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Dark Potential Beta Rules

Version 0.1.5 (updated February 25, 2013)
(Please note this when submitting feedback)

Copyright 2012 MiniWarGaming Glanfield Marketing Solutions Inc.
411 East Main St. Welland, Ontario, Canada L3B3X3

There are the basic rules and guidelines that should allow you to play a full game of Dark Potential.
We need your feedback in order to improve the game and get it ready for the final release stage.
You can give your feedback by posting on the MiniWarGaming forums here:

http://www.miniwargaming.com/forum/viewforum.php?f=115

Remember not to assume anything that isnt written here. If something isnt clear, then please post
a question about it on our forums.

What we want to see posted in the Playtesting area of the forum is:

1. Questions to clarify rules.
2. Questions about rules that dont appear to be here (e.g. issues that come up with certain
types of terrain).
3. Suggestions for changes / additions.
4. Rules that feel over or underpowered.
























3

Table of Contents

Introduction .......................................................4

The Basics ..........................................................5
Model Terminology ........................................5
Dice & Measurements ....................................6
Dice .........................................................6
Basic Measurements ..............................6
The Battlefield .................................................7
Attributes .........................................................8
Model Attributes ...................................8
Weapons and Gear ................................9
Attribute Tests .......................................9

Game Turns .................................................... 11
The Player Turn ........................................... 11
Clean Up Phase................................... 11
Command Point Phase ...................... 11
Activation Phase ................................. 11
Movement ..................................................... 12
Actions........................................................... 14
Ranged Attack ..................................... 14
Close Combat Attack ......................... 17
Charge .................................................. 18
Overwatch ........................................... 18
Combat Ready..................................... 19




Special Rules ................................................... 20
Special Equipment........................................ 20
Grenades & Mines .............................. 20
Command Points .......................................... 22
Tactical Manoeuver ............................ 22
Modifying Dice Rolls.......................... 22
Stealth ............................................................. 23
Stealth Level......................................... 23
Perception Tests .................................. 24
Activating Stealth ................................ 24
Morale ............................................................ 25
Breaking ................................................ 25
Unit Special Rules ......................................... 26
Weapon Special Rules .................................. 29

Model Reference ............................................ 31
Weapons and Equipment ............................ 31
Petrov-Morales Corporation ....................... 33
XLanthos ...................................................... 38
Reclaimers ...................................................... 44

Scenarios .......................................................... 49
Scenario Rules ............................................... 49
Scenario #1 ................................................... 50



4

Introduction

In the not so distant future

A hundred years ago, over 99.999% of humanity
was exterminated.

Our civilization used to span several planets, in
even more star systems, spanning dozens of light
years, linked by technologies so complex that no
man alone could comprehend the magnitude of
our cleverness.

We had advanced bioscience to the point where
death was an oddity, and improved upon
ourselves until our bodies were approaching
infallibility. We had mastered the physics of
interstellar communication and planetary
commerce, and each decade revealed ever deeper
secrets about the mysterious dark matter.

Now, that is the distant past. An old, sad dream. A
myth of all that was lost.

Now, we struggle to stay alive on the one, last
planet we have left.

Earth.

A planet of unpredictable aliens, self-governing
machines, teeming life, and untold billions of
silent, unmarked graves. A planet of lost
technology, of ruined greatness, of alien wonders
so splendid, random, terrible, verdant, and
implausible that they belong only in dreams.

Now is a time of survival. Humanity is working
again to merely stake its claim in what used to be
so obviously our world.

It is an age of a rare species of humanity, a
mankind closer to our brightest potential than any
breed to have preceded it. An age where the
average IQ is higher than those of the 21st
century, an age where every human body has
become hardier and more resistant to disease and
sickness, thanks to the advances of genetic
manipulations before the fall. It is an age where
darkness is powerless to serve as anything but a
backdrop, to the shining, luminous potential of
man if they can survive.

It is the 24
th
Century

And the fate of the Earth is in the balance.

Perhaps humanity will finally be snuffed out, at
the moment of reaching for the stars.

Perhaps Terra will be ruled by swarms of self-
improving computers, or by pantheons of god-like
biofactories, or by the alien extermination fleet
which came here to execute our genocide.

Every stratagem, every life, every objective and
every misfortune counts dearly towards the final
outcome. The balance could tip a hundred
different ways, depending on the choices we
make.

Getting Started

This book has been designed to help those new to
Dark Potential learn the full rules of the game,
enabling you to play epic games of survival against
your friends.

You will be able to play as one of the human
factions (the Petrov-Morales Corporation or the
Reclaimers), one of the alien factions (the
XLanthos or the Bioformed), or even the
mindless automatons the Salvagers.












5

The Basics
MODEL TERMINOLOGY

Throughout this rulebook we will be referencing
the miniatures that you use on the battlefield in
several ways.

It is important to note which way they are
referenced, as a rule could be referring to
individual models, or groups of models.

The terminology used in this rulebook is as
follows:

Model A single miniature, mounted on a round
base (usually 30mm for infantry sized models),
whether part of a squad or not.

Solo A model that operates on its own, and is
not part of a squad.

Squad A group of models that act together.
Models cannot join or leave squads at any point in
the game, and always count as being part of their
original squad no matter how far away they are.

Squad Leader One model in each squad is
chosen by the controlling player to be the Squad
Leader at the beginning of the game. If this
model dies, then another model is chosen by the
same player to become the new Squad Leader.

Squad Member Any model that is part of a
squad is a member of that squad.

Unit A solo or a squad. Every solo is its own
unit, and every squad forms a single unit.



















Placeholder for some pictures
6

DICE & MEASUREMENTS

Dice

Dark Potential requires the constant use of normal
six-sided dice (short formed to d6) to determine
the outcomes of pretty much every situation. This
could include shooting, attacking in close combat,
morale tests, wounding, or anything else that
needs to be decided with a bit of chance.



Basic Measurements

All measurements in this rulebook are in inches.
If you want to convert to the metric system simply
multiply any measurements by 2.5. If you want to
keep this simple then just multiply them by 2.
This will change how the game plays.

Dark Potential is played using heroic scale 28mm
models, with most of the infantry sized models on
round 25mm bases. Using different size bases
would change the balance of the game, so is
forbidden in competitive play (of course you can
do whatever you want in friendly play).
All distances can be pre-measured at any time. That
means that you can measure any distances of any
two objects (or arbitrary spaces) at any time.

Distances are measured from the edge of the base
of a miniature to the edge of the base of another
miniature (or to the edge of a terrain feature,
objective, or anything else you might be measuring
to). If there is a height difference, then you must
take this into consideration by measuring the
real distance by having the one end of the
measuring tape at the level of the one object, and
the other at the level of the other object. This
means that you might be measuring at an angle
from the ground.

The distance between two squads is the distance
between the two closest squad members, although
Ranged Attacks use a different measurement (see
Ranged Attacks).










Rolling d3s

If at any point you are told to roll a d3, simply
roll a d6, halve the result, rounding up.

So a 1-2 would be a result of 1, a 3-4 would be
2, and a 5-6 would be a 3.

Rolling 2d6

Another common dice roll that you will be
asked to make is to roll 2d6.

To do this, simply roll two six sided dice and
add their results together, getting a result from
2 to 12.






Picture to show how to measure distances
7

THE BATTLEFIELD

Line of Sight

Most attacks require that the attacking model can
see the target model. This is what we call line
of sight.

For the most part, if a line can be traced from one
model to another without any obstructions, then
both models have line of sight to each other. This
can be difficult to tell sometimes, requiring you to
bring your eyes down to the viewpoint of the
model.

Sometimes it will still be hard to tell, so players
should either agree, or roll a die to determine if
there is line of sight.

Models do not block line of sight to other models,
but do provide a bonus in combat (see the Ranged
Attacks section).

Line of Fire

Line of fire is like line of sight, with the following
exception:

A models line of fire can be traced through Area
of Effect (AOE) templates that block line of sight.
For example, if a cloud of gas blocks line of sight
between two models, the one model still has Line
of Fire to the other model.

AOE templates and other line of sight blocking
effects will be discussed later.

Area Terrain

Area terrain is terrain that covers an area of the
board. These are usually forests.

A normal forest would be much thicker than what
is normally portrayed on the board, but for ease of
use it is usually made with far less trees to allow
models to move through.

To make up for this, a model is considered to be
in the forest (or whatever the terrain is) if it is at
least partially inside the footprint of the terrain.
The footprint is often the base that the terrain is
made on, however the players should agree to this
before the game begins.

Not all terrain that has a footprint is area terrain.
For example, a building is not normally area
terrain.
































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ATTRIBUTES

Model Attributes

Every unit will have a set of attributes that define
how it moves and interacts with other units.

The attributes are as follows:

Movement (Mv)
Defense (Df)
Armor (Ar)
Strength (St)
Attacks (At)
Ranged Attack (RA)
Close Combat (CC)
Perception (Pr)
Morale (Mr)
Wounds (Wo)
Command Points (CP)
Points (Pt)

Movement (Mv)

The movement of a unit represents how fast it can
move across the board. Typically a model can
move a number of inches equal to its Movement
attribute. This will be affected by things such as
difficult terrain, climbing, or other special actions.

Defense (Df)

The Defense of a unit represents how hard it is to
hit at ranged and in close combat. This could
represent a variety of things, such as the agility of
the model, the size of the model, or even the
speed of the model.

Armor (Ar)

The Armor value of a unit determines how hard it
is to wound models from that unit. Models armed
with heavy armor will typically have higher Armor
values than those armed with lighter armor.

Strength (St)

The Strength of a unit is their hitting power in
close combat. This does not affect any ranged
capabilities.

Attacks (At)

Not all soldiers will be as effective at dealing with
multiple foes as other soldiers. The Attacks
attribute represents the maximum number of hits
a single model can inflict in close combat.

Ranged Attack (RA)

The Ranged Attack attribute represents the
marksmanship of a unit, in other words, how well
they can hit a target. The higher the attribute, the
more easily the unit can hit agile targets or targets
that are further away.

Close Combat (CC)

The Close Combat attribute demonstrates the
effectiveness of the unit in, well, close combat!
The higher this attribute, the more easily a unit
will be able to hit its foes in melee.

Perception (Pr)

The Perception of a unit shows how good they are
at spotting hidden dangers, from cloaked or
camouflaged enemies to hidden traps.

Morale (Mr)

In the survivalist world of Dark Potential every
person counts. The average combatant will run at
the first sign of trouble, while more battle
hardened veterans will stick around a lot longer.
The Morale of a unit represents how likely they
are to break when they fall under fire.

The Morale characteristic is also used as a models
Command Range (in inches).

Wounds (Wo)

The Wound attribute of a model represents how
much damage it can take before it is dead or
destroyed. Most infantry have one wound. Solos
tend to have three wounds. Commanders tend to
have five or more wounds.





