ISBN: 978-1-80281-288-6

Текст
                    Solo & Co-Op
Adventure Wargaming




CREDITS 5PFH COMPENDIUM LEAD DESIGN & WRITING Ivan Sørensen EDITING Richard L. Gale GRAPHIC DESIGN Virginia Garcia McShannock, Mark Whittington, Richard L. Gale COVER ART & INTERIOR ART Christian Quinot PROJECT MANAGEMENT Chris Birch, Matt Timm PRODUCTION MANAGEMENT Matt Timm Modiphius entertainment CHIEF CREATIVE OFFICER ART DIRECTOR PRINCIPAL GRAPHIC DESIGNER CHIEF OPERATIONS OFFICER STUDIO COORDINATOR GRAPHIC DESIGNERS MANAGING DIRECTOR PHOTOGRAPHER Stephanie Toro, Chris Webb, Mark Whittington, Leigh Woosey HEAD OF BRAND LEAD 3D DESIGNER Steve Daldry HEAD OF CREATIVE SERVICES SENIOR 3D DESIGNERS Richard L. Gale, Bryce Johnston Chris Birch Rita Birch Cameron Dicks Samantha Webb Rocío Martín Pérez Fátima Martín Pérez Jonny La Trobe-Lewis Michal E. Cross AUDIO & VIDEO PRODUCER EDITORS GAMES DESIGNER HEAD OF DEVELOPMENT Joana Abbott, Domingo Díaz Fermín, Chris 'Chrispy' Peacey SENIOR 3D PLASTICS DESIGNER HEAD OF FINANCE Colin Grayson COMMUNITY AND DESIGN ASSISTANT CREATIVE COORDINATOR Ben de Bosdari, Sean Bullough Kieran Street STUDIO PAINTER SCHEDULING AND DESIGN ASSISTANT LOGISTICS & PRODUCTION MANAGER Callum France STUDIO TERRAIN DESIGNER 2D20 DEVELOPER LEAD ART DIRECTOR LEAD GRAPHIC DESIGNER RPG DESIGN ASSISTANTS Jon Webb Sophie Williams Luc Woolfenden Peter Grochulski Rocío Martín Pérez 2 Ariel Orea 3D DESIGNERS Julian Jeratsch Akha Hulzebos Jack Caesar, James Hewitt Dom Westerland Justin Talsma Nathan Dowdell Andy Douthwaite, Jess Gibbs
CREDITS PROJECT MANAGEMENT OFFICE TEAM LEAD Błażej Kubacki SENIOR PROJECT AND PROCESS MANAGER Gavin Dady PROJECT MANAGERS Daniel Lade, Jamie MacKenzie, Ben Maunder, Haralampos Tsakiris PROJECT MANAGEMENT ASSISTANT Robert Hebblethwaite LEAD PRODUCTION OPERATIVE SALES ACCOUNT MANAGER PRODUCTION OPERATIVES MARKETING COORDINATOR Jake Pink, Miles Turner Thomas Bull, Rebecca Cartwright, Louis Hartley-Edwards, Jake Skinner-Guy, Christopher Leigh ASSEMBLY TEAM Elaine Elizabeth Hughes, Nichola Jones, Michelle Richards TOOL MAKERS Luke Gill, David Hextall, Anthony Morris OPERATIONS MANAGER CUSTOMER SERVICE & ACCOUNTS MANAGER FACTORY MANAGER COMMUNITY MANAGER John Wilson Martin Jones SENIOR PRODUCTION OPERATIVES Drew Cox, Warwick Voyzey Lloyd Gyan April Hill TRANSLATIONS & PUBLISHING MANAGER Matt Timm DISTRIBUTION & KEY ACCOUNTS MANAGER Gary Moore Matt Vann-Hinton Shaun Hocking MARKETING MANAGER Shareef Dahroug MARKETING ASSISTANT Georgie Reeve CUSTOMER SUPPORT REPRESENTATIVE Chris Dann, Jagdeep Thiara OPERATIONS ASSISTANT Stephanie Catala WEBSTORE MANAGER Apinya Ramakomud FINANCIAL ANALYST Valya Mkrtchyan ACCOUNTS PAYABLE MANAGER Ofelya Mnatsakanyan ACCOUNTS RECEIVABLE SPECIALIST & FINANCE COORDINATOR Hollie Shepperson WITH THANKS TO Modiphius Entertainment Ltd, 39 Harwood Road, London. SW6 4QP, United Kingdom info@modiphius.com • www.modiphius.net Everyone who purchased and supported the game PRODUCT CODE MUH084V041 ISBN 978-1-80281-288-6 Five Parsecs From Home is copyright Modiphius Entertainment Ltd. No part of this book may be reproduced or transmitted in any form or by any electronic or mechanical means, including photocopying, recording or by any information storage and retrieval system, without the express written permission of the author and publisher, except where specifically permitted by law. Artwork and graphics © Modiphius Entertainment Ltd. All Rights Reserved. The Modiphius logo is a registered trademark of Modiphius Entertainment Ltd., 2022. Any unauthorised use of copyrighted material is illegal. Any trademarked names are used in a fictional manner; no infringement is intended. This is a work of fiction. Any similarity with actual people and events, past or present, is purely coincidental and unintentional. 3
CONTENTS Contents Introduction������������������������� 6 Movement������������������������������� 29 Special Unit Types ���������������� 47 What is Tactics?��������������������� 6 Tactics 101������������������������������� 9 Unified Space���������������������� 12 The Major Powers�������������������� 13 Anything but Unified ���������������� 14 Basic Movement��������������������� 29 Climbing and Scale ����������������� 29 Combat and Terrain ������������� 30 Lines of Sight������������������������� 30 Cover������������������������������������� 30 Terrain Types�������������������������� 31 Space Travel�������������������������� 16 Combat Fire��������������������������� 33 Eligibility��������������������������������� 33 Galactic Threats�������������������� 17 Target Selection��������������������� 33 Directed Scenario Gaming ���������������������������������� 18 Characteristics ���������������������� 18 The Participants���������������������� 18 Conducting the Game���������������� 18 Stand Alone or Linked Together? 19 Compatibility with 5PFH������������ 19 Player Actions����������������������� 20 Combat Rules ������������������� 22 Core Concepts���������������������� 22 Terminology ��������������������������� Dice Rolling����������������������������� Measurements����������������������� Troop Profile ������������������������� Tests������������������������������������� Extended Tests����������������������� Units������������������������������������� Absolute Timing ��������������������� The Mysterious GM����������������� Squad Coherency ������������������� 22 22 22 23 24 24 24 24 24 24 Play Sequence and Activations����������������������������� 26 Round and Phases������������������� 26 Delaying���������������������������������� 27 GM-controlled Forces�������������� 27 Activation�������������������������������� 27 Mechanized Infantry ��������������� 28 Removing Suppression������������� 28 Individual Actions (optional)����� 28 Strict Overwatchs (optional)��� 28 Game Markers ����������������������� 29 4 Height Advantage ������������������� 33 Tactical Deployments (optional) 33 Weapon Selection������������������� 33 Rolling to Hit��������������������������� 34 Volley Firing��������������������������� 34 Area Weapons������������������������� 35 Stream Weapons��������������������� 35 Saving Throws ����������������������� 36 Rolling for Damage����������������� 36 Bonus Damage ����������������������� 36 Suppression���������������������������� 37 Flanking Fire���������������������������� 37 Indirect Fire��������������������������� 38 Off-map Units������������������������� Communications��������������������� Firing������������������������������������� Direct Fire����������������������������� 38 38 38 39 Observation��������������������������� 39 The Observation Roll��������������� 39 Observe per Target (optional)� 39 Hero���������������������������������������� 47 Leader������������������������������������ 47 Cavalry����������������������������������� 48 Gun Crews����������������������������� 48 Cross-training����������������������� 48 Vehicle Combat��������������������� 49 Vehicle Actions����������������������� 49 Vehicle Movement������������������� 49 Firing from Vehicles ��������������� 50 Firing at Vehicles �������������������� 51 Target the Tracks!������������������ 51 Vulnerable Angles������������������� 52 Close Assault and Vehicles������� 52 Exposed Crew������������������������� 52 Grav Vehicles������������������������� 53 Walkers and Close Assault������� 53 Transports����������������������������� 53 Dismounting��������������������������� 53 Other Actions and Activities���� 53 Story Points����������������������� 54 AI / Solo Combat ������������� 55 AI Core Principles������������������� 55 AI Activations������������������������� 55 The AI Roll ����������������������������� 56 Unit is at Risk������������������������� 56 Target Priority����������������������� 56 Unit Focus ������������������������������ 57 AI Actions�������������������������������� 57 AI Battle Plan System����������� 58 Close Assault������������������������� 40 Solo Game Difficulty Accidental Contacts ��������������� 40 Adjustments���������������������������� 61 Suppression and Close Assault� 40 Terrain Effects����������������������� 40 Tactical Options�������������������� 42 Skulking��������������������������������� 42 Fall Back��������������������������������� 42 Overwatch����������������������������� 43 Morale������������������������������������ 44 Retreat (Optional)������������������� 44 Additional Troop Factors����� 45 Random Enemy Forces� 62 Friendly Unit Count����������������� 62 Generating Enemy Forces ������� 63 Using the System������������������� 64 Battlefield Support�������� 65 Determining Support Available� 65 Calling in Support������������������� 65 Support Types������������������������� 65
CONTENTS Setting Up Game Types 69 Game Mastering ������������ 109 Army Builder �������������������� 132 Setting Up a Pick Up Game�������� 69 Setting Up a GM’d Game ���������� 70 Setting Up a Solo Game. . . . . �� 71 Setting Up Terrain������������������� 72 Victory Points�������������������������� 73 Scenario Types ���������������������� 74 The Skirmish Scenario�������������� 74 The Battle Scenario������������������ 76 The Grand Battle Scenario�������� 79 The Evolving Objective Battle���� 80 Secondary Objectives �������������� 82 100 Scenario Seeds�������������� 84 Campaign Play������������������� 89 Creating the Campaign Setup���� 90 Integrated Campaigns ������������ 90 Game Mastering the Campaign�� 91 Campaign Consequences���������� 91 Keeping an Army Roster ���������� 91 The Core Campaign������������������ 92 The Operational System�������� 92 Assign Cohesion Scores����������� 92 The Map���������������������������������� 93 Place the Opposing Forces�������� 94 Operational Zones�������������������� 94 Assign Army Strength�������������� 95 The Operational Turn���������������� 95 Battle Scale Option������������������ 96 Kicking off a Campaign������������� 96 Army Destruction�������������������� 98 Assault Option ������������������������ 98 Going Really Large�������������������� 99 Special Regions (optional)������ 100 Campaign Story Generation 101 Setting the Pace�������������������� 101 Generating a Story Event�������� 102 Player Actions����������������������� 104 Unit Losses �������������������������� 105 Campaign Progression�������� 106 Earning CP���������������������������� Spending CP�������������������������� Unit Upgrades������������������������ Roster Changes �������������������� Battle Advantages������������������ 106 107 107 106 106 Resolving Questions �������������� Active or Passive? ���������������� Creating and Using Tests�������� The Luck Test������������������������ Actions in More detail������������ GM-controlled Forces������������ 109 109 110 111 111 112 Preparing a Game Mastered Scenario�������������������������������� 113 The Story������������������������������ Selecting Forces�������������������� The GM Army Process������������ The Battlefield ���������������������� The Objectives����������������������� How Did I Do?������������������������ Deployments and Arrivals ������ Complications������������������������ Side Plots������������������������������ 113 113 113 114 115 115 116 116 117 Deployment Methods ��������� 117 Scenario Components �������� 119 Clock Management ���������������� 120 Chemical Hazards������������������ 120 Communications�������������������� 120 Concealed Units �������������������� 121 Confusion������������������������������ 121 Construction������������������������� 122 Dangerous Terrain ���������������� 122 Demolitions���������������������������� 122 Doors and Other Entrances���� 123 Dwindling Ammo�������������������� 123 Encounter Reactions�������������� 123 Gas and Smoke Clouds������������ 124 Group Agendas���������������������� 125 Handling Items ���������������������� 126 Intuition�������������������������������� 126 Landmines ���������������������������� 127 Limited Visibility�������������������� 127 Long-distance Identification���� 128 Negotiating���������������������������� 128 Reinforcements �������������������� 128 Research������������������������������ 129 Rivalries�������������������������������� 130 Searching������������������������������ 130 Securing an Area ������������������ 130 Suspicious Things������������������ 130 Taming Beasts ���������������������� 130 Unreliable / Prototype Weapons 130 Index Card Armies������������������ There are Many Armies Like It but this One is Mine������������ The Points System������������������ Using the Army Builder���������� Points Value Updates�������������� Freeform Army Building���������� Weapons in Unified Space ������ Infantry Platoon Organization�� Armored Platoon (optional)���� Company Organization������������ Characters���������������������������� Mixed Army Limitations���������� Weapon Selections and Costs�� Default Units ������������������������ Squad Selection �������������������� Weapon Team Selection���������� Specialists���������������������������� Attachment���������������������������� Alternate Squad Types������������ 132 133 133 133 133 133 134 134 135 135 136 136 136 136 137 138 138 138 140 Vehicles ������������������������������ 141 Vehicles and Crew �������������� 142 Crew������������������������������������ 142 Vehicle Profiles���������������������� 142 Veteran Units ������������������ 148 Lifeforms���������������������������� 152 The Major Powers���������������� 153 The Minor Powers���������������� 161 Creatures ���������������������������� 168 Items and Costs�������������� 172 Weapons�������������������������������� 172 Master Points Costs Table���� 178 Appendices������������������������ 182 Converting Characters���������� Combining the Two Games������ Galactic Timeline�������������������� Starting a Minis Collection�������� Inspirations �������������������������� Designer Notes���������������������� Game Markers ���������������������� Unit Cards���������������������������� Index������������������������������������ 182 183 185 192 194 196 198 199 200 5
Introduction Introduction Welcome to Five Parsecs from Home: Tactics. This book gives you everything you need to play dramatic science fiction wargaming campaigns in the worlds of Unified Space (and beyond!) Whether you intend to play solo, with a friend, in a single game or campaign, and with or without a Game Master, Tactics takes the concept of adventure wargaming from the starports and back alleys to the battlefields of Unified Space. What is Tactics? There are (at least) three wings of miniatures gaming. The two big ones are the competitive style – with point values and army lists, aimed at pick-up games – and the adventure style – procedurally generated and typically solo, such as Five Parsecs from Home. The third style is scenario-driven, created for the occasion, and featuring a wide array of possible troops, characters, creatures, and situations. Five Parsecs from Home: Tactics is this third style, and is all about creativity, making your own scenarios with your own troops fighting in them, and playing games in your own manner. Tactics is often played with a Game Master (GM), although that’s not a requirement. Like-minded players can create a scenario and play together without a GM, or you can opt to Game Master for yourself if you prefer playing solo. Random tables are included to help facilitate this. While Five Parsecs from Home and Tactics use the same troop and weapon profiles at their core, in Tactics, creatures and weapons do not have to be confined to the man-to-man personal scale. Tactics can be about small 6 6 skirmishes, but you can also scale things up: Big tanks, big monsters, big events, and platoons of troops slugging it out. It’s all up to you. This is a standalone game, but fully compatible with Five Parsecs from Home, allowing you to cross over characters and events for a fully featured space adventure. Tactics is also a toolbox for you to employ however you see fit. We’re keen to hear how you’re using it to enhance your scenarios and campaigns. Campaign Gaming You can use Tactics for individual battles, but it is best enjoyed for campaign gaming. A campaign consists of a series of battles that feed into each other, creating an overarching storyline. Rules are included to cover both basic advancement systems (allowing troops to gain experience as well as your favorite characters) and more involved systems which create an exciting story with the potential to surprise you at every turn.
Introduction Solo Gaming Five Parsecs from Home: Tactics can also be played solo. This means the game system handles the enemy while the player (or players – you can easily play with two or more people on the same side) commands their own forces. In some ways, solo gaming can be thought of as Game Mastering yourself, as you create the context for the battles you play. In Tactics, almost anything is possible and, when played solo, you can try out ideas less suited to headto-head play, such as a suicide mission into an enemy-held base or a scenario that utilizes random figures you happen to have laying around. A solo campaign can also form a long sprawling story, ideal for documenting in blog or video format. As well as scenarios and play options aimed specifically at the solo experience, the combat rules supply mechanics needed for solo play, collectively known as the system’s AI. We have opted for a lighter touch, providing a series of guidelines the AI will try to adhere to, rather than more defined (yet more involved and time consuming) systems of flow charts or dice rolls used in other games to govern unit actions. Pick-up Play This is often the default way to approach a miniatures game: Two (or more) players pick their armies using a points system, then play a battle for its own sake, unconnected to anything else. This style of play is also supported, with a points system and army building guidelines to help keep things reasonable. While we don’t anticipate the rules being used for high-stakes competitive play, you can run a friendly club tournament if that strikes your fancy. The Combined Game Different play styles are not mutually exclusive. Think of Tactics as a selection of options and methods. You might play a head-to-head game with a friend, which inspires you to start a solo campaign. Down the road, you might play with the same friend again with one of you running a Game Mastered scenario in the same storyline. A group of friends could even run a shared story where each of you plays separate parts of a much larger conflict, potentially all playing in different ways and sharing the results with each other. 7
Introduction Is This a Military Game? Military action is the focus of much miniature gaming; futuristic soldiers are the most readily available miniatures, and armies have a builtin focus on conflict. The game rules provide for a wide range of military science fiction, with all the hover tanks and rail guns you could want, but this doesn’t always mean armies: Off-map support might be an artillery battery, or a super science weapon that converts matter to energy. A unit dropping onto the table might be spec ops troopers with anti-grav packs or a predatory alien life form that materializes from the seventh dimension. However, the game isn’t limited to military conflicts. Scenarios can also involve freelancers, criminals, adventurers, and all manner of other circumstances that might result in people shooting at each other. Tactics is all about customizing things to be exactly what you want out of the game. The Tone of the Game Five Parsecs as a setting is that of “gritty space opera”, functioning on rules of reality that make sense to us: Infantry standing aimlessly in the open will be shot to pieces, and you need a big cannon to blow up a tank. At the same time, it’s a place where heroes (even those carrying swords) can make their mark. Whether your games represent a “harder” science fiction with tank platoons blasting each other, or adventure-oriented games revolving around heists and space pirates, the setting is broad enough for both. A Big Book of Stuff This is a large rule set. Don’t feel like you must take it all on board the first time. In fact, it’s not intended for that. Read through everything and get a feel for what’s available to you, what is possible, and then think about what you want your game to be. Many rules are presented as optional. These modify how parts of the game work and play differently and are provided to help you tailor the game to your liking. When playing a pickup game, discuss with your opponent which options are in use, if any. Providing Feedback All comments, suggestions and ideas can be sent to nordicweaselgames@icloud.com Get Equipped! To play, you will need the following items: • Sets of miniatures for your armies; these may of any type that suits you, but a dedicated range is available (see page 205). • Gaming terrain. • Sets of dice, both D6 and D10. Having dice in a couple of different colours is helpful. • Measuring tape or ruler set in inches. • A table on which to place your battlefield. This should be at least 3 x 3 feet – some scenarios are designed for a 4 x 4-foot space. The terms battlefield and table are used interchangably in these rules. 8 8 This book is dedicated to those we love and those we lost.
Introduction TACTICS 101 Is this your first miniatures game? If you’ve played other games involving tactical combat, such as video games, board games, or roleplaying games, you’ll find similar concepts to those presented below. If you haven’t, what follows is the basics for the playing Five Parsecs from Home: Tactics. And even if you’re a veteran gamer, some the definitions below are important for playing the game. (All of these terms are explained in greater detail later on in the rules.) In Tactics you command troops represented by miniature figures. Each figure stands in for a single character or combatant, so when you look at the table and see five soldiers, that’s the number you’re dealing with in the game world. (Of course, they may not be soldiers – they might be space pirates, alien beasts, or robots – but for now we’ll say they’re soldiers.) Some of our soldiers are organized into squads that move and fight together, while others are individual characters that can act on their own. So our five soldiers are a squad, but they may be accompanied by a sniper who is a single character. Each of these is a unit. The figures you command are your army. Players sometimes use this term to mean their total collection but, in these rules, we always mean “the units you have for use in this game session”. Armies can be built in several different ways, and each is explained in this rulebook. For a quick pick-up game, it is common to use a points system, meaning you receive a pool of points to buy your troops. Usually, your army has an array of different units ranging from infantry to tanks to characters. Sometimes, your army can be weirder, such as a swarm of hungry alien monsters that want to eat the colonists that your friend is playing. To play, you need a scenario. This is an outline for how the armies set up and what they are trying to do. Scenarios can be generated by the game rules or created by the players. Often, a player is designated as the Game Master, in which case they will do this, explaining how the scenario works, and perhaps unleashing some surprises on you. 9
Introduction Sometimes the scenario means fighting troops controlled by the Game Master. If you are playing solo, however, the game system can control the enemies while you command your own army. As you can imagine, a scenario can work in almost any way you can think of. The game is played in a series of battle rounds (or simply “rounds”) during each of which every unit on the table has a chance to move, fight, and take other actions. The game rules explain how to determine when a unit acts and what options it has when it does. The game frequently requires measurements for movement distances or weapon ranges. This is exactly as it sounds: Put a ruler or measuring tape at the forward edge of the figure you are measuring from and then measure to see how far they can move or shoot. As you play you will learn to estimate these distances well. For example, if you have a line of troops and they all move at the same speed, it’s usually okay to move one and then put the rest of them in the same formation relative to the new position. When you are starting out, just measure for each soldier one at a time as they move and shoot. Measuring is always done to and from the closest point of the base that the figure is mounted on. For example, if you are seeing if you can shoot at a target, you measure from the point of the shooter’s base closest to the target and to the point of the target’s base closest to the shooter. We never measure from the tips of rifles and gun barrels! Measurement Example: A When positioning figures on the table, make sure their bases don’t overlap. When two figures have touching bases, we say call this base contact. One use for this designation is to say when enemies can fight in a close assault. Note: If the design of the figures means they can’t be positioned exactly with bases touching (they may have flailing limbs, tails, or big gun barrels sticking out), close enough will do. Likewise, when figures move around your tabletop terrain, you may have a situation where you cannot place the actual figure in a location it ought to be able to go. For example, the base may be too large, or it may fall down. In this case put a die or a marker in the “true” location and just keep track as best you can. Some groups prefer to disallow such figure placement completely. This also applies for base contact. Figures standing behind a narrow barricade, sandbag wall, or similar could obviously be engaged in close assault across the obstacle, so a figure moving exactly opposite them is still considered to be in contact. Base Contact Examples: A B C D Figures (A) and (B) are in base contact. Figures (C) and (D) are seperated by a narrow barricade. As they can still reasonably be engaged in close assault across this obstacle, they are also considered to be in base contact. 101 0
Introduction To move or shoot with a squad of troops, go through each in turn. Squads must remain within a fixed distance of each other, which is called Coherency. At the end of each move, check to make sure they meet this requirement. To target the enemy, your soldiers need to be able to see them. We use something called Line of Sight. When you draw a line from one figure to another is it blocked by any terrain features? If it is, you must determine if that terrain completely prevents sight or if you can see past it a little bit. If in doubt, you can always try to lean down and look from behind the figure. This may be a bit awkward, but it can be very enlightening in realizing just how limited visibility is down there on the battlefield! Actions in the game are usually resolved using dice rolls (and lots of them). If a soldier tries to hack into a computer terminal, you roll to see if they succeed. Most of the dice are for combat, whether shooting at people or fighting hand-to-hand. In most situations, you roll a single six-sided die (or “D6”), and possibly add a number to it. The rules tell you the number you need for success, and if something happens if you fail or roll specific numbers. For example, some actions have something special happen if your die shows a 1 or a 6. The last thing to be aware of is that your soldiers don’t always do exactly what you ask them to. In addition to being vaporized by laser guns or eaten by monsters, they might be Suppressed and keeping their heads down, or they may run away if they’re too scared. Unlike a roleplaying game, you do not directly play each figure. Instead, think of yourself as their commander watching a computer monitor from your bunker. You can give the soldiers orders, but they may decide the odds are stacked too heavily against them. There is much more to miniatures gaming. It’s a hobby you can spend a lifetime on and still find new things to learn and to try out. This chapter is just a starting point. Jump into reading the rules, pay attention to all the basic stuff like moving and shooting, and set up a couple of figures on your desk. As you read each section, move those figures around and roll dice for them to see what happens. When a section doesn’t seem to make sense yet, come back to it later. 11
unified space UNIFIED SPACE The galaxy is vast and teeming with life. A multitude of sentient species have spread across space and colonists have scattered yet further, like seeds hurled into the black. Even between the stars, it is not empty. Strange phenomena and alien craft prowl the darkness of deep space, occasionally intruding into known space. Among these stars, cultures trade, negotiate, invent, co-exist, and fight. Colonies struggle for independence, factions fight over resource claims, and galactic-level political entities vie for dominance. Whether it is a Unity agent trying to organize a defense against an invasion force, or an honor war between K’Erin war-leaders, or corporate 121 2 mercenaries trying to contain an outbreak of bio-engineered monsters, the burden of fighting comes down to the ordinary trooper, just as it has since the dawn of galactic history. This is a vivid and dramatic time to be alive, though it is also a complex and confusing one. Space is so grand, and the major powers that extend their control over hundreds of worlds are so massive, that it can seem like folly to generalize. Two major powers may be engaged in brutal fighting for decades on a contested world while also forming a military alliance to engage a rival elsewhere. Those who prosper in this galaxy must adapt to changing circumstances, exploiting their personal connections and capabilities.
