather unique race in many ways. The first is their extreme case of sexual dimorphism: the males are short, squat individuals, around 4 to 5 feet tall while the women reach a tall, lanky, and graceful six-foot height. As with most cases of such dimorphism, the cause seems to be an evolutionary division of labor. The males have an innate sense of technological workings: their hands are usually assembling a new device, digging a mine, or building a home. Their short stature is ideal for working in the earth or for carrying heavy objects a great distance, and have accepted the worker role in their society with great aplomb. By contrast, the women of the Shinmeiche are the hunters. Their build is ideal for running long distances and tracking down prey. Over the centuries they developed martial arts and a very strong spiritual warrior tradition. They are fierce fighters, though their spiritual nature has given them a very strange calm. Some of the more elder women even seemed to have learned almost magical abilities, though Im not convinced that its not a trick of technology. The men would no doubt take great pride in helping play such a trick on an outsider like me. As a race, the Shinmeiche are very welcoming of outsiders, though it was very difficult to feel welcome in their presence. While they often find work on trading vessels and have begun to send their own ships through the therverse, their diplomatic skillls are still somewhat lacking. Their men arent the most graceful of speakers and their women almost seem to speak in riddles. How they get along without killing each other will be a mystery for my successor to solve. -Diplomatic Report, Nico Deyo Outgoing AEC Ambassador Basic Profile: STR 3 DEX 5 CON 4 TEK 5 PRE 2 MOR 4
STEELBEARDS SQUADRON
140
BASIC PRE 2
WP: 1
MOR 4
WL: 11
Unit Size: 5-12 (Specials at 7, 12) Armor: Composite Plating (+5) Ranged Weapon: Hammerstrike Longrifle DAM 5, 28 Assault 1 Special Weapon: Banshee Rocket Launcher, +23 points DAM 8, 48 Heavy 1, 10% critical failure chance
STALKERS COST 76
Unit Size: 5-12 Armor: Composite Mesh (+3) Ranged Weapon: Raptor Assault Rifle DAM 4, 24 Assault 1, Assault Attachment (DAM 1 in melee combat)
PRE 2
MOR 4
WP: 1
WL: 7
Magic Ability: Air Elemental:+1 DEX Graceful: Unit may move an additional 6 instead of shooting. Precise: Unit uses its DEX for melee to-hit rolls rather than its STR. Frightening: Units that lose a combat against this unit automatically fall back unless they are fearless.
ELITE PRE 2
WP: 1
MOR 4
WL: 12
Unit Size: 3-8 (Specials at 4, 6, 8) Armor: Stabilizing Composite Armor (+6) Ranged Weapon: Banshee Rocket Launcher DAM 8, 48 Heavy 1 Special Weapon: Hammerstrike Longrifle (-18 points) DAM 5, 28 Assault 1
PRE 2
MOR 4
WP: 1
WL: 13
When fighting on their homeworld or when defending a trading outpost, the men of the Shinmeiche pick up complex longrifles. With gears all along the sides, the rather over-complicated looking guns nevertheless provide the engineers with a fairly accurate shot, even when on the move and at long range. Heavy armor protects them from return fire, and they form a strong anvil against which the enemy usually bounces. A few of the engineers will carry high-powered rocket launchers, designed to deliver a high explosive charge at long range. They perform this duty quite well. The women stand as a counterpart to the men. Tall and graceful, the Stalkers will spring upon the enemy from their rear or flanks, assault rifles pinning down an enemy before charging in to attack with cripping blows. The stalkers carry weapons designed to serve two roles. The first is to provide highly stable fire when moving, and they perform this well. The second is to also serve as a melee weapon in close combat. With a long blade that extends under the weapon, parallel to the barrel, the Raptor rifle is a rather frightening sight. When carried in combat posture, the blade extends under the forearm ot the woman wielding it, striking a very intimidating image.
Stout: +2 CON, -1 MOV Support Bike: +2 to MOV, +2 CON. Additional +2 to charge range. May carry and fire a heavy weapon, but may not fire other weapons when doing so.
PRE 2
MOR 4
WP: 2
WL: 8
Spellcaster: Air Elemental:+1 DEX, may cast air spells on friendly units Graceful: Unit may move an additional 8 instead of shooting.
141
VIGAKRKAS RAIDERS
The AEC exploration vessel Black Cat was tasked with performing mapping expeditions into universes closest to Alpha 22. They would perform jumps into uncharted universes, use probes to determine the nature of the system theyd jumped into, and if possible make a landing upon Earth. In 2361, the Black Cat jumped into a new universe. Their initial probes revealed a standard system configuration: nine planets, Earth in the usual spot. Scans of the planet determined that there was a very low technology level, and the captain sent a messenger probe back to A22 informing the AEC that they were preparing to map a new Gamma-class Earth. For the last six months, the crew had been mapping low-tech planets and had set down in the northern part of the world. The cold temperatures meant that there were generally no natives living in that region and they would be free to perform their automated exploration routines without disturbing the locals. After six months, fatigue had set in and the captain ordered the ship to land in the same general area without first making life form scans. When the ship landed and the first crew stepped out, they were set upon by men wearing thick furs and wielding fierce axes. The crew was killed and the leader of the band, a huge brute named Vigakrka, or war crow led his warriors onto the ship. The primitive fighters were awed at what they had stepped into. The corridors of metal, gleaming panels, and glowing lights were unlike anything they had ever seen. Their shamans fearfully examined what they could, occasionally pressing buttons in curiosity. One of these buttons engaged the ships automatic universe jump program. Now Vigakrkas raiders jump from universe to universe, fighting with the exploration tools on the ship, taking what they can, and jumping again. Some women willingly join them, looking for excitement, and young warriors continue to join the band. They keep fighting where they can, the ship randomly taking them into new universes. They have no idea what theyre doing, but the shamans ensure them that theyre simply following the paths the gods have chosen for them. They do miss their homes and would like to return. They dont want to get home too soon, though: this is fun.
FORMER AEC EXPLORATION VESSEL BLACK CAT UNIVERSE: 9 AEC STATUS: PIRATE DIMENSIONAL VESSEL. REWARD FOR CAPTURE.
Army Characteristics: Bloodthirsty +2 PRE. All units within charge range of an enemy unit must charge the closest enemy unit whenever possible, and must not fire their weapons until checking to see if they must charge. The army is limited to a single support unit.
142
PRE 6
MOR 4 While most of the raiders are too fearful of their adopted homes technology to really try anything out, they have managed to figure out how to work much of the industrial tools on board due to their simplicity. Chainsaws, jackhammers, fusion torches... anything that simply has an ON button is easy enough for them to figure out. While they dont appear to be the most graceful of fighters when theyre wielding such disparate and unbalanced weaponry, they raiders are still quite strong and able to make up for any inefficiency their choice of weapons might cause. Most simply fight as they always have, with their axes replaced by the more moden workings.