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Command Points (CP)

Working together is key to survival. Almost every
unit will have at least one Command Point, which
can be used to help make their rolls more
accurate, and to take special actions.

Points (Pt)

In order to balance an engagement between two
armies, every single unit costs a certain number of
Points

Limit (Lm)

This is the number of this type of unit that you
can bring per 500 point game. If this is listed as C
(Character) then you can only bring 1 of this unit,
no matter how big the game is. If this is listed as
U (Unlimited), then there is no limit to how many
can be brought.

Weapons and Gear

Units will also be given weapons and other gear.
Each piece of gear will have rules explaining how
it works. Weapons will have the following
attributes:

Range (Rn)
Strength (St)
Area of Effect (AOE)
Rate of Fire (RoF)
Type

Range (Rn)

The Range of a weapon is how far it be fired while
still remaining accurate. Weapons can be fired
beyond their Range attribute, but penalties will
apply.

Strength (St)

The Strength of a weapon represents its hitting
power, much like the Strength of a model is used
in Close Combat.
Area of Effect (AOE)

Some weapons dont just hit a single target, but
explode to hit all nearby targets as well. These
weapons will have the Area of Effect attribute,
which represents the size of the template used, as
detailed in the Ranged Attack section.

Rate of Fire (RoF)

Certain weapons will fire faster than others. The
Rate of Fire of a weapon determines the
maximum number of hits it can inflict at range.

Type

All weapons have at least one type. They are
Standard, Ballistic, Energy, and / or Flame. A
weapon can have more than one type.

Attribute Tests

Most actions in Dark Potential are made with
attribute tests. To perform an attribute test, a
player must roll 2d6 and compare it with a target
number. The target number will be the attribute
that he is using (e.g. Ranged Attack for a ranged
shooting attack), minus any penalties (e.g. the
Defense of the target), plus any bonuses (e.g. the
Squad bonus). If the result is equal to or less than
the modified attribute, then the roll is successful.

Sometimes it is important to know the margin of
success (or failure) of a roll. The Margin of
Success of a roll is how far below the target was
rolled. The Margin of Failure of a roll is how far
above the target was rolled. It is possible to have
a Margin of Success of 0.

The rules will explicitly state when it is important
to know the Margin of Success or Failure.
Otherwise, you can ignore this calculation.

A roll of a natural double six is an automatic
failure (even if it was a reroll), and no Command
Points can be used to modify it or reroll it (well
talk about Command Points later). If an attribute
test would normally be impossible because of the
penalties (e.g. it requires 1 or less to succeed), a
natural double one will always count as an
automatic success with a Margin of Success of 0.

Example: A unit fires its ranged weapon at a target. The
Ranged Attack of the attacking unit is 11, and the
Defense of the target unit is 2. Assuming no other
penalties the attacking unit will need to roll 11 2 = 9 or
less on 2d6. The player rolls 2d6 and gets a total of 6,
10

which means he had a Margin of Success of 9 6 = 3. If
he had rolled a 10, the Margin of Failure would be 10 9
= 1. If he rolled a 9, then the roll would be successful,
with a 0 Margin of Success.




























11

Game Turns

This section will go over the main rules of how to
play Dark Potential.

Player Turns and Game Rounds

In this rulebook, whenever you see the word
turn you can safely assume it means the current
players turn. This rulebook will use the word
round to denote a game round (i.e. both players
get one turn to a round).

THE PLAYER TURN

Each player turn has the following phases:

1. Clean Up Phase
2. Command Point Phase
3. Activation Phase

Clean Up Phase

All effects that occur during the Clean Up Phase
occur now.

These include:

Removing AOE Effects

Remove all AOE effects (e.g. Gravity Mines,
Smoke Grenades, Flame Launcher AOEs) owned
by the current player. These effects now expire.

Other Events

Some special effects will specify that they end
during the Clean Up Phase. Take care of those
now.

Command Point Phase

Every unit that is not broken regenerates a
number of Command Points equal to half of their
base Command Points rounded down (with a
minimum of one). This cannot take them above
their base Command Points.

A squad that is reduced to only one member can
no longer regenerate Command Points, but can
use any that were already present.

Example: A unit with base 5 Command Points would
normally regenerate 5 / 2 rounded down = 2 Command
Points. However, this cannot take it above 5 Command
Points. A unit with base 1 Command Point would
regenerate 1 Command Point, but not if it already has 1
Command Point.

Activation Phase

The player activates his units in whatever order he
chooses.

When a unit activates, it performs the following in
order:

1. Resolve any special rules that can occur as
soon as the unit activates (e.g. revealing a
stealth unit).
2. Make any applicable passive Perception
skill checks.
3. Receive Tactical Manoeuvre Orders (if
applicable).
4. Move.
5. Action.

All members of a squad must activate together,
even if they are not in command range of the
squad leader. The entire squad must complete
each step before moving onto the next (i.e. they all
must move before taking actions).













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MOVEMENT

A model can move up to its Movement statistic in
inches. It doesnt have to move its full distance,
and can even choose not to move at all (which is
required to fire certain weapons).

A model may move into base contact with an
enemy model at any time.

When a squad moves, at the end of their
movement every member must be within
Command Range of the squad leader. If any
members of the squad start their activation
outside of the Command Range of the squad
leader, they must use their move to try and get
back into Command Range, using as much of
their movement as possible (although they can
stop once they are in Command Range). If they
cannot get into Command Range they cannot
perform any other actions.



Difficult Terrain

Some terrain will slow down movement. It is
important that players agree beforehand what will
count as difficult terrain on the board.

When moving through difficult terrain, each inch
of movement costs two inches. Only models
moving through the difficult terrain suffer this
penalty.

Example: If a model has a Movement attribute of 6, and
has 3 of clear space in front of him, followed by 1 of
difficult terrain, followed by more clear space, the model can
move forward 3, then use 2 of its movement to move
through the 1 of difficult terrain, and then move 1 further
with its final inch of movement.

Running

A unit can declare that it is running before it
makes its movement.

If a unit is running, then its Movement stat is
doubled for the duration of the move. All other
factors are still applied (e.g. Difficult Terrain,
scaling cliffs).

A unit that has run cannot make any actions,
including those granted by other means (e.g. the
Weapon Expert special rule).

Normally the entire unit must either run or not
run. The only exception to this is when a model
starts out of Command Range. If it does, it may
choose to run, even if the rest of the squad does
not.

Scaling cliffs / walls / any other vertical
obstacle

A model can move straight up (or down) at the
cost of 2 per 1 of height. The model still needs
to pay the 1 of movement to move onto the
ground at the top of the cliff (or ledge, or
whatever is up there).

If a model does not have enough movement left
to get onto the ground, then the model cannot
move up the cliff in that movement.

Example: A model with a Movement attribute of 6 facing
a cliff that is 2 high will have to use 4 of its 6 of
movement to go straight up the cliff, and then 1 to move
onto the cliff. If the model is more than 1 away from the
cliff it will not be able to go up it as it will not have the 4
left to go up plus the 1 to move onto the cliff

Linear Obstacles

A linear obstacle is any terrain piece that is less
than 1 high and less than 1 thick. Players
should agree on what counts as a linear obstacle in
the game.

Models treat linear obstacles as difficult terrain,
except that it costs exactly 1 extra to move over
Forfeiting Movement

Some special rules (e.g. Move and Shoot, Heavy)
require you to forfeit your movement to gain a
bonus, make an attack, or take a specific action.
This is always referring to the initial movement
during the units activation. This initial
movement can only be forfeited once.

A unit that forfeits its movement is considered
to have moved 0 for the purpose of mechanics
such as Overwatch.
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the obstacle. In other words, it counts as moving
through 1 of difficult terrain.

Leaving Combat

If a model leaves combat (i.e. moves out of base
contact with an enemy model that has a close
combat attack), then any enemy models that were
in base contact with the model that are no longer
in base contact with that same model get a free
close combat attack against it.

This is a normal Close Combat Attack (i.e. it still
gets its full number of Attacks), but the attacker
gets a +2 to his Close Combat attribute to
represent the lowered defense of the model
leaving combat.

If the model that gets the free attack is part of a
squad, do not apply any of the squad bonuses to
this attack.

Falling

Any model that is forced over a cliff or outside of
a building that falls at least 3 may suffer damage.

For every 3 that the model falls (rounding up) it
suffers a Strength 3 hit, ignoring armour. This
does not cause a Morale test to be taken.

Jumping

A model can use up to half of its movement to
jump across from one ledge to another, as long as
the target ledge is at the same height or lower than
the starting ledge. If the target ledge is at least 3
lower than the starting ledge then the model
jumping will take falling damage as described
above.

A model can also jump across open ground,
treating it as a jump from one ledge to another,
but ignoring any non-gravity difficult terrain from
the start of the jump to the finish.

Example: A model that has a Movement stat of 6 could
move 2, and then jump up to 3. After it has jumped it
could continue its movement and move another 1. It could
also have moved 3 and then jumped 3.
















































14

ACTIONS

Each unit can make one action in their activation,
after they have completed their movement, as
long as they didnt run. These actions include:

1. Ranged Attack.
2. Close Combat Attack.
3. Charge.
4. Overwatch (requires Command Point)
5. Combat Ready (requires Command Point)
6. Active Perception Check.

Models in the same squad must all take the same
action, except in the case of models outside of line
of sight when making Ranged Attacks (see below),
or models using grenades or mines (see Special
Equipment below).

Ranged Attack

If a unit has a ranged weapon it can choose a
target unit in line of sight and fire at it. If the unit
has multiple ranged weapons in its profile it must
declare which one it will use (it can only choose
one). All special rules and penalties from that
weapon will be applied in the Ranged Attack roll.

A unit that is engaged in close combat cannot
make a Ranged Attack. This includes squads
where only some members are in base contact
with an enemy model.

In order to see if the attack was successful the
player must make a Ranged Attack test, using the
Ranged Attack attribute of the unit that is firing,
with the following modifiers:

1. The Defense of the target (as a negative
modifier).
2. The distance penalty.
3. Units in the way penalty.
4. Squad bonuses.

Distance Penalties

Unless otherwise specified, every weapon has an
infinite range. However, the farther away the
target is, the harder it will be to hit.

Every ranged weapon has a Range attribute, which
determines the effective range of this weapon. If
the target is within this range, then there is no
distance penalty. However, if the target is farther
away, then the distance penalty goes up by 1 for
every number of inches equal to the Range of the
weapon that the target is away (rounding up).

Example: If the Range of the weapon is 8, then the
distance penalties would be as follows:

Distance to Target Distance Penalty
5 0
8 0
9 -1
16 -1
17 -2
25 -3

If a squad is firing, use the distance from the
closest target enemy model (in Line of Sight to at
least one of the models participating in the attack)
to the farthest friendly model that is participating
in the attack.