Unified Space The Major Powers A few sapient species are major powers: They have enough power and influence, whether financially, militarily, or diplomatically, that they can influence events on a grand scale. These are usually Unity, the Precursors, the K’Erin, and the Soulless. Other entities are major players in their local regions but lack the ability to dictate galactic-level events. Of these, Unity is typically considered the most powerful. Ostensibly representing all of Humanity, Unity is a massive conglomerate of worlds driven by a cohesive and consistent philosophy, and a doctrinal outlook generated by the iron-willed Bureaucracy. The reality is rather more diffuse, but it is undeniable that Unity is powerful enough to influence decisions elsewhere. For example, most equipment sold throughout the galaxy is made to be Human-compatible, and diplomatic translation devices often default to SVIM (Standardized Vocal Interface Method). Consisting predominantly of Humans (and genetic derivatives such as Ferals and various other gene-mods), Unity citizens are viewed as stolid but courageous and strong-willed. “Fight like a Human” is galactic slang for both a futile last stand and a bitter refusal to die. The Precursors are among the oldest of the galactic civilizations, and often hold that status quite dearly. They are a culture that tends to eschew large-scale military action in favor of diplomatic and mercantile solutions, though they are no strangers to violence if the need arises. Precursor culture is perceived by some as self-absorbed and engaged in vague mysticism anachronistic in a scientific age. However, they are undeniably skilled as scientists and philosophers, melding disciplines that would not seem compatible; for example, many current terraforming techniques originated with the Precursor practice of philosophical geology. The K’Erin are often dismissed as simple brutes, not without cause. Their reputation for raiding, military expeditions, and hostile incursions on settled worlds have done them few favors, though it would be a mistake to discount K’Erin culture as primitive. They have excellent industries, a high technological standard of living, and a strong adherence to meritocracy over claims of birth or rank. Fundamental to K’Erin culture is the concept of struggle. Whenever an individual is engaged in a contest with an equal opponent, the struggle should be pushed to the final limits. Not doing so would be dishonorable to the opponent. As the K’Erin tolerate a large degree of factional conflict within their borders, regions they control are often viewed as chaotic. But it is undeniable that they produce the largest reserve of trained and experienced military units in known space. A recent arrival to the scene, the Soulless originate from beyond the galaxy, though the conditions of their departure are unknown. They drifted through space for some time, yet it is inconceivable that they could have covered the entire journey between galaxies under conventional travel. The Soulless operate from massive ark-ships, establishing outposts and bases as needed. This makes them particularly mobile and, despite a smaller “population”, they can exert power widely. Uniquely, the Soulless are a synthetic life form. The individuals encountered as a Soulless-operated merchant or diplomat are simply a mechanical shell, similar to a robot body. Each individual is connected to a galactic network that ensures consensus among the individual units. A particular entity can be detached from the network, but it is uncertain exactly how this network functions, and it has remained immune to disruption and intrusion since their arrival. 13
Unified Space These four major powers exist in a complex state of interconnectedness, often simultaneously in conflict and in cooperation. Trade networks across space are extensive and new technological advancements flow freely, regardless of boundaries. The major powers recognize that galactic-scale conflicts would be devastating to everyone involved: Any of them could mobilize on an incomprehensible scale, and such a level of armaments would result in widespread devastation. The ensuing economic shocks would likely set the galaxy back generations of technological progress. Extensive treaties are in place to prevent such an event. Consequently, most warfare happens at a local level with a clear eye towards avoiding escalation beyond acceptable levels. How Local is “Local?” Many events in the galaxy are confined to a single star system or even a single world. After all, even a small star system has a vast amount of real estate within it. When movers and shakers on the galactic scene say “local” they usually mean “within a single system”. The term is also often used somewhat dismissively as “not worth paying attention to,” though the troops on the ground may certainly disagree!” Anything but Unified While the major powers are all identified by a dominant species, the reality is far more mixed. The Precursors are notable for having very little variation and no known sub-species, while the K’Erin are a range of closely related subspecies capable of interbreeding. Humanity has created a bewildering array of genetic sub-types through extensive use of genetic manipulation, many of which are functionally separate species. Each power also has extensive non-native populations among their borders. Some of these are minor species that have been uplifted technologically, to allow them to join the galactic scene (though this often does not come without strings attached), while others are population groups that have been incorporated into the polity. The K’Erin, for example, maintain several protectorates which range from functional hostages to favored groups that the K’Erin fight on behalf of. On an everyday level, most worlds near the edges of a political region have populations that are 10-15% non-native. Starports tend to have an extremely cosmopolitan vibe. Fringe Space While many independent systems exist, the region known as Fringe Space is renowned for its lawless and chaotic nature. This reputation is sometimes played up by tall tales, but it is a region of considerable interest to pirates, explorers, adventurers, and those who simply prefer to do things their own way. Along the scattered worlds of Fringe Space you can find independent settlements, prosperous agri-worlds, military outposts, secretive corporate research facilities, and pirate warlords all rubbing shoulders and tussling with each other. Every galactic power of any worth has agents prowling through the Fringe to assess dangers 141 4
Unified Space and look for valuable opportunities. Incursions to claim some particularly valuable chunk of rock or beat up on the pirates and petty warlords are not uncommon. Technological Foundations Individual worlds and cultures can vary in technological development, particularly regarding what can be maintained locally. But once a culture is connected to the galactic trade networks, it can approach the general technological level of the galactic community. This “galactic” level is typically slightly lower than the heights of advancement in the core worlds of a major power. It takes time for new developments to propagate, be adapted and find their place in a busy world. Military technology is commonly conventional, with infantry weapons firing physical projectiles (propelled through chemical reaction or magnetism) or relying on energy transfer to superheat and burn through the target. Military hardware should be hardy, easy to maintain in the field, and amenable to local resupply, which means that expeditionary forces equipped in a low-tech fashion. The typical infantry trooper carries a robust and maintainable firearm such as an assault rifle or laser rifle and is clad in lightweight body armor that incorporates extensive communications, scanning, and guidance computer suites. Anti-gravity vehicles are mass produced but most military vehicles remain tracked or wheeled due to the comparatively high maintenance requirements of anti-gravity units. Grav-tanks are often used by elite spearhead battalions, leaving the conventional fighting to the “dirt grinders”. allow the installation of upgrade packages: Anything from color-changing skin to functional wings or animal features can be installed at the request of the discerning (and very wealthy) customer. For the average Unity citizen, such extravagances are often out of reach, but all citizens are given genetic treatments as children, allowing better health, resilience to disease, and longevity compared to their “natural” counterparts in Fringe Space. A wide range of AI systems are in use, depending on the use case. High grade AI systems can seem almost sapient, though they are not considered entirely so under Unity law. General purpose AI can often function much like a typical human, though it will occasionally reveal itself as being somewhat more prosaic. The private market offers a wide range of Emotional Modules that can be installed in systems to tailor them to particular use cases. Most AI systems in practical use are specialist systems which can exceed human capability but within a narrow field such as gunnery or medical diagnosis. Specialist systems are usually built to function outside their specialty. One of the most common consumer systems is the Advisor built into most computers, which interacts with the user to augment their abilities and assist them in performing a range of tasks. Few could imagine doing serious work without such tools. The cutting edge of esoteric technology has allowed limited application of matter displacement (teleportation), though the process is limited in range and extremely demanding on energy supplies. Cybernetics are widespread and most physical injuries or shortcomings are alleviated by implants. Genetic engineering has seen phenomenal breakthroughs, allowing entire new species to be developed and even “active” rewrites of genetic code to 15
Unified Space SPACE TRAVEL Ships progress through space using Weak Points that can be used to tunnel across great distances and traversed faster. The typical rate is three days per light year of Weak Point Tunnel (WPT or simply ‘Tunnels’), though deviation can occur. Weak Points slowly move through space, and extensive AI-operated databases are used to predict safe departures and arrivals. Tunnels are usually predictable out to about 30 light years distance, though most pilots prefer to make a series of shorter trips. Tunnel failure is not unknown, leading to the ship emerging some distance from the intended location. In the event of emerging without a Weak Point, the deviation could be as much as a light year from the intended location. While accidents are rare (space is mostly empty, after all) they are not unknown. Individual Weak Points appear to have predictable travel paths and some regions of space have Weak Points that travel very tight routes, such as within a specific solar system. Weak Points can also be forced into existence through massive constructions known as Karlenhertz generators. These allow a major world to function as a hub world for travel, trade, and military concentration. 161 6 There are other methods of travel among the cosmos, but most ships default to the above method. The Nature of Warfare The cost of operating a starship is great, and the costs increase dramatically as ship sizes scale up. Constructing a major warship is extremely expensive and the fleets of major powers require the industrial output of multiple worlds to produce and maintain an active force. This also means that moving major military forces is an expensive process. Combined with most conflict zones being thinly populated border worlds, this has led to military actions declining in scale. A colony world may not have a population of more than a few million people and field at most a few divisions of troops. High tech expeditionary forces often consist of an ad-hoc battlegroup of regimental size, but detachments can be much smaller than this. Invaders typically have the advantage of surprise and initiative, and most hostile incursions rely on establishing a foothold and inflicting crippling damage before a defender can mobilize local defense elements.
Unified Space While planet-wide wars can grind on for years and involve millions of combatants, the typical military action tends to involve only a few battalions far from home. High casualty rates in modern warfare means that such forces can burn out very quickly, and commanders often seek to gain an advantage from decisive strikes at the enemy’s ability to function, rather than grind out an attritional conflict. GALACTIC THREATS While the major powers have enough firepower in their arsenals to end a few civilizations, there are more active threats that can endanger entire worlds. The two most prominent are the Converted and the Horde. A cybernetic species of unknown origins, the Converted strike worlds to obtain raw materials: Minerals, fuel, and bio-matter. As part of the fighting, the Converted implant the casualties of enemy forces with crude cybernetics to turn them into more troops for their armies. If the Converted has an overall goal beyond conquest, it is unclear, but every month brings new reports of attacks and new sightings of war fleets. Attempts at surrender result in the defenders being implanted and turned into new recruits. The Horde emerged onto the scene somewhat recently, through newly detected alien portals. Their point of origin is not known, though leading Precursor scientists believe it lies beyond our coordinates of time and space. Horde troops – mutated, wildly alien, but usually humanoid – refuse all attempts of communication and no attempt at deciphering their methods of communication has proven effective. They attack relentlessly, with no understandable rhyme or reason, and fight with fanatical devotion. Military analysts estimate that a crude form of religious fervor may motivate them, as they often carry iconography and symbolism common to such practices. Horde troops bear heavy signs of genetic engineering, often with forms that must be intentionally crafted to cause terror and discomfort. 17
Directed Scenario Gaming Directed Scenario GaMING The primary game style supported by this book is something we term Directed Scenario gaming. This chapter explains what this style is and how it works. Even if you are a veteran wargamer (and perhaps especially if you are), it may be helpful to read this section. Characteristics A Directed Scenario game has two key features: 1. It uses a purposefully created scenario rather than a generic set-up sequence or a randomly generated scenario. 2. It is actively run or Game Mastered rather than being strictly and only played by the rulebook. Philosophically, this means taking an active investment in the set-up of the game and creating an experience that you would like to play. It may even be a scenario tailored specifically to your miniatures collection. This does not mean you cannot use pre-made content if you like, but it means striving for a game that is responsive to the players rather than existing as an impersonal machine. 181 8 this just means resolving the odd question and revealing any secrets discovered, but it can also be more involved, with GM-controlled armies. In a game with one player and one GM, the player is usually fighting GM-controlled forces. If you have two or more players, they may fight against each other (the most common option) or they may be on the same side and fight against forces controlled by the GM. You may also play the game solo. In this case, you are effectively Game Mastering yourself, creating a scenario, and then seeing how it turns out. Of course, if everyone wants to command a force, you may opt to play without a dedicated GM and agree to resolve questions in good faith as they come up. This works great if you are in tune with each other, and can be a tremendous amount of fun. Often in this setup, players act as GM in a minor sense; for example, one player writes the scenario, and then all players play through it. Conducting the Game The Participants The game unfolds like a normal miniatures game with turns and actions and shooting at each other. A Directed Scenario uses two types of participants: the players and the Game Master (GM). Players are assigned forces by the GM or by using the Army Builder system (see page 132) and control them in battle. They usually have no responsibility beyond commanding their own forces. The GM creates the scenario and runs the game. Sometimes The scenario dictates any special circumstances that apply and what each side needs to do to win. Objectives may be quite specific (such as holding a computer room for three rounds while a download is completed) or can be very open-ended (such as investigating a facility to find out why the distress signal was emitted).
Directed Scenario Gaming During the battle, Players may request to perform actions that are not specifically covered by the rules, such as trying to weld a door shut, using explosives to create a tree barricade, or anything else you can think of. The GM judges whether these things are reasonable and what the chance of success might be. Stand-alone or Linked Together? A game can be played on its own, forming a story that can be finished in a single sitting. To use a literary term, we might consider this to be a short story. If you have particular miniatures you enjoy using, you might also opt to link your games together. This can simply be a narrative link where the events of one game affect the ongoing story, or it may be a campaign link where the forces and rules are impacted. Wait, this Sounds Familiar! This is not really a new style of gaming: In fact, it is arguably the original way many science fiction miniatures games were played in the 1980s. It was never really given a name then and has fallen by the wayside since. With a return to form, it was time to coin a term, so here we are: Directed Scenario gaming. I hope you like it. Compatibility with 5PFH Tactics is an offshoot of the Five Parsecs from Home (5PFH) rules and can be used to create new scenarios that are part of your campaign. This might take the form of your characters participating in military actions, creating custom scenarios for your crew to fight through, or even filling in details around your main campaign. For example, if a world is invaded, you may opt to play out a few Tactics battles set during the invasion, even if they do not involve your regular 5PFH characters. 19
Directed Scenario Gaming PLAYER ACTIONS One of the biggest strengths of a Directed Scenario game is that players can formulate an idea and have it happen in the game. This can range from talking to a character they meet to booby trapping a door to hacking into a communications facility to obtain satellite footage of enemy positions. The GM adjudicates whether the action is reasonable, When Playing Solo If you are playing solo, you can still ask the GM, since the GM is you! A lot of players feel hesitation about “breaking the rules” when playing a game solo and, if so, this section can be ignored if you don’t feel it works for you. Of course, if you come up with a cunning ploy, you can always let the enemy bring more troops or otherwise add their own ploys as well. Ultimately, this is something you do not have to decide on when you are first setting out. 20 0 2 what actions are required, and what die rolls may be needed. In general, the more the player is hoping to achieve, the higher the requirements will be. Most actions require a die roll and need to be performed in a specific location. If something is especially complicated, it may require multiple rounds to perform, require a specific character (for example, if specialist training or equipment is needed), or require materials found on the battlefield (for example, explosives to make a bomb). Most player actions are minor affairs. Try to avoid player actions that “solve” an entire scenario in a single roll. If the players want to cook up a chemical to kill the alien monster, the GM should make them gather the supplies, or move to the ventilation systems to deliver the chemical, or hunt for research papers that tell them what chemicals to use (possibly all three).
Directed Scenario Gaming Examples of Player Actions • Building a device to do something (such as distracting an enemy or scrambling their computers). • Talking a GM-controlled character into (or out of) doing something. • Hot-wiring a parked vehicle. • Sealing an entrance or creating a new one. • Leaping on top of a vehicle to ride it through a checkpoint unseen. • Disguising yourself. • Finding chemicals to create a remedy against the toxic waste in the facility hallways. Actions are meant to do things that are interesting and feel natural in the game world, not to squeeze out an additional +2 dice bonus to something through some pedantic detail. While groups and GMs have their own styles, we strongly encourage the following guidelines: Player Actions in Action The scenario is proceeding, and alien hordes are bearing down on the beleaguered defenders while they try to find the documents they came for. One of the players asks if they can weld shut one of the doors into the bunker. The GM considers for a moment: The request is reasonable and, since it is a big lab, there is probably some welding equipment in a maintenance locker somewhere. The GM tells the players one of the troopers saw some gear back in the other room and if a soldier moves there, they can pick up the welding kit and automatically seal the door shut by moving into base contact with it. Of course, the door may not hold. The GM might declare that the bad guys can knock down the door in 3 rounds or by rolling a 6 on a D6. Typically, your GM should rule this up front, so nobody is upset later. • Actions should rarely allow the destruction of player-controlled troops directly. • Actions rarely grant bonuses to rolls. • (A player cannot gain a +1 to Hit simply by saying “my guy takes care to aim real good”) • A clever plan is only clever once. (A ploy to create an ultra-powerful bomb from the battery packs of a combat robot is cool, but trying to do it every game is boring). There is no expectation that the GM agrees to let any given action go forward, though a successful GM usually finds a balance between being permissive and being strict. 21
Combat Rules COMBAT RULES This chapter explains everything you need to know to conduct table battles in Tactics. While the concepts are not complex, make sure to read everything carefully. If you are a more practical learner, set up a few soldiers on your table and roll dice as you read along. CORE CONCEPTS Terminology Scenarios are fought between two or more sides, referred to as factions. Each faction is usually controlled by a player, though in a large game you could have multiple players on the same side. If a player is running the scenario, they are generally referred to as the Game Master (GM). The GM may also control a faction but is then understood to be doing so to create and run the scenario, not to gain a victory in a competitive sense. We refer to the individual models on the gaming table as figures, though players often use the term “miniatures” as well. A group of figures that activates together is called a squad. A unit can be a squad, individual figure, or vehicle. We often refer to a figure or character doing something or taking an action. This is shorthand for the player doing so on their behalf. You play Battles as a series of rounds during which every unit on the table acts. Within each round, the players take turns playing out phases, during which they can activate a number of units. 22 2 2 Campaign play takes place over multiple campaign turns, each of which usually has at least one tabletop battle played with miniatures. The rules are usually meant to be read literally: • If a rule says you “can” or “may” do something, you can generally opt not to. • If a rule says you “will” or “must” do something, you are required to do so. Dice Rolling All dice used during combat are plain six-sided dice (D6). You usually compare the result to a target number. For example, if the target number is 4+, then a roll of 4 or higher is a success while a 3 or lower is a failure. Rolls are often modified, which means a score is added to or subtracted from the roll. Multiple modifiers may apply, in which case they are all cumulative. Unlike other games, unless the rules specifically state otherwise. there is no “1 always fails, 6 always succeeds” rule in Tactics. Modifiers can make a roll impossible or succeed automatically.
Combat Rules A roll of 2D6, 3D6, etc. means you roll the dice, adding them together, and any modifiers are then applied to the total, NOT to individual dice. If the rules say something happens on a natural roll, it occurs when the die shows that exact score. For example, if the rules say a natural 6 creates a particular effect, a roll of a 6 with a +1 modifier counts, but a roll of a 5 with a +1 modifier does not. If the rules permit a reroll, the die is picked up and rolled again. The old score is ignored for all purposes and the new score stands. You will occasionally need to generate a random direction. If so, roll a D10, and use the raised tip to determine the direction. 8 3 7 0 4 If you must pick randomly from a number of elements such as units, battlefield edges, or terrain features, number them 1, 2, 3, and so forth, then roll a suitable die (rerolling if you roll too high). Campaign and scenario play often uses the D100. This is a D10 rolled twice: The first roll is the 10s, the second is the 1s (or, you can roll two D10s at the same time, the darker-colored die is the 10s). For example, a 4 and 7 is a 47; a 0 and 3 is a 3; a 3 and 0 is a 30. A 00 is 100. Measurements All game measurements are in inches. Multiply by 2.5 for centimeters. Weapon and movement ranges were initially tested in 15mm. As the weapon ranges that feel suitable in 15mm match closely what is common when playing with 28mm figures, the two scales use the same distances, so there is no need to make adjustments. If you wish to play on a smaller table, you may choose to halve all ranges and distances. This has the effect of “shrinking” the table and is a popular option when using small scale figures. When measuring between two figures, measure between the closest points of the bases the figures are mounted on, never from the gun barrel or other extremity. If you have figures with weird bases, you may prefer to measure from the top of the head instead. 23
Combat Rules Troop Profile Compatibility Every figure has a profile that indicates its capabilities in the game world, using the following ability scores: ABILITY DESCRIPTION Speed Mobility and agility. The movement rate in tabletop inches. Reactions Initiative and battlefield awareness. Used to determine when a unit can activate. Combat Skill A measure of fighting ability and weapons training. Added to attack rolls. Toughness Resilience to injury and damage. When Hit, make rolls against Toughness to produce casualties. Kill Points A measure of luck, survival skill, or sheer mass. Damaging Hits reduce this value until the figure becomes a casualty at 0. Savvy Cunning, intelligence, and creativity. Added to problem solving rolls. Training Discipline, morale, and professionalism. Added to Morale tests and some task rolls. A sample soldier is provided below as an example: 24 4 2 UNIT Infantry Soldier SPEED 4" REACTION 2 COMBAT SKILL +1 TOUGHNESS 4 KILL POINTS 1 SAVVY +0 TRAINING +1 Players of Five Parsecs from Home will recognize that the profile is very similar, allowing figures and characters to be transferred over easily (see page 182). Often, units and characters in Tactics have more dramatic profiles and weapons than characters in Five Parsecs from Home. When crossing material over, you will have to decide which versions to use in these cases. Such adjustments are simple to make. Tests A variety of actions in the game require a die roll. We call these tests. You can test Combat Skill, Savvy, or Training. To carry out a test, roll 1D6 and add the relevant ability score, attempting to roll equal or above a particular target number to succeed. A test can also be purely based on luck, in which case nothing is added to the roll. Tests are usually employed when taking player actions. They are also called for in some rules subsystems. The table below gives suggested target numbers: SITUATION TARGET NUMBER Routine 4+ Typical 5+ Challenging 6+ Difficult 7+ If a test can only be attempted once or causes a risk or hazard on a failure, the GM must inform the player of this before the test is attempted. Example: “To get across the chemical spill you need to make a 5+ Training test. If you blow it, you suffer exposure to the toxins in the puddle.”
Combat Rules Extended Tests An action may be an extended test. If so, select a base difficulty as normal. An extended test requires several successful attempts which can be accumulated over multiple rounds. Unless the rules state otherwise, assume two successful tests are required. Any natural 6 on the test completes it instantly. Units Non-vehicle units can either be an individual or a squad. Individual figures are simply figures that move and fight on their own, as a single-figure unit. They often represent officers, heroes, or highly trained specialists. Squads typically consist of 4-6 figures, though there is no set minimum or maximum. Figures in a squad move and fight as an entity and must remain Coherent during the game (see “Squad Coherency” boxout). Each squad is led by a Sergeant. This figure acts as a focal point for the unit and may have unique weaponry or traits in the game. Vehicle figures always act on their own. Absolute Timing The game rules use a principle we call Absolute Timing to help manage things and resolve complex situations. This means the following: • Unless listed otherwise, events in the game always resolve in the order they are created, each event resolved completely before the next event is considered. • Whenever a rule is carried out, such as the area of effect from an Area weapon or shot, all figures occupy the exact position they are currently in. They are never abstracted to be “moving through” an area, for example. This principle helps us resolve complex situations. If several things are happening at once, resolve them in the order they occur, and things usually clear up. Example: On your go, you have two units that wish to shoot. You resolve the first unit’s shooting and carry out all outcomes of that (such as figures being removed or any movement that might occur as a result) before selecting the second unit, picking its targets, and resolving its fire. This could leave the second unit unable to do what you had previously planned (for example, the only visible targets were killed by the fire from the first unit). You are free to pick a different action with this unit instead, both allowing and forcing it to respond to events as they unfold. The Mysterious GM Many rules in the book defer to a GM for decisions on edge cases. In a pick-up game with no GM, such questions must be decided between players. If you are playing solo, you are the GM and can make decisions as they occur. Squad Coherency The figures in a squad must try to remain within 1" of each other as they move and fight. If there are no gaps greater than 1" between groups of figures, the unit is Coherent. If a squad is not Coherent when it is activated, it may remain Coherent as long as it does not move. Once it opts to move, it must move back within Coherency distance if this is possible. If the distance to do so is too great, it must move as far as it capable of doing, though it is not required to leave Cover to end in the open. 25
Combat Rules PLAY SEQUENCE AND ACTIVATIONS During each battle round, every unit on the table can act, and once every unit has done so, the round ends and the process begins again with a new round. A scenario may dictate that you play for a set number of rounds, or the game may continue until one side has been destroyed or retreated off the table, an objective has been reached, or events dictate that it should end. Rounds and Phases Each battle round consists of phases, with players taking it in turns to carry out a phase: • During a phase, one faction rolls for initiative and acts with any eligible units. • In a game with two factions, they alternate phases until every unit has acted. The initial order is usually set by the scenario or can be determined randomly at the start of the game. Once it has been established, it remains the same for the rest of the game. If you can’t decide, roll a die for each faction with the highest score going first and then simply work your way clockwise around the table. 26 6 2 When it is your phase, you may choose to activate any one unit that is currently Ready. After activating this unit (or choosing to not activate a unit), roll three D6s and assign each die to a Ready unit with a Reaction score (see page 24) that is equal or higher than the die roll. This allows the unit to act, after which point it is no longer Ready. Dice are assigned one at a time, activating a unit before assigning the next die. Any dice that cannot be assigned (due to no remaining Ready units with a suitable Reaction score) are discarded. Please note that dice cannot be intentionally unassigned (but see Delaying, below). Once activated, a unit is no longer Ready, and cannot act again this phase. (You may choose to use Activation markers to keep track – see page 28.) Once only one faction has units remaining, its player activates all remaining units in the faction in any order they like.
Combat Rules Delaying During a phase, you may opt to Delay a single unit if it is assigned a die that would allow it to activate. Use a marker to identify the unit as Delaying. The Delaying unit does NOT act this phase but is automatically activated in your next phase. A unit cannot be Delayed again in the same battle round, though you could have a new unit Delay in each phase if you wanted. GM-Controlled Forces If the GM is controlling any units in the scenario, they have their own phase in the sequence, typically after each player faction has acted. GM-controlled forces may use more or fewer dice. ACTION DESCRIPTION Engage Each figure may fire a weapon or perform a scenario or equipment action. Dash Each figure moves an additional 2". Regroup The unit removes 1 Suppression marker per figure. Scan The unit receives a second Observation roll after moving. Fallback The unit retreats from its current position. This action is optional. Skulk The unit hides from observation. This action is optional. Overwatch The unit can respond to enemy movements by firing upon them. This action is optional. Notes: Activation If a Player can activate multiple units in a phase, this is done one unit at a time, in any order you like. All actions and rolls are carried out before the next unit is selected. Example: I have a total of 3 activations this phase. I activate a tank and shoot at some enemies. After resolving that and removing any casualties, I then select the next unit to act. I don’t have to select all 3 units in advance. When a unit is activated, it may Move and perform ONE action from the list below. The unit must select the same action for each figure in the unit. • Move each figure in the unit first, then carry out any action with each figure in turn. • A figure does not have to perform all the available options but cannot swap one out for another. For example, If I choose to Engage, I might have one figure remain in place and just fire, while another moves but does not shoot. (Note: Throughout the rules, we use the terms “firing” and “shooting” interchangeably to mean a unit making ranged attacks at another unit.) • When Dashing, you can simply include the bonus movement as part of the move, instead of moving everyone twice. • Overwatch and Skulk actions (see pages 42-43) require a relevant marker to be placed by the unit. 27
Combat Rules Individual Actions (Optional rule) Carrying out actions by unit rather than individual works well in a typical game and keeps the decision-making process simple. However, you may want more detail and tactical choices in your game, especially if playing a smaller game. If so, you may opt to play with individual actions instead. This works like the regular system, but each figure in a squad can select a different action. The actions can be carried out in any order desired. Example: A squad of five activates. I move all five, then I have two figures fire, while one enters Overwatch, and two Regroup. Strict Overwatch (Optional Rule) Mechanized Infantry Infantry squads with an assigned transport vehicle activate together as one unit, while they are within 6" of each other. Both units can perform different actions without needing to remain within 6" of each other during their actions. Removing Suppression When a unit has completed an activation, it may remove Suppression markers (see page 37) equal to the Training score of the unit. This is in addition to any removed by taking a Regroup action. Units with a Training score of +0 do not remove any markers automatically. They must take the Regroup action. You may find that there is too much reactive fire going on for your tastes. If you find this doesn't suit you, or hinders the game, require units to be stationary to enter Overwatch. Game Markers When tracking activations, Delaying or Skulking figures, and Suppression, use markers, dice, or similar small objects to indicate which units are in which state of action. A page of optional markers is included at the back of this book. Feel free to copy and reproduce them for your Limited Ammo personal gaming purposes. Suppression Activated 28 8 2 Overwatch Delayed Skulking Overheat Stun Objective Blip Area of Effect (place at the center of the effect area) Targeting Morale
Combat Rules MOVEMENT This section explains moving infantry-type units. Basic Movement Units may move when taking the Engage or Dash actions. When a unit is permitted to move, each figure can move up to their Speed in tabletop inches. Units that are Dashing move up to Speed+2". Squad members are not required to move the same distance and can turn as often as desired. Some figures may carry weapons that suffer penalties when the shooter moves. This is always based on the movement of the individual figure, so you can have some figures move and, if the figure in question did not, they will not be penalized. While facing is not a factor in the rules, the game looks best if you turn figures to face in the direction they are moving. Climbing and Scale In smaller figure scales, climbing can look a little ambitious. If you are using 6mm figures or similar, or the amount of distance a figure can climb in a round bothers you, halve the climb heights and speeds. Proximity to Enemies Figures can move ‘through’ members of their own squad but cannot otherwise pass through other figures on the table. A figure can only move into base contact with an enemy if the unit is performing a Dash action. This produces a close assault at the conclusion of the unit movement (see page 40). In all other circumstances, figures must be kept at least half an inch apart from enemies. Climbing and Jumping Down A climb up to 2" in height costs 2" of movement. A taller climb requires a full activation. The figure may climb up to their base movement rate (without hand holds) or 1.5 times base movement rate (on a ladder) in one activation. Stairs and ramps are considered standard movement. A figure may leap down from a height. This has no movement cost, but if the drop is more than 1", the figure must end their activation immediately upon landing. If the drop was longer than the height of a standing figure, 1 Hit is sustained with a damage rating of +0 (+1 per additional inch). 29
Combat Rules COMBAT AND TERRAIN Lines of Sight Cover To determine if two figures can see each other at all, we use something called a Line of Sight (LoS). This is an imaginary line drawn between the two figures. If it is blocked by intervening terrain, there may not be LoS, and the figures may be unable to see each other. A figure has Cover if it is partially obscured from Observation. The rules do not distinguish between obscuring terrain (such as a forest) and terrain that blocks fire (such as rocks). Almost any terrain feature counts as Cover, from buildings and large rocks to freight containers and wrecked cars. Note that all figures block LoS. For example, squad members cannot shoot through each other. If a terrain feature partially obscures LoS, the target is visible but receives the benefits of being in Cover (see below). To determine if a particular figure has Cover, you can generally just look at the table and estimate. If necessary, you can use a “model’s eye view” by leaning down and taking a look from the position of the firer. Be Generous A A good rule to keep the game moving is this: ✘ B3 B1 B2 Example: In the diagram above, (A) has Line of Sight to (B1) and (B2), but (B2) is partially hidden behind a high wall and benefits from Cover. There is no LoS to (B3). 30 0 3 • If you are uncertain whether a figure is in Line of Sight or not, assume that it can be seen. • If you are uncertain whether a figure is in Cover or not, assume that it is in Cover.