WP: 1
WL: 10
Shield: Buckler: Enemies striking against this unit in melee combat have their to-hit TN raised by 3. Tough: Unit uses STR instead of TEK to determine movement penalties for armor Countercharge: The unit may not perform reactionary fire. After an enemy unit completes their charge move against this unit, any models in the unit may perform their own charge move. The entire unit counts as charging.
BERSERKERS COST 62
Unit Size: 10-20 Armor: None Melee Weapon: Various heavy chainsaws and large construction tools Two-handed Powered close combat weapon (DAM 5)
PRE 6
MOR 4
WP: 1
WL: 5
Berserk: Unit becomes fearless, gains a 9+ save. The unit must move its full move distance directly towards an enemy unit in every action phase, and must afterwards charge the closest enemy unit if there is one within charge range. They may not fire their weapons until checking to see if they must charge. The unit counts as charging even when making incidental contact. Ferocious: Unit may re-roll any to-hit misses on the first round of combat after charging
Rage: If the unit has fewer than half the models it had when it started the battle (rounding down), all models in the unit gain +2 STR and +2 CON.
Graceful: Unit may move an additional 3 instead of shooting. Mighty Charge: The unit gains +2 on its melee to-hit rolls while charging.
PRE 6
MOR 4
WP: 1
WL: 9
SKALD COST 73
Unit Size: 1 Armor: Bone-studded Leather (+2) Melee Weapon: Blessed Blade Magic weapon (DAM 6)
PRE 6
MOR 4
WP: 1
WL: 8
Shaman: Personality is a minor spellcaster, using the Shamanism effects table. Beastmaster: Personality may take 2-10 attached Animal models
One of the side effects of raiding so many dimensions is that the Black Cat has built up quite a collection of various alcoholic drinks. A handful of the band has taken on the duty to store, organize, and catalog the collection of casks, kegs, and barrels kept in one of the ships holds. This naturally requires a bit of sampling, so that they know where to file an ale, beer, or wine. As a result, the filing crew spends much of its time somewhat intoxicated. This has had the side effect of giving them much more courage regarding the more advanced weaponry stored on board the vessel, and they will often wade into battle carrying some decent firepower. Unfortunately, they still dont know how to work the weaponry, so they often cause as much harm to themselves as to others.
143
MOR 4
WL: 15
Unit Size: 1 Armor: Heavy Walker Armor (+8), Reinforced Exoskeleton Assault Armor Ranged Weapon: Heavy Plasma Cannon DAM 8, 48 Heavy 3, 20% chance of critical failure Melee Weapon: Triple-head Heavy Chainsaw Two-handed Powered close combat weapon (DAM 5)
Reinforced Exoskeleton Assault Armor: Size becomes Huge, may move and fire with all weapons. Gains +5 STR, +2 CON, +2 WP. Size: Huge. Smaller units do not block line of sight to this unit. Inspiration: This model and all friendly units with models within 6 become fearless.
MOR -WL: 5
One of the treasures of the Black Cats cargo holds was a heavy lifter support vehicle. Designed to carry heavy cargo through heavily forested areas, a few brave souls strapped one of the more frightening looking guns to the exosuit, named it Ragnarok, and pilot it out on raiding attacks. While the gun will often overheat, the suit itself is very frightening to behold.
144
UNIVERSE: VARIOUS
Army Characteristics: Mercenary: The army may have a second basic profile created that must be used for all basic units. Mercenary Profile: STR 4 DEX 4 CON 5 TEK 4 PRE 4 MOR 4
Mercenary Characteristics: Political: If a unit with a sergeant fails a fallback or pinning test, the player may choose to have one of the troops in the squad execute the sergeant for cowardice and take over command of the unit. Remove the sergeant as a casualty, and the squad automatically and retroactively passes the test.
145
STR 4
PRE 4
MOR 4
WP: 1
WL: 9
STR 4
PRE 4
MOR 4
WP: 1
WL: 10
Chemical Weapon: Weapon ignores the armor of target unit hit by the weapon if the target unit's TEK is lower than the firing unit's TEK. Unit must purchase a sergeant for +3 points.
ELITE PRE 0
WP: 1
MOR 0
WL: 13
Unit Size: 3-8 (Specials at 4, 6, 8) Armor: Titanium Carapace Assault Armor (+8, Tactical Battle Armor) Ranged Weapon: Heavy Assault Cannon DAM 8, 48 Heavy 2 Melee Weapon: Heavy Chainsaw Powered two-handed close combat weapon (DAM 5) Special Weapon: Point Defense System, -26 points DAM 6, 18 Heavy 4
Bionic: Unit gains a 9+ save. Reserve: Air Drop: Unit may deploy using the Air Drop reserve ability. Tactical Battle Armor: Unit may move and fire with heavy ranged weapons. Adds +2 STR to wearer.
PRE 0
MOR 0
WP: 1
WL: 2
Size: Small: +2 DEX, -2 CON, suffers double wounds from Blast and Flamethrower weapons. Bionic: Unit gains a 9+ save. Graceful: Unit may move an additional 7 instead of shooting. Precise: Unit uses its DEX for melee to-hit rolls rather than its STR.
146
PRE 0
MOR 0
WP: 3
WL: 14
Reinforced Exoskeleton Assault Armor: Size becomes Huge, may move and fire with all weapons. Gains +5 STR, +2 CON, +2 WP. Size: Huge. Smaller units do not block line of sight to this unit.
Light weapons: Twin-linked Roma vehicle rifle, Turret-mounted DAM 4, 24 Light 2, Twin-linked
TransVerseCo licensed the highly successful Mariusclass APC from the Roma Galactica empire in one of its first inter-dimensional trade agreements. In time, it has become more commonly seen in the corporations armed forces than in the Roman forces (who have since moved on to a more advanced design for their front line troops).
PRE 0
MOR 0
WP: 3
WL: 7
Assassin: Deploys using the Assassin rules detailed in the personality-only unit attributes. Bionic: Unit gains a 9+ save. Graceful: Unit may move an additional 7 instead of shooting. Precise: Unit uses its DEX for melee to-hit rolls rather than its STR.
147
FORMER AEC GENETIC SCIENTIST UNIVERSE: UNKNOWN AEC STATUS: ROGUE GENETICIST. REWARD FOR CAPTURE.