Example: Fred is firing with a 5 man squad at Joes 4
man squad. The model that is farthest in the back of the 5
man squad is 23 from the enemy model that is closest to
the friendly squad, so Fred will use this range to determine
modifiers.

Models in a squad can choose not to participate in
the Ranged Attack.

Rate of Fire and Number of Hits

With any attack it is not only important to succeed
in the roll, but it is also important how much you
succeed by.

The number of hits inflicted by the Ranged Attack
is equal to the Margin of Success of the Ranged
Attack test. If the Margin of Success of the
Ranged Attack is 0, then one hit is inflicted, but
with a -1 Strength penalty.

The maximum number of hits a unit can inflict is
equal to the number of models in the unit (this
will be 1 for any solo) multiplied by the Rate of
Fire of the weapon being used.

15

Example: Jack decides that his squad of 3 soldiers will
fire at another squad. After all the modifiers it requires a
9 or less to hit. The squads weapons have a Rate of Fire
of 2. Jack rolls 4 on 2d6. This gives him a Margin of
Success of 5, so 5 hits are inflicted. If he had rolled a 2, he
would normally inflict 9 2 = 7 hits, but since there is a
maximum of 3 squad members x Rate of Fire of 2 = 6
hits, only 6 hits would be inflicted. If he had rolled a 9
(Margin of Success = 0), then only one hit would be
inflicted, and it would suffer a -1 Strength penalty.

Units in the Way

If when checking line of sight one or more units
(friendly or enemy, but not including models from
the same squad) are partially blocking the view
from the attacking unit to the target unit, then the
target unit will be harder to hit.

This only applies if models from the unit are
actually blocking the true line of sight from the
attacking model, and not if the shot is going
between models.

For each unit partially blocking line of sight the
Ranged Attack test receives a -1 penalty.

In order for a target squad to get this bonus at
least half of the squad must be obscured for this
penalty to come into effect.

Squads and Squad Bonuses

A squad always fires together, all targeting the
same unit. Only those that have line of sight to
the target can participate in this action. Any
models not in line of sight cannot perform any
other action, except where stated otherwise (e.g.
throwing grenades).

When a squad fires at a target it receives a bonus
to its Ranged Attack equal to the number of squad
members participating in the attack, even if this is
only 1.

Example: If 4 members of a squad were to fire, and their
Ranged Attack skill was normally 11, they would add a
bonus of 4 to their skill of 11 for a total of 15, and then
apply all the other modifiers and bonuses as usual.



Shooting Into Close Combat

Units in Close Combat (including Squads where
only some members are in Close Combat) cannot
be targeted.

AOE (Area of Effect) Weapons

Any weapon that has an AOE will be fired slightly
differently.

An AOE weapon always targets an individual
model, and never a full squad. The controlling
player rolls to hit as normal. If the hit is
successful, then center the AOE directly over the
target.

If the model targeted is in cover in relation to the
firer, then apply the cover bonus as a penalty to
the Ranged Attack roll.

If the Ranged Attack fails, center the AOE
directly over the target, with the arrow facing
directly away from the attacker, and then roll for
deviation. This is done by rolling 1d6 to
determine direction (refer to the deviation
template for direction), and then a number of d6
equal to the distance to the target divided by the
Range of the weapon, rounding up.

The deviation template is as follows:












Example: If the Range of the weapon is 8, then if the
model is 5 away and misses, the AOE will deviate 1d6.
If it is 16 away, it will deviate 2d6. If it is 25 away,
it will deviate 4d6.

Weapons that use AOEs will have two Strength
values, labeled as Strength A/B.


1
2
3
4
5
6
16

Any models directly under the hole in the center
of the AOE are hit at Strength A, while other
models touched by the AOE and at the same level
as the AOE and in Line of Sight of the AOE are
hit at Strength B. When rolling wounds, roll for
each model individually.

Cover bonuses are determined from the centre of
the AOE, which means that any models directly
hit by the AOE will never receive cover bonuses.

All hits from an AOE happen simultaneously.

Spray Weapons

Weapons with the Spray special rule are fired
differently.

To fire a spray weapon, nominate a target unit
within 8. Each member of the attacking unit
places the spray template so that the small end is
touching its own base, and the line in the middle
of the spray template is overlapping an enemy
model from the target unit (If there is no models
from the target unit in range, then project an
imaginary line from the spray template. This line
must touch a model from the enemy unit). The
template may not touch any friendly models. Any
model that cannot comply with these rules simply
does not participate in the Ranged Attack.

After you have placed the spray template, count
the total number of models from the target unit.
Repeat this for each attacking model and add up
the results. The end result is the maximum
number of hits that the attacking unit can inflict.

If the nearest enemy model from the target unit is
within 4 of all models from the attacking unit,
the weapon gains a +2 Strength bonus, and the
firing unit gains a +2 to their Ranged Attack.

If more than one enemy unit is covered by any of
the spray templates, then make a separate Ranged
Attack for each unit affected, with the maximum
number of hits being the number of models from
that unit under the spray template(s) placed.

Wounding

If the attacker successfully hits its target, it then
rolls to determine how much damage it inflicts.
To do this, roll a number of d6 equal to the
number of hits inflicted, and compare each one to
the Strength of the weapon minus the Armor of
the target. For every die that is equal to or below
the modified Strength, a wound is inflicted. A roll
of a 1 will always inflict a wound.

If a model is reduced to 0 wounds, remove it from
play as a casualty.

Example: A squad fires at a target and scores 3 hits.
The weapons fired have a Strength of 5, and the Armor
attribute of the target is 2, so the attacking player needs to
roll 5-2 = 3 or less to wound the target. The player will
roll 3d6 (one die for each hit), and every 3 or less will count
as a wound.

Removing Casualties from Squads

If a squad is wounded, then the defending player
removes a number of models from the squad
equal to the number of wounds inflicted, always
choosing a model that is closest to the attacking
unit, but only if it is in line of sight. If more than
one model is the same distance from the attacking
unit, then the controlling player decides which is
killed. If a model with multiple wounds is hit,
then keep track of how many wounds are
removed. Once the model has only 0 wounds
remaining, the model is removed as a casualty.

Cover Bonuses (Ranged Attacks Only)

If any model from the target unit is partially
obscured by terrain features, or if it is inside of
area terrain, then there will be a cover bonus to
the targets Armour.

The bonus depends on the nature of the cover.
Light cover (such as trees or other vegetation) will
normally provide a Level 1 cover bonus, while
medium cover (the majority of hard objects) will
provide a Level 2 cover bonus.

Particularly heavy cover (such as the target being
behind a window in a building) will normally
provide a Level 3 cover bonus. Players should
agree beforehand what cover bonuses various
terrain pieces will grant.

A model gets the full cover bonus only if at least
half of the model is obscured. If less than half of
17

the model is obscured, then the cover bonus is
reduced by 1, to a minimum of 1.

If a model is being attacked by a squad, then it
must have cover in relation to at least half of the
squad in order to get the cover penalty, otherwise
it is treated as only being partially obscured (i.e.
the cover bonus is reduced by 1).

Any cover that the attacking unit is in base contact
with (e.g. a linear obstacle, the wall at the side of a
window) will not usually count as a cover penalty.
However, line of sight still needs to be drawn in
order for the attacker to make a ranged attack.

If there is more than one cover bonus between
the attacking and defending unit, only use the
heaviest bonus. They never stack.

Resolving Wounds against Squads in Cover

When resolving wounds against a target squad
where some models are in cover and some are
not, use the following procedure instead of the
normal one given above:

1. Group all of the dice from the hits into a
hit pool.
2. Choose the model from the target squad
that is closest to the attacking unit and in
line of sight.
3. Roll one of the d6s from the hit pool,
applying the cover bonus (if any).
4. If the model survives and there are still
dice in the hit pool, go back to Step 3.
5. If the model dies, and there are still dice
in the hit pool, and there are still more
models in the target squad, go back to
Step 2.

Close Combat Attack

If a unit has at least one member in base contact
with an enemy model you can choose to have it
make a Close Combat attack as its Action. If the
unit has multiple close combat weapons it must
declare which one it will use (it can only choose
one). All special rules or penalties from that
weapon will be applied in the Close Combat test.

In order to see if the attack was successful the
player must make a Close Combat test, using the
Close Combat attribute of the attacking unit, with
the following modifiers:

1. The Defense of the target (as a negative
modifier).
2. Squad Bonuses

Squads and Squad Bonuses

Members of a squad will attack those enemies they
are in base contact with. Only those that are in
base contact with the target unit can participate in
this action. Any members not in base contact
cannot perform any other action, except where
stated otherwise (e.g. throwing grenades, moving
when out of Command Range).

When a squad attacks a target it receives a bonus
to its Close Combat test equal to the number of
squad members participating in the attack against
that unit, even if there is only one squad member.

Example: If 2 members of a squad were to attack another
squad, and their Close Combat attribute was normally 10,
they would add a bonus of 2 to their skill of 10 for a total
of 12, and then apply all the other modifiers and bonuses
as usual.

Multiple Combats

If a solo is in base contact with more than one
other enemy unit, it must choose which one to
attack.

If a squad is in base contact with more than one
enemy unit, then its attacks are split according to
who they are in base contact with.

Example: If a squad of 5 is in close combat, but 3 are in
base contact with one enemy solo, and the other 2 are in
base contact with another enemy squad, then the first 3
squad members would attack the one enemy solo (with a
+3 Squad Bonus), and the other 2 would attack the enemy
squad (with a +2 Squad Bonus). Each attack is treated
separately.

Number of Attacks and Number of Hits

With any attack it is not only important to succeed
in the roll, but it is also important how much you
succeed by.

18

The number of hits inflicted by the Close Combat
attack is equal to the Margin of Success of the
Close Combat test. If the Margin of Success of
the Close Combat Attack is 0, then one hit is
inflicted, but with a -1 Strength penalty.

The maximum number of hits a unit can inflict is
equal to the number of models in the unit (this
will be 1 for any solo) multiplied by the Attack
attribute of the unit.

Example: Jack decides that his squad of 4 soldiers will
attack another squad. They are all in base contact with
that squad. After all the modifiers it requires a 10 or less
to hit. Jack rolls 8 on 2d6. This gives him a Margin of
Success of 2, inflicting 2 hits in total. The squads Attack
attribute is 1, so no more than 4 hits could have been
inflicted. If he had rolled a 2, he would normally inflict 10
2 = 8 hits, but since there is a maximum of 4 squad
members x Attack attribute of 1 = 4 hits, only 4 hits
would be inflicted. If he had rolled a 10 (Margin of
Success = 0), then only one hit would be inflicted, and it
would suffer a -1 Strength penalty.