Combat Rules Terrain Types Tabletop terrain features can take almost any shape, form, and nature we can think of, from industrial sites to alien jungles and beyond. As a result, the terrain rules are focused on broad, general principles rather than trying to describe every specific type of feature. Scatter Terrain Scatter terrain is any individual terrain piece that is roughly person-sized. These are often pieces such as single trees, boulders and smaller rocks, and urban features like signs or small crates. Movement: Scatter features do not affect movement. If moving through an area with multiple pieces of scatter, simply measure movements normally, ignoring any scatter pieces you move across even if a figure moves ‘through’ a piece. Cover: A figure immediately behind a Scatter feature is in Cover from weapons fire that crosses the terrain piece. Destroying Scatter terrain: Additionally, a natural 6 on the Hit dice is deflected by the terrain piece; the scatter terrain is destroyed and removed from play, but the figure avoids the Hit. Area Features Area features are those that cover an area beyond that indicated by the physical terrain features, and that can be entered, such as a forest or jungle, swamp, and ruins. Typically, these are mounted on some sort of base that indicates the ground covered. Movement: Units cannot move faster than their base speed in any round in which they intend to move into, out of, or within Area features. This is judged on a per figure basis, so a figure in a squad can still gain the Dash bonus if that specific figure is not within the feature. Note that the unit can still take the Dash action in order to enter close combat. Some area features may be Impassable (such as a pool of lava) or incur some sort of risk (such as an especially treacherous swamp). Cover: Figures within Area features such as forest are in Cover, even if the firer is within the same feature. Height advantage has no benefit. Line of Sight: Lines of Sight only extends up to 2" within area terrain. For simplicity, just measure along the ground, even if there is a height difference. Individual features mounted on the base (such as model trees are just for show) and do not factor into Line of Sight. Linear Features Linear features are long and narrow, such as fences, walls, and hedgerows, and are no taller than 2". Movement: Infantry may cross Linear features at a cost of 2" of movement. Cover: Linear obstacles that can be seen across provide Cover if they lie between the shooter and the target and the target is within 3" of the terrain feature. Targets further back can be fired on without a penalty. If a firer is on higher ground (such as the roof of a building or on a hill) the target must be within 1" of a Linear feature to receive Cover from it. Line of Sight: If a Linear feature is particularly tall, you need to check if the target can be seen at all. Typically, this is simple enough: compare the height of the obstacle to the height of the firer and target miniature. If there are height differences in the position of the figures, you may have to check visually to see if the target can be seen across the feature. 31
Combat Rules Cover Example 1: Cover Example 2: Figure (B) is at the edge of a forested Area feature while figure (A) is in the open. Figure (A) is within 1" of a waist-high wall. Figure (B) is 10" away from the wall. Figure (B) receives Cover. Figure (A) does not receive Cover when fired upon by (B). When (B) fires on (A), (A) will receive Cover as it crosses the obstacle. When (A) fires on (B), (B) does not count as being in Cover, as (B) is not within 1" of the obstacle. No Cover A B Has Cover B Buildings Movement: Moving through doors takes 1" of movement. If the door is locked, it must be bypassed or destroyed. If it is barricaded, it must be destroyed. (See Doors, page 123.) A figure can climb through a window at a cost of 2" of movement. Cover: Figures at a door or window can fire out and be fired upon, but count as being in Cover. 32 2 3 A Within 1" = receives Cover Up to two figures may fire pistols or rifles from such a position, or a single figure can throw a grenade or fire a support weapon. The Area weapon effect: Add +1 to the roll for an Area weapon effect inside a Building. When using Area weapons indoors, the “it has to land somewhere” rule should always be applied. If a grenade would scatter through a wall, move the landing point directly back towards the intended impact point until it is in a plausible location (usually hitting a wall).
Combat Rules COMBAT FIRE This chapter explains how infantry fires at enemy forces. Eligibility A unit choosing the Engage action can have figures fire as their task. Remember, shooting happens after the unit has completed all movement it intends to make with every figure in the unit. Units performing other actions cannot shoot. Target Selection Unless a rule permits otherwise, a unit must choose to shoot at the closest infantry unit or the closest vehicle target it can see. If the closest target of either type is in Cover, the closest target in the open may be selected instead. Figures from the same unit must fire at the same target unit. However, figures that cannot see or target the unit’s primary target may fire at something else. If two units are within 1" of each other they are targeted as a single unit. A1 A2 Tactical Deployments (Optional Rule) The GM may permit splitting fire by turning figures to face in differing directions. If so, a 90-degree arc of fire to the front of a figure is used for visibility. Please note that if this is used, it should ONLY be employed to increase tactical flexibility, not to fudge whether a figure happens to be, say, 0.2 degrees too far to the left to see their target! Height Advantage Units on high ground (such as a hill or upper floor or roof of a building) have a height advantage. When shooting at units below their height level, they may shoot at one of the two closest infantry or two closest vehicle targets if they have Line of Sight (see page 30). When targeting units on or above their own height level, the normal rules apply. Weapon Selection Each infantry figure may use any one weapon they are carrying. Different figures in a squad may pick different weapons. If a squad has grenades, only one figure in the unit may throw a grenade each round and does so instead of firing a weapon. A3 ✘ B2 B1 B3 Example: Unit (A) is firing. Figure (B1) is the closest enemy, but in Cover, so (B2) is the next closest option. (A1) and (A2) shoot, but (A3) does not have Line of Sight, and may target the more distant (B3) instead. 33
Combat Rules Rolling to Hit 1. Special, Team or Crewed weapons Each weapon has a number of shots listed on its profile. This is the number of attack dice rolled when firing. Each shot may represent a single aimed bullet/beam/blast or a short burst of fire. You can always choose to fire fewer shots if desired. 2. rifle and pistol fire, and To Hit with a shot, roll 1D6 and add the Combat Skill of the firer. The modified score must equal or exceed the target number in the table below: CIRCUMSTANCE TARGET NO. Pistol and target is in the open 4+ Other weapons and target are in the open 5+ Target is in Cover 6+ Suppressed shooter Natural 6 To benefit from Cover, a figure must be within an Area terrain feature (such as woods) or within 1" of and behind a Linear terrain feature (such as a wall). Volley Firing When a squad fires, all the firing is resolved before any follow-on effects such as status effects from weapon traits are applied. Teams resolve weapons in the order: 34 4 3 3. grenades. When firing at an enemy unit with multiple figures, assign Hits to the figures closest to the firers first. All Hits from a particular weapon type are assigned before any are resolved. Example: If a squad of soldiers fires their hyper blaster and 3 rifles at a target, the hyper blaster is resolved first. It scores 2 Hits which are assigned to the 2 closest figures in the target unit. Next, the rifles fire and score 1 Hit. It is applied to the figure that is now the closest to the firers. Typically, shots can be rolled as a batch, but if you have a peculiar situation (such as specific figures only capable of seeing one specific enemy), roll the peculiar shots separately or use separately colored dice. Designer’s Note This system is intended to simplify things and keep the game moving. It is not intended to create any advantage due to exact figure timings. If a situation feels like it would be confusing or complicated using volley firing, just roll the shots out one figure at a time.
Combat Rules Area Weapons Stream Weapons Weapons with the Area trait produce an explosion that covers an area of effect. Weapons with the Stream trait fire by projecting a spray of acid, burning chemicals, or similarly unpleasant substance. To fire a Stream weapon, draw a straight line from the firer and out to the full range of the weapon. It is blocked by terrain features that are humanheight or greater. Stream weapons cannot choose to fire at a reduced range. To fire an Area weapon, select a target point within range and Line of Sight. It does not have to be centered on a specific figure, but the center must be placed within the boundaries of the target unit. If an Area weapon has multiple shots, each produces a target point up to 2" apart. The shooter makes a targeting roll by rolling 1D6 and adding the Combat Skill of the shooter. A score of 5+ indicates the shell is on target. A lower score indicates the shell explodes mid-air or lands somewhere harmless with no effect. Every figure within 2" of the final target point is Hit on 4+ if in the open, 5+ if they are partially obscured by terrain such as being within a terrain feature. Area weapons do not penetrate through solid obstacles that are as tall as the figure. Watch Out! Area and Stream weapons affect both friendly and enemy troops within the affected area. Converted, Soulless, and K’Erin may fire despite endangering other troops. Other troops may not fire them unless permitted by a scenario rule or the GM. Any figure that has its base touched by the line is Hit. No attack roll is made, and Cover provides no protection. Stream weapons carry very limited ammunition. A given weapon may be fired only twice per battle. A small marker or token can be used to track this. It Has to Land Somewhere (Optional Rule) If you prefer, move the target point randomly a number of inches equal to the number of points you rolled short of 5 and have it explode there. For example, if you roll a 2, the shell lands 3" from the target point. If the attack roll is a natural 1, the attack scatters a full 5" regardless of modifiers. This rule is optional because, while fun, it can slow larger battles. 35
Combat Rules Saving Throws Rolling for Damage Some rare creatures and troops have innate defenses that let them avoid harm in unusual ways. This provides a Saving Throw, which is expressed as a target number such as 5+ or 6+. Not every weapon’s Hit produces a casualty. A Hit may produce only a minor wound or graze or may have obliterated a nearby object, sending the soldier diving for cover but leaving them unharmed. If a figure has a Saving Throw, roll 1D6 for each Hit taken. If the die result is equal to or greater than the Saving Throw target number, the Hit has no effect on the figure at all (including if the weapon would normally produce multiple damage rolls, secondary effects such as Knock Back, or Suppression markers). A Saving Throw is made for each individual Hit suffered. When struck by Area or Stream weapons, the Saving Throw only protects the figure in question. Other figures in the affected area may still be struck normally. Setting Note While most troops wear some limited armor, this is generally factored into the Toughness scores and combat mechanics. Normal body armor does not provide a Saving Throw. Multiple Saving Throws In the event a figure has more than one source of Saving Throw, it is treated as a single Saving Throw with a target number equal to the single best score improved by one. For example, a figure with access to a 5+, a 6+, and another 6+ Saving Throw would be treated as a single 4+ Saving Throw (a 5+ Saving Throw improved by one). For each Hit that is not deflected by armor, roll 1D6 and add the damage value of the weapon. If the roll exceeds the Toughness of the target, the attack inflicts damage on the target. Many figures are tougher, more resilient, or luckier than the average trooper. Whether it is a battle-hardened captain that knows to dodge at the right moment or a huge reptile the size of a tank, these figures can sustain large amounts of punishment before they are out of action. In the game we use Kill Points (KP) to track this. Think of KP as equivalent to the number of lives in a video game. Each damage die that rolls above the Toughness of the target costs 1 KP and when they are reduced to 0 KP, remove the figure from play as a casualty. A typical infantry trooper has 1 KP while a leader or hero may have 2-4 KP. Large monsters could have even more. Damage rolls that fail to exceed Toughness have no effect on the target figure. Bonus Damage Some weapons inflict bonus damage. This is listed in the weapon profile as x2, x3 (or more!) after the damage rating. This means you roll for damage multiple times, with each roll above Toughness causing the loss of 1 KP. Excess damage is lost with no effect. Note that a single Saving Throw stops the entire Hit. You do not roll Saving Throws for each damage attempt. Example: If a weapon with 1 (x2) Hits a trooper with Toughness 4, the attacker would roll D6+1 twice with each roll of 5+ causing the loss of 1 KP. 36 6 3
Combat Rules Suppression Suppression When Firing Units under fire (or that have recently been under fire) are hindered by this proximity of danger when making their own attacks. This is known as Suppression, and affects that unit in a variety of situations explained elsewhere in the rules. Every time a unit is shot at, tally up the number of Hits that did not produce a casualty. Place a Suppression marker for every such Hit. Suppression markers are placed on the unit, not the specific figures that took the Hits. Note that weapons with bonus damage only produce a Suppression marker if the figure survives the Hit. ✘+ Example: If a squad takes 3 Hits and has 1 figure removed as casualties, 2 Suppression markers are placed on the squad. Shots that miss do not produce Suppression markers. This may seem counter-intuitive at first, but Suppression markers represent how many figures are hindered when they attack (until the unit recovers). Meanwhile, casualties are figures that are unable to do anything for the rest of the game. If the firing unit has any Suppression markers, a number of figures equal to the number of markers are considered to be Suppressed. Suppressed figures only Hit on a roll of a natural 6 regardless of target numbers, Combat Skill, or modifiers. The owning player may pick which figures are Suppressed, and may pick figures that could not otherwise fire (clearly they are keeping their heads down in the back!) Units with more Suppression markers than they have figures are all Suppressed, but do not suffer any additional penalties. If you are playing using individual actions, Suppression can only be applied to a figure taking an Engage action. Flanking Fire Taking fire from multiple directions makes it much harder to take cover and concentrate on engaging the enemy effectively. If a unit is in Cover behind a Linear terrain feature such as a wall, and are fired on from the flank or rear, they do not receive any benefits from Cover. After resolving all damage and suppression from the attack, the defenders receive 1 additional Suppression marker. 37
Combat Rules INDIRECT FIRE Large, off-board artillery pieces carry out most artillery fire. This is covered by the Support system (see page 65). This section explains how to fire indirectly (meaning at targets the shooter cannot see themselves) with on-table units or units located near the battlefield (such as a mortar team located just off the player’s edge). This sort of fire is usually done by light mortars which are portable, easy to redeploy, and under the direct command of the front-line troops. However, off-board fire could also be delivered via drones, low flying aircraft, or even orbital platforms. Off-map Units A unit capable of indirect fire may be placed off-map, representing the unit being set up a few hundred yards behind the main line of troops. Such units are still part of the force but can contribute only through providing indirect fire support. A scenario may dictate that a unit begins off-map. In a pick-up game, any unit with an indirect fire weapon can be deployed off-map 38 8 3 when setting up. Such units are still known to the opposing force as they are easily within scanning range. Communications To fire indirectly, the firing unit must be in communications. This is explained in the Scenario Components section (see page 120). By default, unless jamming is present, units are assumed to be in radio communications with each other. Firing On-table units wishing to conduct indirect fire must remain stationary that phase and must be in communication with friendly troops that have a Line of Sight to the target point. Range for the indirect fire attack is measured from the firing unit to the target (not from the spotting unit). An off-map unit is activated in the same way as any other unit. It may fire at any point that is visible to a friendly unit which is in communications. Measure the range from the
Combat Rules center of the player’s battlefield edge to the target and add 12". An Indirect Fire test is made: Roll 1D6+Combat Skill. A 3+ is required to be able to fire. A failed roll means that the unit is unable to fire, but is ready to do so, with no roll required when it is next activated (provided it targets the same point). Place a Targeting marker to remind you. Direct fire An on-table indirect fire unit may shoot as a normal Area weapon, applying all the standard rules, provided the unit has a Line of Sight to the target. This bypasses the normal Indirect Fire test. This applies even if the weapon would normally “lob” shells in an arch since the crew can estimate the distances precisely. To resolve the actual fire, use the procedure given for Area weapons (see page 35). OBSERVATION The battlefield is a confusing place, and, under realistic conditions, it would be difficult to keep straight everything that’s going on at once. For the purposes of playing a game, we assume our troops have decent situational awareness as well as the assistance of scanning devices and scout drones. This is the default state of the game: If figures are placed on the table, the enemy forces can take them into account and target them (assuming they are in sight and within range). In some cases, however, things may not be so clear-cut. Skulking units (see page 42) may hide from view, a scenario may involve undetected forces in ambush, or an approaching group may not be clearly identified. These cases are designated as either Uncertain (if they are not clearly observed) or Hidden (if they are actively trying to avoid detection, such as with Skulking units). The Observation Test If a unit has Line of Sight to any Hidden or Uncertain elements on the table when it activates, it makes an Observation test. This is a Free Action and does not prevent the unit from taking actions normally. Roll 2D6: • Uncertain elements are spotted if they are within a number of inches equal to both dice added together plus the Training score of the unit. • Hidden elements are spotted if they are within a number of inches equal to the highest of the dice plus the Training score of the unit. Example: A unit rolling a 5 and a 2 with +1 Training would spot all Uncertain elements within 8" and Hidden elements within 6". Note that a single Observation test is made for a unit and applied to every figure. All Observation is measured from the position of the unit before it moves. Figures taking the Scan action (see page 27) make a second Observation test after moving. Observe per Target (Optional Rule) Instead of rolling once for the unit, you may opt to roll once for each possible target within Line of Sight that requires an Observation test. 39
Combat Rules CLOSE ASSAULT Even in the far future, the best way to secure a position is still a determined storming attack. When units close to engage with pistols, knives, and harsh language, we call it close assault. A close assault occurs if a unit takes a Dash action and at least one figure contacts an opposing figure. They have multiple steps which must be completed in turn. Step 1: Entering Close Assault A Dashing infantry unit that makes physical contact with at least one enemy infantry figure has begun a close assault. Units can only enter close assault during a Dash. Accidental Contacts In some cases, you may have two units end up in contact with each other inadvertently, for example if a unit arrives in a random location. If so, a close assault occurs immediately, and the arriving unit cannot take any other actions. 40 0 4 Initial Line of Sight is not required to launch a close assault. It is assumed that a unit detects an enemy unit in another way, such as hearing them or detecting them with scanners, so, for example, a close assault can occur after a Dash around a corner. The active unit is the attacker while any unit that was contacted is the defender. You may have more than one defender if multiple units were contacted, typically if two units are near each other or intermingled. In such a case, treat the Defenders interchangeably: For the purpose of making close assault attacks, it does not matter which unit each was part of. Any figure that is in contact with an enemy figure is said to be Engaged. Any figure that is not is said to be Unengaged. Figures are never required to move into contact when moving. For example, a unit may have a few figures hang back instead of joining the attack. Any figure that does move to engage must attempt to contact an Unengaged opponent, if possible. If all enemies within range are Engaged, they
Combat Rules may double up against an already Engaged opponent. Tripling up on one figure is not permitted. In some cases, some attackers may not be able to engage. This applies to both attackers and defenders when moving into contact. Step 2: Attacker conducts close assaults Figures in contact with multiple enemies must choose who they target. Each Engaged figure in the attacking unit rolls to Hit: This is a Combat Skill test with the target number depending on the type of weapon used. WEAPON TYPE TARGET NO. Melee or Natural weapon 4+ Melee or Natural across obstacle 5+ Pistol 5+ Basic attack 6+ Suppression and Close Assault For every Suppression marker on a unit, one figure from that unit must be selected who can be Hit only on a natural 6 when making a close assault in Steps 2 and 3. In both cases, figures can be selected that are not otherwise able to attack (after all, the ones that are Suppressed would be more likely to hang back). Terrain Effects Fighting across a Linear obstacle affects Melee and Natural attacks as noted in the table. Otherwise, terrain does not affect close assault combat. Once all moves are made, any defenders that are still Engaged now conduct close assaults exactly as explained in Step 2. • If a figure has multiple eligible weapons, it may choose which to use for each attack. • If, at the conclusion of this step, there are figures still Engaged, go to Step 4. • Figures that do not carry a Melee or Pistol weapon use the basic attack entry and will Hit with a damage value of +0. Figures with claws, fangs, or other built-in methods of dealing damage use the Natural weapon entry. • If not, go straight to Step 5. Resolve Saving Throws and damage normally (see page 36), and remove any casualties. No Suppression markers are placed from close assaults. No movement is made by either side, but every Engaged figure makes new close assaults exactly as before. As you apply these Hits simultaneously, it does not matter which side rolls first. Any survivors that remain Engaged after this final exchange then each back up 1" if possible, ending the assault. If one figure is unable to move, the other figure backs up. Step 3: Defender Counterattacks Every figure in the Defending units may now move up to 2", whether they were originally Engaged or not. This move can be used to Engage attackers, move out of engagement, or otherwise move around. An Engaged figure cannot leave contact to engage another opponent. Step 4: Both Sides Conduct Ongoing Close Assaults If there are figures Engaged at this point, it is considered an ongoing close assault. Then proceed to Step 5. Step 5: Recovery Each unit that had a figure Engaged at any point of the close assault removes 1 Suppression marker. 41
Combat Rules TACTICAL OPTIONS This section provides additional options to enhance tactical combat. Skulking The Skulk action allows a unit to hide. The unit moves normally, and if it finishes the move within or directly behind concealing terrain, mark it as Skulking. • To fire upon Skulking units, the firing unit must make a successful Observation test (see page 39). • Skulking figures that are within the range for an Uncertain target may be fired upon if they are in the open or if using Area weapons. • Skulking figures that are within the range for a Hidden target may be fired upon using all attack methods. These spotters can also allow other units in communications to fire Area weapons at the Skulking units, even if the firer did not roll well enough on an Observation test. • When using individual actions, spotting works on a per figure basis. 42 2 4 Skulking figures can be close assaulted normally (see page 40). The unit loses its status if it is close assaulted or takes an action other than Skulk. Fall Back A unit may opt to Fall Back when activated. The unit moves at double the normal pace but must retreat towards their own battlefield edge or towards the nearest terrain feature that is both behind their current position and which contains no enemy forces. While performing the Fall Back action, the unit cannot be targeted by Overwatch fire, and it may remove 1 Suppression marker. No other actions can be performed while Falling Back. A unit that Falls Back cannot claim any sort of objectives in the full game round it takes a Fall Back action.
Combat Rules Overwatch A unit taking the Overwatch action gains the Overwatch status and may fire upon enemies as they move. Whenever an enemy moves or fires within Line of Sight, the Overwatch unit may opt to fire in response. If responding to enemy movement, the unit may fire either before the unit begins moving or after it has completed the move. It cannot fire part-way through the move or split fire. If the unit is not visible before or after moving, that unit cannot be fired at. For example, a unit emerging from behind a building can only be targeted after it moves. If responding to enemy fire, the response happens after the enemy unit has fired. Once a unit has fired on Overwatch, it loses the status, even if every figure in the unit did not fire. If the unit activates again without having fired, the status is removed with no effect (but they no doubt looked very cool scanning the horizon with their rifles). Overwatch and Suppression Units on Overwatch are affected by Suppression when they fire, just like any other unit. Quick Shooting Overwatch shots do NOT add the Combat Skill of the shooter. Other modifiers such as from weapon traits apply as normal. When using individual actions, part of a unit may be on Overwatch, while the rest of the unit isn’t. If fired upon, the unit must shoot back with one firer per figure firing on them. A vehicle firing requires the whole squad to fire back if on Overwatch. If a unit on Overwatch is fired upon, looking cool is no longer an option – the unit must fire back and lose their status after doing so (even if unable to do damage to the attacker in question). 43
Combat Rules MORALE At the end of each full game round, any units that took casualties during the round must test Morale. A casualty is defined as any figure removed from play due to enemy action. Casualties due to traps, dangerous environments, landmines, and so forth do NOT cause Morale tests. Morale tests can be done in any order you like. If you find you are having difficulties remembering which units should test Morale and which should not, place a Morale marker next to each unit. Squads have an effective Morale value equal to their current unit size in figures plus their Training score. If the Morale score is 6 or more the unit is in no danger of breaking. Example: A 4-figure unit with +1 Training has a Morale value of 5. If effective Morale is 5 or less, carry out a Morale test: • Roll two D6, and compare each die individually to the unit’s effective Morale. • If both dice score higher than the Morale score, the squad breaks and is removed from play. Retreat (Optional Rule) If this rule is in place, a player may opt to Retreat a unit that is required to test Morale. Make this decision before rolling Morale dice. To Retreat, the closest terrain feature behind the unit must be clear of enemy forces and there must be no enemies in the path between the unit and this feature. The feature can be within a 90-degree arc behind the unit. The unit is immediately moved to the terrain feature in question and foregoes the Morale test. If there are no valid features behind the unit, whether due to enemy presence or the unit being near the battlefield edge, it may not Retreat. A 90° rear arc B Trees Building • On any other result the unit remains in play. Units that break may not return to the battle, though in a campaign game assume they regroup and rejoin the army afterwards. Exhaustion Units that fail Morale tests are not always running away screaming. They may be exhausted or carrying back casualties, but they take no further part in the battle. It is possible for a close assault to end with both sides failing Morale tests. Such desperate fighting may well leave both sides too exhausted and dispirited to continue. 44 4 4 Example: There are two terrain features within the 90º arc behind Unit (A): Some trees and a building. The trees are clear of enemy forces, but enemy unit (B) stands between A and part of the trees terrain feature, blocking retreat. As the building is further away than the trees, Unit A has no retreat option. A unit that Retreats does not count for completing or holding any type of objective in the round in which it Retreats. Carried objects, such as items, are dropped at the point the unit opts to Retreat.
Combat Rules ADDITIONAL TROOP FACTORS Many figures have additional numerical factors that modify or affect their ability to operate on the battlefield. Some of the more common ones are listed below but special units can have a range of such abilities. Multiple Attack Ratings Some creatures are particularly ferocious in close-quarter combat. Figures with an Attack rating of 2x, 3x, etc., may attack that number of times when conducting a close assault. Each attack can be assigned to any opponent engaged with the figure. Morale Bonus While Morale typically matches training, some well-trained troops may be particularly shaky or dispirited, and some untrained militia can fight surprisingly stubbornly. Units with a Morale bonus apply it when taking Morale tests. Example: A unit with 4 figures, +1 Training and +1 Morale has a Morale of 6. Fear While most troops are used to encountering dangerous wildlife and bizarre lifeforms, some creatures are particularly frightening, whether due to their size and aggression, or factors such as psionic interference. Regardless of the source, this is referred to as Fear in game terms. As Fear is distinct from normal combat stresses, the reactions of victims are usually more unpredictable. A trained special forces soldier may be more unnerved by an extra-dimensional horror than a xeno-biologist, for example. A Fear test is made in the following situations: • If a unit wishes to fire on Overwatch and the target causes Fear. • If a unit wishes to Close Assault a target that causes Fear. To make a Fear test roll 1D6 for each figure in the unit: • Add +1 for individual figures. • Add +1 any figure with a Morale bonus. A score of 4+ indicates the test is a success. 45
Combat Rules A failed Fear test causes the figure to freeze in place and be unable to perform the action. A player may opt to reconsider an assault if too many figures freeze up, but cannot change to a different type of action. • They cannot become Veterans or otherwise receive benefits from campaign experience. Fearless • They are not affected by the Burn, Stun, and Shock weapon traits. Whether they have seen too much or simply lack any appreciation of terror, some troops are not shifted by bizarre horrors (they may still be convinced to retreat in the face of heavy losses, however). A Fearless figure is not affected by Fear. They take Morale tests normally. Synthetic Robots, full conversion cyborgs and synthetic lifeforms have several advantages in a hostile environment. Synthetic units obey the following rules, many of which are scenario specific: • They are not affected by gas, poison, disease, or virus type attacks. • They do not need to breathe, and are unaffected by vacuum or drowning. • They cannot benefit from Medics or any similar mechanism or equipment. 46 6 4 • They are not affected by Fear but become Suppressed and take Morale tests normally (due to AI survival protocols) Note that the rules for a specific troop type may have modifications to the above rules. Beasts This trait covers wild animals and various lifeforms that are not typically considered to be sapient. Beasts obey the following rules: • They cannot perform most tasks that require interacting with terrain, equipment and similar. • They cannot pick up or use any type of equipment or weapon. • They cannot become Veterans or otherwise receive benefits from campaign experience. • They are not affected by Suppression. Units of Beasts take Morale tests normally. Note that the rules for a specific troop type may have modifications to the above rules.
Combat Rules SPECIAL UNIT TYPES Hero Heroes are the sort of larger-than-life individuals that can defy the odds occasionally. A Hero receives two advantages: • They never receive or are affected by Suppression markers. If a Hero is part of a squad, they cannot be selected as a figure for Suppression even if the combined squad has more Suppression markers than it has figures left. • They receive a 6+ Saving Throw against all Hits, regardless of source. This includes Hits from traps or environmental threats, but does not include sources of harm that do not use the normal damage mechanic. For example, falling into a volcano just kills you outright, so no Saving Throw applies. Leader Leader figures can bolster the Morale of nearby troops to keep them in the fight longer. They do this through the mechanics of Inspiration and Direct Command: • Inspiration applies to any unit within 6" and Line of Sight of the Leader. Add +1 to the Morale score of the unit. • A Leader may take Direct Command of a unit by moving within 2". The unit activates immediately if it has not already done so this round. The Leader is now part of the unit and cannot leave it, though they retain their Inspiration ability and if the entire squad become casualties, the Leader is freed again. If a unit fails a Morale test while an independent Leader is within 6", the Leader may take Direct Command immediately. Move the leader 6", ignoring terrain provided the location picked is within Coherency of the squad in question, then reroll the Morale test. The reroll counts the Leader as part of the squad and continues to receive the Inspiration bonus. • If the reroll succeeds, the unit passes, and the Leader is part of the unit going forward, as indicated above. If either the Leader or the unit had activated prior, the combined unit is unable to activate again this round. • If the reroll fails, the unit and Leader are removed from play. 47
Combat Rules Cavalry While rather archaic on the futuristic battlefield, animal mounts are common on many frontier worlds where they can see use by militia, scouts, nomads, and even some military forces. Genetically modified horses have spread across the galaxy, and various other animals can be used as well. Large lizards are popular on arid worlds, for example. Cavalry figures move at the speed of the animal. A typical mount has 8" movement but cannot enter most terrain features. While mounted, the rider receives +1 Combat Skill when fighting in close assault combat. They must halve the range of any weapons fired since they lack a stable platform. Cavalry does not receive the benefit of Cover unless the terrain blocks the legs of the mount completely. Cavalry may dismount during battle: This takes a standard move (if Dashing, the figure can still move up to normal Speed afterwards), and the unit is treated as infantry for the rest of the battle. Cavalry cannot remount during the game unless a scenario permits so. The unit is assumed to have a drone or similar that can hold the riding animals and guide them away safely, so the unit does not have to detach figures to do so. Gun Crews Crewed weapons are mounted on a tripod, tracked platform, or other system. Each weapon is manned by a gun crew of 3 figures which act as a small squad, including all Morale and Suppression rules. Unlike regular units, a gun crew may either Move OR Fire in their activation if they wish to move or fire their Crewed weapon. A crew can activate normally if they are intending to move and fire their personal weapons or perform other actions. 48 8 4 While moving the weapon, the crew can perform no actions of any kind, and at least one crew figure must be in contact with the gun model. The gun and crew can be moved a number of inches equal to the number of crew figures. To fire the weapon the unit must have at least one figure in contact. If the crew fires their Crewed weapon during an activation, none of the crew members can fire any personal weapons. Suppression markers can be assigned to the “non firing” crew figures. If a crew is reduced to a single crew member, they may no longer add their Combat Skill to attacks. For simplicity, normal combat cannot damage Crewed weapons. If a figure moves into contact with a Crewed weapon that has no living crew, it may destroy the weapon automatically if armed with a melee weapon or any grenade capable of inflicting damage. A Crewed weapon that is run over by a tracked vehicle is crushed and destroyed, but the vehicle must halt in place. Other ground vehicles must halt upon contact, with no other effects. Cross-training All gun crews in a force are cross-trained and can take over each other’s weapons. When active, a gun crew may detach one or more figures to become an independent unit. They can join any gun crew by moving into Coherency with it.