//BEGIN AUTO-TRANSCRIPTION RECORD //TIME-STAMP: 1310-0723-2363 //AEC SECURITY COUNCIL CHAMBERS
SECURITY COUNCILMAN AUGUSTUS: Doctor, would you please begin by explaining how we ended up with this rogue on the loose? SCIENCE COUNCILMAN MORO: Well, we went over this in the last session, but Ill begin again. Doctor Hbner joined the genetic research branch of the science council on an exchange program with several nations from universe Beta-78. AUGUSTUS: Thats the universe whose leading nations are currently involved in a major war with a Teutonic Peoples Empire, correct? MORO: That is correct. We were informed that Dr. Hbner was simply an envoy from the Western Alliance. He was interested in studying genetic therapy to help save and protect the soldiers fighting in that war. AUGUSTUS: Obviously, that was not the case. How did the background check fail so miserably? How did you and your council allow this... terrorist to gain so much information about genetic engineering? MORO: We simply do not know, Councilmember. The dossier provided by the Western Alliance simply stated that he was an up and coming scientist from their disease research facilities in Atlanta. There were no red flags of any sort. AUGUSTUS: So, after this failure, Dr. Hbner managed to somehow acquire test subjects to create his weapons. How? MORO: As a scientist studying the effects of viral weaponry upon the human body, we provided him with cadavers just like any other scientist would have access to. Some were vat-grown and others were donors, but all the same someone of his alleged experience and background would normally be provided access to them. AUGUSTUS: Yes, we understand that. Now, though, we have to not only explain to the families of the science technicians and dimension-ship crews he killed while storming out of here, we have to explain to other families that their dearly departed are now fighting some madmans war for him! How do we explain this? Basic Profile: STR 2 DEX 4 CON 4 TEK 4 PRE 4 MOR 3
148
STR 0
PRE 2
MOR 0
WP: 1
WL: 2
Bionic: Unit gains a 9+ save. Automated Weapon System: -3 MOR, -2 PRE, and -2 STR, -2 MOV. +2 TEK, +2 DEX. Flying: Unit ignores terrain while moving but may not end in difficult or impassible terrain. Size: Small: +2 DEX, -2 CON, suffers double wounds from Blast and Flamethrower weapons. Suppressive Fire: When firing with ranged weapons, declare that the unit is performing suppressive fire. The unit will cause no shooting wounds, but the target unit must take a pinning test with a TN equal to the number of hits caused.
STR 0
PRE 2
MOR 0
WP: 1
WL: 2
Bionic: Unit gains a 9+ save. Automated Weapon System: -3 MOR, -2 PRE, and -2 STR, -2 MOV. +2 TEK, +2 DEX. Flying: Unit ignores terrain while moving but may not end move in difficult or impassible terrain. Size: Small: +2 DEX, -2 CON, suffers double wounds from Blast and Flamethrower weapons.
PRE 4
MOR 3
WP: 1
WL: 11
Mutation: Resilient Skeleton:+2 CON, -1 DEX Rage: If the unit has fewer than half the models it had when it started the battle (rounding down), all models in the unit gain +2 STR and +2 CON. Size: Huge. Smaller units do not block line of sight to this unit. Stubborn: This unit ignores outnumbered modifiers when taking fallback tests after losing a melee combat. If the unit ever falls back from a melee, they can never rally unless pinned.
PRE 4
MOR 3
WP: 1
WL: 6
Mutation: Extra Legs: Unit is mounted. +2 MOV Graceful: Unit may move an additional 5 instead of shooting. Precise Strikes: Unit uses its DEX for melee tohit rolls rather than its STR.
149
PRE 4
MOR 3
WP: 2
WL: 11
Mounted Construct: +3 TEK, +3 STR. Unit is mounted. Unit cannot act unless there is a Technologist personality within 6 of a model. Bionic: Unit gains a 9+ save. Size: Large: +1 STR, +1 WP, +1 to combat range
PRE 4
MOR 3
WP: 2
WL: 10
Caster: Technologist: Personality is a magic-user with the Technologist ability. Mutation: Extra Legs:Model is mounted. +2 MOV Mutation: Extra Arms: Model gains +1 attack in close combat
150
NEW FINLAND COLONIAL DEFENSE FORCES UNIVERSE: B9 AEC STATUS: MEMBER. PROVISIONAL MEMBER OF SECURITY COUNCIL.
Finnish military history if full of conflicts, tension and even triumphs. On their homeworld of Earth, the Finns were first located between two world powers and in the late 20th century they were almost literally the iron curtain which divided the world between the Eastern and Western powers. Just as a new age of democracy was sweeping over the world, Finland once again became the object of worldwide attention. Finnish miners discovered vast quantities of Kajarium, a rare ore which when bombarded with gamma rays and treated with chemicals was a key component in interdimensional travel. International tensions mounted as nations jockeyed to gain access to the resource and the fight for Kajarium soon turned dirty. The first military actions came from Finlands eastern neighbours, the former Soviet Union. An accident caused a meltdown in a nuclear facility located right at the nations border. Responding immediately to the crisis, Finnish troops were able to contain and isolate the incident. The Russian government, however, took advantage of the situation and moved their own troops to contain refugees and provide their own aid. Other western nations massed relief troops at the borders, preparing to stake their own claims. As soon as the first invaders crossed the borders, only the most important cities and facilities were secured with hard defenses while everyone else took the fight into the vast forests and to the enemy. For every yard of Finnish soil they took, the foreign invaders paid for with their blood. Completely encircling and trapping large enemy forces the Finns inflicted heavy casualties. All major roads and passageways were mined as the besieged Finns slowly retreated for their cities in the south. It quickly became obvious that the fight would not be won. Finland would lose not only its sovereignity but also its existence. Scientists developed a radical plan. Using all the Kajarium they had stored, they rigged together a highly unstable but functional interplanetary gate. As the army fought to stall the enemy for their brothers and sisters, the civilians evacuated through the gates. As the military units themselves started to retreat through the gate it finally lost its stability and went critical. The gate swept through dimensions and alien worlds, depositing units, battallions and even entire armies all across the therverse, leaving behind a vast, radioactive crater where Southern Finland had once stood. While the scientists feverishly work to find their brothers in arms, the fighting men of Finland fight through dimensions and alien worlds, searching for the rest of their race.
Army Characteristics: Technological: +1 TEK, -2 STR. Army swaps unit requirements for elite and support units.
151
BASIC PRE 2
WP: 1
MOR 2
WL: 8
Unit Size: 5-12 (Specials at 7 and 12) Armor: Composite Flak Armor (+5) Ranged Weapon: FSI-12 Infantry Slugrifle DAM 5, 30 Heavy 1 Special Weapon: FSI-22 Heavy Repeating Rifle (+30 points) DAM 5, 30 Heavy 3
Advanced Radio: Unit must upgrade one model to carry an Advanced Radio Receiver for +10 points. Sergeant: Unit may upgrade one model to sergeant for +3 points.
OUTRUNNERS COST 56
Unit Size: 5-12 Armor: Composite Flak Armor (+5) Ranged Weapon: FSI-19 Assault Rifle DAM 4, 24 Assault 2
PRE 2
MOR 2
WP: 1
WL: 8
Advanced Radio: Unit must upgrade one model to carry an Advanced Radio Receiver for +10 points. Sergeant: Unit may upgrade one model to sergeant for +3 points.