Wounding

See Wounding in the Ranged Attack section.

Fighting over Linear Obstacles

If a unit has enough Movement to get into base
contact with an enemy model, but in so doing one
or more models would have to be balanced on a
Linear Obstacle, simply place those models on the
other side of the Linear Obstacle and count them
as being in base contact for all purposes of the
attack.

Charge

A Charge action allows a unit to cover more
ground and make a Close Combat attack.

A unit performing a Charge can move up to half
of its Movement attribute (the movement is
slowed by difficult terrain). If it is in base contact
with an enemy after this movement it can then
make a Close Combat Attack, as detailed above.

If a unit was already in base contact with an
enemy unit, then it cannot charge. It can still
make a normal Close Combat Attack.
Squads and Charges

All members of the squad must charge together.
However, they can charge different targets, as long
as each squad member stays within Command
Range of the squad leader. Any models not in
Command Range after they charge may not
participate in a Close Combat Attack, even if they
are in base contact with an enemy model.

A squad can only declare a charge if all of the
squad members are not in base contact with an
enemy model.

Overrun

Any unit that charges has the Overrun Special
Rule until the end of its activation (see the Special
Rules section).

Overwatch

Overwatch is a special action that allows a solo to
forgo making a Ranged Attack during its
activation, and instead allows it fire during the
enemys turn.

A solo can choose to go on Overwatch by
spending a Command Point (see the Command
Points section for more information on how to
spend Command Points). Place a 90 degree arc
template anywhere in base contact with the model,
with the small end of the arc touching the base of
the model.

This limited 90 degree arc is the only line of sight
the unit may trace while on overwatch. During
the enemys turn if any model activates and moves
during its normal movement (whether it runs or
not, but not during a jump) in line of sight of this
model this model can interrupt that movement
(i.e. stop the model at any point of its movement)
anywhere within this line of sight and make a
Ranged Attack. If the model is part of a squad,
then that would effectively interrupt the rest of
their movements as well.

If the model survives the attack, it can finish its
move as normal.

Alternatively the player controlling the model on
Overwatch can wait until the entire unit has
19

finished its movement (including not moving at
all), and then decide to make a Ranged Attack so
long as the enemy unit is still a viable target.

If a unit is hit by an attack from a Solo on
Overwatch, and then subsequently fails its Morale
test, its activation immediately ends.
Once a model on Overwatch fires, its Overwatch
state immediately expires. Remove the 90 degree
arc template to show this.

Squads cannot go on Overwatch.

Interrupting Overwatch

A model will immediately lose its Overwatch
status if any of the following occur:

1. The model is hit by a ranged attack.
2. An enemy model moves in base contact
with this model.
3. The model has to make a Morale roll for
any reason and fails.
4. The enemys turn finishes.

Move or Shoot Weapons

If a weapon has the special rule Move or Shoot,
then the model can only go on Overwatch with
that weapon if they havent moved this activation.

In other words, a model can only go on
Overwatch if it could have normally fired that
activation.

Multiple Weapons

If a model has multiple weapons, the player must
declare which weapon it is using when it first goes
on Overwatch.

Grenades / Mines and Overwatch

If a model sacrifices its movement to throw or
place a grenade or mine, they immediately count
as having moved 0, allowing models on
Overwatch to interrupt the action of throwing or
placing the grenade or mine.

The only exception to this is if the unit has
performed a Tactical Manoeuver (see Tactical
Manoeuvers for more details).
Combat Ready

Combat Ready is a special action that allows a unit
to prepare to fight in close combat.

To enter a Combat Ready state the unit must
satisfy the following requirements:

1. It must spend a Command Point.
2. It must not already be in base contact
with an enemy.
3. It must not have already made an attack
by any means.

When a unit enters the Combat Ready state, each
model in the unit may move up to half of its
Movement attribute (affected by difficult terrain as
normal), just as if it were charging. This
Movement can bring models into base contact
with an enemy model, but it does not have to.

After the unit has moved, place a marker to
indicate that they are now in a Combat Ready
state.

If any enemy models move into base contact with
a unit in a Combat Ready state, each model in the
Combat Ready unit may make one Close Combat
Attack at the same time as the enemy unit. If the
enemy unit does not make a Close Combat Attack
(which would be silly, as that would mean they
would most likely just stand there), the Combat
Ready unit can still make an attack.

After these attacks have been made, remove the
Combat Ready marker as the unit will no longer
be in a Combat Ready state.

Interrupting Combat Ready

A model will immediately lose its Combat Ready
status if any of the following occur:

1. The unit has to make a Morale roll for
any reason and fails.
2. The enemys turn finishes.





20

Special Rules
SPECIAL EQUIPMENT

Grenades & Mines

In order to place a mine or throw a grenade a
model must forfeit either its Movement or its
Action. A unit can only use grenades or mines
once per activation. When a squad uses the mine
or grenade, one model is designated as using the
equipment, and must therefore forfeit its
Movement or its Action.

If a model from a squad is performing this action,
the controlling player can decide if the grenade or
mine is placed before or after the rest of the squad
has either moved (if the model is forfeiting its
movement) or performed their action (if the
model is forfeiting its action).

Placing Grenades / Mines

After a model has been designated, place a 3
AOE template with the center of the template
anywhere completely within 6 and line of sight of
the throwing model. Alternatively you can place
the center of the template anywhere completely
within 12 of the throwing model (even without
line of sight, as long as the grenade or mine
wouldnt have passed a wall into a building, unless
there is a window), but then you must deviate it
1d6 as per the normal deviation rules for AOEs
(see the Ranged Attack section). If there is no
line of sight to where the grenade or mine was
placed, then it will deviate 2d6 instead.

Smoke Grenades

The Smoke Grenade AOE prevents Line of Sight
from being traced through the area of effect
including up to two inches above the template.

Any Energy weapons that are fired at a unit that
has at least half of its members covered by a
Smoke Grenade AOE have their Strength reduced
by 1.

If for whatever reason a unit is able to see through
a Smoke Grenade AOE (such as the XLanthos
Infrared Sight), they will still suffer the -1 Strength
penalty if firing Energy Weapons through the
Smoke AOE, unless they are firing an Energy
Weapon with an AOE, in which case the Strength
penalty only applies if the target models are in the
Smoke Grenade AOE.

The smoke grenade will last until the Clean Up
Phase of the owning players next turn.



Gravity / Anti-Gravity Mines

To place a gravity mine, first declare whether it
will be a Gravity or an Anti-Gravity mine, and
then place it as per the Smoke Grenade rules
above.

When ballistic weapons are fired through a
Gravity Mine AOE, apply an additional -2 Range
Attack penalty before rolling. This represents the
attacker needing to compensate for the
Gravitational field.

A Gravity Mine AOE counts as difficult terrain.
Any upward movement while in a Gravity Mine
AOE is halved (this means it costs 4 to move up
AOE Templates vs Tokens

It is often difficult to place AOE templates
when models or terrain are in the way.

One alternative is to place a token where the
centre of the AOE would normally be placed,
and then to measure from the token to apply
any effects.

For example, for a 3 AOE template you
would measure 1.5 from the token in all
directions (i.e. a 1.5 radius makes a 3
diameter template).

This has the advantage of not requiring the
movement of models, but has the disadvantage
of not being as visually obvious for the game.

A mixture of both templates and tokens is
usually best.
21

1). Fall damage is increased, causing a Strength 3
hit for every 2 fallen rather than the normal 3.

Additionally, any model that jumps through a
Gravity Mine AOE will have their jump distance
decreased by 2 for each AOE that is passes
through. This does not decrease the maximum
movement of that model.

Any upward movement while in an Anti-Gravity
Mine AOE is doubled (this means it costs 1 to
move up 1). Fall damage is decreased, causing a
Strength 3 hit for every 4 fallen rather than the
normal 3.

Any unit that is partially in an Anti-Gravity Mine
AOE receives a -2 to their Defense.

Additionally, any model that jumps through an
Anti-Gravity Mine AOE can jump an additional
2 for each AOE that it passes through. This
does not increase the maximum movement of that
model.

Overlapping Gravity / Anti-Gravity Mines

Gravity / Anti-Gravity Mines that overlap will
stack. Two or more of the same mine will have a
multiplying effect when it comes to movement
(where they overlap). Opposite mines will cancel
out for all effects (where they overlap).

No other effects are stacked (e.g. a unit wouldnt
receive -4 to their Defense if within two Anti-
Gravity Mine AOEs).

Example: If a model is in the range of two Anti-Gravity
Mines, that model can move up 2 of terrain for the cost of
only 1. If a model is in the range of an Anti-Gravity
Mine and a Gravity Mine, then the two cancel each other
out.

Flash Grenades

Flash grenades are used to disrupt the enemy lines,
with the objective of getting into better positions
and causing enemy soldiers to act less
coordinated.

A Flash Grenade is placed (or thrown) in the same
manner as the normal rules for Grenades and
Mines, with one exception: instead of placing a 3
AOE instead place a small base with its centre
where the grenade has landed.

After the base has been placed, two things
happen:

1. Models (friendly or enemy) on overwatch
within 12 and line of sight to the Flash Grenade
base lose their Overwatch status on a 4+.

2. Units (friendly or enemy) within 3 of the base
with at least one model with line of sight to the
base lose one Command Point on a 4+. If the
unit does not have any Command Points left, they
must immediately take a Morale Check (no roll of
4+ is required for this).

After all possible effects are resolved remove the
Flash Grenade base.






















22

COMMAND POINTS

Probably one of the most central parts of playing
Dark Potential will be dealing with Command
Points.

Command Points are resources given to most
units that allow them to perform special actions
and manipulate dice rolls. It is important to learn
how to manage Command Points, as being caught
without any at a critical moment could lose you
the game.

Who can use a models Command Points?

Only the unit that has the Command Points is
allowed to use those Command Points.

If the model has the Commander special rule,
then any other friendly units can use its Command
Points at any time for any purpose as long as they
are within Command range of the Commander
(which is equal to the Commanders Morale in
inches).

A squad can use Command Points from a
Commander if any member of the squad is in the
Command Range of the Commander.

Command Point Uses

Command Points can be used to do any of the
following (although certain options can only be
used during a units activation):

1. Perform a special action (see the Actions
section for more details).
2. Perform a Tactical Manoeuver.
3. Reroll any roll made by the controlling
players unit (can repeat).
4. Modify the results of a die roll made by
the controlling players unit up or down
by one (can repeat).

In the case of rolling to Wound, each d6 counts as
a single roll, so any Command Point uses would
only affect one of the dice.




Tactical Manoeuver

Before a unit starts to move, a Tactical Manoeuver
can be declared. A single Command Point must
be spent for this. Any members of a squad within
Command range of their squad leader will benefit
from this.