Combat Rules VEHICLE COMBAT This section explains the rules required to use everything from combat robots to massive tanks. These rules are not complicated, but you may prefer to play without vehicles for the first couple of battles until you have a firm grounding in the game system. The Basics Vehicle Actions Vehicles activate using the normal reaction dice. When activated a vehicle may perform one of the following actions: • Engage: Move and then fire its weapons. • Move Out: Move at double rate. Take no other actions. Vehicles are always single model units, treating the vehicle and crew as a single element. Even if your force includes vehicles that are part of a larger unit, they activate individually on the gaming table. For example, a tank platoon may have three tanks, but it would fight as three independent tanks during a scenario. Remember that your gaming table is well within “close range” for vehicle communications. • Overwatch: Remain in position and enter Overwatch (see page 43). Vehicles have the same profile as other units, though some characteristics derive from the crew instead of the vehicle hull itself. Regardless of movement mode, the vehicle may turn once per round, including while on Overwatch. A turn can be up to 90 degrees to either side and can be done before, part-way through, or after the move. It does not incur any sort of movement cost. Turning is always done by pivoting the vehicle in place. Vehicle Movement When Engaging, a vehicle moves up to its Speed score. If Moving Out, the vehicle may move up to twice its Speed score. Note that unlike infantry, vehicles must always remain stationary to enter Overwatch. 49
Combat Rules Vehicle turning options Pivot ≤90° + Move Partial Move + Pivot ≤90°+ Remaining Move Move + Pivot ≤90° Vehicles may reverse when Engaging only. Each inch moved in reverse takes two inches of Speed. A vehicle could combine reversing and forward movement, for example to reverse out of an enclosing space, turn, and advance in a new direction. Vehicle Movement and Terrain • Ground vehicles cannot enter most Area terrain features. • Wheeled vehicles cannot cross any Linear obstacles. Tracked vehicles can cross Linear obstacles up to half the height of the tracks on the model. • Wheeled vehicles cannot cross scatter terrain. Tracked vehicles crush Scatter terrain as they move. Firing from Vehicles When taking an Engage action, a vehicle may fire each of its weapon systems. A weapon can only be fired if it can physically be brought to bear: • Forward-firing weapons can fire to the front 45 degrees of the vehicle. • Sidecar-mounted weapons can fire within an arc from straight head to a 90-degree angle to the side of the sidecar. • Turret-mounted weapons can fire in any direction. Some turrets feature a coaxial weapon mount, in which case, the vehicle may fire either weapon but cannot fire two as part of the same action. • Arm-mounted weapons (on walkers) can fire to the front 90 degrees. • Shoulder-mounted weapons (on walkers) can fire to the front 45 degrees. Forward-firing and shoulder-mounted • Walking vehicles do not suffer a movement reduction for “soft” terrain such as forest and bush; instead, treat them like infantry when in rubble or wet ground. They can step over obstacles up to knee height at no penalty. “Anti-gravity” vehicles are called Drifters. They ignore all terrain features when moving and can move over any intervening features. Simply count their movement as taking place on a flat table. Drifters can end a move on top of a feature, in which case assume they hover 1" above the terrain. If a particular position is a bit too precarious, put a marker there to indicate the actual vehicle location, rather than risking the model falling over and being damaged. 50 0 5 Forward 45° 360° Turret Arm-mounted (on walkers) Forward 90° Straight-ahead to 90° to the side Sidecar-mounted
Combat Rules Vehicles shoot the same way infantry does, and the same game rules apply, without special Hit modifiers for vehicle fire. While the vehicle has more limited visibility, it also benefits from stability and additional targeting systems. Vehicles may conduct Overwatch fire by taking the Overwatch action. They may fire only a single weapon mounted in the vehicle. Decide which weapon to fire when you opt to shoot. Firing at Vehicles When firing at vehicles, we do not apply any special Hit modifiers. While a tank is an easy target, many shots simply deflect off the hull if they strike at a poor angle. Meanwhile a fast, light vehicle is more vulnerable but can evade many shots. Ranged attacks against vehicles use the normal combat system: Roll to Hit, and then roll for damage, subtracting 1 KP for every damage die that scores over the Toughness rating of the vehicle. Count every natural 6 on the damage dice that exceeds Toughness as a Critical Hit: 1 KP is lost as normal, and roll another damage die. Continue until no more 6s are rolled. Note that if the attack has an insufficient damage rating to do damage at all, a 6 has no effect. Once a vehicle has lost all its KP, it is wrecked and becomes combat-ineffective. All crew are injured, slain, or slip away after bailing out. Do not place them on the table. Any vehicle caught in the effect of an Area or Stream weapon takes 2 Hits automatically. Roll for hull damage normally. These attacks cannot target the tracks. Non-attack sources of damage affect vehicles the same as any other damage type. Vehicles are never Suppressed and do not take Morale tests. Target the Tracks! An attacker within 24" may attempt to target the tracks, wheels, legs, or gravity lift units (basically whatever makes the vehicle move). This is declared before rolling to Hit. If the attack Hits, it can inflict only a single KP worth of damage (no matter how many damage dice score above the Toughness value or roll a 6), but a KP loss also indicates the vehicle is now immobilized and cannot move for the rest of the battle. Once immobilized, a vehicle cannot have the tracks (etc.) targeted again. 51
Combat Rules Vulnerable Angles An attack aimed at the rear of a vehicle receives an additional +1 weapon damage. For example, a weapon with +3 damage counts as +4. The attack must originate from within the rear 90-degree arc of the vehicle to qualify. This bonus also applies if an attacker fires from a position that is at least 3" above the vehicle, such as the upper floor of a building, as such a shot can Hit the thin roof armor of the vehicle. Walkers do not have vulnerable roof armor, and are not subject to this, but all vehicles are vulnerable to the rear. Close Assault and Vehicles Infantry may strike a vehicle by moving into contact with it. The unit may Dash but is not required to do so. The figure expends their action to attack the vehicle. A Hit roll is made on 1D6+Combat Skill with 4+ indicating a Hit. Figures armed with multiple close combat attacks receive their normal number of attacks. The Hit may be resolved by any weapon with the Pistol, Melee, or Grenade traits. Only 52 2 5 a single Hit is inflicted. The Shots rating is ignored as is any Area effect. At such close quarters, vehicles do not generate enough speed to overrun enemies; any infantry figures are simply pushed aside. A vehicle that contacts another vehicle or obstacle comes to a halt. Exposed Crew If a vehicle has an Exposed crew, the following adjustments apply: • Weapons that do not have a high enough damage rating to beat the Toughness score of the vehicle roll 1D6 per Hit. A 6 inflicts 1 KP of damage. • Roll only a single die per Hit, regardless of any other weapon characteristics, and such Hits cannot inflict critical damage. • The vehicle adds the Training score of the crew (see page 142) to any Observation rolls (in the case of special crews, use the Observation of the commander, if present). • When close assaulted, attackers add +1 to the attack roll.
Combat Rules Grav vehicles Any vehicle with Grav mobility requires a roll of 6+ to be Hit by close assault. Walkers and Close Assault Contrary to popular belief, walker-type vehicles are as vulnerable to close assault as any other vehicle. The size difference and the limited range of movement of a walker means it cannot effectively fight infantry, and most walker pilots hope that point blank autocannon fire will keep any enterprising enemy infantry at bay. While many popular walker designs feature fearsome looking blades and claws, these are typically for tasks such as carving through dense forest. However, this has not stopped hypernet military nerds from creating stories of “assault walkers” hacking their way through infantry squads. Transports Transport vehicles can transport a certain number of infantry figures as indicated in the vehicle profile. These Infantry may embark by moving into contact with a hatch, door, or other entry point. While embarked, infantry cannot perform any actions. Embarked troops can disembark when they are activated: Simply place them in contact with a hatch or door, and move normally according to their assigned actions. If a vehicle is destroyed, any transported infantry rolls 1D6 per figure: • On a 1-4, the figure escapes unharmed. • On a 5-6, it becomes a casualty, though any available Saving Throw may be attempted. Place Survivors in contact with the wreck; give each unit 2 Suppression markers. Transporting Guns A gun crew may mount a transport as an action if they activate in contact with the transport. Dismounting takes a full activation. While mounted, the gun counts as two additional crew figures. Dismounting Vehicle crews normally cannot dismount during a game. If the vehicle is destroyed, the crew are all injured, evacuate the battlefield, or are otherwise unable to fight. However, a scenario may allow a vehicle crew to dismount; for example, the scenario may require the crew to investigate something on foot. While dismounted, the crew can perform any tasks normally. For simplicity, a crew can be mounted or dismounted; a vehicle cannot dismount only part of the crew. Crew operate with the standard profile for their type and are armed with handguns. While dismounted, the crew is subject to Morale and Suppression as normal. A crew could conceivably mount another vehicle with no crew, but this requires a 1D6+Savvy test result of 5+ (friendly vehicle) or 6+ (enemy vehicle) to do so. The vehicle profile lists the crew size for each vehicle. Other Actions and Activities Vehicles cannot perform most scenario tasks, though the GM may make exceptions. Typically, actions such as communication can be performed by the crew, or the crew may be permitted to dismount to perform individual tasks. Vehicles may Observe (see page 39), but do not add their Training score to the roll unless they have an Exposed crew. 53
Combat Rules STORY POINTS A big part of narrative gaming is just that: The narrative, the story we weave as we play the game. Much of the story is created by the actions on our gaming table or by connecting things as they happen in the game world through elements such as the campaign rules. There are two schools of thought when it comes to story in a miniatures game. Some believe story is strictly an outcome of what happens on the table and any narrative added should be restricted to that. For example, if a particular character dies, then that’s it – after all, in war nobody is safe. Others prefer to have a stronger story, which occasionally means second-guessing fate. Whichever you prefer (it’s your game after all), simply declaring that something happens can feel like cheating, and that you’re undermining the game. After all, if you can simply declare something happens this time, why not do it all the time? Story points are a sanctioned way to modify outcomes to satisfy what you would like to have happen or how you would like to see the story develop. They are only used in solo games or in games where the players are fighting GMcontrolled enemies. Secondary Objectives If you use the Secondary Objectives rules (see page 82), these award one additional story point upon completion. 54 4 5 Each player begins the game with 3 story points. In a campaign, one additional story point is earned every time you play a tabletop battle. A story point may be spent to do any of the following: • You may pick any result from one random table instead of rolling the dice. • If a character or unit would suffer a negative consequence in the campaign such as destruction, it may be avoided. • During a tabletop battle, any die roll can be rerolled. The rerolled score may be modified up or down 1 point (D6 roll) or 2 points (2D6 roll) after rolling. • Have a narratively appropriate event happen: Reinforcements arrive just in the nick of time, an old ally happens to be in the area, the enemy decides to focus on the alien monsters instead of your troops, and so forth. The event must be appropriate to your story and tone. • Receive a benefit appropriate to the story but not specifically permitted in the rules. For example, one of your characters might pick up the weapon of a fallen enemy and use it, or your favorite tank crew tweaks the laser cannon on their tank to give it +1 damage. Note that events that make life harder do NOT cost a story point. If you decide that the enemy really ought to have brought a whole tank platoon with them, you don’t have to pay for the privilege.
Combat Rules AI / SOLO COMBAT The AI / Solo Combat System AI Core Principles When playing solo, an “AI” governs how enemy forces behave. In this context, “AI” is a high-tech way of referring to the rules which determine where and how the enemy moves and fights – a series of priorities for the enemy. Instead of iron-clad flowcharts, these are principles you use to determine what the enemy might do in each situation. It is assumed that the player will still provide some input and moment-tomoment decision making. If you pick up an infantry figure from its position on the table and want to do something as simple as moving it to stand near a pile of rubble, there are a lot of exact locations you could place the figure, depending on whether it is prioritizing Cover, ability to fire, specific angles of attack, etc. Multiply that by five for a squad of soldiers, some of which carry different weapons, and such a decision-making process quickly becomes sprawling. Instead, in Tactics, it is assumed that fine-grained decision making by the player is made in accordance with the best option for the unit in question, following broader AI priorities. The basic AI system works with as little dice rolling as possible, to keep the game moving quickly and easily. Once you have internalized the priorities for the AI, you should be able to play with very little reference to the book. The AI can be used in any game, regardless of scenario, though some adjustments may need to be made to suit a particular scenario with unusual objectives or conditions. The AI is not intended to account for every possible situation and is occasionally “dumb” on purpose. If in doubt, players can still decide based on their own priorities. For example, if a position is so narrow that one squad member must be left out of Cover, that should not be a trooper with a valuable support weapon. If you want to make the enemy feel more alive and less predictable, you can supplement the AI with the AI Battle Plan system (see page 58). This system helps create a livelier experience that remains focused on the combat aspects of the game. The effect is to increase the feeling of being engaged in a living, unpredictable battle against an enemy trying to get the better of you (as well as occasionally making mistakes). AI Activations • If the AI is only able to activate a single unit during a phase, it always activates the available unit closest to your battlefield edge. • If two units activate, the second unit picked is the one furthest from your battlefield edge. • If three or more units activate, any additional units are the closest to your battlefield edge, working your way backwards after each activation. 55
Combat Rules Example: If the enemy activates three units during a phase, it would activate the unit closest to your battlefield edge, then the unit furthest from your battlefield edge, and finally the unit second-closest to your battlefield edge. Note that the AI is limited by all normal rules for activations. For example, it cannot activate units multiple times during the same battle round. Unit is at Risk The AI will consider a unit to be at risk in the following cases: • It is in the open and in Line of Sight of an enemy that can fire upon it but is itself unable to harm (typically a tank). • It is an infantry unit, and the number of Suppression markers equals or exceeds the number of figures. At-risk units prioritize moving to a position with Cover. Infantry regroups once within Cover, although if there are enemies within Line of Sight and 12" range, make an AI roll to see if the infantry opts to fire on them instead of regrouping. 56 6 5 The AI Roll Some situations may benefit from an AI roll to decide exactly what the AI does. This is very simple: Roll 1D6. A roll of 1-3 means the AI does not take action, a 4-6 means it does. Similarly, to decide between cautious or riskier options, a 1-3 indicates the more cautious option, and a 4-6 indicates the more aggressive option. Target Priority When a unit has multiple targets to select from, it tries to engage according to target priority. Units within 12" of enemy forces always prioritize the closest enemy it can harm. A unit never prioritizes a target that it cannot damage. Otherwise: • Vehicles prioritize vehicle targets over infantry targets. • Infantry prioritize infantry targets over vehicle targets. • Crewed weapon teams prioritize vehicle targets.
Combat Rules • Vehicles and weapon teams with no weapons capable of damaging a vehicle target prioritize infantry targets instead. • Units that cannot see a priority target fire on a non-priority target instead. Due to the normal target selection rules, in most cases only one or two opposing units are permitted targets, so it is usually clear what a unit should shoot at. Unit Focus When a unit activates, evaluate the four clauses below, in sequence, to determine its focus: 1. units that are on an objective always focus on holding that objective. 2. units that have been attacked during the current round always focus on their attackers, using their target priority to choose if multiple are applicable. 3. If the unit has not been attacked, it focuses on the nearest objective within 18". 4. if no objectives are within 18", it focuses on the nearest target that fits its target priorities. AI Actions Units Focused on an Objective Units that are focused on an objective will move towards it. If the objective is held by enemy forces, the units fire as they go. Otherwise, they engage enemies that match their target priority and are within 24". Units with melee weapons move as quickly as possible and attempt to enter close combat with any enemy barring their path. If they are going to move within weapons range of enemies while en route to the objective, they move at normal pace and fire at the enemies closest to their path. A unit holding an objective remains in place and fires at priority targets. If they have no targets in sight, they enter Overwatch, if that rule is used (see page 43), or otherwise hold their position. Units Focused on a Target Units that are focused on a target will move to bring the target within range and sight, then fire on it with as many shots as possible. Units will always try to stay in Cover, if possible. If they are unable to establish a shot, they will move as quickly as possible towards a position that would allow them to fire on their focused target, even if it means moving into the open. Units’ Position Choices If a unit has a choice between a more beneficial but more exposed position and a safer but less valuable position, make an Action roll to determine which option it will use. Attack Forms By default, Units will prioritize the attack form that is most likely to inflict damage on the target in question. For example, a unit with Pistols and Melee weapons will prioritize Melee weapons over Pistols, and a tank would prioritize firing its main gun at an enemy tank instead of its machine gun. 57
Combat Rules Vehicles Vehicles ignore objectives and will always attempt to engage priority targets at the longest range possible for their weapons. A vehicle will not approach within 6" of forward terrain features (terrain features closer to the opposing battlefield edge than the current position of the vehicle) unless they have friendly infantry within 6". Transport Vehicles Transport vehicles always try to remain within 6" of and behind the squad they are attached to (see page 138), while the squad is dismounted. Transports do not have their own focus. Instead, they will always attempt to fire at any targets that attack or threaten their squad. While mounted, transports will attempt to move towards whatever is the priority for the infantry squad, dismounting once fired upon or within 15". Other Units Crewed weapon teams, snipers, and similar “weapons” units will stick to their initial location and will fire from there. These units use the Overwatch rule (see page 43), even if you do not use it otherwise. AI BATTLE PLAN SYSTEM The Battle Plan system allows you to add an element of uncertainty to your battles. Battle Plan rolls can result in units being added to the battle or additional actions being taken. They can also result in units receiving new orders – orders a unit will carry out until they 58 8 5 are completed or no longer applicable. If a unit receives new orders a second time, they override all previous orders. At the beginning of every even-numbered round (2, 4, 6, etc.) roll D100 on the table below and apply the results immediately. D100 ROLL BATTLE PLAN NOTES 01-05 Defend in place Randomly select an enemy unit within or on a terrain feature. It receives new orders and will remain in place and defend the terrain feature. The unit is immediately placed on Overwatch. 06-09 Sniper! Randomly select one of your infantry units, then place an enemy sniper specialist in the most distant terrain feature that has a Line of Sight to the selected unit. 10-15 Pull back and reform Randomly select an enemy infantry unit that has taken casualties. Move the unit back to the nearest terrain feature behind their current position. It is restored to full strength and removes all Suppression markers. 16-23 Await orders Randomly select an enemy unit. It will take no actions this round except to return fire if fired upon. Next round it will act normally. 24-30 Command confusion Randomly select an enemy unit; it may not activate this round. 31-36 Outflanking Randomly select a neutral battlefield edge and randomly select a terrain feature within 6" of that edge. Place an enemy infantry squad within it. The squad is assumed to have activated this round already.
Combat Rules D100 ROLL BATTLE PLAN 37-41 Narrow focus Randomly select one objective more than 6" from enemy troops. The enemy will ignore this objective for the rest of the battle. 42-47 Armored focus If you currently have more vehicles than the enemy, add a light tank at their battlefield edge. Place the tank opposite one of your vehicles (selected at random). The tank may activate normally this round. Withdrawal Randomly select an enemy infantry unit. They receive new orders to withdraw to an objective behind their current position. If no objectives apply, they will withdraw to the nearest terrain feature behind them. Once they reach their destination they revert to operating normally. 48-56 NOTES 57-61 Assault group Randomly select an objective, then determine the second nearest terrain feature to that objective (skipping any features in which you have troops). Place an enemy storm squad in that terrain feature. The squad may activate this round. 62-68 Reinforce the center The enemy receives an additional infantry squad at the center of their battlefield edge. This squad may activate this round. 69-76 Push forward Randomly select any enemy unit. The unit receives new orders to move into (or adjacent to) the nearest terrain feature forward of their current position. 77-81 Light support If you currently have more vehicles than the enemy, they receive an armored car at their battlefield edge. Place it where the most open path onto the table exists. It may act normally this round. 82-88 Reinforce position Randomly select an enemy squad in Cover. Add 1 figure to the unit and remove 1 Suppression marker. 89-93 94-00 Second wave Remove from play any enemy infantry squads that are not within 12" of an objective. Then place each unit with a new, identical unit at full strength and with no Suppression markers. Place the new squads in the terrain features nearest the enemy battlefield edge, one squad per feature. The new units may act normally this round. If an enemy unit of any kind is within 12" of an objective, randomly select one such unit. Place an enemy infantry squad in the nearest Concentrated push terrain feature to the unit selected. The new unit cannot activate this round. Notes: • If an event cannot be applied, it does not take place and is ignored. For example, the Sniper event cannot apply if you have no infantry on the field. • In Skirmish Scenarios (see page 74), replace units with single figures, and ignore vehicles. 59
Combat Rules Two-fisted Play (Optional Rule) Some solo gamers prefer to just play both sides to the best of their abilities and forego any AI system. If this is more your speed, you don’t need any additional rules, though you may still enjoy the Battle Plan system to add unpredictability. In a truly neutral game, you might even apply it to both sides. In a two-fisted game, simply look at the table and evaluate what makes the most sense and then do that. This method works best if you assign a little bit of personality to each army or create a plan of attack before the game starts, and then try to stick to that. 60 0 6 Overkill The enemy unit count cannot exceed 1.5 units for every unit you began the game with. For example, if you deployed 6 units, the enemy cannot receive more than 9 in total. Ignore any instructions to place units past this point. If playing for victory points (see page 73), you receive 1 additional victory point in any scenario where the enemy fields more units than you do.
Combat Rules SOLO GAME DIFFICULTY ADJUSTMENTS When playing Solo, you may want to adjust the challenge posed by the game. This section offers some basic ways to do so, whether you are looking for the battles to be more difficult or less so. Using the Army Builder The simplest place to start is the number of troops that will be available to each side. If you are using the points system, give the enemy slightly more or fewer points’ worth of troops. A 5% or 10% increase or reduction can modify the outcome in subtle ways, while 20-25% will tend to be noticeable. For example, in a 500-point game, a 10% increase would give the enemy 550 points to spend. Difficulty Increase: Morale Failure Cap When using this option, the enemy force can only fail one Morale test per round. If multiple enemies must test in the same round, begin closest to your battlefield edge, and work your way back. Once a unit fails a Morale test, take no further tests for the enemy that round. Difficulty Increase: Stronger Enemy Squads All enemy squads enter play with six figures instead of five. This does not affect weapon teams, only squads of infantry. This can work well if you view the game as a sort of challenge ladder. Start off facing an enemy at -15%, and then increase the points by 5% after each game you win and reduce them by 5% every time you lose. See how high you can push the enemy strength before it becomes impossible to win. Difficulty Decrease: Heroic Activation Using Random Enemy Forces This can be done even if the figure already activated this round. If the figure has not activated yet, this bonus activation does not hinder them in any way. If you are using the Random Enemy Forces Table (see page 62), determine the Unit Count for your force as normal. To add difficulty, add 1 or 2 to the effective count when determining a result on the Enemy Table. To decrease difficulty, reduce the effective Unit Count by 1. When using this option, the player receives one bonus activation every round. This can be used in any of your phases and allows any Individual figure to immediately perform a normal activation. Difficulty Decrease: Free Targeting You may always choose any visible target to shoot at. 61
Combat Rules RANDOM ENEMY FORCES This system is used to determine what enemy forces you will be facing in a battle. It can be used both when setting up a game and for revealing troops during a battle. The same table is used in both cases. This is used primarily in solo games. Friendly Unit Count Note: The Enemy Tables will not generate every possible enemy unit choice. It is intended to provide a typical military force. If your scenario requires a different outlook, you can substitute units as needed. For example, a pirate force might replace tanks with assault infantry. • Squads, weapon teams, and vehicles count as 1 unit. To use either version of the system you will have to know your unit count: The number of units in your army at the start of the battle. • Individuals count as 0.5 units. Note: Unit count even if off the table, in reserve, etc. If you had it available, it counts. Do not count any units on your Campaign Roster that are not assigned to the battle. The Enemy Table D100 ROLL 01-10 If the enemy is outnumbered by 3 or more units, you encounter two infantry squads. Otherwise, you encounter one infantry squad. 11-20 You encounter two infantry squads and one major character (Leader). 21-30 You encounter one recon squad. 31-40 You encounter one infantry squad + transport (even chance of APC or IFV) 41-45 You encounter one epic character (Leader and Hero). If the enemy is outnumbered by 3 or more units, add one infantry squad. 46-50 62 2 6 ENEMIES REVEALED You encounter one weapons team. If you have a medium or heavy tank, you encounter a heavy tank instead. 51-60 You encounter one armored car or walker. If the enemy already has 2+ vehicles, you encounter one infantry squad instead. 61-70 You encounter one tank. If the enemy has no infantry, treat as two infantry squads instead. 71-80 You encounter one infantry squad + one tank. 81-90 If you have 2+ vehicles, you encounter a light tank. Otherwise, no enemy units. 91-00 If the enemy has objectives that must be captured or taken, you encounter one storm squad. If the enemy is currently outnumbered in unit count, add one infantry squad as well. If there are no objectives to capture, no enemy units are encountered.
Combat Rules Generating Enemy Forces... ...Prior to a Battle Using this method, you generate the enemy forces before a scenario begins. This allows you to play against the AI using the same approach as a battle against another player. If you want to paint up enemy forces ahead of time, this is an ideal approach. Roll on the Enemy Table, adding up enemy forces as they are generated. Evaluate any conditional entries based on the forces generated so far. For example, if a result varies depending on whether the enemy is outnumbered, look at their unit count so far. • If the enemy unit count is below yours after the results of a roll, roll again on the table. • If a roll would make the enemy unit count more than one point above yours, do NOT add the enemy units, and the enemy army is done. • Otherwise, add the units, and the enemy army is then complete. In some edge cases you could end up with no enemy forces at all. If so, they receive two infantry squads. ...During a Battle Using this method, the enemy does not set up normally. Instead, you generate the enemy force as you play. To use this, you must decide upon an enemy force level you wish to potentially engage with. This forms a maximum number of units you can face in the battle. • If the enemy force is Limited, it is limited to your unit count plus 1. • If the enemy force is Strong, it is limited to your unit count times one and a half. • If the enemy force is Unrestricted, there is no potential limit other than the scenario time limit. Good luck! Once the maximum has been reached during the battle, any roll that would result in exceeding the maximum count is treated as no troops arriving. A roll cannot be applied in part. Note that this is based on the number of enemies that have arrived in total, not the current count. In other words, killing enemies does not “free up” slots for more units. Unit Specifics You can use the default armaments in the Army Builder (see page 132) and Vehicle Lists (page 142), or you can match the units to whatever you happen to have in your collection. 63
Combat Rules Using the System At the start of each battle round, roll D100 on the Enemy Units Table to determine what forces your troops have spotted coming in. In games with a lot of troops (7+ units, for example) you may have to roll twice per round. Each round will provide 1-2 units to face. If your unit count is very large, consider adding additional rolls up front. For example, a large battle might roll twice in the first three rounds and once per round thereafter. All units placed can act during the current round. Place units according to the following rules: • For infantry and storm squads roll a number of D6 equal to the round number (1D6 in Round 1, 2D6 in Round 2, and so forth). Select the most forward terrain feature that is within that number of inches from the enemy battlefield edge, and set the units up there. They cannot set up in a feature that contains your troops or features that are immediately behind one of your units. Set up all squads arriving from the same roll in the same feature, if possible. If there is insufficient space for both units, set one up in that feature, and the next in the nearest terrain feature that is behind the first. • Set up Characters in Coherency with a random squad (see page 24). If the enemy has more than six infantry squads, select randomly from the six squads nearest to the player’s battlefield edge. • Recon squads select a random neutral battlefield edge. Roll 1D6 and starting from the enemy battlefield edge, count that number of terrain features near that edge (‘near’ can be taken as within 3" per foot of table width). Set up the recon squad in the indicated feature. If the feature is occupied by either side, move the squad back one feature at a time until you find an empty feature. 64 4 6 • To set up weapon teams, randomly select a player squad or vehicle. Select the most distant terrain feature that has a Line of Sight to the selected player unit but is closer to the enemy battlefield edge than the player’s edge. Place the weapon team there. • To set up vehicles, roll 3D6. Randomly select an open space roughly that many inches from the enemy battlefield edge and which has a path from that edge to the location in question. If vehicles and infantry arrive on the same roll, set up the squad randomly right before or right behind the vehicle. In some cases, a unit may not be able to deploy at all according to the above rules. If so, the unit arrives at a random point along the enemy battlefield edge. Divide the battlefield edge into six sections and roll a D6 to determine in which part the unit will arrive. Place the unit at the center of that section of the edge. Example of play: I have a force with a unit count of 5, comprising: • two individuals (2 x 0.5 units) • three infantry squads (3 x 1 unit) and • one tank (1 unit) I have opt for a Limited enemy force. In Round 1, I roll 91. As the enemy has both objectives to take and less troops than me, they receive a storm squad and an infantry squad. Their unit count is 2. In Round 2, I roll 44. The enemy receives an epic character (0.5 units), bringing their unit count to 2.5. In Round 3, I roll 40. They receive an infantry squad (1 unit) in a transport (+1 unit), bringing the unit count to 4.5. In Round 4, I roll 40 again. Since this would take their unit count to 6.5, it is counted as no arrivals. Note that it does not matter if I killed any of the enemy troops. They still count as having arrived.