SAPPERS COST 62
Unit Size: 3-8 Armor: Light Mesh (+2) Ranged Weapon: Grenade Launcher DAM 5, 12 Assault 1 Blast
PRE 2
MOR 2
WP: 1
WL: 5
Graceful: Unit may move an additional 5 instead of shooting. Fieldcraft: Unit loses 1/4 movement in difficult terrain instead of the usual 1/2. Advanced Radio: Unit must upgrade one model to carry an Advanced Radio Receiver for +10 points.
STR 4
DEX 4
PRE 2
MOR 2
WP: 1
WL: 11
Reserve: Air Drop: Unit may deploy using the Air Drop reserve ability. Tactical Battle Armor: Unit may move and fire with heavy ranged weapons. Adds +2 STR to wearer. Shield: Large: 8+ save. No longer applies during a turn once the unit has shot or made melee attacks. Unit may delay melee attacks to strike as if DEX was 0.
152
TEK 5
Upgrade: Counterbattery
PRE 5
MOR 2
WP: 3
WL: 8
Leader: Morale Booster: Leader may use command actions to grant a bonus to a friendly units morale rolls. Command Squad: Leader may be joined by an Advanced Radio command squad for +25 points. The command squad consists of 3 radio operators and up to 4 bodyguards.
PRE 2
MOR 2
WP: 1
WL: 8
BODYGUARDS COST 38
Unit Size: 0-4 Armor: Composite Flak Armor (+5) Ranged Weapon: Light Rifle DAM 5, 18 Assault 1
PRE 2
MOR 2
WP: 1
WL: 8
153
AEC
STATUS:
TRANSVERSECO
B17
ADMINISTRATES PLANET
The Transuniverse Corporation, or TransVerseCo, sends exploration teams from universe to universe, cataloging the planets in these universes. Planets that show up as rich in desirable resources are marked for later colonization and exploitation. Because most advanced worlds will have usually depleted a good portion of their planets resources, the residents of these resource-rich worlds are largely locked in lowtechnology existences. TranseVerseCo elite mercenary and AI forces have no problems putting entire continents under their thumb. The natives of these worlds generally get offered positions with the company working in mines, driving vehicles, or operating packing or loading machinery. The conditions are rarely safe and the pay is rarely high. On most of these subjugated worlds, the populace simply wastes away along with their planet. A small percentage of them, however, have individuals or groups spring up that are able to touch with their fellow workers. These leaders build a groundswell of support and begin to lead the beginnings of a revolution against their TVC bosses. Occasionally, these rebellions even last for more than a week. When they show signs of succeeding, a rebellion begins to attract both a large number of additional followers and the direct attention of the TransVerseCo military division. An assassination attempt of the rebellions leadership usually occurs. If the attempt fails (or succeeds only in creating a martyr) the full weight of the TVC military is brought to bear. At this point, however, the rebels usually have recruited a large enough force and gathered a large enough stockpile of scavenged weaponry that the world becomes a complete warzone. To date, no anti-TVC rebellion has succeeded fully in throwing the corporation from a world. Basic Profile: STR 3 DEX 3 CON 3 TEK 3 PRE 0 MOR 3
Army Characteristics: Patchwork: All basic units have all six stats reduced to three. Every basic unit gains +2 MOR if they have a model within 6 of a model in another basic unit.
154
PRE 0
MOR 3
WP: 1
WL: 6
PRE 0
MOR 3
WP: 1
WL: 6
Rage: If the unit has fewer than half the models it had when it started the battle (rounding down), all models in the unit gain +2 STR and +2 CON.
PRE 0
MOR 3
WP: 1
WL: 6
Bike: +2 to MOV, additional +2 to charge range Suppressive Fire: When firing with ranged weapons, declare that the unit is performing suppressive fire. The unit will cause no shooting wounds, but the target unit must take a pinning test with a TN equal to the number of hits caused.
ELITE PRE 0
WP: 1
MOR 3
WL: 8
Unit Size: 3-8 (Specials at 4, 6, 8) Armor: Scavenged mesh armor (+3) Bike Weapon: Double-barrelled Shotgun DAM 3, 20 Assault 2 Ranged Weapon: Autopistols DAM 3, 12 Light 2 Special Weapon: Grenade Launcher (+9 points) DAM 3, 12 Assault 1 Blast
155
STR 3
PRE 0
MOR 3
WP: 1
WL: 8
Support Bike: +2 to MOV, +2 CON. Additional +2 to charge range. May carry and fire a heavy weapon, but may not fire other weapons when doing so.
Ablative Armor: Whenever the vehicle is hit, roll a d10. If the result is 9 or higher, reduce the DAM of the shot or attack by 2. Battering Ram: Vehicle counts as having an AV two points higher when performing a Ram attack. Blades: Whenever a unit makes an assault attack against this vehicle, any to-hit rolls that are lower than the distance the vehicle moved this turn cause the attacking model to suffer a hit with DAM equal to the difference. If the vehicle performs a vehicle assault, it causes double the number of hits it normally would.
Comrades! We rise up against the evil bourgeoise pigs of TransVerseCo. They have worked us too hard, for too little, for too long! Brothers in arms, tomorrow we will all take our weapons, and strike their headquarters in our world! We will begin to repel their evil ways from this world, this universe! We will strike tomorrow, and end their evil! Join me, and we will bring those who are also oppressed under the righteous, protective arm of Liberation! For the people! For freedom! -VidVox recording AEC Universe Designation Beta-17 Standard Year 3260
156
AEC
GOBBAN SAER
We came to this world six thousand years ago. We were a young race, then, hot-blooded and cruel. Our leaders had led us into a war that we were not ready for: their greed and their pride doomed us. They threw our people against the unbreakable wall of a race that was ancient even then, in the desire to take their power for our own. We should have all been wiped out at that time, but the ancients took pity upon us and instead banished us. As if with a wave of their hand each vessel in the attack force blinked out of existence. Our ship reappeared near a yellow star in a different sky, dazed and completely disoriented. Our navigational systems were useless: they relied upon triangulation of stars, but we could not even tell what stars we were looking at. The best we could do was to lock on to a planet in the system and head that direction. We landed on a green, emerald world. The ship was destroyed in the landing, its energy core drained by the ancients forced jump. Only a hundred of us survived. We adapted quickly, which was a blessing. There were hairy creatures who attacked us with stone and fire, but we were able to fight them off. Our weapons soon became useless from lack of power, however, and we were forced to survive with only our wits and our spirit. Though this was our darkest time, it was necessary. Without the ultimate darkness, we could not have come into the light. Soon we discovered the light within ourselves. Our people tapped into an inner fire and strength that had been covered up by centuries of blood and violence. We grew to build our new society upon this world, and it is a society of great accomplishment. Now you come to us, young as we once were. You are not ready for us. But we will aid where we are able. -Tuatha Envoy Manannan Davan Explaining the Origin of his Race First Contact and Negotiations Basic Profile: STR 0 DEX 6 CON 0 TEK 8 PRE 5 MOR 0
Army Characteristics: Technological: +1 TEK, -2 STR. Army swaps unit requirements for elite and support units.