A Tactical Manoeuver helps to counter
Overwatch. A model that is moving under the
effect of a Tactical Manoeuver cannot be
interrupted in its movement. However, once the
units movement is complete, an enemy model on
Overwatch can choose to fire at the unit, if it is
still within line of sight and in the 90 degree
Overwatch arc.

This is used to help move from cover to cover as
the model on Overwatch is unable to fire until
after this movement is completed.

Grenades and Tactical Manoeuvers

If a model wishes to place or throw a grenade or
mine before Overwatch can be activated, it will
need to both perform a Tactical Manoeuver and
then choose to forfeit its Movement to throw /
place the grenade / mine.

Modifying Dice Rolls

A player can use Command Points to modify the
dice rolls of his units.

However, only Command Points from a unit (or a
nearby model with the Commander special rule as
specified above) can be used to modify rolls made
by that unit.

This means that certain rolls, such as falling
damage, cannot be modified, as they are not rolled
by any specific unit.

Rolls that can be modified include:

1. Ranged and Close Combat Attacks.
2. Deviation direction and distance.
3. Rolls to wound.
4. Morale tests.
5. Any attribute test.

23

STEALTH

Some units have the special ability to go into
stealth mode, whether from natural
camouflaging abilities, technological
manipulations, or anything else. No matter how it
is produced, the rules are the same.

Stealth Level

When a unit has the Stealth special rule it will be
listed Stealth # on that unit's profile. The
number listed is the Stealth Level of the unit. This
determines two things:

1. How many false bases the controlling
player can place (equal to the Stealth
Level of the unit).
2. How far those bases can stray from each
other.

Stealth Bases

When deploying a unit with Stealth, instead of
placing the unit, the controlling player can choose
to start them in Stealth mode, placing a number of
empty bases (but marked to be distinct from each
other, such as with numbers or colors) anywhere
in his deployment zone, but within the prescribed
coherency distance below. Every stealth base
should be distinct from every other stealth base
on the board, but it is not necessary to inform
your opponent as to which stealth bases belong to
which unit, if you have more than one unit with
the Stealth special rule.

The player secretly chooses and writes down
which base represents the actual unit, and which
are decoys for that unit.

A stealth base can move as normal, but cannot
run or take any other actions. It is subject to
difficult terrain as normal. If the base would be
attacked for any reason (such as being hit by an
AOE template), the controlling player either
chooses to remove the base from play, or to
replace it with the actual model if it is the base
representing that unit.

An enemy player cannot target a stealth base with
any attacks.

Stealth Coherency

The false bases must stay within a certain distance
of each other, equal to the Stealth Level x 3 in
inches. All bases must be connected continuously
within this distance, creating one long chain of
bases.

If at the end of the Stealth models activation any
of the bases are out of coherency, the controlling
player must choose one base and remove it from
play. This is repeated until all the bases are in
coherency.

Revealing

A player can choose to reveal a unit with the
Stealth special rule when they first activate.

When a player reveals which base is the actual
unit, simply replace that base with the model if it
is a solo. If it is a squad, then place the squad
leader in place of the stealth base, and then place
all other members of the squad within 1 of the
leader, but not in base contact with enemy
models, or inside of impassable terrain. Any
models that cannot be placed are destroyed. If the
base no longer exists, then the unit is counted as
destroyed and the rest of the bases are removed
from play.

All other stealth bases are then immediately
removed.

Forced Revealing

A stealth base is forced to be revealed if any of the
following occur:

1. The opposing player has a unit that passes
a Perception check to reveal that
particular base.
2. The stealth base is hit with an AOE and
takes damage.
3. The stealth base is hit by a Flash Grenade
and a 4+ is rolled.
4. The stealth base is forced to take a Morale
test and fails.

If a stealth base is hit with an AOE or Flash
Grenade or is required to take a Morale test, the
24

controlling player either chooses to remove the
base from play, or to replace it with the actual
model if it is the base representing that unit.

If a unit is revealed during its activation then its
activation immediately ends.

Perception Tests

An opposing player can attempt to discover what
is underneath a Stealth base if a unit is in line of
sight by performing a Perception test. These are
performed at three times:

1. Automatically when a unit activates as a
Passive Perception test.
2. As an Active Perception test (which
requires an Action).
3. Automatically when the stealth base
moves in line of sight of an enemy model
on Overwatch (as a Passive Perception
test).

If a unit is in line of sight of multiple Stealth bases
it will do an automatic Perception test for every
single base when it activates. However, if it does
an Active Perception test, it can only attempt to
discover one base within line of sight.

A unit currently in Stealth mode cannot perform
Perception tests normally. If the controlling
player decides to do one anyway, the model is
immediately revealed.

A Perception test has the following modifiers:

1. -1 for every 6 away from the base,
beyond the first 6
2. +3 if it is an Active Perception test.

If the Perception test is successful, the player who
controls the bases either removes the base or, if it
is the base that represents the model, replaces it
with the unit as described above in the Revealing
section.

Squads and Perception Tests

A squad can only roll once per enemy base in line
of sight (for Passive Perception tests), no matter
how many squad members can see it. Use the
squad member closest to the stealth base (and in
line of sight) to determine the range penalty.

If a squad makes an Active Perception test, only
one model from the squad that has Line of Sight
makes the test. The other models may perform
another action, such as a Ranged Attack, even
against the model that was just revealed as a result
of the Active Perception Test.

A squad cannot make an Active Perception test
and throw / place a grenade or mine.

Activating Stealth

A unit that has been discovered can choose to
reactivate its Stealth mode at the beginning of its
activation, before it moves. To do this, replace
the solo or squad leader with one of the stealth
bases, and then place the rest of the bases in base
contact with the first one. Any bases that cant be
placed due to nearby models or terrain are simply
not placed. The player then secretly writes down
which base represents the actual model.

The model is then able to move as normal, using
the same rules as above. It cannot choose to
reveal itself in the same activation, although it
could be revealed by other means.
















25

MORALE

A unit must take a Morale test immediately
whenever one of the following occurs:

1. The unit is hit by a Ranged or Close
Combat Attack.
2. A friendly unit within 6 and in line of
sight is completely wiped out.

Note: A unit may end up taking multiple Morale
tests in one turn. There is no limit to how many
tests they must make. However, once they have
failed one, then there is no need to roll for any
more that turn.

A unit within Command range of a model with
the Commander special rule can choose to use its
Morale as its base Morale instead of its own, if the
unit with the Commander special rule is not
broken.

When the unit is hit by a Ranged or Close
Combat Attack

When a unit is hit by a Ranged or Close Combat
Attack it will have to make a Morale roll, whether
or not is suffers any casualties.

The Morale test is made after rolls to wound have
been resolved. If any wounds are inflicted, the
Morale test will suffer a negative modifier equal to
the number of wounds inflicted.

Breaking

If the unit fails a Morale test, then it will
automatically become Broken. Place a token by
the unit to indicate that it is now Broken.

While a unit is Broken, the following occur:

1. If it is currently activated, its activation
immediately ends.
2. It loses all of its remaining Command
Points.
3. It loses the Commander special rule.
4. It receives a -4 penalty to its Ranged
Attack and Close Combat attributes.
5. It cannot take Perception tests.
6. The only actions it can take are Ranged
Attacks and Close Combat Attacks.
7. The unit gains the Dug-In special rule.

A unit that is Broken cannot voluntarily move
closer to any enemy units. In certain
circumstances this can mean that the unit will not
be able to move.

After the unit has completed its next activation, it
must make another Morale test to see if will
continue to be Broken. It will continue to be
Broken until it passes a Morale test at the end of
one of its activations.


































26

UNIT SPECIAL RULES

Agile

A unit with the Agile special rule ignores the
effects of difficult terrain, except any that are
created by gravity AOEs.

Commander

A unit with the Commander special rule allows
others to use its Command Points, as long as they
are within the Command range of the unit with
the Commander special rule (which is equal to the
models Morale in inches).

A squad can use Command Points from a unit
with the Commander Special Rule if any member
of the squad is in the Command Range of the unit
with the Commander Special Rule.

A unit within Command Range of the unit with
the Commander Special Rule can choose to use its
Morale instead of their own.

Any unit that is broken loses the Commander
Special Rule while broken.

[Extra] Contagious

A model with this rule is infected with the
XLanthos virus. Any non-robotic model that has
this special rule automatically suffers a Strength 2
hit, ignoring armour, whenever they activate. This
hit does not cause a Morale test to be taken.

Any non-robotic model that starts its activation in
base contact or moves into base contact with a
model with this special rule will automatically
suffer a Strength 3 hit that ignores armour. If the
model is wounded, it will then have the
Contagious special rule.

A model that has the Extra Contagious rule will
infect other models that activate or move within
2 of this model.

Drone

A model with this special rule will always choose
to perform a Ranged Attack as its action, and will
always target the closest enemy unit in its Line of
Sight.

Dug-In

A unit with the dug-in special rule receives a +1
Cover bonus when it is benefiting from Cover. If
an attack ignores Cover for whatever reason, it
also ignores the Dug-In special rule.

Fly

A model with the Fly special rule ignores any
difficult terrain not created by Gravity Mines. In
addition, the model can move straight up or in
diagonals without any penalty, as long as it ends its
movement as normal (i.e. with its base on the
ground). These vertical and diagonal movements
can be combined with normal horizontal
movements.

Example: A model with the Fly special rule and a
Movement of 7 could move in a diagonal direction of 3
on top of a piece of terrain, then move 2 across it, and then
move another 2 in a vertical direction up to another level.

Grav Pack

A unit with this special rule counts as being under
the effect of an Anti-Gravity mine whenever it
climbs, falls, or jumps.

This will stack with additional Gravity and Anti-
Gravity mines.

Healing #

A unit with this special rule can heal wounded
allies. Anytime a model dies within 6 of this
unit, instead of dying it becomes Critically
Wounded. A model that is Critically Wounded
cannot perform any actions, loses all of its
Command Points and special rules, but can be
targeted by enemy units. A model that is Critically
Wounded has +2 Defense, but -1 Armour. If it is
wounded again then it is removed as a casualty.

At the end of a players turn, all Critically
Wounded models owned by that player are
removed.

27

A model with the Healing special rule can use its
Action to attempt to heal a friendly model that it
is in base contact with. To do this it must make a
Healing roll, with the # of the Healing special rule
being the Healing skill. Command Points can be
used to modify this roll as normal. If it succeeds,
then the model that it is in base contact with can
either regain one wound, or it can remove the
Contagious special rule from itself if it has it. If
the model was Critically Wounded then it cannot
activate this turn, but regains all of the Special
Rules that it had before becoming Critically
Wounded. If the model was not Critically
Wounded it cannot gain more wounds than its
starting value.