Combat Rules Battlefield Support The Basics Sometimes the troops on the battlefield are on their own, and the player must make do with only what is on the table. Other times, especially when dealing with military units, the force on the ground is part of a larger operation that can lend a hand, if needed. For example, a platoon of infantry may have artillery support from the battalion mortar battery, or a raiding force may have an evac ship on standby. The Support system allows forces to call in requests for assistance during a battle. It consists of several support options, each of which represents a specific way to influence the battlefield. The use of support should always be justified narratively: Obscuration might be smoke shells from a nearby mortar, conjuring up a psionic storm, or dispersing nano-bot canisters into the air. Be creative! The GM should feel free to modify support options according to the needs of a particular scenario. Determining Support Available The amount of support available should be determined by the scenario. Typically, if support is available, allow 2-3 options per faction. Pick from the available options listed below based on what the force might reasonably have available to it, as well as what will make for a fun scenario. Pay careful attention and avoid things that would make a scenario too easy. Each support option available is assigned a target number based on how readily available 65
Combat Rules it is. The odds can be set by the GM, the scenario details, or agreed upon among the players: Support Types • Options that are nearly guaranteed should have a target of 4+ or 5+. Options marked as having a Duration last from the moment they are called until the end of the current round. This means if they are called in the final phase, they would expire as soon as that phase is concluded. • Options that are dependable should have a target of 6+, 7+, or 8+. • Options that are unlikely should have a target of 9+ or 10+. SUPPORT OPTION DURATION Area Denial Yes Countermeasures – Engineers – Evac – Fire Support – Illumination Yes Intel Update – Calling in Support Interdiction – A single support call can be made during any player phase. Select which figure is calling the support and which type they are calling. This figure cannot fire. A vehicle can only call for support if the vehicle commander does so (preventing the vehicle from taking any other actions), or it has a dedicated radio operator (allowing the vehicle to take additional actions). Mine Laying – Obscuration Yes Resupply – Scanner Sweep – Scramble Yes Targeting Guidance Yes Try to avoid target numbers outside these ranges. Note that the target numbers will change as you play the game. Simple Option Each side has three support options. Rate one at 6+, one at 7+, and one at 8+. Roll 2D6+ Savvy for the figure calling in support. • If the roll is below the current value for the support option, the support is not currently available and cannot be attempted again during the current round. • If the roll is equal to or above the current value for the support option, it arrives at the end of the current phase. The target number for a support option is raised by 2 each time it is successfully called. Eventually the target number will be so high it cannot be successfully rolled by any units on the table, making it effectively unavailable. 66 6 6 The following support options are available. Some support types target a point or location. This can be selected anywhere in Line of Sight of the figure calling the support. If targeting a terrain feature that obscures Line of Sight, the target point must either be along the visible edge or targeting the exact center of the feature. For a support option that targets a unit, the figure calling the support must be able to see at least one figure in the target unit that is within squad Coherency (see page 24).
Combat Rules Area Denial (Duration) Target: Select a target point that has no troops currently within 3". Effect: The area within 3" of the target point becomes Impassable for the rest of the current round. Countermeasures Target: Select an enemy support option. Effect: If the countermeasures are successful, the target number of the targeted option is raised by 2 for the rest of the game. Engineers Target: The target point must lie behind the most forward friendly unit and cannot be within 8" of an enemy unit. Effect: At the target location you may do one of the following: • Bridge a gap, chasm, or obstacle up to 6" across. • Clear a path up to 6" long through Difficult or Impassable terrain, or clear a vehicle wreck. • Remove a hazardous obstacle, trap, or minefield. Effect: Deliver an artillery strike aimed at the target location. It scatters 1D6" from the intended target in a random direction. The type of strike should be selected from the options below when the scenario is set up. Resolve the attack using the Area weapon rules (see page 35), and within the listed blast distance from the final target point. STRIKE DMG. BLAST DISTANCE Light 0 3" Medium 1 3" Heavy 1 4" Focused (+1 when rolling for Hits) 2 1.5" Scattered (-1 when rolling for Hits) 0 5" Armor Kill +4 (x2) 1.5" Illumination (Duration) Target: None required Effect: All visibility reductions due to darkness, fog, or weather are cancelled for all sides until the end of the current round. Intel Update • Gain entrance through or block a door, hatch, or other entryway. This is only used in scenarios with hidden information. Evac Target: Select a target faction. Effect: The unit and any number of friendly figures within squad Coherency (even if they belong to different units) are removed safely from the battlefield. Evac’ed troops cannot return during the battle, but do not count as destroyed for any victory or objective purposes. • Support options (reveals all support options for a faction, but not their target numbers). Target: The target is an infantry unit that is not within 6" of enemies. Fire Support Target: Choose a location within Line of Sight of any friendly troops. Effect: The player may ask for accurate intelligence on a topic of their choosing. This is usually something dependent on the scenario, but general inquiries that can be made are: • Reinforcements (reveals the number of units of possible reinforcements available, and whether any (and how many) units are scheduled to arrive next round. • Whether hidden troops are contained in a particular building or terrain feature (yes/no). 67
Combat Rules Interdiction Resupply Effect: Any reserves scheduled to arrive this round are delayed by 1 round. Effect: A target unit is resupplied with a full load of all limited-use items and munitions. For example, if the unit began the battle with 3 uses of a weapon with the Limited Supply trait, it receives an additional 3. This can take a unit above the initial amount. Target: None required. Mine Laying Target: Select a target location, then move this target 1D6" in a random direction. Target: One unit. Effect: An area 4" x 2" becomes a minefield (see Landmines, page 127). The long side is always placed parallel to the requesting player’s battlefield edge The field is known to both sides (treat as “detected” for game purposes) and the mines have the effects of a frag grenade (see page 175). Scanner Sweep Obscuration (Duration) Target: All enemy factions. Target: Area of effect as designated below. Effect: When the support is called, the area of effect can be nominated as 2", 4", or 6". The area within that distance of the target point is obscured and blocks Line of Sight for the rest of the current round. The obscured area is Area terrain for the purpose of infantry movement, but vehicles can move through it safely. Target: As designated below. Effect: Reveal an unexplored location, suspected enemy position, undisclosed marker, or blip within sight. Scramble (Duration) Effect: All enemy long range communications including support calls are unusable until the end of the current game round. Targeting Guidance (Duration) Target: Any enemy target unit within Line of Sight of your own units. Effect: The target can be fired on by all units regardless of darkness, fog, or weather conditions until the end of the current game round. Weapons with the Lock On or Pinpoint traits receive +1 to Hit against the target.
Setting Up Game Types Setting Up Game Types The game is playable in several ways: The pick-up game where two players select armies (usually using the points system) and then meet to play out a battle; the Game Mastered game where a player is running a scenario; and the solo game where the game is played against the “system” either with a single player or with the players all on the same side. SETTING UP A PICK-UP GAME This section offers you a quick reference for starting a pick-up game. Pick-up games assume two players are playing without a GM present and are usually one-off battles unconnected to a larger campaign. Step 3: Scenario Step 1: Determine Any Game Parameters • The Battle Scenario (page 76) • Determine what your game will be about and if it will be part of a campaign or not. • If you want to use any optional rules, decide so in advance. Do you have a scenario worked out that you would like to play? If not, select which of the rulebook scenarios you want to use: • The Skirmish Scenario (page 74) • The Grand Battle Scenario (page 79) Notes: • If you don’t have a plan for the scenario, you can roll for a Scenario Seed (see page 84). Decide if you will use Secondary Objectives (see page 82 – not suitable for the Skirmish Scenario). • You will need to understand the AI mechanics before you play (see page 55). The Battle Scenario includes several options you would like to use. Step 2: Army Selection You may also opt to modify any of the rulebook scenarios; for example, by using Scenario Components (see page 119) or giving one side or both Support (see page 65). Armies are usually composed using the Army Builder system (see page 132) to an agreed points total. Players should agree in advance on any changes they will make to the Army Builder system. They may add additional limitations or conditions, allow additions to the system, or choose to use a different system entirely. Players typically build their armies “blindly” in advance. 69
Setting Up Game Types SETTING UP A GAME MASTERED GAME This section offers a quick reference for starting a Game Mastered game. This features the GM and one or more players. This reference applies to the individual battle. If it is intended as part of a campaign, you should also consult the Campaign Play (see page 89). Step 1: Create the Scenario To plan the scenario, consult the Preparing a Game Mastered Scenario guidelines (see page 113). Evaluate what additional tools will be used, such as any elements from the Scenario Components (page 119). At this stage you will need to determine how many players will be involved and whether they will fight against each other or against GM-controlled forces (or both!). You may opt to roll for a Scenario Seed (see page 84) if you are not sure what to come up with. 70 Step 2: Player Briefings Each player should be briefed in advance on the general circumstances of the scenario, such as what is expected from them. They don’t have to receive the detailed scenario instructions ahead of time, but you should prepare these as well in whatever method the group finds most fun. Step 3: Player Armies If the players are to build armies, they should do so in advance, with clear guidelines from the GM regarding what troop types must (or cannot) be used, restrictions, special characters they receive, and so forth. Step 4: GM Preparation Any additional preparation on the part of the GM should be planned and carried out, such as terrain setup and any GM-controlled armies required.
Setting Up Game Types SETTING UP A SOLO GAME This section offers a quick reference to get you started on a Solo game. While solo gaming traditionally means a single player, the same setup applies to a game where players are on the same side and fighting enemies controlled by the game system, without a GM being present. This section assumes a stand-alone game but is also generally applicable to games played as part of a campaign. Step 1: Determine Any Game Parameters • Determine what your game will be about and if it will be part of a campaign or not. • If you want to use any optional rules, decide so in advance. • You may opt to roll for a Scenario Seed (see page 84) if you are not sure what to come up with. • You will need to understand the AI mechanics (see page 85) before you play. Step 2: Army Selection Determine how you will pick your forces such as whether to use the Army Builder (see page 132) and whether to use a points system or not. You should also determine how the enemy will be selected: You may pick an army using the same system you used or use the Random Enemy Forces system (see page 62). If using Random Enemies, you can generate the enemy army in advance or generate it during the battle. You are free to build your army in any way you like, including using options that would not normally be permitted in the Army Builder. Step 3: Scenario As with a Pick-up game (see page 69), you may opt to create a custom scenario, or you may prefer using one of the rulebook options: • The Skirmish Scenario (page 74) • The Battle Scenario (page 76) • The Evolving Objective Scenario (page 80) • The Grand Battle Scenario (page 79) You may opt to modify any of these scenarios with special circumstances such as Support (see page 65) or Scenario Components (see page 119). You may also wish to use the AI Battle Plan system (see page 58) to make the game less predictable. 71
Setting Up Game Types SETTING UP TERRAIN Most games can be played very well on a 3' x 3' table space. This allows room to maneuver without a smaller force being lost on the table. If you increase your armies, you will need additional space to work with: 4' wide and 3' across or 4' x 4' are both good sizes. Troops typically begin 18-24" apart, so a table with more depth allows more room to deploy within, rather than pushing the armies further apart by default. The table should be populated with terrain before you do anything else. If your collection permits, try to create a theme for your table such as jungle, urban, or industrial. If you are playing in a campaign, the story may dictate the location you are fighting in. Don’t be afraid of putting a lot of terrain on the table. Ideally, every square foot of the table should have at least one large feature (such as a hill, forest, or building) or several smaller ones. If you have scatter terrain such as pebbles or trees, put a lot of that around the table. More terrain means more things to move around and through, climb up on, or get stuck 72 between. It also helps break up long lines of fire, so troops must maneuver into position instead of just slogging it out across open ground. Bear in mind the movement rate of typical troops. Big gaps of more than 12" usually take more than one round to cross, which leaves troops at risk of being mown down in the open. Likewise, long open lanes from one battlefield edge to the other are likely to become ‘kill zones’. This can produce an interesting effect if you do it intentionally, as it tends to create two separate smaller battles that happen in parallel. Be careful about this if you are not specifically planning for it, though. It can be frustrating when reaching an objective means an approach path where you can only be shot to pieces. If you enjoy more vehicle-heavy games, you need some open space so your tanks can move around. Terrain features placed near the edges of the table rarely feature in game play. Any especially big or impressive terrain pieces should go near the middle. Often, placing these first helps develop the theme of the battlefield. If you
Setting Up Game Types have a cool space port landing pad, it might inspire you to fill the table with cargo crates, machinery, and colony buildings. You could then put plant and forest features near one side of the table to show that you are at the outskirts of the colony. You can also create a focal point by clustering a group of features such as several smaller buildings, large rock formations, or similar. This can give a sense of place and purpose to your scenario. Even if you are just playing a general patrol mission and there to fight the enemy, having the table look like a space colony in the middle of a desert will greatly aid your imagination. Big features that block Line of Sight, such as forest, tend to work best as a few smaller patches of such terrain grouped together rather than one huge forest. This creates paths and clearings naturally, without having to work for it. Buildings benefit from having various smaller features nearby or connected to them, such as fences, barrels, cargo crates, and other such things. Urban and industrial environments are often quite cluttered. This makes your game look more believable and makes the area more fun to fight within. When evaluating terrain features to purchase or build, compare them to your typical infantry figure. Ideally you want a mixture of features that can be seen across, taller features that are climbable, and a few features that are Impassable. Some cosmetic touches that can be applied at this point include roads (you can use fine sand if you have an easy way of collecting it again without it getting everywhere) or scattering small clumps of flock around the table to add some green specks. VICTORY POINTS In battle, a force has both explicit and implicit goals. Implicit goals are things that occur naturally through play, such as avoiding having your units destroyed or taking that ruined building so you can then move your stronger units into position. It may even be something deeply personal like making sure your favorite character survives the battle. Explicit goals are those defined by the scenario. They can be open ended (“Push back the enemy from their current positions”) or they can be very specific, with rules for how they are achieved and when. The scenarios in the rulebook use objectives that are quite specific to facilitate pick-up games. The rulebook scenarios all use victory points (VP) to determine progress. As an objective is completed, it awards VP to the player. At the end of the game the side with the most VP is assumed to have won the game, with a greater difference in VP indicating comparatively greater degrees of victory. Note that unlike some games, there are no VP for things such as destroying enemy units unless it is explicit to the scenario. There are two sources of additional VP: • If you play using Secondary Objectives, you receive 1 bonus VP. • In AI battles, if at the end of the battle you encountered more enemy units that you brought units yourself, you receive 1 bonus VP. When you are creating your own scenarios, you may opt to use VP or not. 73
Scenario Types SCENARIO TYPES The Skirmish Scenario Terrain is set up in any mutually agreeable fashion using the guidelines on (see page 31). Army Building The army for each player is selected using any method you like, such as the points system (see page 133). Armies may not contain more than 15 figures and may not contain any vehicles or Crewed weapon teams. You can use the random enemy tables if you like, but some results must be rerolled. The two sides are each assigned a deployment area that is 18" apart. • If your table is 2' x 2', this means you would have a 3"-deep space to set up on. • On a 3' x 3' table you would have a 9"-deep space to set up on. 74 If one player finishes before the other, deployment continues to alternate. A player with no remaining figures to deploy may instead select one of their figures and move it 3" in any direction. If desired, they can move the figure into the 18" “no man’s land” between the two sides. 18" NEUTRAL ZONE PLAYER #2 TABLE EDGE Table Configuration The player with the most figures begins deployment (using a random roll if numbers are equal). Players take it in turns to deploy one figure of their choice. Once a player has begun deploying figures from a squad, they must continue deploying from that squad each time it is their turn to deploy until every figure in the squad has been placed. DEPLOYMENT AREA During the game, any squads are deployed and fight as individual figures. This means Morale tests are not taken. Army Deployment DEPLOYMENT AREA Each player is given three random objectives to complete, with only one known at the beginning of the battle. If playing solo, only the player is given objectives: The enemy is just here to bother you! Randomly assign the players to opposite battlefield edges. PLAYER #1 TABLE EDGE The Skirmish Scenario is intended for smaller battles with only a handful of figures on each side and is well suited to individualistic pursuits such as gang fights, commando operations, and patrol actions.
Scenario Types Objectives Conducting the Battle • After deployment, each side generates one objective from the table below. • Randomly determine who plays first, and then begin the game. • Each side generates a second objective at the end of Round 1. • The game is played for 6 rounds and does not use the Clock (see page 120). • A final objective is generated at the end of the Round 2. Victory Points Several objectives require a target terrain feature. The first time this is generated it is the feature closest to the center of the table. The second time, it is the second closest, and so forth. If there are multiple choices, select at random. A given feature can only ever be the target for one objective. D100 ROLL SKIRMISH OBJECTIVE 01-20 Kill Target 21-30 Score Kills 31-50 Kill Confirmed 51-60 Stay Alive 61-75 Capture 76-90 Scout 91-00 Each player receives 1 victory point for every objective they complete. NOTES Randomly select an enemy figure currently on the table. The objective is completed when that figure is killed. Randomly select a figure from your own army. The objective is completed when that figure kills two enemies. The next time an enemy is killed, place a marker on the table at the figure’s location. If a figure in your army moves into contact with the marker, the objective is completed. Randomly select a figure from your own army. If the figure survives the next three rounds, the objective is completed. At the end of two consecutive rounds, you must have troops within a target terrain feature while no enemies are present. Two target terrain features must both be contacted by any figure in your army to complete the objective. Sneak Through A figure must move off the opposing battlefield edge to complete the objective. 75
Scenario Types The Battle Scenario Terrain is set up in any mutually agreeable fashion using the guidelines on page 31. Table Configuration The two sides are each assigned a deployment area that is 24" apart. • Large armies of 28mm miniatures may feel cramped in that space, and you may prefer a table that is 4' across, giving you deployment into a 12"-deep space. 76 The first player deploys one of their two groups, then the second player deploys a group, then the first player deploys their second group, and finally the second player deploys their second group. Up to half the units in each group may be left in Active Reserve (see page 118). 24" NEUTRAL ZONE PLAYER #2 TABLE EDGE • On a 3' x 3' table you have a 6"-deep space to set up on. Players divide their units into two groups with roughly the same number of units in each. Randomly pick who sets up first (if a player picked a battlefield edge, they must also set up first). DEPLOYMENT AREA • On a 2' x 2' table, this means all units arrive from the battlefield edge on the first round of the battle. Army Deployment DEPLOYMENT AREA In this scenario, the two forces must close to contact while trying to achieve their objectives. Each side has the same randomly determined objective. The scenario provides some mild surprises for the players to contend with, but is not overly random (consult the Options section for variations, page 78). Randomly assign the players to opposite battlefield edges. PLAYER #1 TABLE EDGE The Battle Scenario is a basic setup method with multiple possible objectives. It is replayable and works well for unprepped scenarios. It can also be played solo readily or used as a springboard to build a custom scenario.
Scenario Types Objectives After deployment, roll a D6, and consult the Objective Table below to determine what the goal is. Each side has the same goal. Notes: • Units still off-table at the end of the game count as destroyed for Break Point and Engagement mission purposes. • If an objective relies on entering a terrain feature that cannot be entered, moving into contact counts as entering the feature. D6 ROLL 1 2 OBJECTIVE Engagement Vital Ground Conducting the Battle • Randomly determine who plays first, and then begin the game. • The game is played using the Clock (see page 120), with the battle ending after 18 in-game minutes. Victory Points If you need to know the number of victory points earned, a victory = 3 VPs, while a draw = 1 VP. NOTES Each player is awarded 1 victory point for every Hero, Leader, squad, or vehicle they destroy or drive off the table. The highest VP total wins at the end. If the number of units is not equal, the player with the smaller unit count must select units in their army to award 2 VP. Any unit can be selected until the VP values of each army is equal. Mark the exact center of the table, and any terrain feature that is partially within 4" of the center. To win the battle, you must have troops within these terrain features at the end of the game while your enemy has none. If there are multiple target features, you must hold the majority to win. Place 3 objective markers, evenly spaced, along the center line of the table, equally far from each deployment area. 3 Hold the Field To secure an objective you must have troops within 2" at the end of a round with no enemies within 2". Once secured, an objective stays secure until the enemy takes it. To win, you must hold at least 2 objectives at the end of the game. 4 5 Recon in Force Break Point To win, you must have more infantry units in the enemy deployment area than they have in yours by the end of the game. To count, a unit must have two or more infantry left. You must destroy or drive off 50% of the enemy units to win. The game ends at the end of a round, if this is reached. If both sides reach this level of casualties the same round, the game is a draw, as is the Clock running out without either side reaching the goal. Place a marker in each of the six terrain features nearest the center line of the table between the two deployment areas. 6 Search and Retrieve The first infantry unit to enter a feature removes the marker and rolls a D6. If the roll is equal to or below the number of markers removed so far (inclusive), the target has been found. Use the Handling Items rules for transporting the target (see page 126). The faction possessing the target at the end of the game wins. 77
Scenario Types Battle Scenario Options • The default 18 minutes will last 5-6 rounds on average. You might extend the time to 20 or 25 minutes if you want a megabattle, or reduce it to 15 minutes for a shorter game. • For a more competitive game, each player rolls 1D6 when assigning battlefield edges, rerolling on a draw. The player with the higher score chooses if they want to select their battlefield edge or force the opponent to pick. Once an edge has been picked, the player picking it begins deploying first. 78 • If one player is hosting the game, you may prefer them setting up the terrain in advance. In this case the guest picks a battlefield edge and the host randomly picks who deploys first. • Competitive players may prefer not allowing the use of reserves. • If you have a lot of troops, require a third of each player’s units to be placed in reserve. They will arrive after 10 in-game minutes. • Deploying without knowing your objective is fun, but can sometimes feel unrealistic. You may prefer to generate the objectives before deploying.
Scenario Types The Grand Battle Scenario This scenario type is used when you want a clash of two massive armies who smash into each other until only smoking wreckage remains. It is well suited to large armies with lots of troops. As each side has symmetrical objectives, it is also well suited for pick-up games, each side trying to secure vital areas of the battlefield while eliminating enemy forces. Terrain is set up in any mutually agreeable fashion using the guidelines on page 31. As Grand Battles often feature a lot of vehicles, you should have some open spaces so they can move and fight. Table Configuration The grand battle scenario requires a 4' x 4' table, though a wider table would help accommodate more troops. The two sides are each assigned a deployment area that is 30" apart, giving each army a deployment depth of 9". Randomly assign the players to opposite battlefield edges. DEPLOYMENT AREA 48" PLAYER #2 TABLE EDGE 30" NEUTRAL ZONE • Count any company-level elements as their own platoon for deployment purposes. • After deploying, each player must nominate one figure with the Leader ability to be their army commander. Objectives Each side tries to achieve multiple objectives. Each objective is measured in victory points: • Every building and every hill on the table is designated as vital ground. Vital ground is secured by the side that last had infantry in or on the feature (even if the unit later moved on). At the end of the game, features of vital ground are worth 1 victory point each. • If both quarters on your side of the table are clear of enemy troops at the end of the game, they are worth 1 victory point each. • Every enemy squad or vehicle destroyed is worth 1 victory point. 9" DEPLOYMENT AREA PLAYER #1 TABLE EDGE 9" • Platoons must set up with no more than 6" between each unit in the platoon, though they do not have to remain near each other during the battle. MAXIMUM 6" BETWEEN UNITS 48" Army Deployment • Randomly select which player begins deployment first. Players alternate placing a full platoon on the table. If you did not use the army builder, deploy three units at a time. • If the enemy commander has been killed, add 2 victory points. Conducting the Battle • Randomly determine who plays first, and then begin the game. Note who played first. • The game is played for 5 rounds. Victory Conditions • If the players end the game with an equal number of victory points, the game is a draw. • If the player that went first has only one more victory point than the other player, the game is a draw. • Otherwise, the player with the most victory points wins the battle. 79
Scenario Types THE EVOLVING OBJECTIVE BATTLE This setup offers a more unpredictable approach to the scenario. The nature of the objectives in front of the players are unknown, and they are fighting to secure as many victory points as possible to measure their performance. For this reason, this scenario is not always consistent in difficulty level: It is intended for solo play, though it could be adapted to pick-up play, if desired. Deployment The scenario can be played on a 3' x 3' table, but benefits from additional space. A 4' x 4' table is great if you have the option. • The human player always takes the first phase. Objectives • Divide the table into sectors stretching the width of the table that are 12" in depth. The first belt is nearest your battlefield edge. • If your table is 3' deep, place 2 objectives in the second, and 1 objective in the third belt. • If your table is 4' deep, place 1 objective in each belt. SECTOR 3* 12" 12" 12" DEPLOYMENT AREA SECTOR 2* 6" OBJECTIVES* SIX EQUAL ZONES 36" * If using a 48" table, use 4 sectors, with one objective in each belt 80 6" 36" OPPOSING BATTLEFIELD EDGE SECTOR 1* DEPLOYMENT AREA PLAYER #1 BATTLEFIELD EDGE Place each objective randomly within the belt. You can divide the width of the table into six equal zones, then roll a D6 to determine where to place the objective. If there is a terrain feature in the zone, arrange the objective to be within the feature, if possible. Set up within 6" of the battlefield edge. Set up the player’s forces first, then the opposing forces within 6" of their battlefield edge according to the AI guidelines (see page 55) Infantry may set up embarked in transport vehicles, if you like. Conducting the Battle • Success is earned by accumulating victory points for the player. The enemy is strictly here to prevent you from doing so, and cannot earn VP themselves. • If you are using the Campaign Progression rules (see page 106), the bonus Campaign Points earned is equal to the number of VP accumulated. For every game, judge whether it is worth trying to max out the available VP or if the opposition is too heavy. It may not be worth sacrificing your entire command for one more VP. • If you need a clear-cut result, such as when using the Operational system (see page 92) 2 VP is considered to be a victory (3 VP if you are playing with 6 objectives). • You may opt to break off a battle at the end of any round. The battle ends immediately, and you claim any VP earned so far. Bigger battles If you want a larger battle, you may prefer to place 4 objectives, especially if you have a very wide gaming table you like to get the most out of.
Scenario Types Resolving Objectives In the Evolving battle, the exact nature of an objective is not known until an infantry figure from your side comes within 2" of it (if in the open) or enters the terrain feature (if within a feature). Roll 1D6 and consult the Objective Nature Table below. When the Completion criteria are met, remove the objective from play and award 1 VP. Then roll 1D6. If the roll is equal or greater than the Follow-on score listed in the table, a new objective is added to the battlefield. Tally up the number of terrain features that do not have friendly troops within 12" of them and place the objective randomly in one of these (if no features fit the bill, simply choose the one that is furthest from friendly troops). Follow-on objectives have their nature determined immediately upon placement and never produce additional follow-on objectives. This allows a potential total of 6 VP to be earned from a standard battle, one after each of the original three objectives. D6 ROLL OBJECTIVE COMPLETION FOLLOWON 1 Scout Automatically upon contact. NA 2 Sweep At the end of a round, there must be no enemy forces within 6". 6+ 3-4 Capture At the end of a round, there must be friendly infantry within 2"of or within the objective. 5+ 5 Hold At the end of a round, there must be friendly infantry within 2" of or within the objective and no enemies within 6". 5+ 6 Interact An infantry figure must move into contact / to the center of the terrain feature and score 6+ on a 1D6 + Savvy test. 3+ 81
Scenario Types SECONDARY OBJECTIVES Secondary objectives can be thought of as side stories. They may be the personal goal of a single character, or secondary objectives designated by higher command. They are an option that can be added to most scenarios to add flavor, produce a more involved experience, or provide an extra opportunity to earn a victory point (whether for scenario or campaign purposes). Several of the results are not compatible with the Skirmish Scenario and we do not recommend using them there. To use this system, roll D100 on the table opposite. If playing in an opposed game, each player rolls. If playing solo, only the humancontrolled army receives a secondary objective. If playing the Grand Battle scenario, generate two secondary objectives. Completing a secondary objective grants 1 additional victory point, if the scenario uses them and for Campaign Progression purposes. If it does not, it is mainly for bragging rights, though you may feel satisfied achieving the secondary objective if the game would otherwise be a draw. 82 Notes: • Many objectives depend on selecting a random terrain feature. Nominate the six terrain features closest to the center line of the table and randomly select from between them. • To contact a feature, you must enter it, if possible, or otherwise move into contact. • Kill objectives work differently if the enemy does not begin on the table. Instead, roll 1D6 each time a new unit is placed. If the roll is equal to or below the number of enemy units deployed so far, the newly placed unit is the target. It is possible a target is never discovered. • Savvy tests count as a task for a figure to perform. • Some objectives are assigned to a specific character. If so, select randomly from the character figures in your force to see who the objective is assigned to. The objective can only be completed by that character, and if they become a casualty before achieving it, that prevents the objective from being completed.