157
PRE 5
MOR 0
WP: 1
WL: 0
The Tuatha have had millennia to perfect the arts of war. Those that are selected to become warriors train from an early age with blade and cannon, learning their skills and blending their minds, bodies, and weapons into a single being. Warriors of the Tuatha treat battle almost like prayer. When fighting, they become silent: only the hum of their energy blades or the shriek of antimatter cannons can be heard. Occasionally the soft chants of the Shotchanters can be heard as they advance and prepare their shots, but they remain silent otherwise.
Graceful: Unit may move an additional 6 instead of shooting. Reserve: Teleportation: Unit may deploy using the rules for Teleportation Precise Strikes: Unit uses its DEX for melee tohit rolls rather than its STR.
PRE 5
MOR 0
WP: 1
WL: 0
Reserve: Teleportation: Unit may deploy using the rules for Teleportation
The most experienced and skilled members of the Bladesingers are chosen to join the ranks of the Skyblades. Eschewing the normal teleportation technology used by the other troops in the army, they soar over the battlefield on glittering energy wings. Carried upon the currents of air, the Skyblades drop upon their foes and move quickly across the battlefield. Armed with the distinctive energy blades of their race they tear into enemies, a flashing light driving fear home.
PRE 5
MOR 0
WP: 1
WL: 0
Graceful: Unit may move an additional 7 instead of shooting. Precise Strikes: Unit uses its DEX for melee tohit rolls rather than its STR. Flight: Unit ignores terrain while moving but may not end move in difficult or impassible terrain. +2 MOV. Reserve: Air Drop: Unit may deploy using the Air Drop reserve rules.
The most psychically advanced members of the Tuatha are trained in the role of the Warpmaster. These beings are carried across the sky in advanced flight harnesses, and with their mind can open up small teleportation gates for the other Tuatha to move through. The Warmpasters latent telekinetic abilities are enhanced by his armor, which enables him to open and hold these gates open long enough for entire squads to jump through. The already impressive mobility of the Tuatha is only enhanced more by this presence.
PRE 5
MOR 0
WP: 2
WL: 0
Jump Armor: +4 to MOV, flying. Magic User: Space: The personality is a magic user with the Space spellcasting ability. This includes a 9+ save. Graceful: Unit may move an additional 7 instead of shooting. Precise Strikes: Unit uses its DEX for melee tohit rolls rather than its STR.
158
APPENDICES
Appendices
160
Action Phase: The first part of the turn in which anything can happen. Units that are activated during this phase can move and shoot, or perform certain actions that take the place of one or the other.
APPENDIX B: GLOSSARY
Basic Weapon: Models in Basic and elite units must all have the same starting weapon (chosen when building the unit). These are considered basic weapons. Bike: A two-to-four wheeled (or tracked) contraption that troops ride into combat much like a motorized horse. All models on bikes are mounted and usually gain a movement bonus. Bikes are not vehicles. Charge: Any unit may charge into combat instead of shooting. This allows a unit to cover slightly more distance to reach melee, but opens the unit up to defensive fire. Close Combat: Close-in fighting, with blades, clubs and fists. These two terms are used interchangeably and mean the same thing: two (or more) units fighting with each other at extremely close range. At least one model from each unit is in base-to-base contact with the other. Coherency: Units must remain within a certain distance of other models in the unit in order to operate at peak efficiency. To determine if a unit is in coherency, choose any model in the unit. Each other model in the unit must be within a certain distance of that model (measuring from the edge of each models base). If any models in the unit are outside of this distance, the unit is out of coherency and suffers several penalties, including being unable to perform any actions other than movement until they are back in coherency. The coherency distance is equal to 3 (this value may be modified by abilities such as scouts). Cover: Some terrain is capable of providing cover to troops. Models in cover may gain a save, which allows them to potentially ignore wounds. This represents the cover taking the brunt of a shooting attack. Combat range: Any model with an enemy within their combat range may make their close combat attacks. Only enemy models that are within the combat range of a model in the attacking unit may be removed as a casualty from these attacks. Combat range starts at 1 but may be increased by some effects Certain weapons (polearms, spears) and larger creatures may have a 2 range. Models also add 1 to their combat range if their DEX is 5 or higher. Command squad: A command squad is a unit purchased to stand alongside a leader. Command squads extend the abilities of a leader, potentially across the entire battlefield. They are attached to the leader.
Appendices
Activation: In each phase, a player will be activating a number of their units. When they do so, they are designating that they will be acting with that unit. A unit may only be activated once per phase. Armor, or Armor Value (AV): The protection against wounds granted to a model by the armor it wears or has mounted upon it. Army: Each player in a game fields an army, made up of any number of units. Army characteristics: During army creation, an army can be given any number of characteristics. These are special traits and abilities that apply to every model and unit in the army, often modifying specific statistics. Artillery: Artillery is a special form of unit. Designed to represent truly large guns that can fire weapons at targets miles away, artillery units are located off of the table. These units are not required to be represented by models, though you are welcome to build models for the units to keep next to the battlefield as a reminder that youre fielding such a unit. Attached Models: Any models that are attached to a personality move and fight along with that personality at all times. They are considered to be separate units while in melee combat for purposes of assigning attacks and wounds, and shooting hits upon the unit must be assigned to the attached models before being assigned to the personality. Models get attached through command squads, animal units, and through certain magic abilities. Automatic Failures: Any natural roll of 1 is an automatic failure on any roll. Additional consequences may be suffered depending on equipment or the circumstances of the test. This will be noted in the appropriate places in the rules. Base: The piece of plastic or wood that a model is mounted is considered to be the base. All models (except vehicles) must be mounted on a base. Basic Profile: Each army has a basic profile created during army creation. This basic profile serves as the base from which every unit in the army is eventually designed.