Immobile

A unit with this special rule cannot voluntarily
move during its activation, but can be moved by
other special rules (such as the XLanthos
Manipulators Dark Manipulator weapon). A
model with this special rule will always count as
having forfeited its movement during its
activation.

Immunity

A unit with this special rule is not affected by any
other models or weapons with the Contagious
special rule.

Infrared Vision

A unit with this special rule can see through
Smoke Grenade AOEs. Any units that would
normally be out of the LOS because of the Smoke
Grenade count as being in a minimum Cover
Level 2.

Loner

A unit with the Loner special rule cannot use
another models Morale or Command Points.

Mechanical

A model with this special rule automatically has
the Immunity special rule.



Overrun

A unit with this special rule that kills one or more
enemy units in Close Combat can move up to half
of its Movement if it is no longer in base contact
with any enemy models.

Members of a squad with this special rule can each
move even if other members are still in base
contact with enemy models.

This movement is considered another normal
movement, and so is affected by difficult terrain
and any other normal movement penalties and
bonuses. It does not trigger Overwatch, Combat
Ready, or any other special effects related to
movement.

Point Blank

A unit with this special rule can choose to
perform a Ranged Attack at models in base
contact with itself instead of performing a Close
Combat attack.

Recon

Any unit with this special rule are deployed after
both sides have finished their deployment, but
before the first turn. They can be deployed up to
5 further than their normal deployment zone.

If both players have units with this rule, then the
player who deployed first must deploy all of his
Recon units, followed by his opponent doing the
same.

[WEAPON] Expert

A unit with this special rule may use the specified
WEAPON as a free action, on top of the normal
Movement and Action that the unit normally
performs. This action is taken either before or
after the Movement, or after the Action of the
model or squad.

This does not allow the unit to use the weapon
more than once per activation, nor can the
weapon be used if this unit chooses to run this
activation.

28

All rules governing the use of that weapon remain
the same.

E.g. A unit with the Pistol Expert special can fire its
pistol before it moves, or after it moves, or after it performs
an action. However, it cannot fire the pistol more than once
per activation.



































































29

WEAPON SPECIAL RULES

Aimed Shot

When firing a weapon with this special rule, take
the Margin of Success of the Ranged Attack and
divide it by two (rounding down). The result is
added to the Strength of the weapon, to a
maximum of +3.

Beam (#)

A weapon with the Beam special rule has the
ability to hit a target and continue straight through
to the next one.

To fire this weapon draw a straight 1mm thick line
that starts touching the weapon on the firing
model, and goes until it hits a wall, impassable
terrain, or leaves the board edge.

Every model (note model and not unit) that the
line passes through is a potential target. A model
is affected if the line passes over the base of the
model, but no higher than the models head.

Starting with the closest model that is touching
the line, resolve a normal Ranged Attack using this
weapons profile. If the model is not hit, continue
on to the next model (if there is one). If the
model is hit, only continue on to the next model if
the total number of models hit by this attack is
less than the number in brackets (e.g. a Beam (2)
weapon can only hit two models).

Charged Shot (#)

A weapon with this special rule can be fired in one
of two modes, declared by the controlling player
before any rolls are made. It can be fired normal,
in which case the shot is resolved as normal, or it
can be resolved as a Charged Shot.

If it is resolved as a Charged Shot, then the
weapon receives a Strength bonus equal to the
number in brackets. However, unless the firing
unit forfeited its movement they will suffer a -2 to
their RA. Every participating model from the unit
must have forfeited its movement to not suffer
this penalty.

Contagious

Any models wounded by a weapon with this
special rule will have the Contagious special rule
for the rest of the game. Models with the
Mechanical special rule are not affected.

Demoralizing

Any units hit by a weapon with the Demoralizing
special rule suffer an additional -1 to their next
Morale test.

Grenade

A weapon with the Grenade special rule is thrown
exactly the same as described in the grenades
section.

Guided

A weapon with the Guided special rule has the
ability to be fired without direct line of sight from
the wielder. Instead of firing at a target in line of
sight, the weapon can be fired at an enemy unit
that has been successfully hit by a weapon with
the Targeting special rule within the same turn. In
this case the target unit does not suffer the -2
modifier to their Defense.

Also, when firing at a target that has been
successfully hit by a weapon with the Targeting
special rule within the same turn, the weapon with
the Guided special rule can ignore the rules for
Fog of War.

Heavy

If a unit forfeits its movement, a weapon with the
Heavy special rule will have its RoF doubled.

Ignores Armour

A weapon with the Ignores Armour special rule
will not reduce its Strength by the Armour of the
target.

Infrared

When using a weapon with this special rule, the
firing model can ignore Smoke Grenade AOEs
for the purposes of line of sight.
30

Minimum Range (#)

A weapon with this special rule cannot target
models within the range specified in brackets.

Move or Shoot

A unit must forfeit its Movement in order to fire
this weapon. This counts as having moved 0,
and does not skip the movement phase of the
units activation.

Multiple Wounds (d#)

If a weapon with the Multiple Wounds special rule
inflicts a wound on a model with multiple
wounds, it will inflict d# (the # is specified in the
Special Rule of the weapon) wounds instead of
just one.

If more than one wound was inflicted, then each
wound will inflict d# wounds.

No Deviation (AOE weapons only)

An AOE weapon with the No Deviation special
rule that misses its target will have no further
affect, and does not deviate.

Remains in Play (AOE #, St #) AOE
Weapons Only

After resolving the attack and damage from this
weapon place an AOE the size of the # in the
AOE # part of the special rule.

Any models that move into or end their
Movement in this AOE will receive an automatic
Strength # hit, the # being the one specified in
the special rule.

This AOE lasts until the Clean Up Phase of the
controlling players next turn.

Semi-Automatic

A weapon with this special rule can be fired faster
at the cost of accuracy. Before rolling to hit, the
controlling player can choose to add up to 2 to the
RoF of this weapon. For each point added the
Range of the weapon will be reduced by 1.

Sustained Beam

A weapon with this special rule can sacrifice RoF
in exchange for a higher Strength. Before rolling
to hit, the controlling player can declare that he is
sacrificing RoF. For every point of RoF sacrificed
(down to a minimum of 1) the Strength of the
weapon receives a +1 bonus.

Additionally, if at least 2 RoF are sacrificed the
weapon also receives the Multiple Wounds (d3)
special rule. If at least 4 RoF are sacrificed, the
weapon instead receives the Multiple Wounds (d6)
special rule.

Targeting

When a unit is hit by a weapon with the Targeting
special rule, their Defense receives a -2 modifier
until the Clean Up Phase of the player who owns
the unit that fired the weapon.

A unit can only be affected by Targeting once per
round.

Weapon Platform

A weapon with this special rule is represented on
the battlefield as a model that is part of the unit
that is carrying it (in addition to the other
members of the unit, and not replacing any). This
model cannot be targeted, destroyed, moved, or
affected in any way except for the owning player
moving it with his unit (at their Movement speed).

A unit can fire the Weapon Platform as long as at
least one model is in base contact with the
Platform.

Firing the weapon with the Weapon Platform
counts as firing any other weapon, with each
participating member of the unit adding a +1 to
the Ranged Attack as normal.



31

Weapons and Equipment
CLOSE COMBAT WEAPONS

Petrov-Morales Corporation
Weapon St Type Special Rules
Combat Knife +2 Standard
Vibro Knife +3 Energy

XLanthos
Armored Fists +2 Standard
Subatomic Destabilizing Blade +3 Energy Ignores Armour

Reclaimers
Exoskeleton +2 Standard

RANGED WEAPONS

Petrov-Morales Corporation
Weapon Rn St AOE Rof Type Special Rules
Corp Rifle 6 5 - 1 Ballistic Semi-Automatic
Flame Launcher
-fired as launcher
-fired as spray

6
-

7/5
6

3
-

1
-

Flame
Flame

Remains in Play (AOE 3, St 5)
Spray
Laser Rifle 6 6 - 3 Energy Sustained Beam
Pistol 5 5 - 1 Ballistic
Portable Machine Gun 6 6 - 2 Ballistic Heavy, Demoralizing
Sniper Rifle 10 6 - 1 Ballistic Multiple Wounds (d3), Move
or Shoot, Aimed Shot,
Demoralizing
Targeting Scanners 6 - - - Energy Targeting, Infrared
Various Small Arms 5 5 - 2 Ballistic

XLanthos
Weapon Rn St AOE Rof Type Special Rules
Electron Masser 5 7/5 4 - Energy No Deviation, Demoralizing
Phase Rifle 8 8 - 1 Ballistic Phased Ammo, Demoralizing
Plasma Discharger - 6 - - Energy Spray
Plasma Emitter 5 6 - 1 Energy
Plasma Projector 6 6 - 2 Energy
Targeting Scanners 6 - - - Energy Targeting
Viral Injector 5 3/3 3 - Ballistic Ignores Armour, Contagious
Vortex Cannon 5 6/4 3 - Energy Attractor, Move or Shoot

Phased Ammo Can be fired through terrain, but with a -1 modifier to Strength for each piece of terrain or
wall passed through.
Attractor After determining the final placement of the AOE, but before determining who is hit, each
model within 3 of the centre of the AOE is moved d3 directly towards the centre (roll once for all models
affected, not individually).
32

Reclaimers
Weapon Rn St AOE Rof Type Special Rules
Det Pack - 7/5 3 - Ballistic Grenade
Harasser Airburst Cannon 8 8/6 4 - Ballistic Move or Shoot, Guided,
Demoralizing, Weapon
Platform
Heavy Lancer Beam 6 8 - 1 Energy Multiple Wounds (d3),
Beam (3), Weapon Platform
Laser Pistol 5 6 - 2 Energy
Particle Beam 5 6 - 1 Energy Multiple Wounds (d3),
Charged Shot (2), Beam (2)
Particle Rifle 5 6 - 2 Energy Charged Shot (2)
Repulser Blaster - 6 - - Energy Spray
Stalker Missile Launcher 6 7/5 3 - Ballistic Move or Shoot, Guided
Targeting Scanners 6 - - - Energy Targeting, Infrared


































33

PETROV-MORALES CORPORATION
COMMANDERS

Director

Mv Df Ar St At RA CC Pr Mr Wo CP
6 5 2 3 2 13 13 9 9 5 5

Points: 90 Limit: 1

Equipment Upgrades Cost
Combat Knife Exchange Combat Knife for Vibro Knife
10
Pistol Add Gravity Mines
5
Laser Rifle Add Smoke Grenades
5

+1 Command Points
25
Special Rules
Commander



Recruiter

Mv Df Ar St At RA CC Pr Mr Wo CP
6 5 2 3 2 13 13 8 8 3 3

Points: 40 Limit: 2

Equipment Upgrades Cost
Combat Knife Exchange Combat Knife for Vibro Knife
5
Corp Rifle Add Smoke Grenades
5