Scenario Types D100 ROLL SECONDARY OBJECTIVE SPECIFIC CHARACTER? NOTES 01-08 Reach Location Yes Select a random terrain feature to act as the objective. The character must move into contact with the feature to complete the objective. 09-14 Kill Target No Randomly select an enemy independent character (an individual who isn’t a member of a squad) that must be killed to complete the objective. 15-23 Reach Location and Interact No Select a random terrain feature. Any figure must move into contact with the feature and perform a 6+ Savvy test to complete the objective. 24-30 Locate Special Any figure may attempt a 6+ Savvy test to locate the objective. If successful, select a random terrain feature. Once it is located, the figure that passed the test must move into contact with the feature to complete the objective. 31-37 Leave Battle Yes The character must leave the battlefield across any battlefield edge before the battle is over. 38-43 Hold Fast Yes The character must remain on the table at the end of the battle. 44-49 Kill Unit No Randomly select an enemy unit that must be killed to complete the objective. 50-55 Kill Confirmed No Randomly select an enemy character. If slain, an infantry figure must move to the location where they fell to complete the objective. 56-64 Capture No A random terrain feature must be captured by moving into contact and ending the following round with no enemy troops in contact with the feature. 65-71 Confront Any character Randomly select an enemy character. Any character must move within 6" and Line of Sight to complete the objective. 72-81 Search No The six terrain features closest to the center of the table must be searched. When each is contacted, roll a D6. On a roll equal to or below the number of searched features, the mission is completed. 82-91 Secure No A random terrain feature must be clear of enemy troops by the end of the battle. 82-00 Retrieve No A random terrain feature must be contacted. One infantry figure then carries a package and must leave the table to complete the objective. 83
Scenario Types 100 SCENARIO SEEDS Sometimes we are stuck without an idea of what to do or need to create a scenario on the fly. Fear not! You can grab any of these ideas and use them to get a quick battle D100 ROLL 84 going or as the springboard for a longer affair. A D100 table has been provided for randomization, but feel free to jab your finger at the screen instead. SCENARIO SEED 1 The retreat was a deception, and now the attackers are facing a counterattack from two sides. 2 A strike force is raiding an enemy camp. The enemy is more numerous but scattered and confused. 3 A mysterious virus has infested the defense robots, and they appear to be constructing some sort of portal. 4 Traitors have undermined the defenses, and enemy troops are bursting out of underground entrances within the perimeter. 5 A vital hill must be taken/defended due to its importance as an artillery observation post. 6 Both armies spent the night sneaking forward and, as dawn breaks, assault troops from both sides are right on top of the objective. 7 Ceasefire negotiations between faction leaders break down and both sides scramble for their weapons. 8 Defenders must hold out long enough for the escape shuttle to be powered up. 9 Planetary nomads launch a retaliatory raid against the colonists that are defiling their planet. 10 A hill overlooking the drop zone has become a sniper’s nest. Light infantry must storm the position, which is full of traps and enemy sharp shooters. 11 The rebellion succeeded but, after accusations of pro-government sympathies, two rival factions are now fighting for dominance in the ruins. 12 Corporate troops are storming a research facility to secure valuable research from a competitor. 13 Multiple alien invaders have shown up at the same abandoned colony. Frustrated by the lack of prey, they fall on each other instead. 14 The defenders are lacking in troops, but are well positioned with multiple mine fields, heavy weapon positions, and sentry guns. Unfortunately, half of them are decoys and do not actually work. 15 A routine battle turns complicated as the artificial gravity module on the star base starts malfunctioning, resulting in fluctuations. 16 Two fighting patrols encounter each other unexpectedly in rough terrain. 17 Corporate troops clash for control of a valuable facility. Both sides are under strict orders to cause absolutely no collateral damage, restricting everyone to light infantry weapons only. 18 A mechanized unit has become bogged down in swampy ground, just in time for an enemy counterattack.
Scenario Types D100 ROLL SCENARIO SEED 19 An elite unit fitted with cutting edge biotech has gone haywire and must be destroyed before it can commandeer a ship off-world. 20 Two corporations have both dispatched mercenaries to snatch the same scientist (with security guards) 21 An attempt to tame the local giant reptiles turns out poorly during a demonstration at a weapons sales conference. 22 The colonists were preparing their last stand when elite troops drop on their positions. 23 Two rival colonies are fighting over resources. 24 A mysterious beacon deep in the jungle has attracted rival groups of salvage teams. 25 Separatists and loyalists clash to determine the future path of the colony. 26 A spy was transporting a secret data module, but the vessel crashed. A hostile local alien species intends to feed the spy to their pet dinosaur unless a strike force reach them in time. 27 A house-to-house street fight breaks out as each side tries to secure the vital factory complex for the 5th time this week. 28 Elite forces square off against their hated rivals. Both sides opt to ignore their orders, and simply fight to the last organism standing. 29 Two armies have collided with each other unexpectedly in an unlikely location. Neither side is ready for a fight. 30 Enforcers have tracked down the base of a notorious pirate and arms dealer and must storm it. 31 As the two armies move to engage each other, a distant artillery battery begins shelling the battlefield at random. Neither side can contact the battery. 32 An unidentified craft has crashed, and two factions are racing to claim it. 33 An exploratory unit has stepped through a strange portal, and is now stranded in a hostile world until they can build a device to open the portal from the other side. 34 The attackers are attempting to stop a rocket launch. If they fail do so, they must storm the control room to redirect it. 35 The defenders are spread along a long-fortified line. The attackers lack numbers but have the advantage of secrecy in choosing where to attack to break through. 36 An officer has gone rogue and is defecting to the enemy. An elite detachment has been sent to stop them at all costs. 37 Two rival crime lords have planned a heist at the same location on the same day. The security guards are caught in the middle. 38 The attack was a success, but the worn-out assault force must now hold out against the inevitable counter-attack. 39 A furious battle in a toxic chemical swamp. The slightest exposure means death. 40 An isolated unit has holed up in an urban area and assault troops must root them out. 85
Scenario Types D100 ROLL 86 SCENARIO SEED 41 A space station is rapidly de-orbiting. Due to corporate greed, there are insufficient shuttles, and two factions have seized the weapons lockers. 42 A heist goes awry as it turns out the cargo was full of bio-weapon monsters, and someone just broke the containment fields. 43 Rival groups of hunters are trying to track down a precious but ferocious alien creature. 44 A new prototype tank is being deployed to destroy a vital enemy target. 45 The hostile atmosphere defeats any attempts at precautions. Only bots and cybernetics can survive here. Today, robot battalion 39480-94854 launches an attack to inflict a telling blow against robot battalion ∆81.2-73√31x 46 The attackers have superior numbers but are running low on ammunition, fuel, and supplies. They must try to capture as many enemies in close assault combat as possible to resupply. 47 A series of air defense batteries must be knocked out before the scheduled air strikes arrive. 48 Base under siege, as powerful aliens menace the ragtag defenders trying to devise a solution to the threat. 49 An unlikely force of mutually hostile factions must fend off a massive incursion of alien monsters. 50 As the armies move to engage, a dense snowstorm obliterates all visibility. It could stop any minute, however. 51 The massive orbital bombardment was meant to break the enemy positions but vaporized most of both front lines. The shell-shocked survivors on each side try to rally, and win possession of the smoldering rubble. 52 A routine patrol uncovers the staging grounds of an invasion force. 53 An orbital insertion has gone wrong, and detachments of drop troops are scattered across the enemy positions. 54 Each army has sent forward a smaller detachment to pin down the enemy before the rest of the force arrives. 55 Special operations teams are deployed to blow up critical infrastructure. 56 The military has created a doomsday weapon and lost track of it. An army patrol is sent to locate it, but so are pirates who are convinced it is a crate full of loot. 57 The armies are both sweeping the battlefield to secure vital facilities, high ground, and other terrain features. 58 Riots have turned into a popular uprising when it is revealed that the oppressive colonial administration is controlled by outside forces. 59 Miners have had enough and are rebelling against their corporate overlords. 60 A commando raid is sent to destroy an enormous long-range cannon. 61 As the armies are preparing to do battle, a horde of hungry monsters bursts out of a cave nearby.
Scenario Types D100 ROLL SCENARIO SEED 62 Specialists are preparing to raid a POW camp to liberate an important army commander. 63 Tech cultists have decided to blow up the terraforming engines, destroying the planet. Government forces are trying to storm the fortified plant. 64 A group of civilians must be escorted to their destination, but the area is full of hostile wildlife and carnivorous plants. 65 An escalating battle as more and more troops arrive. 66 The rebels are trying to capture a heavily defended weapons transport. 67 The experiment went wrong, and now only a few scientists and whatever robots they could reprogram have any hope of getting word out, as they dodge mutants and security forces sent to silence them. 68 A remote outpost must fend off waves of attackers with the aid of distant artillery and air support. 69 A frontal assault to breach a defensive line. 70 Due to atmospheric interference, both armies are completely isolated from the outside world, and can only communicate by visual signs or shouting. 71 A cybernetics experiment has gone wrong. Troops must breach the facility overrun with insane cyborgs and kill-bots. 72 Two old rivals have finally come face to face on a muddy battlefield, while the war rages around them. 73 Secret agents are aiding the rebels in a difficult sabotage mission. 74 Assault troops are dropping straight onto an enemy strongpoint to assassinate their leader before reinforcements can arrive. 75 Mad science has resulted in a rapidly spreading virus, turning unprotected individuals into dangerous (and infectious) maniacs. The maniacs just stormed the militia weapons depot and now they are coming for the last government building. 76 A prototype tank has broken down and enemy troops are closing in, while the infantry supports are trying to buy time for the engineers. 77 Corporate security troops are sweeping a site for dangerous mutants. Unfortunately, the mutants have started mimicking the colonists. 78 An attack in force to repel defenders from a series of hasty defenses on high ground. 79 Rebellious miners have allied with an off-world force, but after winning the uprising, they realize that their allies have no intention of ever leaving. 80 The armies have been fighting for years, and are completely exhausted with limited manpower and equipment. Each side prepares for one final push. 81 A chemical weapon attack went haywire. The front is completely quiet until something terrible staggers out of the fog. 82 As the forces fight, debris and stray bolts of energy rain down from the fleet battle happening in orbit. 87
Scenario Types D100 ROLL 88 SCENARIO SEED 83 Alien invaders emerge in the center of a city and only the militia and local security forces are there to stop the attack. 84 Well-equipped treasure hunters have accidentally opened the alien portal they were fighting over. 85 A team of elite operatives far behind enemy lines must fight off enemy grunts before they can raise the alarm. 86 The battle takes place entirely inside a massive industrial facility with hardware and potential hazards everywhere. 87 A convoy carrying vital supplies drives into an ambush. 88 Two military cruisers are locked together during a boarding action as squads of marines fight in narrow, claustrophobic conditions. 89 A raid on the enemy fortification line in the middle of the night. It’s all knives and confusion at close quarters. 90 Recon units clash in no man’s land. The objective is to sweep the battlefield and drive off the enemy without bogging down in a prolonged firefight. 91 A megacity riot has turned into a downtown civil war. 92 A peaceful community is under attack from raiders/corporate exploiters/government oppression/ alien invaders. Only a hardened band of veteran soldiers can protect them. 93 As prescribed by planetary law, the children of the royal family shall lead their private armies to do war in the jousting trenches. May the best grav-tank pilot win. 94 The two assault forces have taken their objectives with minimal difficulty before realizing that everyone read the maps wrong, and they are each sitting on the objective of the opposing force. 95 The defenders of the starship must repel a boarding action. The fight takes place on the exterior of the hull. Hope your magnetic boots don’t give out. 96 The two strongest gangs on the starport decide to finally settle their differences. Shoot fast before the enforcers arrive. 97 The assault force must deliver a transmitter to the target location and then defend it against waves of enemy reinforcements. 98 Commandos must plant the targeting beacon for the orbital strike force to land. 99 A small detachment has finally reached friendly lines after a betrayal, but the traitor is in command of a defensive outpost in their way and is resolved to bury any witnesses. 00 Rumors of a time-traveling alien have caught the attention of several hostile parties who want to acquire this individual for interrogation.
Campaign Play Campaign Play Campaign play is often held to be the most epic way to play a miniatures game, but it can be daunting at first. This chapter provides guidelines to help you run easy and fun campaigns without requiring hours of additional work. A campaign can be a solo experience, run by a GM, or organized between players. In all cases you can take advantage of the systems provided in these chapters. Use one or multiple systems as you see fit. If you are playing solo, it is likely you will want to use all of them to create as deep an experience as possible. Conversely, a Game Master running a campaign may only use some of these tools, or may use them only to start off the campaign. When preparing to run your first campaign, take a moment to look through each of these systems carefully and think about what you would like your experience to be like. The Operational System The Operational System offers a mechanical system to resolve large-scale warfare, keeping things moving while working your tabletop efforts into a larger picture. See page 92. Campaign Story Generation For a story-oriented approach, the Story Generator helps create exciting elements that can take a campaign in wild directions. New faces show up, the scenery changes, and you may even end up playing for the opposing side for a while! See page 101. Campaign Progression These simple and easy-to-use rules allow your troops and characters to gain experience and become hard-as-nails veterans over the course of your games. If you use the Campaign Progression system, you should also use Unit Losses. See page 106. 89
Campaign Play Creating the Campaign Setup A campaign is in some ways a very long scenario. The same concerns apply to a campaign: Who is fighting? Where are they fighting? What are they trying to achieve? Campaigns can take place on a vast scale, with armies clashing across front lines, or they can be very small, as pirate gangs squabble for control of starport facilities. This does not always correspond directly to game size, though they can be related. A campaign with huge armies will probably feature games using larger military forces, though it could also include the occasional commando operation deep behind enemy lines. For your first campaigns, it is advisable to keep it to two clear opposing sides for simplicity, but as you become more experienced, you may want to run a campaign that includes neutral or third parties. Arms dealers, separatist factions, off-world forces, and potential allies can all be added in. You might even have a campaign change its focus as it runs: A campaign might go from a traditional war scenario to an alien invasion, with a Converted war fleet descending upon the warring factions. Campaigns can be fought to a specific conclusion or can be run in an open-ended fashion. It is often preferable to have a set time limit (in real-life time, in the number of battles fought, or in campaign turns played) where you then evaluate who won – if that matters to you – rather than letting the campaign run until people lose attention and it fizzles out. A sharp campaign that runs for five tabletop battles can be immensely satisfying and allows plenty of scope for spinning off if you want to play more. You might agree that you want to continue the story arc, but the next campaign will be fought entirely within a starship in orbit as one side boards it and fights for control. Be creative! 90 Integrated Campaigns These systems can be combined for a more extensive experience. Campaign Progression can be used with any campaign approach. The Operational and Story systems are meant to be combined, although each can be used individually, if you find that the game becomes too sprawling and chaotic. The Solo Campaign If you are playing the campaign solo, you have a few more decisions to make. Do you intend to follow a single unit throughout the campaign and play from their perspective? Are you interested in the overall conflict and how it unfolds (which might mean swapping perspectives and units frequently)? Do you want to have a fixed end point (such as being able to win the campaign) or are you after an open-ended experience where you may be surprised where it goes? You can use as many or as few of the tools provided as you like. In a way, the solo game is the ultimate in tabletop customization as you can adapt the game to be exactly what you want it to be. You are even free to change the format as you go along. A campaign that begins with commando operations in enemy-occupied territory might be mostly narrative while you follow the exploits of a stealth team. At some suitable point, you then switch to the regular army and add in the Operational System to determine the outcome there. You might even play out a few scenarios from the opposing side to see what they do while trying to foil your plans.
Campaign Play Game Mastering the Campaign Campaign play benefits greatly from a GM to help tie everything together. Campaigns can function on a purely narrative level, where the GM ties each battle together in an ongoing story, or can incorporate any of the mechanical elements listed above. As with running a scenario, the GM has a broad leeway in how to conduct the campaign. They might take a very active role, adding special circumstances and events both within the tabletop battles as well as the campaign environment. Or they might be more passive and rely on the game mechanics to handle most aspects, filling in details and fleshing out the story as it unfolds. Both are viable options. Note that “active” and “passive” does not correlate to the scale of events. A passive GM might still interpret events in the game system as having dramatic consequences for the story, while an active GM may focus on the small scale and personal scope. Campaign Consequences Traditional campaign systems tend to emphasize consequences for winning and losing. We have opted to not focus on these as they can often produce a death spiral effect where, once an army starts losing, it will continue losing as failures pile up and compound. As we assume the tabletop force is only part of a larger army, losses will be alleviated by additional resources, replacements, and initiatives by higher command. If using the Operational System (see page 93), player efforts contribute to the overall mapbased resolution of the campaign. If you are interested in consequences on a smaller scale, you may add them. A force that achieves its objectives in a tabletop battle can be granted one boon that can be “cashed in” for any future battle. Each boon only affects one battle, but they can be saved up and used at a later point, if desired. It is possible for two sides to both achieve their objectives (and therefore receive boons). Boons are usually assigned by the GM to fit the circumstances. Examples might include an additional support option, a unit upgrade, increased Morale for all units, a special deployment option, forcing some enemy troops into reserve and so forth. The ideal bonus should not be enough to be decisive on its own. Consider the size of game as well. A bonus tank in a huge battle with 15 units on each side is not a big advantage. A free tank in a skirmish with 5 soldiers on each side would be decisive. If in doubt, look through the Scenario Components (see page 119) and pick one that can be applied or negated, or apply a Support option (see page 65). Keeping an Army Roster If a campaign follows a particular unit, you may wish to use an Army Roster. The Roster is created as a list of units. If using the Army Builder (see page 132), the initial selections on the Roster should form legal platoons, and companies and can be made up to any points total you want to use in the campaign. If you use the points system but not the Army Builder, simply pick units you like and outfit them as you see fit, until the total reaches the points value you have decided upon. If you prefer to not use either system, your task is easier, as you can simply pick any units you like and write them down. Your Roster may simply start out as “every unit I have painted”. The Army Roster offers the list of units from which you can pick during the campaign. When you play a scenario, simply select from the units on your Roster. Note that even if you use the Army Builder to construct your Roster, you are not required to field “legal” forces in a campaign 91
Campaign Play battle. For example, you might deploy a force with more vehicles than the platoon structure normally permits as long as it does not exceed the points value or other balancing factors you have selected for the scenario. Once the campaign begins, the Roster is only changed when a campaign event, GM decision, or Campaign Progression allows you to. Otherwise, the Roster must remain as it is. If you play multiple sides of a campaign, keep a Roster for each. The Core Campaign The Core Campaign is the middle ground between the rostered campaign and a free campaign, where you may use any troops you like. This uses the Army Roster for a limited number of units, typically 2-3, but not for the rest of the army. For example, you might have two favorite characters and a squad of troops they fight with, using those in all your games, but the rest of the army is picked for each battle, and are whoever they happen to be fighting alongside that day. THE OPERATIONAL SYSTEM If you want to make your tabletop battles into part of a larger war, you can employ the Operational System. This lets you resolve actions in the context of a map-driven campaign without excessive detail. This system is particularly suitable to solo gamers but can also be used in opposed games or to help add context to a Game Mastered campaign, letting the GM focus on the individual battlefield scenarios. This is not intended to be a detailed system that tracks every battalion. Instead, it helps generate the overall strategic picture and contributes to your story. The battles played on the tabletop influence this, though it also assumes those actions are only a small part of a much larger affair. It is very possible for an area to experience strategic defeat even if your battle was tactically successful. In conclusion, this is a narrative system, not a hard tactical one. It is concerned with the outcomes of specific, dramatic contests in the game world, and not with the hour-to-hour deployment of units. 92 Assign Cohesion Scores The will to fight is determined by the Cohesion score of each faction. Cohesion represents the will and ability of that faction to continue the conflict. As the campaign goes on, a faction’s Cohesion degrades until it reaches 0, at which point the faction has been defeated. This may mean they concede and retreat from the battle, the armies scatter and become partisans (possibly even forming a new faction), or a peace agreement is reached. Note that Cohesion accounts for the ability and will of the entire faction to wage a war. Individual armies are rated based on Army Strength instead (see page 95). If in doubt, begin Cohesion at 5 for each side. As Cohesion acts partially as a pacing mechanic, if you want a faster, snappier campaign, you might start with only 3 or 4 points. Conversely, a long, grinding campaign might start at 8 or even 10. If you prefer a random value, you could roll two D6s and pick the highest score for each faction.
Campaign Play The Map To use the Operational System, you need a map. This can be as detailed or as simple as you like. You might use map creation software, use a real life or video game map turned sideways, or draw your own. Fill in some interesting features such as towns, Difficult terrain, a mountain range, or anything else you like. Note that the map does not have to be to an exact scale. The size of the map often corresponds roughly to the size of games intended to be played on it: If you want your battles to be between a few characters on each side, your map might be a single city. If you want platoons of tanks shooting each other up, the map should represent a much bigger area. And if you prefer a more epic sweep, assume that the tabletop battles are a microcosm of the larger action going on around them and make the map as grand as you like! Then divide the map into regions, each a distinct space that can be fought over. The exact size of a region is not important to the campaign rules: Instead, they should fit both the scale of the map and the scale of your armies. There is no requirement for regions to be identically sized, and the map size has no bearing on the campaign rules. The map should have at least as many regions as the combined Cohesion scores of each faction in the war (see above). For example, if you have two sides with 5 Cohesion each, you need at least 10 regions on the map. Typically, the map looks best with some neutral regions as well. For example, with 5 Cohesion you might have 15 regions in total. Regions and the Map Some players will prefer drawing the map with the regions already in place. Others will prefer creating a natural map first and then drawing in regions where they look like they would fit. Either version is perfectly fine. 93
Campaign Play Placing Opposing Forces Operational Zones Each faction in the campaign should receive control of a number of regions at least equal to their Cohesion. You may assign more if you like and if it fits the story. This will not confer any real gameplay advantage but will feel more appropriate if one faction should realistically control more territory. Once you have the main areas established, determine where on the map the logical points of conflict might be. These are typically neutral regions between the warring factions or may be border regions in places where the factions are in contact. You might place pins or markers on your map to indicate the rough area covered, color it in, or otherwise mark it in any way you like. Assume that the controlled regions are ones in which the army can move with relative freedom, and deploy forces for combat. This does not mean it is completely cleared of enemy forces, but any such forces are likely to be raiders, guerrillas, or remnants. Once you have added the areas for each faction, consider marking a couple of outposts, military bases, and supply dumps on the map to add a military flavor. What if it is Not a War? Your campaign may well involve lots of fighting but not be an actual war zone. A big turf war between mobsters to determine who ends up controlling the starport can be mapped out just fine, with blocks or streets becoming Operational Zones. Colonial militia fending off alien infiltrators may use Operational Zones to show suspected enemy nests while the controlled areas are ones that the colonists have or have not cleared respectively. 94 Each faction may attack one region adjacent to their current territory. In a solo campaign, the enemy picks at random. If you have only two factions, randomly pick which side currently has the initiative: they may attack a third region. Target regions can be neutral or enemy controlled. Mark all three regions – the two adjacent zones and the third determined by initiative – as Operational Zones, sometimes referred to simply as ‘Zones’ (note the capital Z). Active fighting is ongoing in these areas. Once the Operational Zones are assigned, select one of the three Zones as the Operational Focus. This is where both sides are currently focusing most of their efforts. You can pick one at random or consult the map to see which appears most important. Complex Geography Make your campaigns as complex as you like, with Operational Zones existing in different locations (such as two different nations or on land and in space). This usually does not require additional rules. Army Strength transferred from an orbital Zone to a ground Zone might represent supporting fire, allowing an advance, while the collapse of a ground Zone could permit building antispaceship weapon batteries to aid the fight in space, and so forth.
Campaign Play Assign Army Strength Each Operational Zone must have an Army Strength for each faction in that Zone. Army Strength encompasses both numerical strength (a higher value might mean more troops), troop morale and leadership (a higher value might mean troops in better spirits or under leadership of a charismatic and experienced commander), and the general tactical situation on the ground. A good force that has been pushed back to a defensive footing would have a lower value than a weaker army on the offense. Note: These rules use the term “Army Strength” regardless of which kind of force it represents. You may opt to call it “Mobster strength” or “Corporate strength” to suit your campaign. The concepts remain the same. Each Operational Zone will have one army for each of the two factions contesting it. So, in a campaign with three Operational Zones, each faction would have three armies. Additional troops exist within the controlled areas but, for game purposes, consider only the frontline armies. The Army Strength is determined randomly in each Operational Zone: • If the Zone is in or adjacent to friendly territory, roll two D6s and pick the highest die. • If the Zone is not connected directly to friendly territory, roll one D6. You can mark the Strength in any way you like. Writing it next to the Zone on the map works fine. Alternatives You may opt to give each side a certain amount of Army Strength to distribute between the Zones (4 per Zone, for example), you might give fixed values to assign (such as one army at 5, two at 4, and one at 3), or any other system you like. If you are preparing a very narratively driven campaign (or one that is based on an existing story you have been gaming out), you can also assign whatever values will fit. The Operational Turn The Operational System is played in a series of operational turns. Each campaign turn consists of any number of tabletop battles, followed by the steps listed below. By default, one tabletop battle is played each operational turn. If your campaign is only expected to have a few tabletop battles, you might progress through two or even three campaign turns before playing your next battle. If you want a slower campaign progression with lots of tabletop action, or are playing with multiple players, you may have multiple battles per campaign turn. The pace can change as you go along. For example, you may choose to play a few campaign turns before your first tabletop battle, in order to develop the situation further. Play all planned tabletop battles before doing any of the operational campaign steps. Integration with 5PFH If you are using these rules alongside a Five Parsecs from Home campaign, play out one 5PFH campaign turn per operational turn if you are traveling, two if you remain on the same planet. Operational campaign steps can be resolved during the same step you would resolve military actions. 95
Campaign Play To conduct the operational turn, progress through the following steps in order: Step 1: Play all intended tabletop battles Step 2: Apply tabletop battle effects Step 3: Resolve Focus Battle Step 4: Carry out Operational Orders Step 5: Carry out Commando Raids Step 6: Redeploy forces Step 7: Open new Zones; select new Focus Step 8: Choose player commitments Step 1: Play all Intended Tabletop Battles • Award 1 Player Battle Point (1 PBP) for every tabletop battle victory in an Operational Zone. • If a battle was inconclusive or a draw, award 0 PBP. • If both sides earned points in the same Zone, they cancel out on a 1-for-1 basis. For example, if Faction A earned 3 wins and Faction B earned 1, the end result is that Faction A earned 2 PBP. Each player-controlled force will be assigned to a particular Operational Zone. Make sure the battles played are tracked for each Zone. Player Battle Points are Zone- and army-specific and can be saved up from operational turn to operational turn. Step 2: Apply Player Battle Points When you have resolved every battle taking place this operational turn, tally up; a specific army cannot gain more than 2 PBP in a single operational turn, and cannot have more than 3 saved up overall. Any excess points are discarded without any effects. Player Battle Points (PBP) are a resource earned in combat to reflect situational advantages, morale gains, and throwing the enemy off balance. They are used to make gains Battle Scale Option Kicking off the Campaign If you would like to have more distinction you may assign each tabletop battle a size. You can do this based on the army sizes or you can use the scenarios played as a guideline. If using the scenarios in this rulebook, the Skirmish scenario is worth 0.5 PBP, the Battle scenario or Evolving Objective scenario is worth 1 PBP, and the Mass Battle is worth 1.5 PBP (see page 74 for scenarios). Fractions are saved up but cannot be spent. If you already have the campaign map created, pick a region you want to fight in and play a game. You can choose randomly, if you prefer. If you create the campaign map after your battle, the battle always took place in the Zone that is the Operational Focus. By default, treat all tabletop battles equally. A smaller battle is assumed to take place in a vital location or moment in time, and thus can influence the war as much as a large action can. This also fits with the heroic nature of a tabletop game. 96 in the wider campaign. Player Battle Points are spent during Operational Combat, or can be expended on Commando Raids; the effects for doing either are discussed below. A tabletop battle is a dramatic way to start off a campaign. You might even do this before you have set up the campaign at all (particularly useful if you are not yet sure you want to turn this specific battle into a campaign). If you have multiple player forces, they all need to be assigned to an Operational Zone. This determines where the efforts of their actions will be applied.