161
Appendices
Corporal: Larger units gain a second in command for the unit. The corporal serves two roles. First, he allows the unit to spread out a little more than would be allowed with a single unit leader. The corporal must remain within coherency distance of the units sergeant, but models in the unit may either measure for coherency from the sergeant or the corporal. Second, the corporal will take over for the sergeant if he is killed in battle. If the sergeant is removed as a casualty, simply measure coherency for the unit from the corporal (this may cause you to have to perform some heavy movement to get far-off models into coherency). The coherency distance remains 5. If the corporal is later killed follow the normal rules for a unit that has lost its leaders. Critical hits: Whenever a model rolls a natural 10 (a 10 on the die before modifiers) on any to-hit roll, the attack automatically hits regardless of any modifiers. Any roll of a natural 10 on a to-wound roll automatically causes a wound, and ignores any save. A roll of a natural 10 on any other roll counts as an automatic success unless you are making an opposed roll (in which both players are rolling a die to determine an outcome). Critical failure: Weapons whose damage exceeds their safe zone (TEK for most weapons, TEK + 2 for Heavy weapons) run the risk of critical failure. For every point the DAM exceeds the safe zone, the weapon has a 10% chance of failure. A weapon with 10% chance will fail on a roll of 1, a weapon with 30% chance will fail on a 1, 2, or 3. D10 / Die: A single ten-sided die. If something needs more than one die rolled, it will be phrased as, for example, 2d10, which means roll two ten-sided dice. When you roll multiple dice in this way, you take the total of the roll. Note that most sets of d10s have zeroes instead of tens. In this case, count the zeroes as tens. Die can sometimes refer to a model being killed, but this should be clear from context. Damage Value (DAM): Every weapon has a damage stat. This amount is added to to wound rolls when shooting or fighting in close combat. Deployment: Players deploy their units during a specific phase prior to the start of a game. Some scenarios might instruct players to not deploy all their units, instead keeping them in reserve for later in the battle. Deployment Zone: Each mission or scenario will specify certain areas on the battlefield in which each player may deploy his/her troops for battle. Difficult Terrain: Any terrain placed on the battlefield that disrupts movement is considered difficult terrain. Most models have their movement rate reduced by half when moving through difficult terrain. Fallback Test: A fallback test is taken by a unit that loses a round of melee combat. If they fail the test, they will fall back from the combat. Falling back: When a unit fails a morale test after losing combat, it runs away from the combat. Roll a d10. The unit will fall back that many inches towards a designated point (usually that players table edge). They may attempt to rally at the end of the turn. Models that are falling back may not fall back into base-to-base with an enemy model. They must attempt to move around the enemy models during the fallback. If this is not possible they will stop 1 away from any enemy models, automatically rally, and count as being pinned. Fearless: A fearless unit will automatically pass all fallback and pinning tests it is required to take. The player may not choose to fail the test; they simply do not roll. Flying: Models that are flying ignore terrain while moving, but may not end their movement in difficult or impassible terrain. Incidental Contact: Incidental contact occurs when one unit moves into base-to-base contact during the movement/shooting without making a charge move. It can be a safer way to enter combat (as the other unit may not shoot back at you), but it is harder to do as you must be very close to the unit to make contact with them. Infiltration: Certain unit attributes or mission rules allow players to deploy some units outside of their normal deployment zone. These units deploy during the infiltration phase of deployment. Initiative: A units initiative is its DEX plus any additional bonuses (usually the Improved Initiative trait). So, a model with 3 DEX has an initiative of 3. This is used to determine what order models strike in close combat. Leader: A leader is a specific kind of personality that is capable of providing boosts to the die rolls of friendly units. A leader is still a personality. Levels: Personalities may be granted levels, which grant them additional wound points and bonuses to their statistics as well as potentially being used to determine the strength of their magic abilities. Melee Combat: See Close Combat.
162
Appendices
Melee Weapons: The weapons a unit carries into combat to use in melee fighting. Model: A single miniature figure on a base is considered to be a model. This model represents a single trooper. Whenever a term in the rules refers to a model, its referring to a single figure. Some players may model multiple figures on a base (a bunch of small goblins teaming up to act like a monster for instance); in these cases, its still a single model. Morale Test: A morale test is any roll that involves the Morale stat. The usual reason for a morale test is to rally when falling back, but there are other instances where it will be used. Mounted: A model with the mounted unit attribute is riding on some form of conveyance, usually a horse or bike. Mounted models will usually have a movement bonus. Mounted models are not vehicles. Movement Rate (MOV): The distance that the unit can move in one turn. MOV starts at 6 and can be modified by equipment and abilities. No units MOV can be reduced below 1 by an effect unless specified. Personality: Every army can have individuals with a certain heroic quality that allows them to rise up and stand out above the average solider. These become personalities, who are fielded as a single model, separate from any unit in most cases. They have certain special abilities available to them, including becoming a leader, which allows them to help friendly units out with their rolls. Personalities count as units for most purposes. Phase: Each game turn is divided up into a number of parts called phases. The phases include the action phase and assault phase, as well as a couple others. Pinning Test: A pinning test is the test taken to determine whether or not a unit becomes pinned in response to certain battlefield effects (usually shooting). Pinning: Certain conditions can cause a unit to take a pinning test (usually taking casualties from shooting). If the unit fails the test they may not move, shoot, or charge for the remainder of the turn. If they are charged this turn they may fight as normal in close combat, though they will strike as if their DEX was zero for purposes of combat order. A pinned unit may only pass when activated. Profile: Every model and unit has a profile. A profile is its collection of stats, weapons, armor, and the like. A units profile will apply to every model in the unit, although some units can have slight variations in the weapons carried by the models in the unit. Ranged Weapons: The weapons that the model carries into combat. Ranged weapons are the ones used to shoot at the enemy from a distance. Re-roll: Some abilities allow you to discard a dies result and roll that die again. If a rule allows you to perform a re-roll you may only do so once for each roll affected. You may not re-roll multiple times on the same die. Regroup: Any unit that is falling back may attempt to rally near the end of the turn. A successful regroup test allows them to no longer be falling back. Reserve: Some unit attributes and scenario rules allow players to keep specific units out of the battle until the controlling player wishes to bring them into the game. These units are considered in reserve. Units waiting in reserve have a small chance of coming into the game against their users control each turn. Save: Some units or models will have a Save depending on battlefield conditions. This represents the ability of items like shields, cover, or magic to deflect shots and blows. This save is taken as a last chance to survive when a model takes a wound and is rolled immediately after a wound is scored on the model. The save will be usually be listed as Save: 8+. In this case, if the model with the 8+ save takes a wound, roll a d10. If the roll is 8 or higher ignore the wound. If a model has more than one save available (such as from a shield and from cover) the controlling player picks one of them and uses that one save; they do not get to make one attempt for each save. Scatter: Sometimes, you are instructed to scatter a marker or model in order to randomize a table position. Most scatters will involve having a marker to move. To perform a scatter first roll to see which direction the marker will scatter. Roll a d10 (preferably, roll it near the marker). The tip of the d10 that is off the table is the direction that the marker will scatter and the number on the die is the distance. Measure the specified distance (in inches) from the marker in the direction indicated on the die. Move the marker to the indicated point. If the scatter calls for more than one die, roll one die first: that die will be the one that indicates direction. Then roll any remaining dice. Sergeant/Unit Leader: Certain unit attributes allow a unit to have a leader called a sergeant. This model is always used as the center point for determining unit coherency. The model should be modeled or painted with an identifying feature (a different color helmet, a backbanner, a marking on his armor, etc.).