Special Rules
Commander



Arbitrator

Mv Df Ar St At RA CC Pr Mr Wo CP
6 5 2 3 3 11 15 8 8 3 3

Points: 60 Limit: 2

Equipment Upgrades Cost
Vibro Knife Add Smoke Grenades
5
Pistol Add Gravity Mines
5

Special Rules
Commander

34

SQUADS

Recruits

Mv Df Ar St At RA CC Pr Mr Wo CP
6 4 1 3 1 10 10 7 6 1 1

Points: 25 for 3 Limit: Unlimited

Squad Size: 3 - 5

Equipment Upgrades Cost
Combat Knife Add Squad Member
10 each
Various Small Arms Add Smoke Grenades
5


Corporate Agents

Mv Df Ar St At RA CC Pr Mr Wo CP
6 4 1 3 2 11 12 7 7 1 1

Points: 40 for 3 Limit: Unlimited

Squad Size: 3 - 5

Equipment Upgrades Cost
Combat Knife Add Squad Member
10 each
Corp Rifle Add Smoke Grenades
5

Exchange Combat Knife for Vibro Blade
3 each
Special Rules
Dug-In

















35

SOLOS

Sniper

Mv Df Ar St At RA CC Pr Mr Wo CP
6 5 0 3 1 13 11 10 8 3 2

Points: 50 Limit: 2

Equipment Upgrades Cost
Combat Knife Add Grav Pack
5
Pistol Add Smoke Grenades
5
Sniper Rifle


Special Rules
Dug-In

Loner



Heavy Weapon Specialist

Mv Df Ar St At RA CC Pr Mr Wo CP
5 4 1 3 1 13 12 7 6 3 1

Points: 40

Equipment
Combat Knife
Pistol
Flame Launcher
Limit: 3

Upgrades
Replace Flame Launcher with Portable Machine
Gun




free


Medic

Mv Df Ar St At RA CC Pr Mr Wo CP
6 4 0 3 1 12 10 7 7 3 1

Points: 25

Equipment
Combat Knife
Pistol

Special Rules
Healing (8)
Immunity
Limit: 2

Upgrades
Upgrade to Veteran Medic (Healing (9))



Cost
10


36

Commando

Mv Df Ar St At RA CC Pr Mr Wo CP
7 6 0 3 3 12 13 8 8 3 1

Points: 40

Equipment
Vibro Knife
Pistol

Special Rules
Stealth (2)
Dug-In
Agile
Pistol Expert
Point Blank
Recon
Limit: 2

Upgrades
Add Smoke Grenades


Cost
5


Surveyor

Mv Df Ar St At RA CC Pr Mr Wo CP
7 4 0 3 1 13 10 9 8 3 1

Points: 20

Equipment
Combat Knife
Targeting Scanners
Pistol

Special Rules
Dug-In
Recon
Limit: 2

Upgrades
Add Smoke Grenades


Cost
5











37

Technician

Mv Df Ar St At RA CC Pr Mr Wo CP
5 3 0 3 1 12 10 7 6 3 1

Points: 10

Equipment
Combat Knife
Pistol

Special Rules
Repair (8)
Emplacement Controller
Limit: 3

Upgrades
Add Machine Gun Emplacement


Cost
15 each
(max. 3)

Emplacement Controller This model can use its action to do one of the following:
1. Deploy one of its Gun Emplacements in base contact with this model. The emplacement can
activate later this turn.
2. Manually perform a Ranged Attack with a Gun Emplacement in base contact. The Gun
Emplacement cannot have already fired this turn, nor can it fire again after this action. However, the
Gun Emplacement will still activate if it hasnt already (although it will do nothing).


Machine Gun Emplacement

Mv Df Ar St At RA CC Pr Mr Wo CP
0 2 3 - - 13 - - - 3 -

Equipment
Portable Machine Gun

Special Rules
Mechanical
Immobile
Loner
Drone


















38

XLANTHOS
FACTION SPECIAL RULES / EQUIPMENT

Controlled Contagion This model does not take any hits from the Contagious special rule, and can choose
to not infect other models with its own Contagious special rule (this does not affect any weapons it might
fire).

Phased Vision - Can draw Line of Sight through terrain and AOE effects, but with a -1 modifier to Ranged
Attack and Perception tests for each piece of terrain, AOE effect, or wall passed through.

XLanthos Vision - When the unit activates it can declare that it is using its second set of eyes. If it does
this, it gains the Infrared Vision Special Rule, but receives a -2 penalty to its Ranged Attack attribute. Both of
these effects end at the end of its activation.

Dark Manipulator - As an Action, choose one:
1. Gravitic Crusher: Rn 6, AOE 3, St = Ar of Target, Ignores Armour. AOE 3 becomes a Gravity Mine
AOE.
2. Gravity Manipulation: Place up to 3 X'Lanthos Gravitic Mines, as per standard rules.
3. Force Manipulation: Target model or squad within 12" in LOS. Target moves 1d6" directly towards or
away from Manipulator.

Dark Shield Generator - Activated anytime during activation. Choose one: +3 Ar vs Ballistic, or +3 Ar vs
Energy, until wargear is activated again. This wargear is also activated before the first turn of the game, but
after deployment.

Phase Field Generator - Activated before movement. The model can pass through anything during its
movement, as long as it fully finishes its movement outside of any objects. While activated the model ignores
any non-gravity induced difficult terrain.

XLanthos Gravitic Mine This works exactly like a normal Gravity Mine, except that if the model opts to
throw the mine, it can be thrown up to 20 instead of 12. However, if it is thrown further than 12, roll an
additional d6 for the deviation distance.


39

COMMANDERS

Commander

Mv Df Ar St At RA CC Pr Mr Wo CP
5 4 3 2 1 14 11 10 9 5 5

Points: 100 Limit: 1

Equipment Upgrades Cost
Armoured Fists Add Gravity Mines
5
Electron Masser Add XLanthos Gravitic Mine
10

Special Rules
Commander
XLanthos Vision



Manipulator

Mv Df Ar St At RA CC Pr Mr Wo CP
7 4 1 2 1 14 10 8 8 3 3

Points: 50

Equipment
Armoured Fists
Dark Manipulator

Special Rules
Commander
XLanthos Vision
Limit: 2

Upgrades
Add Dark Shield Generator


Cost
10













40

SQUADS

XLanthos Soldiers

Mv Df Ar St At RA CC Pr Mr Wo CP
6 3 2 2 1 11 8 8 6 1 1

Points: 45 for 3

Squad Size: 3 - 5

Equipment
Armoured Fists
Plasma Projector

Special Rules
XLanthos Vision
Limit: U



Upgrades
Add Squad Member
Add Gravity Mines




Cost
10 each
5


Shock Troops

Mv Df Ar St At RA CC Pr Mr Wo CP
7 4 2 2 2 12 11 7 7 1 1

Points: 50 for 3

Squad Size: 3 - 5

Equipment
Armoured Fists
Plasma Discharger
Grav Pack

Special Rules
XLanthos Vision
Limit: U



Upgrades
Add Squad Member
Add Gravity Mines




Cost
10 each
5












41

Phase Troops

Mv Df Ar St At RA CC Pr Mr Wo CP
6 3 1 2 1 12 8 8 6 1 1

Points: 70 for 3

Squad Size: 3 - 5

Equipment
Phase Rifle

Special Rules
Phased Vision
Limit: 2



Upgrades
Add Squad Member




Cost
20 each




Lurkers

Mv Df Ar St At RA CC Pr Mr Wo CP
7 5 1 2 1 11 8 9 7 1 2

Points: 40 for 2

Squad Size: 2 - 4

Equipment
Armoured Fists
Plasma Emitter
Targeting Scanners

Special Rules
XLanthos Vision
Dug-In
Stealth (2)
Loner
Recon
Limit: 2



Upgrades
Add Squad Member
Add Gravity Mines




Cost
15 each
5

















42

SOLOS

Assassin

Mv Df Ar St At RA CC Pr Mr Wo CP
8 7 0 2 3 13 14 9 8 3 2

Points: 40

Equipment
Subatomic Destabilizing Blade

Special Rules
XLanthos Vision
Stealth (3)
Overrun
Loner
Limit: 2

Upgrades
Add Gravity Mines
Add Phase Field Generator


Cost
5
10


Infector

Mv Df Ar St At RA CC Pr Mr Wo CP
6 3 2 2 1 13 10 8 7 3 1

Points: 45

Equipment
Armoured Fists
Viral Injector

Special Rules
XLanthos Vision
Contagious
Healing (7)
Controlled Contagion
Limit: 2

Upgrades
Add Gravity Mines
Add Plasma Discharger
Upgrade to Extra Contagious


Cost
5
5
5












43

Guardian

Mv Df Ar St At RA CC Pr Mr Wo CP
5 2 3 2 1 13 10 8 6 3 1

Points: 50

Equipment
Armoured Fists
Vortex Cannon

Special Rules
XLanthos Vision
Limit: 2

Upgrades
Add Gravity Mines



Cost
5























































44

RECLAIMERS
FACTION SPECIAL RULES / EQUIPMENT

Repulser - A model equipped with a Repulser has a +4 Df and +1 Ar against free strikes.

Distortion Field Generator - If a hostile unit attempts to fire past a unit with Distortion Field Generators
and would thus suffer a Units In The Way penalty, they suffer a -4 to their Ranged Attack instead of the
normal -1.