Campaign Play Step 3: Resolve Battles • Add +1 Combat Die if Army Strength is 2+ higher than the opposing side. A battle takes place in every Operational Zone, resolved using the Operational Combat system explained below. Additional battles may take place during the campaign turn, resolving them in the same fashion. If multiple battles take place in a single Operational Zone, apply any changes from one battle before resolving the next. Operational Combat represents battles that takes place off-camera and involving far greater forces than fit on a gaming table. To resolve an Operational Combat: 1. Tally up how many Combat Dice each side receives: • Each faction in the battle begins with 1 Combat Die. • Add +1 Combat Die if the enemy is not adjacent to their own territory. DICE RESULT • Both sides may spend available PBP. Each point spent grants +1 Combat Die. • Various factors can grant extra Combat Dice, such as events in the greater narrative. The GM may also add dice as desired. 2. Roll the dice for each side. If you have two colors of dice, you can roll them all simultaneously. We strongly suggest using the same color consistently for an army throughout the campaign. 3. Next, consult the table below, starting at the top and working down until you find a matching result dice roll. If your roll matches multiple outcomes, use only the first matching entry on the table. OUTCOME A devastating major battle Both sides rolled two or more 6s • Both sides lose 1 Army Strength • Fight again immediately. Adjust the number of Combat Dice for each side by -1 to a (minimum of 1). PBP spent are used up, but additional points can be spent, if available. A grand tactical success Only one side rolled two or more 6s • The side with multiple 6s gains +1 Army Strength while the other side loses 1 Army Strength. • If the winner now has higher Army Strength, fight again immediately: Adjust the number of Combat Dice for each side by -1 to a minimum of 1. PBP spent are used up, but additional points can be spent, if available. One side rolled a single-die result higher than any of the opponent’s dice One side gains the upper hand Highest die for both sides is the same (whether a 5 or 6) Brutal attrition fighting Highest die for both sides is the same (whether a 1, 2, 3, or 4) • The losing side loses 1 Army Strength. • Both sides lose 1 Army Strength. Inconclusive fighting 97
Campaign Play Step 4: Carry out Operational Orders Army Destruction Remember, if an army is reduced to 0 Army Strength, they are no longer able to contest the region. The Operational Zone ceases to exist, and the area falls under control of the survivors. In some cases, two armies may destroy each other. If so, the Operational Zone still ceases to exist and the region becomes neutral. Assault Option An army with Army Strength 1 point higher than the opposing side may opt to launch an assault when conducting Operational Combat. Roll an additional Combat Die, but if the army fails to win, it loses 1 Army Strength in addition to any outcomes from the combat. Less Eventful Campaign If you want the campaign to be less intense, only carry out a single Operational Order each campaign turn. Randomly select which faction carries one out. 98 Each faction in the campaign rolls a D6 on the table below to determine what their overall strategy is for this campaign turn. If an Operational Zone must be selected, do so based on what seems to make the most sense, or choose at random (for AI-controlled forces). A player may select the target if they are fighting for a particular army. Carry out Operational Orders as follows: • First, carry out any changes in Army Strengths and Operational Zones. • Next, carry out any Operational Combats that occur. • If two sides attack the same Zone, add +1 Combat Die to each side in the first Operational Combat that is resolved, as both sides commit major reserves. The second (and subsequent) Combats in the same Zone are resolved normally. D6 RESULT ORDERS EFFECTS 1 Construct Defense One region in the faction’s territory becomes a Defensible region (see page 100). If not using the optional terrain types, increase Army Strength by +1 instead. 2 Continued Offensive The faction immediately fights again in an Operational Zone where it has equal or higher Army Strength. 3 New Offensive The faction attacks any region adjacent to its territory, and fights immediately. Generate Army Strength normally for each side. 4 Renewed Effort Select an Operational Zone. Increase Army Strength by +1 and fight another battle. 5 Raiding If the enemy has a higher Army Strength in any Operational Zone, adjust it by -1. 6 Bolster Positions The weakest army increases Army Strength by +1.
Campaign Play Step 5: Carry out Commando Raids Any unspent PBP may be committed to launch Commando Raids in the same or any adjacent region. Allocate any desired PBP and roll 1D6 for each point spent against a region: • .If any of the dice roll 1-2, all PBP committed to that region are lost. • For every 6, adjust the Army Strength of the target army by -1. This damage applies even if the committed PBP are lost. • Any other result has no effect. Step 6: Redeploy Forces Each faction may redeploy 1 point of Army Strength provided both armies are connected through a series of friendly territories (even if any are under attack). The AI will always try to reinforce an army reduced to 1-2 Army Strength, drawing the strength from the strongest army present. Step 7: Open new Zones; Select new Focus. Each faction that won an Operational Zone attacks a region adjacent to its territory. The AI picks at random from adjacent opposing regions, and then from neutral regions if no enemy territory is adjacent. The attacking army receives an Army Strength of the highest result from two D6s. The defending army is generated with 1D6 Army Strength. Step 8: Choose Player Commitments Each player army must be assigned to an Occupational Zone. If you are particularly ambitious, you may be following the fates of multiple formations, in which case they could (and probably should) go to different Zones. The GM may determine this for you, based on the narrative. If you are using the Story Generation system (see page 101), the choice may be made for you. Step 9: Adjust Cohesion scores Each time a region is lost, the Cohesion score of the losing faction is reduced by 1. When Cohesion reaches 0, that faction has been defeated and wil sue for peace, retreat, abandon the planet, or otherwise cease to operate. The campaign is won when only one faction remains. In the event all remaining factions reach 0 at the same time, the war is inconclusive, with both sides completely exhausted. Note: Cohesion is often lower than the number of territories. You can lose while still having territory or armies in the field. Going Really Large If you are especially ambitious, you may run multiple Operational Campaigns simultaneously. This can be used to create events like playing out battles across multiple planets in a star system or a ground campaign that covers a huge swathe of territory, similar to the fronts in the World Wars of history. Each operational campaign unfolds on its own and at the same pace. They might all have different starting Morale scores. Winning an operational campaign creates the following effects: • The winning side may select any two armies in other Operational Campaigns and increase them each by +1 Army Strength. • The winning side may select one operational campaign and increase Cohesion by +1. • The losing side may select any one army in another operational campaign and increase it by +1 Army Strength. 99
Campaign Play Special Regions (Option) You can add special regions to the campaign map to reflect areas of particular interest. This works best if you set up the map with predetermined areas (such as hexes), but also can be interpreted loosely as you go. If you want to use these features, give each side one Urban, one Critical and one Defensible region to mark on the map within their initial territory. Other features can be added as you see fit and to suit the map you have created. A region can never contain more than one special region option. Defensible Whether a mountain chain, fortified zone, or military outpost, these defenses assist an army if it held this area before it became an Operational Zone. This army is always considered to be the defender. Each Defensible region must track its Defense Quality. This starts at 2. Each time the defending army loses Army Strength due to Operational Combat (but no other reason), the adjust the Defense Quality by -1 until it is lost. Once lost, it cannot be regained under normal circumstances. An army with any Defense Quality remaining may roll an additional Combat Die during Operational Combat in this Zone. Critical Critical regions are viewed as important to long-term success or public support. They may be naturally rich regions, core areas of a civilized world, a starport that serves as the link off world or the royal palace of the pirate lord. • If a Critical region begins under control of a faction, reduce their Cohesion by 1 additional point. 100 • If a Critical region is not under control of any faction, the first to capture it gains +1 Cohesion. Once a Critical region has been lost/ captured, it no longer influences game play. Urban Major population centers are key to holding public support for the war but are also extremely costly to win through assault. If a faction loses control of an Urban region, reduce their Cohesion by 1 additional point. This can occur multiple times if the region changes hands several times. Note that capturing Urban regions does not increase the Morale of the winner. When fighting in Urban regions, whenever the fighting is inconclusive, adjust Army Strength by -1 for both sides, and fight again immediately. Resource Resource regions provide a steady supply of fuel, ammunition, food, or spare parts, and are vital to keeping a war effort going. If a faction controls any Resources, they may select one Zone at the end of every operational campaign turn and roll a D6: • If the result is equal to or above the current Army Strength, it is increased by +1. • However, on a result of a 1, one Resource has become unavailable for the rest of the campaign. Note that holding multiple Resources does not allow multiple rolls. Inhospitable Inhospitable regions are toxic hellholes, frozen wastelands, or other terrain that does not permit major forces to operate. No Army Strengths can exceed 2 in this region.
Campaign Play CAMPAIGN STORY GENERATION The primary source of story in a campaign is always the gameplay on the table: What happened, who did it, and who did they do it to? These story beats happen organically as you play and are always connected directly to your characters and troops. Often, events on the table take on a life of their own as we bring seemingly unconnected elements together. However, you may want a narrative that extends beyond the immediate local affairs on the table. This chapter offers a different approach from the Operational System, focusing instead on emulating traditional story-telling techniques. The two systems are designed to co-exist and even integrate with each other. What Are You Here For? When using this system, take a few minutes before you start to decide exactly what kind of story you want. Keep that story in mind as you use the Story Generator. Some events in the table can be quite dramatic, such as changing sides or characters. If you want to play a specific force in your campaign, that may not work for you, and you will need to adjust the result. Setting the Pace To use the system, you must determine a pace. This is measured in terms of how many tabletop battles you will play for each story element being generated. In a fast-paced story with lots of twists and turns, you might employ the story event table after every battle. In a slower game you might play 2-4 battles between each check. Or you can leave it open-ended and roll when a dramatic moment occurs, such as one side winning a grand victory or a beloved (or hated) character dying. The pacing is up to you and can be slowed or sped up if you find that the initial pace does not fit your game. You can also opt to introduce a story roll only now and again, if you feel like the campaign needs spicing up. If you are integrating the Story Generator with the Operational System, rolling every one or two operational campaign turns is a good place to start. Adjust the pace to meet your needs. Try every three tabletop battles as a starting point while you get to grips with the system. 101
Campaign Play Generating a Story Event To generate an event, roll D100 and consult the table below. Results in the table are openended, so they will have to be interpreted based on your situation and campaign. Some events require random selection of characters, units, or other factors. This can be done in two ways: • Method One: Pick the elements you want to be eligible for the event, add them all up, and roll an appropriate die type. For example, if a random character is affected by something you might pick 5 characters you think fit and roll a D6 (rerolling on a 6). • Method Two: Pick two eligible elements that makes the most story sense, and randomly choose from those two. Each entry on the table provides an explanation of what happens, and lists both player effects and operational effects: • ‘Player effects’ provides suggestions for how this might affect the forces under control of a given player, especially in a solo campaign. • 'Operational effects’ explains how the event works when used in conjunction with the Operational System. Results marked with an * are challenging in that they can result in a dramatic change to your campaign. If they do not fit the style you are playing, you may opt to reroll. STORY EVENT EXPLANATION PLAYER EFFECTS OPERATIONAL EFFECTS Reinforcements One side receives reinforcements that either grant significant additional manpower or adds new capabilities (such as armor, specialist troops, or similar). Justify adding a new unit to your force or add an additional unit to the enemy next mission. One army gains +1 Army Strength. 05-08 Critical Strike One side launches an attack against an important or high priority target. Play out the mission. If the mission succeeds, reduce an army at 4+ Army Strength by 1. 09-11 New Main Character The focal character of the player’s forces changes. Choose or create a new character that becomes your main character. NA 12-15 Flashback Play out an event that took place in the past for a character, unit, or the current conflict. Play through the events. NA 16-20 Balance is Shifting One side is gaining the upper hand and making advances. – In one Zone, add +1 to Army Strength and adjust enemy Army Strength by -1. D100 01-04 102 Events can be interpreted widely, though it is often satisfactory to tie positive events to the side that won the last tabletop battle, and negative events to the side that lost. You may use any method you like, however.
Campaign Play D100 STORY EVENT EXPLANATION PLAYER EFFECTS OPERATIONAL EFFECTS 21-25 Shortfall One side is short on a resource such as fuel or ammunition. – One army with 4+ Army Strength is reduced by 1. 26-31 New Character A new character is introduced to the campaign story. Add a new character to your force. NA 32-36 New Ally 37-42 Loss of Initiative 43-46* Change of Perspective One side gains a new ally. Add a new Zone to Create a new force to focus on, create a new the map. The ally has Army Strength 4 operation off-world, or add an unusual unit to while the enemy has Army Strength 2. your force. The side that was on the defensive manages to gain the initiative and dictate events in some manner. – Side with lowest Morale may add +1 Army Strength and then conduct Operational Combat in that Zone. The campaign shifts to a new perspective. Choose one side or faction that you are now playing as. NA 47-52 Unconventional Operation One side launches a special operations mission. Play out the mission. Select an enemy army and roll 1D6. If the roll is below the Army Strength, it is reduced by -1. 53-57 Loss of Capability One side loses a combat capability (such as artillery, air movement, etc.) Unable to use that capability next turn. The target cannot carry out an Order this turn. NA 58-62* Side Story A secondary story unfolds during the conflict. Play through the side story. It may be tied closely to the overall story, or may simply take place alongside it. 63-66 Unit Reassignment A unit is reassigned from the current area and given new duties elsewhere. One unit leaves and is replaced with a new unit. NA 67-72 Change in Strategy One side decides to adopt a new strategy to gain the upper hand. Reflect the change in the next scenario. The side carries out two Orders this turn. Change of Focus If the campaign has been Choose a new area to focused on fighting in a play in. This may mean particular area, the Operational playing a new force Focus changes to a new area and main character if you like. of the conflict. Change the Operational Focus (or create a new operation, if you are ambitious) 73-77 103
Campaign Play D100 78-83 84-88 89-92 STORY EVENT EXPLANATION PLAYER EFFECTS OPERATIONAL EFFECTS Transfer In A unit is transferred in from another formation or from off-world. Add a unit to your force. The Operational Zone the player’s forces are in gains +1 Army Strength if currently 4 or less. Front Transfer The focal unit is transferred to a different area of the conflict. Select what area you will now be fighting in. This can be a different operation altogether if you want. Move the player’s forces to a different Operational Zone. The focus unit is given a chance to rest, recover and be refitted. Make any force changes you feel are The Operational Zone the player’s forces appropriate, such are in is raised to as unit types, new weapons, or vehicles. Army Strength 3 if Recover casualties and currently 3 or less. conduct repairs. Add an Operational Play out a battle on Zone. Both sides have Army Strength 4. the new front. Decide if you want to shift the Conduct Operational Combat there campaign focus there. this turn. R&R 93-96 New Front Opens A new area is added to the overall conflict. 97-00* Remote Conflict A conflict breaks out in a different country, planet, or system altogether, but which is tied to the current conflict. Player Actions After every campaign story event, each player can attempt a player action. This can be any action, outcome or possibility that is reasonably plausible, based on events so far. Player actions should drive the narrative but can have limited mechanical or operational effects if the other players agree. The Story Events table (above) and the Operational Orders table (see page 98) can be used as a guideline. If playing with a GM, the GM always has the final say. 104 Play out a battle in the new conflict. Decide if you want to shift the campaign focus there. Creates a new Operational conflict. For example, after one side wins an important battle, you might decide that it would make sense for them to adopt a defensive stance and fortify that location as a base of operations. When playing with a GM, players provide their actions to the GM, who makes the rolls and interprets any outcomes and overlaps. If you play a multi-player campaign with no GM, you will need to talk things out between you. To resolve the action, roll 1D6, with 3-6 indicating that the event comes to pass, while 1-2 indicates it does not. If you need to know why it did not happen, you can roll again:
Campaign Play D6 REASON FOR FAILURE 1 The action was attempted but failed in some dramatic fashion, such as a new base being constructed but suffering extensive damage from enemy fire. 2-3 The action failed or was prevented due to in-story challenges or enemy actions, such as a counterattack. 4-6 The action was not attempted due to lack of resources or other difficulties, such as ongoing fighting in the region. UNIT LOSSES We refer to units being removed from the table as being “destroyed”, “killed”, or similar, but their fate can be quite varied. If a squad all became casualties in game terms, odds are a few were killed or wounded, others slipped away to carry back their comrades, one trooper was knocked out, another was isolated from their squad and so forth. Wrecked vehicles might have burned out, or may be okay with some repairs, or the crew may have simply bailed out and the vehicle was not actually damaged. When playing in a campaign game, you may need to know the fate of a particular unit. This can be used if you have a favorite unit or are curious about that one squad that were beat up the entire battle while trying to hold the objective. If you are playing using an Army Roster (see page 91) or using Campaign Progression (see page 106), you should use this system. If a unit remains on the table at the end of the game, we assume it recovers completely and can be used normally in the future. Casualties are replaced and equipment is repaired. 105
Campaign Play Any unit that was completely destroyed must roll a D6 on the table below: D6 ROLL CONDITION EFFECTS 1 Lost The unit is lost in action or captured. Remove them from your roster, though the unit can be replaced with a new unit for 1 Campaign Point if using the Campaign Progression rules (see page 106). 2 Devastated The unit has suffered extensive damage or losses. It is unusable for two campaign battles. 3 Weakened An individual figure recovers just fine. For a squad or weapons team, until the unit can sit out a campaign battle without being deployed, it must deploy with one figure fewer than normal. For a vehicle, it deploys with one fewer KP until it can be left out of battle. 4-6 Okay The unit is okay. An individual survived with minor wounds, a vehicle crew bailed out and have been reassigned to a new vehicle, a squad replaces any losses, and they are quickly integrated into the unit. CAMPAIGN PROGRESSION Players use Campaign Points (CP) to track their progression in a campaign game. Campaign Points represent a mixture of tactical advantages, command competence, and troop experience. Each game you play awards you CP, which you accumulate until you spend them on bonuses and upgrades for your troops. You may spend CP before or after any campaign battle. Store unspent points as long as you like. There is no ability to “trade back” options once they have been purchased. Are Points Tied to the Player or Army? In some narrative campaigns, you may switch between different forces, conflicts, or even sides. You may opt to have CP tied to a specific army you are playing. If so, and the campaign switches to a different force, those points are unavailable, as the new force will accumulate a separate CP total. But if you prefer, you can track CP for the player’s forces as a whole. 106 If you are continuing the same narrative arc, the CP will be available. This also means you are not starting from scratch if you decide to swap to a different army to experience the campaign from a different angle. When playing solo with player CP, it does not matter which army you earned the CP with, as you apply them to the campaign as a whole. If you like to play as one side and then as the other side, CP earned from any game in the campaign can be spent no matter which side you are playing today. Earning CP CP are awarded after every campaign game played. Roll three D6s and drop the lowest result. The sum of the two remaining dice is the base number of CP awarded. If the scenario played uses victory points (see page 73), 1 CP is awarded for every VP earned.
Campaign Play If the scenario did not us victory points, award: • 3 additional CP for a victory, • 2 additional CP for a draw, and • 1 additional CP for a defeat or inconclusive battle where neither side achieved anything. Example: If the roll is a 2, 3, and 5, the base award is 8 CP. If I earned 3 VP in the battle, I would receive a total of 11 CP. Spending CP Once purchased, it may be saved indefinitely. If you are playing with CP at the campaign level, battle advantages are also campaign-level, and can be used with any force. If you are tying your CP to a specific army, any battle advantages are also army-specific. Once a battle advantage is used, it is gone. Unit Upgrades Gain Veteran Skill (4 CP) A unit receives a veteran skill of choice (see page 149). Unit upgrades allow you to change or enhance the forces you are using in the campaign. These benefits are permanent and “free” when using the Army Builder points system. Unit upgrades are always tied to a specific unit. • Squads may have one squad skill and one sergeant skill. Roster changes are only used in campaigns where you are using a fixed roster and allow you to modify an Army Roster. The changes are permanent (until points are spent to make another change), and are a part of that specific army, once spent. Retrain Unit (2 CP) Battle advantages grant you a single-use bonus which can be spent in a battle when you wish. • Individual characters may have one individual skill. • Vehicle crews may have one vehicle skill. A unit with a veteran skill may replace it with another pick from the list. Gain Hero Trait (2 CP) Any Individual figure that is not currently a Hero may be upgraded to Hero status, even if it already has the Leader troop type. 107
Campaign Play Gain Leader Trait (4 CP) Any Individual figure that is not currently a Leader may be upgraded to Leader status, even if it already has the Hero troop type. Roster Changes Unit Refit (1 CP) You may make changes to a unit on your roster, such as replacing weapon options. If using the Army Builder, all changes must be correct for the unit type. For example, a weapons team can only select from the Crewed weapons listed in the Army Builder. You can make multiple changes such as adding, removing, or swapping out options. Unit Customization (1 CP) You may add, replace, or remove one weapon or option from a unit even if it is not listed in the Army Builder. Use the points values in the weapons section to calculate the new points value. Unit Replacement (1 CP) A unit on your roster can be discarded and replaced with a different unit of the same general type (squad, vehicle, specialist, individual). Discarded units are no longer available. If the replaced unit has any upgrades, modifications, or penalties, they are lost with the unit. Roster Addition (3 CP) You may add a new unit to your roster. If using the Army Builder, the unit must fit into an existing platoon. If there are no existing slots available, you may begin a new platoon instead. Replace Destroyed Unit (1 CP) If a unit has been permanently lost, you may replace the lost unit with a new unit of the same basic type (storm squad, medium tank etc.). The new unit enters with no veteran skills. It may use a different weapon load-out than the original unit. 108 Battle Advantages Battle Support (2 CP) This allows the use of Support (see page 65) in a single battle of your choosing. Multiple Supports can be chosen for a single scenario, but they must each be a different type. If you select the Support option at the beginning of the battle, it will require a 7+ roll to call upon. Once a battle has started, you may opt to bring on Support that you have previously paid for. Nominate what type you are after. It will be called on an 8+. Battle Finesse (1 CP) This is usable in a scenario using the Clock (see page 120) to determine when the game ends. When used at the end of a round, you may roll twice for the progress of the Clock, and pick which of the dice you want to use. You can use Battle Finesse multiple times per battle, but only once per round. Battle Luck (1 CP) When any figure makes its attacks (whether by firing or by making a close assault), you may spend Battle Luck to have the figure roll for two sets of attacks (including both Hit and damage rolls) and then choose which set you want to apply. This works on both friendly and enemy attacks. When used on vehicles, it only affects a single weapon. You may use Battle Luck as many times as you like, but each individual attack can only be modified once. Battle Initiative (1 CP) You may use this to automatically choose whether to take the first or second phase in the first battle round.
Game Mastering Game Mastering Game Mastering a scenario can be a tall order the first few times. If you are about to undertake this role, take time to read through the advice in this section. Even if you are playing without a GM, this chapter can help you to make a game work smoothly and handle unexpected events. Resolving Questions A key task for the GM is to resolve questions as they occur during the game. Many of these will be simple interpretations along the lines of “How do these two things interact?” and “Is this robot in Line of Sight?”. As the GM, you should resolve these as fairly as possible, taking the intentions of the players into account. Miniatures games are fabulously complex machines, with near-infinite combinations of units, tabletop features, scenarios, and random chance. It is inevitable that something will occur that nobody anticipated. In most cases, consulting the game rules will provide you with an answer, and if needed, adjusting the literal rules to suit a particular scenario, considering the intention of the rules and the situation at hand. If a particular question seems likely to come up again, evaluate it after the game, and decide with the group how it is best handled in future (and contact the author so we can clarify the issue for a future edition!). In some groups, one person is the “rules guru” (often the GM), and they can be left to figure it out (usually by emerging from an ancient computer vault, clutching a cobwebbed computer chip). Active or Passive? Game Mastering can be both active or passive: An active GM tends to administer the scenario on the fly, making adjustments and adding (or removing) new elements as the game unfolds. This might mean adding reinforcements if it looks like one side is being obliterated, or adding some tension to a scenario that is slowing down. This is similar to the GM in a roleplaying game, where it is expected that there is a frequent interplay between players and GM. Most scenarios that are “players vs GM” will be somewhat of this nature. The players might ask about something that was not expected, and the GM answers this on the fly. For example, a player sends a technician to search a computer terminal, to see if they can just shut off the power to those sentry guns. The GM thinks about it and decides that they can, but if they take too long it alerts the defense systems and more robot soldiers will be deployed. If you are still unsure, you can use a die roll to resolve the issue and move on with the game, but be careful not to relegate the reality of the game to a series of dice rolls. The players should feel that they have a reasonable understanding of how things work. They 109 shouldn’t think they can fish for a random roll A passive GM tends to set up the scenario that eliminates a particular unit or challenge. and run any active elements (such as GMcontrolled troops), but not otherwise make 109
Game Mastering changes after the game has started. Using the above example again, the GM might state that the technician looks around but does not find anything, unless the scenario details outlined that cutting the power was an option. The difference in approach is particularly relevant when questions of difficulty arise. An active GM might adjust the challenge to make the scenario harder or easier as it goes along. If the players blow through the initial defenders quickly, you might (as an active GM) add a few more at the rear of the enemy complex to make the scenario more tense. A passive GM would stick to the scenario as it was intended: If the players do well, it just means their force operated efficiently and can celebrate that victory. You will find that different scenarios require different approaches. If in doubt, lean towards the passive side, especially when starting out. It is easy for players to become frustrated if they feel they cannot anticipate unpredictable elements in the game or that anything they do is being countered. Note that this is different from revealing information during a game. A passive GM does not have to lay out all the cards in advance, though a similar warning applies here: Some secret information will intrigue the players because it gives them an incentive to explore and be creative, but if every inch of table seems to trigger something unforeseen, it becomes difficult to conduct a battle. An active GM can worsen the situation because players may feel that the GM is just trying to mess with them. The advantage of active Game Mastering is that the game world can feel much more alive and responsive, which can greatly increase both investment and immersion in the setting and scenario. In reality, most GMs combine both methods, and even those who lean more towards one side or the other will incorporate elements of the other style. 110 Creating and Using Tests If an action is not guaranteed to succeed, the humble ability test can resolve many questions in the game: • .Pick which ability score is used and assign a target number according to the table below. • Apply modifiers to account for having or lacking particular equipment or training. Modifiers should typically be kept to +/-1 to keep the challenge focused on the characters attempting it. Examples: Climbing is something anyone can reasonably do, so having climbing equipment adds a +1 bonus. Picking a lock is something you usually need specialised equipment for, so trying to do it with improvised tools is a -1 penalty. SITUATION TARGET NUMBER Routine 4+ Typical 5+ Challenging 6+ Difficult 7+ All manner of tricks and effects can be applied to tests, if your scenario needs them. A few suggestions are listed below for inspiration: • Each failure increases the target number by +1. • Failing the test grants a benefit to the enemy (such as reinforcements or a bonus to something). • The test requires a specific item (carried or found on the battlefield). • The test requires two people to work on it simultaneously. • The test can only be attempted once. • If the test fails, an item must be located before making another attempt.
Game Mastering • The test requires specialist tools (-1 penalty or impossible without). • The test benefits from specialist tools (+1 bonus). The Luck Test If a situation would benefit from a die roll but does not rely on any troop characteristic, training, or skill, it can simply be a Luck test. Roll the D6 aiming for a result above a target number. The target number can be judged quickly on the fly: • Likely to happen, 3+ for success. • Equally likely to succeed or fail, 4+. • If success is against the odds, those odds are 5+. You can use an “anything but a 1" roll for situations that have a small chance of failure (often due to unexpected or external circumstances, such as crossing a rickety old bridge) but be careful not to call for that constantly, or you will turn the game into a comedic series of falls and accidents. Conversely, long-shot plans might only succeed on a 6. Again, exercise some discretion here, or you may end up with players constantly asking, "Can our orbiting battlecruiser wipe out the enemy position on a 6?". Actions in More Detail Player actions (see page 104) can take all manner of forms, with some groups using them extensively, and others preferring to keep things by-the-book. As a broad rule of thumb, an action should allow the following within reason: • Accessing an area of the battlefield. • Obtaining an item. • Creating something moderately useful. • Delaying or hindering a target. • Wrecking something on the battlefield. • Discovering a location or information. Other uses – and especially more dramatic uses – should depend greatly upon the scenario and the desired tone. A scenario that is more space opera in nature might benefit from more dramatic actions, while a grittier war drama will play better if kept firmly in the realistic. 111
Game Mastering The character or unit attempting the action should be considered; an infantry grunt probably can’t hack into a security system at all. Often, the GM may opt to limit player actions to character figures (who can be assumed to have a broad educational and skill background as well as out-of-the-box thinking). A player action is often going to require a test. Something especially potent may require two tests: One for research (such as figuring out from parts of an alien space plant if it is susceptible to any chemicals) and a second to implement the action (mixing a substance to destroy the plant). When Game Mastering, remember the three basic guidelines below, and try to keep your games consistent: • Actions should rarely allow the destruction of player-controlled troops directly. • Actions rarely grant bonuses to rolls. • A clever plan is only clever once) and try to keep your games consistent. The game flows best when the players and GM are in tune with each other about what is acceptable, and it’s worth discussing this up front, especially if a particular scenario differs from how you usually do things. For example, a group that usually plays tight, military scenarios involving small-unit tactics plays an infiltration scenario where a commando team must breach a military research base. The GM decides that this scenario would benefit from a more open-ended approach, and tells the players beforehand that the scenario will be open to player actions that interact with the environment. GM-controlled Forces If you have troops to control, you should strive to either have them follow predictable patterns (a guard robot follows a designated route until it spots an intruder) or operate in a manner that is appropriate to its orders and instincts 112 (soldiers advance tactically on a position, the monster picks off isolated adventurers, etc.). This also means GM-controlled forces should behave realistically: If they have no reason to suspect the ambush the players have set up, let them walk right into it. Always remember that while the characters you control are trying to survive and achieve their goals, you are not yourself trying to win. The enemy should fight as fiercely as they are capable of, but you should never be emotionally invested in them doing so (though it is permissible to have a favorite villain if you accept it when the players finally nail them). In the event a major enemy character is a casualty, roll a D6 after the scenario (and make sure the players witness the roll). On a 6, the character may return as a villain later, though it is up to you how long that takes. A returning villain should be given a few upgrades, new weapons, cybernetic body parts, or a cool new ability. At the very least they should receive 1-2 KP extra. A villain will always seek revenge on a character that delivered the ‘death blow’, foiled their plans, or otherwise got in the way. Enemy forces follow the Morale rules as usual, though many monster types may not care about casualties. This is good for “under siege” scenarios where the players must accomplish objectives before being overrun. Be careful about having too many fearless foes, though. The repetition can become dull, and it can turn scenarios into a grind as the players have to chase down and kill each and every opponent. Think carefully about having very tough troops that are also unaffected by Morale. In a similar vein, if the players have solidly beaten their opposition, consider skipping the mop-up and just remove the last stragglers from the table. It is rarely fun to chase the last two space pirates from the corners they are hiding in. A major villain will prefer to retreat so they can plot their revenge, and you should take the opportunity to monologue or do an evil laugh as they do so.