163
Appendices
If the unit leader is killed during play the unit reverts to the standard coherency rules. A unit with a Unit Leader has its coherency distance increased to 5 in addition to any other bonuses the leader package may grant. Special Weapon: Basic and Elite units may each upgrade a certain number of models in their squad to be carrying weapons different from the rest of the squad. These are referred to as special weapons, and may be ranged or melee weapons. Spotter: A spotter is a model that is required to be able to perform an artillery attack. Statistics or Stats: A model has a series of statistics that define its physical and mental characteristics. These are Strength, Dexterity, Constitution, Tech Level, Presence, and Morale Level (abbreviated STR, DEX, CON, TEK, PRE, and MOR respectively). Stats may be as high as 10 and as low as zero. Additionally, there are other values in the profile that are partially derived from these stats or have requirements based on these stats. Tactical Movement: Units that are a sufficient distance away from the enemy may make a tactical movement, an extra movement during the turn. This represents troops being able to hustle along without keeping their heads down since they are in a safer situation. Target Number (TN): A target number is the minimum required roll on a d10 (plus modifiers or bonuses) to be successful with an action. Whether you are shooting at a target or trying to keep a unit from panicking, the TN defines what you need to roll on the die for success. The total must equal or exceed the TN. Turn: A single turn consists of 6 phases (Start of Turn through End of Turn). Most scenarios are designed to last a specific number of turns. Unit: A collection of models grouped together is called a Unit. A unit is made up of troops, and move together on the battlefield with similar weaponry. They follow certain rules that all units must adhere to, and all will have the same profile. Unless otherwise stated, personalities count as units for shooting, moving and melee purposes. Unit Attributes: During army creation, units may have any number of unit attributes purchased for them. These grant the unit special abilities or equipment and help distinguish units from one another. Unit Class: There are three different unit classes in the game: basic, elite, and support. The class of a unit determines how many models can be in the unit, what weapons they can carry, and determines some of the upgrades the unit is capable of using. The army can have a limited number of elite and support units, the number being based upon the number of basic units in the army. Vehicle: A large, usually mechanical, creation used to carry guns onto the battlefield in a heavily armored package. A vehicle counts as a model and a unit for most purposes (they can be shot at and assaulted), although they cannot be targeted by any abilities that are specified as causing wounds (such as certain magic abilities). Models riding bikes or wearing large suits of mechanical armor are not considered vehicles. Weapon Class: Each weapon is either light, assault, or heavy. A weapons class determines maximum range, maximum safe DAM, and whether a model carrying it may move and shoot in the same action phase. Wound Level (WL) = A models CON + Armor Value. This is the target number that must be met to wound the model with shooting or close combat. Most models die from a single wound. Wound Points (Wounds, WP): The number of times that a model can be wounded before being removed as a casualty. Most models will have a single wound point.
164
INDEX
(APPENDIX C)
R
radio 38, 59 Ramming 35 Range 23, 55 Ranged Weapons 12, 49 Re-roll 13 Red Shirt Maneuver 35 Regroup 21, 28, 31, 163 reserve 20, 21, 72, 162, 163 Roof, of building 37
H
heavy weapon 21, 24, 49, 50, 56
Action Phase 21, 30, 161 Activation 12, 21 Air Strike 39, 61 animals 27, 40, 60, 75 Arc, Fire 34, 56 Armor 12, 23, 27, 49 on Vehicles 34, 56 Armor Traits 76 Armor Value 12 Artillery 14, 20, 38, 61 Assault Weapons 12, 23, 24, 49, 50, 55 Assault Phase 26, 29, 35 Attached Models 27, 29, 57, 60, 161 attacks, melee 18, 26 Attributes 48, 54, 55, 63 Automatic Failure 13
I
Incidental Contact 13, 21 Infiltration 20, 71, 162 Initiative 12, 18, 26, 31, 162
S
satellite transmission system 38 Save 14, 24, 30, 42, 160, 163 Scatter 14, 39, 61, 163 Sergeant 13, 41, 163 Ship-to-Ship 62 Shooting 21, 23, 30 Size 73, 92 Special Weapon 14, 51 Spotter 38, 61, 164 Statistics (Stats) 12 Strength (STR) 12 Summoned 20, 74 Support Units 48, 49, 52, 54
L
Laser Sighting 38, 77 Leaders 13, 29, 57, 161, 162, 163, 164 Levels, personalities 29, 34, 65 light weapons 21, 24, 31, 34, 50, 51, 55, 56, 164 in melee combat 26
B
Ballistic Artillery 39, 61, 95, 160 Base, Model 12, 92 Basic Profile 12, 46 Basic Unit 12, 20, 48, 52, 54, 94 Basic Weapon 14, 49, 55 Buildings 37 Bulky 36, 76, 92
M
Magic 82, 164 Matter/Antimatter 29 Melee Combat 12, 26, 29, 162, 163 Personalities in, 31 Vehicles in, 35 Melee Weapons 26, 51 mission 20, 94 Model 12 Morale (MOR) 12, 29, 46, 54, 57, 163, 164 Mounted 21, 163 movement 21, 22, 36, 37, 40, 49, 67, 68, 161, 162, 163, 164 Movement Rate (MOV) 12
T
Tactical Movement 28 Target Number (TN) 12 Tech Level (TEK) 12 terrain 22, 42, 161, 162 Transports 36, 56 Trees 42
C
Characteristics 47, 54, 64 charge 25, 29, 30, 31, 35, 36, 37, 40, 44, 161, 162, 163 Close Combat 12, 26, 29, 162, 163 close combat weapon 26, 51 Coherency 13, 160, 161 Combat Air Patrol 61 Combat Range 13, 26 Command Action 29 Command Squad 58 Constitution (CON) 12 Corporal 13, 73, 162 Counter-battery 61 cover 14, 24, 37, 42, 43, 161, 163 Critical hit 13, 23 Cruise Missile 61
U
Unit 12, 20 Unit Leader 13, 41, 163
O
Orbital Strike 39, 61 Outnumbered 27, 31
V
Vehicle 12, 34, 35, 36, 56, 57, 59, 164 Charge 34, 35 Damage 36 Model Size 92
P
pass, action 21 personalities 13, 21, 29, 57, 163, 164 Phases 12 pinned 14, 21, 24, 162, 163 Pinning Test 14, 24, 163 Presence (PRE) 12 profile, basic 12, 46 , unit 12, 48
W
Walls 37, 42 Windows 37, 42 Wounds 12 Wound Level (WL) 23 Wound Points (WP) 12
D
D10 12 Damage Value (DAM) 12 Defensive Fire 25 deployment 20, 162 Dexterity (DEX) 12 Die 12 difficult terrain 22, 42 Doors 37 Vehicle 56
E
Elevation 41, 43 Elite 14, 20, 48, 49, 52, 54, 160, 164 End of Turn 28
F
Fallback 14, 27, 162 Fearless 14, 162 Fighter Wing 61 Fire Arc 34, 56
APPENDIX D:
CHARTS
AND
TABLES
The charts and tables in this section are allowed to be copied, cut out, mutilated, or otherwise used by you in any way you deem fit. Included are: A blank army design roster, to be used for creating an army list. A page of blank unit roster tables. These are for selecting units to play with. Take these to the table with you when you go to play. Two pages of turn summary and miscellaneous game-related tables that you should find useful to have handy while playing. Counters that can be cut out and used while playing to keep things organized and moving quickly.
__ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __
Army Design Roster: Use this to design armies with the Army Creation Rules.
ARMY NAME: BASIC PROFILE:
STR DEX CON TEK PRE MOR
ARMY CHARACTERISTICS:
Basic Unit Size Table (SW stands for Special Weapon and denotes the minimum number of models required to be in the unit to gain the first and second special weapons):
TEK 0-2 3-4 5-6 7-8 9-10 Unit Size 10-20 7-15 5-12 3-10 3-8 SW 1 15 10 7 5 4 SW 2 20 15 12 10 8
UNIT NAME: UNIT CLASS: COST STR DEX CON TEK PRE MOR
(Specials at
WP:
WL:
UNIT NAME: UNIT CLASS: COST STR DEX CON TEK PRE MOR
(Specials at
WP:
WL:
UNIT NAME: UNIT CLASS: COST STR DEX CON TEK PRE MOR
(Specials at
WP:
WL:
Special Weapon:
UNIT NAME: UNIT CLASS: COST STR DEX CON TEK PRE MOR
(Specials at
WP:
WL:
Special Weapon:
UNIT NAME: UNIT CLASS: COST STR DEX CON TEK PRE MOR
(Specials at
WP:
WL:
Special Weapon:
__ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __
__ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __
Army List: Use this list to select units for use in your games.
UNIT NAME: UNIT CLASS:
TOTAL COST
STR
DEX
CON
TEK
PRE
MOR
WP:
WL:
STR
DEX
CON
TEK
PRE
MOR
WP:
WL:
STR
DEX
CON
TEK
PRE
MOR
WP:
WL:
1 2
1. Start of Turn 2. Action Phase When a player activates a unit, they can perform one of these actions with the unit:
Move Shoot (or charge) Move then Shoot (or charge) Shoot (but not charge) then Move Do nothing with the unit (pass)
2.1 2.2
2.1. Moving
When moving a unit, you may move each model up to its MOV in inches. At the end of the move, the unit must be in coherency or else becomes pinned. Models moving through difficult terrain have their MOV halved (rounded down, to a minimum of 1). Mounted models have a maximum move distance of 2 through difficult terrain. Flying models ignore terrain but may not begin or end their move inside it. Models may not move if they fired a heavy weapon or if their unit is pinned. Models may move into base-to-base contact with an enemy model. This is called incidental contact.
2.2. Shooting
Shooting with a unit follows these steps: 1. Choose a target for the unit. 2. Check line of sight for all models. 3. Measure range. 4. Roll to hit. (d10 + DEX vs. 10) 5. Roll to wound. (d10 + DAM vs. CON + Armor) 6. Assign wounds. 7. Roll saves and remove casualties. 8. Test for pinning.
Sample Weapon Profile: DAM 4, 24 Assault 2 This weapon may fire twice, is an Assault weapon with a range of 24 and a damage value of 4.
2.3
2.3. Charging
Instead of shooting, a unit may declare a charge against an enemy unit. Declare the target unit and move all models up to their charge range towards a model in the target unit. Each model that charges must end up within 2 of a model in their unit after they perform their charge move. Reactionary Fire: The unit being charged may fire upon the chargers if they havent been activated or have only passed this turn. They must first pass a morale test (d10 + MOR vs. 10 plus the charging units PRE), then resolve a normal shooting attack.
3 4
6+
5. Regroup Phase
Any unit currently falling back may take a morale test (d10 + MOR vs. 10). If they pass, they rally. They may not take this test if any enemy models are within 6 of a model in this unit.
Trees:
Any models inside a stand of trees, but less than 3" from the edge of the stand: 6+. Any models inside a stand of trees, 3" or greater from the edge of the stand: blocks line of sight. Models shooting out from within trees may not shoot through more than 3" of trees: the line of sight is blocked both ways in this case (this includes large and huge models). On opposite side of a stand of trees from the shooting unit: blocks line of sight. Units may not shoot all the way through a stand of trees. If the trees are less than 2" in height, they instead provide a 6+ cover save to large and huge models standing on the other side.
If attackers STR is lower than defenders STR + DEX by 10 or greater the roll required is 10
Soft Cover:
Soft cover provides an 8+ cover save to any models touching the cover. Large and Huge models gain no save.
Destroyed Vehicles:
Count as Soft Cover.
Jason Lauborough
Over the course of the next year or so, the rules were fleshed out from rough sketches and written out into gamerese: actual rules that could be used to play a game, at least by someone that was already familiar with the conventions of miniature gaming. This let me put it up online and get some playtesters looking at it. This is where the members of the Dakka Dakka forums and pvpforums.com really came in handy. Many of them were more than happy to check out the rules and give them some playtesting. Over time, the rules were revised into the state you see today. Over two years of gradual playtesting, editing, revision, and tuning went into the game. Eventually, it got to a point where I felt like it was getting close to being done. The final layout took quite some time (especially since there were still non-rules sections to write) and tracking down art was a bit of a pain, but eventually we were able to bring this project to a completion. I hope youre pleased to have purchased this game. The overriding principle behind therverse is one book required. Youll never have to purchase additional material just to be able to play the game: this one book includes everything you need to play and to know what your opponents might bring. In the future, Triskele will release additional books, introducing new armies and going more in-depth into the backgrounds of the universes and worlds present in the game. The armies included in these books will generally include only attributes and characteristics included in this book. If we create new attributes or expansions to the rules themselves, the new additions will usually be made available for free via the triskelegames.com website. The website should also be a frequent stop after picking up the game. There youll be able to take part in discussion forums, talking about anything from the rules to designing armies to painting your miniatures. Youll be able to download any updates to the rules. Signups will be made available for an announcement email list, and youll be able to download the quarterly thergate newsletter. All of the tables, counters, and rosters included in the back of this book will also be made available for a free download on the website. More extras will also be online, such as customized army cards (used for initiative drawing) for each of the basic armies in the book, additional army lists released for free and designed by players, and a great many contests All in all, Im happy that youve decided to give therverse a go. I hope that it gives you as much fun playing it as it gave me designing it. -Jason Lauborough - Designer, therverse
__ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __
PASSED
PASSED
PASSED
PASSED
PASSED
PASSED
PINNED
PINNED
PINNED
PINNED
PINNED
PINNED
FALLING BACK
FALLING BACK
FALLING BACK
FALLING BACK
FALLING BACK
FALLING BACK
WOUNDED
WOUNDED
WOUNDED
WOUNDED
WOUNDED
WOUNDED
LASER SIGHTING
LASER SIGHTING
LASER SIGHTING
ARMY
ARMY
ARMY
ARMY
ARMY
ARMY
1
ARMY
1
ARMY
1
ARMY
1
ARMY
1
ARMY
1
ARMY
1
ARMY
1
ARMY
1
ARMY
2
ARMY
2
ARMY
2
ARMY