Grav Jetpack When a model with a Grav Jetpack opts to run, it gains the Fly special rule for the duration
of its activation.







































45


COMMANDERS

Captain

Mv Df Ar St At RA CC Pr Mr Wo CP
7 3 2 2 2 13 10 8 9 5 5

Points: 100

Equipment
Exoskeleton
Laser Pistol
Particle Beam
Repulser

Special Rules
Commander
Limit: 1

Upgrades
Add Grav Pack
Add Gravity Mines
Add Flash Grenades


Cost
5
5
5


Warden

Mv Df Ar St At RA CC Pr Mr Wo CP
6 3 3 1 1 13 10 8 8 3 3

Points: 40

Equipment
Exoskeleton
Repulser Blaster

Special Rules
Commander
Limit: 2

Upgrades
Add Flash Grenades
Add Repulser


Cost
5
5



















46

SQUADS

Initiates

Mv Df Ar St At RA CC Pr Mr Wo CP
7 3 2 1 1 11 8 7 5 1 1

Points: 40 for 3

Squad Size: 3 - 5

Equipment
Exoskeleton
Particle Rifle
Repulser

Limit: U



Upgrades
Add Squad Member
Add Grav Packs
Add Flash Grenades




Cost
10 each
5
5


Drop Guard

Mv Df Ar St At RA CC Pr Mr Wo CP
7 4 1 1 1 12 9 7 8 1 1

Points: 60 for 3

Squad Size: 3 - 5

Equipment
Exoskeleton
Repulser Blaster
Repulser
Grav Jetpack

Special Rules
Recon
Limit: 2



Upgrades
Add Squad Member
Add Grav Packs
Add Flash Grenades




Cost
20 each
10
10












47

Aegis Guard

Mv Df Ar St At RA CC Pr Mr Wo CP
6 2 3 1 1 12 9 7 7 1 1

Points: 50 for 3

Squad Size: 3 - 5

Equipment
Exoskeleton
Repulser Blaster
Distortion Field Generator
Limit: 2



Upgrades
Add Squad Member





Cost
15 each



Field Platform Team

Mv Df Ar St At RA CC Pr Mr Wo CP
4 3 1 1 1 12 8 7 5 1 1

Points: 40 for 2

Squad Size: 2 - 3

Equipment
Exoskeleton
Laser Pistol
Heavy Lancer Platform
Limit: 3



Upgrades
Add Squad Member
Exchange Heavy Lancer Platform for
Harasser Artillery Platform




Cost
15
free





























48

SOLOS

Forward Observer

Mv Df Ar St At RA CC Pr Mr Wo CP
7 4 1 1 1 12 9 9 8 3 2

Points: 20

Equipment
Exoskeleton
Laser Pistol
Targeting Scanners
Repulser

Special Rules
Recon
Limit: 2

Upgrades
Add Grav Pack



Cost
5


Redeemer

Mv Df Ar St At RA CC Pr Mr Wo CP
6 2 2 1 1 12 9 7 7 3 1

Points: 50

Equipment
Exoskeleton
Laser Pistol
Stalker Missile Launcher
Limit: 2







Spectre

Mv Df Ar St At RA CC Pr Mr Wo CP
8 5 0 1 2 13 10 8 7 3 2

Points: 50

Equipment
Exoskeleton
Laser Pistol
Det Pack

Special Rules
Stealth (4)
Loner
Grenade Expert
Limit: 2







49

Scenarios
Scenario Rules

Terrain Set-up

Most games of Dark Potential will be played on a
4 x 4 board. You can feel free to change this to
whatever size you want, but you will find that the
distances will work best on a 4 x 4 board in a
standard size game.

Dark Potential is meant to be played with a lot of
terrain, some of it with multiple levels (such as
ruins or hills). Terrain (and therefore cover) plays
a significant role in this game, so if you use too
little of it you will find that ranged attacks will be
too effective, and close combat squads will not be
able to do their work at all.

As a general guideline, if all terrain features were
1 x 1, you should have about eight of them on
the board. In reality you are going to want to have
a mixture of large terrain pieces, smaller terrain
pieces, as well as linear obstacles like broken
vehicles, barrels, and hedges.

In essence there shouldnt be many places on the
board that have more than 8 between terrain
features. Models should be able to move from
cover to cover for the most part.

Of course you are free to set up the board
however you like, but be aware that this game was
designed to include a lot of terrain features.

Turn Order

To determine the turn order, each player rolls a
d6, rerolling ties. The player with the highest roll
determines who goes first.

Deployment

The player who goes first chooses which table
edge he will deploy on.

All models that dont have the Recon special rule
are then deployed within 10 of the owning
players board edge. Models must be placed on
the ground level, unless both players agree
otherwise.

The player who goes second then deploys his
models in the same way on the opposite board
edge.

The first player then deploys any of his models
that have the Recon special rule (if he has any).
The second player then does the same.

Fog of War

Unless otherwise specified, all scenarios will use
the Fog of War rule for the first turn.

The Fog of War rule limits the range of all
weapons to double their Range (Rn) value. AOEs
can deviate further than their maximum range, but
can still not target any models outside of their
range.

Example A Rn 6 weapon can only shoot up to 12
away while the Fog of War rule is in effect.

Foraging

A player needs to pick up Forage Tokens in order
to claim them as Victory Points.

In order to pick up a Forage Token, a model must
be in base contact with the token and then use its
Action to pick it up. If the model is part of a
squad, then the rest of the squad can still perform
other actions, such as a Ranged Attack. However,
a squad can only pick up one Forage Token per
activation.

A model can pass a Forage Token to another
model by moving into base contact with that
model and then by using its Action. If a model
carrying a Forage Token is killed, it drops the
Forage Token exactly where it was removed from
play.



50

Scenario #1 Encounter

Table Set-up

This scenario is played on a normal size table
(usually 4x4) with a normal table layout (i.e.
normal amount of terrain).

Deployment

Use the normal deployment rules.

Game Length

This scenario lasts for 6 turns, or until one side is
completely destroyed.

Victory Conditions

The objective of this scenario is simple destroy
as much of the enemy as possible. At the end of
the game each player scores points for every unit
they destroy or run off the board.

A unit that is completely destroyed is worth
double its total points cost (including upgrades).
A unit that has run off the board is worth its total
points cost (including upgrades).

A unit that is at least half destroyed (i.e. at least
have of the models have been removed) is worth
half its total points cost (rounding up).

The player with the most points is the victor.

Leaving the Table

A unit can move off of the table using any board
edge if it wishes. It can only do so if the entire
unit can move off all at once.












































51

Scenario #2 Foraging

Table Set-up

This scenario is played on a normal size table
(usually 4x4) with a normal table layout (i.e.
normal amount of terrain).

After setting up terrain, but before determining
sides, the players will place d6+6 Forage Tokens
on the table. Forage tokens should be no larger
than a normal size base, but otherwise can be
represented however the players would like.

The first token is placed directly in the centre.
The players then roll off to see who places the
first Forage Token, and alternate until all tokens
are placed.

When placing the tokens, use the following rules:

1. Tokens must be at least 6 from each
other.
2. Tokens must be at least 12 from the
owning sides of the board.
3. Tokens cannot be placed more than 8
off the ground (unless both players agree
otherwise beforehand).
4. Tokens must be placed where they can be
accessed by normal models not under the
effect of any gravity-manipulation (unless
both players agree otherwise beforehand).

Deployment

Use the normal deployment rules.

Game Length

This scenario lasts for 6 turns, or until there are
no more models on the table.

Victory Conditions

At the end of the game, each Forage Token still
on the board is worth 1 Victory Point. All Forage
Tokens not on the board are worth 2 Victory
Points. The Forage Token that was initially
placed in the centre of the board is worth twice as
many Victory Points (i.e. 2 on the board, 4 if off
the board).
The player with the most Victory Points wins. If
both players have the same number of Victory
Points, then it is a tie.

Forage Tokens and Morale

For every Forage Token that a unit is carrying its
Morale is reduced by 1 (to a minimum of 0). This
does NOT affect the models command range,
which will always remain its original Morale.

Leaving the Table

A unit can move off of the table using its own
board edge if it wishes. It can only do so if the
entire unit can move off all at once. If it does so
it can bring whatever Forage Tokens it is carrying.
It may not return to play after.

If at any point there are no models remaining
from one side, the other side can use its remaining
turns to claim Forage Tokens. At the end of the
game if one player has models on the table and
the other does not, the player with models on the
table automatically counts as carrying every Forage
Token left (i.e. they are worth 1 Victory Point
each, although Tokens not on the table are worth
2 Victory Points as normal).
















52

Scenario #3 Crash Site

Table Set-up

This scenario is played on a normal size table
(usually 4x4) with a normal table layout (i.e.
normal amount of terrain).

After setting up terrain, but before determining
sides, the players will place d6+6 Forage Tokens
on the table. Forage tokens should be no larger
than a normal size base, but otherwise can be
represented however the players would like.

When placing the tokens, use the following rules:

1. Tokens must be at least 6 from each
other.
2. Tokens must be at least 18 from the
owning sides of the board.
3. Tokens cannot be placed more than 8
off the ground (unless both players agree
otherwise beforehand).
4. Tokens must be placed where they can be
accessed by normal models not under the
effect of any gravity-manipulation (unless
both players agree otherwise beforehand).

Deployment

Use the normal deployment rules.

Game Length

This scenario lasts for 6 turns, or until there are
no more models on the table.

Victory Conditions

At the end of the game, each captured Forage
Token is worth a certain number of points,
according to the table below. The player with the
most points wins.

Random Debris

All Forage Tokens start off as unidentified.

A Forage Token becomes identified when one
of the following occurs:

1. A unit ends its movement with at least one
model within 3 of it.
2. A unit successfully performs an Active
Perception Check on the debris (the same as a
model with the Stealth rule).

When a Forage Token becomes identified, roll a
d6 and consult the following table to determine its
effects:

D6 Result
1 Oh, thats not good. The debris is either
radioactive, explosive, or something else
that is just not good. It immediately
detonates and inflicts a Str 3 hit with the
Ignores Armour special rule on all models
within 3. The token is then removed from
play.
2 Its just a piece of junk. The debris turns
out to be worthless, but at least is not
dangerous. Remove the token from play.
3-5 I think weve got something here! The
debris is something useful, and is worth 1
Victory Point.
6 Valuable tech. Perhaps its a Dark Matter
reserve, or a portable Dark Fusion reactor,
or a powerful weapon, or a food sanitizer.
Whatever it is, its valuable. The forage
token is worth 2 Victory Points.

Foraging

This scenario uses the normal Foraging rules
found at the beginning of the Scenario section.

Leaving the Table

A unit can move off of the table using its own
board edge if it wishes. It can only do so if the
entire unit can move off all at once. If it does so
it can bring whatever Forage Tokens it is carrying.
It may not return to play after.










53

Scenario #4 Sabotage

Attacker and Defender

One player will be the Attacker and one will be
the Defender. Either decide who will be each
side, or roll to randomly choose.

Table Set-up

This scenario is played on a normal size table
(usually 4x4) with a normal table layout (i.e.
normal amount of terrain).

The Defender then chooses which side of the
table he will deploy in. Before deploying, the
Defender places d3+2 objectives that are at least
1 wide and 2 tall anywhere in his deployment
area, but at least 6 away from each other.

Deployment

Use the normal deployment rules. The Defender
always deploys first in his table edge.

However, the Attacker gets first turn.

Game Length

This scenario lasts for 6 turns, or until there are
no more models on the table.

Victory Conditions

At the end of the game, the Attacking player
receives one point for each objective that he has
destroyed. The Defending player receives one
point for each objective that is still standing. The
player with the most points wins.

Destructible Objectives

The objectives that the Defending player places
are immovable objects with the following profile:

Df Ar Wo
0 4 2

They do not cause Morale tests to nearby friendly
units when destroyed.

Destructible Objectives are removed from play
when they are destroyed.

Defending Morale Bonus

All units within 2 of an Objective can reroll any
failed Morale checks, exactly as if they spent a
Command Point. They can only do this once per
Morale Check (i.e. you cant reroll, fail, and then
spend a Command Point, fail, and then reroll
again because of this rule).

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