Game Mastering PREPARING A GAME MASTERED SCENARIO The Story The core of a scenario is the story. (No, you don’t have to write out a whole novel.) Since this is a miniatures game, the narrative is told primarily on the gaming table, so the story needs to fill in the blanks about who’s shooting, why they’re mad at each other, and where the shooting happens. You may already have a larger context for the scenario, such as an ongoing campaign or narrative. Otherwise, you will need to create the context yourself. This can be as big or as small as you like, but the best miniatures scenarios tend to be lighter on the reading. Determine in broad terms who is involved, why they are coming into conflict, and where it will take place, and then start the game. As you play more games, the process will almost solve itself, especially if you are playing multiple games set in the same overall conflict. The real enjoyment comes from connecting the threads of multiple games such as having the story of the next battle follow from (and depend on) the events of the last one played. If the invaders won the first battle, they now have a foothold on the world, so maybe the defenders are going to send in a commando team to blow up the starship refueling facility. If the Unity operative failed to apprehend the mad scientist, the scientist succeeds in activating his space dinosaur mind control device and now there’s giant lizards everywhere. If you can’t decide, simply pick the first two or three things that come to mind, and then roll randomly to see which one you want to go with. The emphasis is on the story progression rather than specifically game advantages or disadvantages. Example: I want to create some sort of heist scenario. A pirate leader has gathered a bunch of intergalactic wasters and is looking to make off with some prototype tech. The enemy will be some hired mercenary guards. Selecting Forces Your story will dictate the forces that will be fighting, with some scenarios being more open-ended and some being very specific. Of course, your selections will also be dictated by the actual figures you have available. It is common to design scenarios to fit particular units. If you just bought and painted a new unit of troops, then they deserve an outing on the field of battle! If players are bringing their own armies, they will want some input on what forces they use. A scenario can work with each player presenting the troops they would like to use, and the GM adjusting them to fit the scenario (and to ensure each side will have a decent chance, given their objectives). The GM Army Process The GM tells the players roughly what they should bring. For example, three big squads of infantry and a tank. When each player presents their list to the GM, the GM can then make any tweaks to ensure the scenario will be as evenly matched as possible. This might mean upgrading or downgrading a unit, adding or removing a few figures, or throwing in a few extra troops. 113
Game Mastering The forces should be appropriate to the story of the scenario, but you will usually have an array of choices open to you. In general, a player should have at least three units on the table. Five or six is often more satisfying, as units can die rather quickly; too few troops and you run the risk of a player being left without troops after a single volley of particularly effective fire or a well-placed artillery shell. Try to make sure a player has variety as well. For example, instead of three heavy firepower units, try giving them two firepower units and a fast, light unit. A force also tends to look best if it has a recognizable core formation, typically some ordinary grunts that set the theme. You can use the Army Builder rules in the book to set up the forces (see page 132). They make for a good starting point, though you should not be afraid to create completely new units, creatures, and vehicles. A scenario featuring a prototype tank (with a suitably cool call sign) can be a lot of fun, after all! Even if you do not intend to use the points system, the general platoon structure (see page 134) will help you to make sure a force feels rational on the table. You can adapt this based on your needs. Elite troops dropping from orbit may not have any tanks to support them, but might feature a lot more characters to give them an array of snipers, demolition experts, and more. The Battlefield Your gaming area needs to be organized and laid out with terrain. While this can be limited by the types of terrain you have in your collection, you should strive to establish a cohesive theme for your setup. This is not as difficult as it sounds: By simply picking and placing similar terrain pieces, a theme will emerge automatically. 114 The usual caveats apply: • Make sure there is enough cover to shelter from fire, and that paths are available so units can reach areas and interesting locations to fight over. • Try to avoid placing a wide-open space in the center of the table where it will become a ‘kill zone’ (see page 72). • Conversely, any particularly large or impressive terrain features should be placed in or near the middle, instead of along the battlefield edges where they won’t feature in the battle. Try to encourage some verticality by having things to climb up and reasons to do so. Good examples include a tall platform overlooking an area with Linear Cover, or an objective such as a transmitter on the roof of a building. Make sure to place a lot of scatter pieces around the table so figures can have dramatic firefights among them! Rubble, single trees, small crystals, or anything else you can think of will do. Example: Since this is a heist, it will feel more appropriate to have a lot of buildings and industrial-type terrain features. I have enough buildings to make a small factory outpost, but it only covers half the table. I decide that this is a supply depot in a remote region and cover the other half of the table with various rocks and alien-looking plants to make it resemble an otherworldly wilderness. For scatter, I have a bag of clear plastic crystals from a home decorating store. I spread them around the outskirts of the facility and among the wilderness terrain. Finally, I realize that, if it is a heist, there should be a clear target, so I put a shipping container in the center of the facility.
Game Mastering The Objectives Each faction needs one or more goals they are trying to achieve. This may be something very specific and clear-cut, such as eliminating a particular enemy or blowing up a target. Or it may be open-ended, such as sweeping an area or finding out what is really going on in the research facility. In a campaign, the players may have goals they have created based on previous events. Make sure you have a decent idea what achieving each goal entails so that you can give the players an account of how things went at the end. The goals should always be realitychecked for problems: If a particular location must be reached or a time-consuming action performed, make sure that there is enough time to do so. Remember that troops usually cannot move in a straight line to the objective and may not be able to advance every round, so allow some flexibility of route and rate-ofprogress if you use a time limit. If the factions have goals that are not in conflict, they may end up not firing at each other at all! Consider whether this is an issue. If it is, make sure you have an answer in mind. If a time limit will apply, consider how this will work: A fixed number of rounds, a random roll when time is running out, or a countdown once a particular activity happens? Time limits are most fun when they are tied to something in the story, such as reinforcements arriving or a super-bomb detonating on site and vaporizing anyone that hasn’t evacuated yet. Example: I want to keep things simple, so the objectives are simple: The pirates want to reach the shipping container, take an action to search it, and then make off with the tech treasure inside. The corporates are trying to stop this from happening. Easy peasy! I decide that after Round 3 I will start a running Clock by rolling 1D6 per round. When it reaches 20, the corporates will receive an extra fireteam as reinforcements. How Did I Do? Victory can be determined in several ways. With a GM or when playing a friendly scenario, you may keep things open-ended; simply assess how each side did in comparison to their objectives. It is fine if both sides claim a victory, especially if the objectives did not contradict each other. You may also decide that while the goal was reached, casualties were too severe to make it worth it. 115
Game Mastering If you want more clear-cut resolution, it is best to determine it up front, either through a sudden-death objective (when achieved, the game ends), or through a victory point system (see page 73). A useful option for a larger game is to give each side two major objectives and one minor objective. Award 2 VP for each major objective that was achieved, and 1 VP for the minor objective. Note that some systems such as Campaign Progression (see page 106) assume that VP will be awarded, so try to fit them in if you need. For military operations, you can always start by declaring the capture of terrain features or areas of ground as the objectives. As a campaign develops, more personal objectives may become clear. Deployments and Arrivals You will need to specify where initial forces begin the game and how any additional troops arrive on the battlefield. The options in the Deployment Methods section (see page 117) can be used to set this up. Carefully consider deployments in relation to the objectives the army has to achieve. A force that must slog on foot across half the table is unlikely to do it in 3 rounds. Conversely, having half a battalion of assault troops beam down directly on your position might not be all that much fun to defend against. If a player has forces arriving by multiple methods, make sure they will work on the table. Troops landing far from the rest of their force will be in for a rough time, and having an elite unit be immediately swarmed is not fun. Isolated units will need the benefit of terrain to shield them upon arrival. They should have a clear role to play in the scenario that justifies the danger they are placed in. 116 Complications Scenarios can take place under almost any circumstances you can imagine. Your scenario is often improved by adding at least one complication to the proceedings. Dangerous ones such as third-party troops, monsters, or environmental hazards are often the most fun, but be careful not to go overboard (unless the point of the scenario is for the players to gang up on the monster horde that just showed up). Other complications might involve a character acting unpredictably, a terrain feature that is hiding something interesting (or bothersome), or an unexpected problem (such as a weapon being low on ammunition). Complications that seriously affect only one faction should be used sparingly unless they have other advantages to make up for it or have a way to overcome it. Likewise, resist the temptation to add a hindrance to every use of a cool, powerful unit or weapon. A complication may also be something beneficial to a faction, such as a unit with especially high Morale or a prototype weapon. Each gaming group will have its own tolerance for how sprawling they like their scenarios, but 1-3 complications is usually safe. More than that, and it becomes difficult to remember everything, and the players may feel like they are constantly being surprised by things. Example: I want to have a little fun but still allow the players to focus on shooting up bad guys. I decide that any pirates within 6" of the captain do not have to test Morale, while the mercs have access to a spare Crewed weapon if one of them moves into contact with a particular building. The weapon is gene-locked to the merc units, so the pirates can’t take advantage of it. Finally, I decide that the crystals slowly spread: At the end of each round, I’ll drop another plastic crystal on the table.
Game Mastering Side Plots Objective Examples A side plot is a secondary objective. This can add more choices to a player and is perfectly suited to a game where multiple players are on the same side. Side plots can be particularly fun if they might interfere with the primary objectives, such as requiring a character to move off to a remote location to achieve something. A side plot can grant bragging rights, carry an immediate reward in the ongoing battle, or provide a future benefit in the campaign. If you are stuck trying to think of something, steal from a book, film, comic book, TV show, or video game. The list below can be used as well. Just pick or roll a D10 and then fill in the blanks. Example: If my scenario was a larger battle with two players on each team, I might have one of the pirate characters be looking to secure buried loot for themselves, and have a jealous mercenary officer tasked with claiming all the credit for the operation. D10 ROLL OBJECTIVE 1 Capture something 2 Steal something 3 Secure a location 4 Blow something up 5 Find something out 6 Eliminate someone 7 Reach a location 8 Do something at a location 9 Repair something 10 Rescue someone DEPLOYMENT METHODS Troops can arrive on the battlefield in several different ways, depending on technology, tactics, and circumstances. You can use these options when setting up a scenario. Take a moment to think about what deployment methods fit a particular army or tactical situation. As with Scenario Components (see page 119), they can be used “as is” or modified to fit the circumstances. A points value has been assigned here for people who use the Army Builder points system to create their armies, but these are not standard battle options for pick-up games. It is possible to have units arriving through different deployment methods in one scenario. A 3' x 3' space (36" x 36") is a good size for most games, though you can adjust to a smaller table if you are looking to play with fewer troops. Generally speaking, a 24" x 24" table holds a reinforced platoon well (three squads, a couple of vehicles, and a character or two). Conventional Method This is the standard method and is well suited to stand-up fights and pick-up games. • The scenario dictates a deployment area for each side, separated by 24". Typically, deployment is done along the longer battlefield edges to allow more room to maneuver. • On a smaller table, you can reduce the distance of separation to 18", while a big battle with lots of vehicles may benefit from 30" or even 36". • Players alternate setting up one unit of choice. Use a random roll to determine who sets up first. 117
Game Mastering Concealed Method Drop Method (Base cost +10) (Base cost +10) Concealed units are camouflaged, buried, cloaked, or otherwise not visible. The unit is arriving from an aircraft, through teleportation, or using a similar means of deployment. • Concealed units do not begin on the table. Instead, the player (or GM) notes down which terrain feature the unit is within. • The unit can be granted an activation die at any point. Place the unit so that every figure is within or in contact with the terrain feature, and then carry out actions normally. • The unit can be detected using the Observation rules. • A unit cannot employ any abilities of any kind and cannot be affected or targeted while it remains concealed. It is treated for all intents and purposes as not being on the table, including if the terrain feature is Hit by Area weapons. Teleport Option (Base cost +5) Units deploying using teleportation always land on target, with no deviation. A teleporter cannot lock on within 2" of a unit or within a terrain feature. Active Reserve Option (Base cost +10) The unit can be brought on at any time of the players choosing. This is used in the Battle Scenario (see page 76). Flexible Reserve Option (Base cost +5) When the unit does arrive, it may do so from any point along a friendly battlefield edge. 118 • Drop units begin the game off the table and arrive using the Reinforcement rules (see page 128). • When the unit arrives, select a target point within Line of Sight of friendly troops. Move the point 1D6+1" in a random direction. A squad must set up entirely within 2" of this target point. • Any vehicle must be placed on the target point. A vehicle can drop with troops inside. • If multiple units drop at the same time, they must be given separate points of arrival. • In the event a vehicle lands in or on a terrain feature, it is stuck in place. • Any figure that lands on top of an enemy unit is destroyed or shot down while landing. Reserve Method (Base cost –10) The unit begins the game off-table and arrives using the Reinforcements rules (see page 128). Reserves may be assigned to specific arrival points including along the flanks.
Game Mastering SCENARIO COMPONENTS Scenario components are building blocks you can use when creating a scenario to play. They can be objectives in their own right, complications that make life more difficult, mechanics for how to handle a specific situation, and more, and can be combined in interesting ways. Think of them as a big toolbox for you to play with and to inspire you. They can also be modified to suit your needs. All these components are written to be usable as written without changing anything, allowing you to swiftly put something together by picking the parts you think sound interesting and fun. However, any of them can be modified to fit your situation further by adding conditions, making an effect more or less severe, or combining factors to create something memorable. These components are listed alphabetically, but can be grouped into categories as follows: Activities: Construction, communications, demolitions, doors and other entrances, handling items, intuition, long-distance identification, research, searching, securing an area, suspicion, taming beasts. Encounters: Encounter reactions; group agenda resolution; negotiating; rivalries Environmental: Chemical hazards, dangerous terrain, gas and smoke clouds, limited visibility. Procedural: Clock management, reinforcements. Status: Concealed units, confusion, suspicion. Weapons: Dwindling ammo, landmines, unreliable and prototype weapons. 119
Game Mastering Clock Management If the passage of time is important, assume that 1D6 minutes pass at the end of every round. This accounts for the fact that combat is often a series of rapid events happening quickly after each other, coupled with prolonged bouts of waiting to see how the enemy responds or anticipating their next move. If your scenario dictates that events occur at a specific time slot, it occurs if the Clock reaches or passes that slot. Example: A bomb will explode after 15 minutes, and the Clock is already at 12 minutes. At the end of the round, a D6 is rolled with the result being 4. This takes the Clock to 16 minutes, exceeding 15. Boom! Rather than give specific Clock times, count the number of minutes that have passed, starting the scenario Clock at 0. • Particularly insidious threats modify the roll by -1. Figures with the Synthetic trait are not affected by toxins. They are affected by corrosive environments, but count as having protective gear (2+ avoidance). Communications Military troops use communication systems to transmit orders and intel efficiently throughout a mission, allowing all standard communications to succeed without any dice rolling required. If a unit attempts to communicate between systems that are not meant to work together (such as using a captured radio), hack into communications, send a transmission without detection, and so forth, a Savvy test is required. The table on page 120 lists suggested target numbers. Chemical Hazards Chemical hazards typically affect a specific location (such as a terrain feature or room) or Area of Effect marker (such as the cloud from a poison gas grenade). Any figure that comes into contact with a hazardous area at any point during a round must make an Avoidance roll on 1D6, consulting the table below for the target for success. • A roll below the required score means the figure suffers the effects of the chemical, typically a loss of 1 KP (even if chemicals are rarely lethal outright, they are very likely to incapacitate for the duration of a fight). 120 • A roll equal to or above the target means the figure is not affected for the rest of the current round. They may have been able to hold their breath, found a pocket of air, or fashioned some means of temporary protection. To jam a transmission requires an opposed roll, with the higher score succeeding. If a transmission succeeds but is actively being jammed, a second opposed roll is made with the transmitter getting through if they roll equal or better. PROTECTION AVOIDANCE ROLL NOTES Civilian, outlaw, etc. 6+ Average person. Military equipment 4+ Typical military forces, Unity grunts. Protective gear 2+ Gas masks and similar counter measures. Environment suit 1+ Space suits and protective gear. Engineer alien species. Swarm 2+ Swarm alien species.
Game Mastering EQUIPMENT TARGET NUMBER Standard kit 5+ Captured or alien 6+ System is hardened against capture 7+ These can be modified. The table below offers some suggestions. GOAL IS TARGET NUMBER ADJUSTMENT Establish communication +0 Communicate without detection or eavesdrop +1 Jam signal Opposed roll The GM should enforce some restrictions on troops that are unable to receive communications. Troops will continue with the orders they were generally operating under, though they may respond to direct threats and may abandon their orders to move towards the sounds of combat instead. Without radio (or futuristic equivalents), you can get someone’s attention at a range of 12" and exchange information and ideas at 6". Concealed Units Concealed units are not set up on the table. Instead, they are marked secretly on a map or through written instructions. Only infantry and Crewed weapons may be Concealed; vehicles may not be. If a scenario allows troops to be concealed, each unit must be assigned to a terrain feature within the normal deployment area allowed by the scenario. The unit does not have to be placed in an exact location within the feature itself; it is enough to know the unit is in the terrain feature. Unit Notes: Communications • Swift always have a general idea of what other Swift on the battlefield are doing and can see (regardless of which side they are on). • Precursors can communicate sufficiently to coordinate in combat if within 12". • Converted can communicate across the battlefield. Their comms cannot be intercepted or eavesdropped upon, and they receive a +1 bonus if rolling to resist jamming. • Soulless communications cannot be jammed or intercepted while connected to the network (for example, if a Soulless military base or orbital ship is at the world). Concealed units can be activated at any time just like any other unit. Place the unit anywhere within or adjacent to the feature in question, and then move and act normally. If an enemy moves into a terrain feature, any concealed troops in that feature must be placed immediately. This interrupts the moving unit temporarily. Concealed units are Hidden. They are revealed (and must be placed) if an Observation roll reaches their terrain feature (see page 39). Use of the Scanner Sweep Support option (see page 68) will reveal concealed units in a targeted terrain feature. Confusion Units may be confused due to a surprise encounter, chemical or psionic attack, contradictory orders, sabotage of their communications, or several other reasons. When a confused unit activates, it makes a Training test: A score of 6+ indicates the unit shakes off the confusion and can act immediately. Otherwise, it remains in place and cannot take any actions. 121
Game Mastering If fired upon, or visible enemies approach within 8" of them, the unit recovers immediately. A character figure moving within 2" of a confused unit can attempt to clear things up. Take an immediate Training test for the character, with a 6+ indicating the unit is no longer confused. A unit cannot receive help from more than one character per round, and a character can only attempt to help one unit per activation. Once a unit has shaken off a state of confusion they act normally for the rest of the battle. Construction To build or construct something, set a difficulty factor for how complex the build is. If it mainly involves assembly or modifying an existing item, a difficulty factor of 10 is typical. If it involves building something from parts that must be modified to fit, use a difficulty factor of 20. Building requires a roll of 1D6 every round, with the cumulative tally. Troops trained in engineering or characters with a suitable skill set add +1 to the score. Once the score equals or exceeds the difficulty factor, the build is completed. • Unlike Research, no special rules apply when rolling a 1 or 6. Building tends to be more a pragmatic process, with fewer dead ends and leaps of logic. • Building requires suitable materials which may have to be found or acquired. Examples of building include creating barricades, modifying a satellite array to broadcast a unique signal, or developing something that was theorized through research. Dangerous Terrain Some terrain features, such as chemical spills or treacherous swamps, may be hazardous to the health of troops. Individual figures can pick their way through these features safely. Any squads must roll 1D6 if they try to enter or move within a dangerous feature. On a 1, a random trooper stumbles into a hazard and must make a 6+ Savvy test, with failures become casualties. Such casualties do not die, but rejoin their squads after the battle. Note that one roll is made for the entire squad, not per figure. Swarms and any predator local to that region of a world are not subject to natural hazards. but are at risk for artificial hazards such as industrial spills. Additional options: • Highly Hazardous: Teams risk injury on a roll of 1-2. • Corrosive: Armor saves cannot be attempted. Vehicles are not affected by Dangerous terrain, though they must obey the normal terrain restrictions for their type of mobility. For example, a poisonous swamp is treated as a swamp. Demolition Blowing things up requires explosives, and these must be transported to the target, usually by engineers. High-tech explosive charges are light enough to be portable by an infantry figure. Each figure can carry a single charge, and a structure generally requires one charge per 2" along its furthest dimension. For example, a bridge that is 3" wide and 6" across would require 3 charges. A charge can be set by moving into contact with the target. 122
Game Mastering Once the charges are primed, set the timer to a number of minutes. Remember that 1D6 minutes pass at the end of each round (see Clock Management, page 120). When the timer hits 0, the feature is destroyed and any figure in, on, or adjacent to it becomes a casualty, either buried in the rubble or blown to pieces. Charges can be defused. Each figure working on this rolls 1D6+Savvy with a 6+ disabling one charge. To prevent this, you can set more charges than you need to destroy the feature. High-tech explosives are insulated and do not detonate due to weapons fire. They cannot be used for other combat purposes, unless permitted to by the scenario or GM. Doors and Entrances Normal doors that are open to both sides are handled by the movement rules. Use the following rules for doors and entrances when things are not that straightforward. • A door may be locked from the inside of a building. Interior doors lock on one side. If you are uncertain, pick which side at random. A figure with a suitable key (or suitable electronic access) can lock doors as well. Locking a door requires being in contact during a move, but does not require an action. • Picking a lock requires an action and a 6+ Savvy test for a conventional lock, 7+ Savvy test for an electronic lock. If a scenario dictates a figure has lockpicks or similar equipment (or a background in thievery) they receive a +1 bonus. • Breaching a door requires an action and a 6+ roll. Figures with Melee weapons may add the damage rating to the roll (ignore damage bonuses). Figures with multiple close combat attacks can try one time per attack. A Penetrator grenade allows the door to be breached automatically with no roll, though it still requires an action. • A door may be barricaded with an action and a 5+ Savvy test. Once barricaded, the door can only be opened from either side by breaching it. Dwindling Ammo A scenario may dictate that a particular weapon is not well supplied with ammunition – typically a heavy (Crewed) weapon of some sort. This limits the weapon to two attacks during the battle, after which it is exhausted, and cannot be used for the rest of the battle. You can use the Limited Ammo marker for keeping track of this. Encounter Reactions In more open-ended scenarios, you may have third parties that player forces can encounter. If the GM has not determined the goals of a third party, use these rules. Make a reaction roll when an infantry figure (or a vehicle with a crew member or commander sticking out the hatch) comes within 8" and Line of Sight of a GM-controlled unit. Roll 2D6 and consult the table on page 124 to determine the unit’s reactions. The GM may grant a particular group a modifier to account for their outlook. Criminal types generally react at -1 while violent groups such as pirates react at -2 at least. Your average friendly colonists might react at +1. Note that such third parties are not idiots. They usually turn hostile to any force that threatens them and flee or defend themselves according to their abilities. If a group makes enemies/friends with one side, they will react at +/-2 to the other side. 123
Game Mastering 2D6 ROLL REACTION NOTES 2-3 Hostile Attack immediately. 4-5 Aggravated Will attack if given provocation. Next round, roll again counting a 6 or less as Hostile. 6 Suspicious Avoid and refuse cooperation. 7-8 Neutral Avoid. Must be persuaded to cooperate. 9-10 Cooperative The characters aid and cooperate, but will not involve themselves in a fight unless it is in their interest. 11-12 Friendly Fully cooperate and assist. Notes: • Swarm react to all lifeforms with immediate violence. • K’Erin treat Aggravated as Hostile, but treat Suspicious as Neutral. • Everyone reacts to the Converted or Horde with violence. Gas and Smoke Clouds Clouds of gas or smoke are easily represented with a bead or marker and radiate out a certain number of inches in every direction. The rules give the area of effect of military weapons. Otherwise, a generic cloud can be assumed to extend 2" radius in every direction. 124 If operating indoors, clouds do not penetrate through walls, but do penetrate through doors unless they are environmentally sealed. At the end of every game round, roll a D6 for each cloud. If multiple clouds are on the table, roll in a batch and assign the dice from left to right as they fell. Realism Note In reality, many biological weapons are designed to be invisible; however as this is boring, the game rules assume all gas weapons are a suitably dramatic bright green, and therefore easy to spot.
Game Mastering D6 ROLL RESULT 1 The cloud dissipates immediately. 2-5 The cloud remains in place. 6 If outdoors, move 3" in the wind direction. If indoors, with anti-gas systems, the cloud dissipates. Otherwise, it remains in place. (All starships, military facilities, and chemical labs have anti-gas systems.) Wind direction can be determined randomly the first time it is required. The wind always blows towards one of the four battlefield edges and does not change during the game. Any figure that is contacted by the cloud at any point while the figure or the cloud is moving is affected by it (if it has any effects). Both gas and smoke clouds block lines of sight. unrelated to the conflict that neither side has reason to become involved with (though they may well get in the way). A GM is encouraged to use this as a springboard for further ideas and scenarios. Note that this system is intended for sapient groups, not wild beasts. A D100 roll is made. Notes: Group Agendas This system is used to determine the goals of an unexpected group arriving (or being discovered) on the battlefield. Unlike the Encounter Reactions rules, use this when a group is first placed on the table to determine what their purpose is in the battle area. It is possible they will interfere with the battle, or they may be trying to do something • Encounter Reaction rolls can be made if it is uncertain how a group might react to being approached while carrying out its agenda. • A group that is prevented from moving to a desired location will halt 12" or so from the units in their way. If they are still unable to progress the following round, they will attack to clear a path. D100 ROLL AGENDA NOTES 01-25 Retrieve Something The group is trying to reach a specific terrain feature selected randomly or by the GM. Once there, they will attempt to return to their original location. They will fight to protect themselves or clear a path. 26-45 Reach and Secure The group is trying to reach a specific terrain feature selected randomly or by the GM. It will fight to reach this location and will fight to capture or defend it. 46-65 Cross Battlefield The group is trying to cross through the area by exiting across the table at the most distant point. They will fight to protect themselves or clear a path. 66-80 Defend Location The group is looking to defend the terrain feature closest to their initial location and will attack anyone moving near. 81-90 Interested Party The group is looking for possible allies or to be hired. If approached within 6" either side may attempt to Negotiate (see page 128) 91-00 Neutral Party The group is neutral. If approached within 12" by either side, apply the Encounter Reaction mechanic (see page 123). 125
Game Mastering • A group that is attacked will fight to defend itself until it is no longer threatened, at which point it will resume its agenda. This does not mean the group considers themselves part of the opposing army, however. • The GM can and should modify these reactions depending on the group. Handling Items A character can usually pick up a small item off the ground automatically by moving into contact with the location. If an item needs to be handled in a scenario, a token or marker should be placed to avoid confusion. Most scenario-relevant items do not hinder a figure carrying them, though for balance purposes a figure can generally only carry a single such item at a time. An item can be placed on the ground or handed off to a figure in contact, but an item can only be handed off once per phase (to prevent a “bucket brigade” from running the item off the table immediately). If a figure becomes a casualty, the item is dropped where they fell. A figure removed due to broken Morale rolls 1D6: On a 1-3, the item is dropped; on a 4-6, they ran away with the item. (Hope you didn’t need it later!) This does count as retrieving it for the purpose of victory conditions. An Area weapon destroys any item on the ground within its area of effect on a D6 result of a 1. Pushing, pulling, or handling an item that is human-sized is done at half pace, and no other actions can be taken at the same time. Two people helping each other can do so at normal speed but must still spend their full round doing so. 126 Optional Handling Rules: • Cumbersome: A figure carrying the item cannot Dash. • Complicated: The item can only be picked up and handled by a character figure, a figure trained in handling it, or a figure with Savvy of +2 or greater. • Fragile: If the item is put on the ground (or dropped by a casualty or broken unit) roll a D6. On a 1, it is destroyed. Intuition The Intuition test is made when a character is trying to make a mental leap, using lateral thinking, rather than using Research to answer an isolated enquiry. This might mean solving a riddle, putting some information together, figuring out the villain’s master plan, or just having a good idea. It is often used in scenarios that combine roleplaying aspects with tactical combat. A character actively trying to solve something in this way can usually roll each time the character activates. If trying to decipher an enemy plan or plot, a roll is made each time a clue is discovered, a character is in a place where they can do research, or the character arrives at an important location (such as a murder scene). If the players are not aware something is significant, the GM can make a secret roll for a suitable character to see if they notice something out of the norm. Usually grant only one such roll per clue to a particular character per scenario. Regardless of the method, intuition tests are all done the same way: Roll 1D6 with a 5+ indicating that the character figured it out. If a squad is permitted to roll, they usually only roll once (as each squad probably has one trooper that has the mindset for this sort of thing).
Game Mastering Optional Intuition Rules: • Above your pay grade: Only characters can attempt to figure out the problem. • Dense problem: A roll of a 1 results in the figure being unable to solve the problem this scenario. Landmines All mined areas should be clearly marked in the scenario or GM notes. Minefields can be undetected (meaning they are not known about) or detected (meaning you should mark them on the gaming table). Note that realistic minefields are often intentionally identified to deter enemies. (And a devious GM may even indicate that an area is mined when it is not). Any ground unit moving through a mined area must make an avoidance roll, indicated on the table below. Failure sets off a mine and incurs damage. If the minefield was undetected, roll for avoidance after the unit has completed its movement. The minefield is then marked on the table as detected, as the grunts check the nearby area. Note that a minefield that does not set off any mines is still marked (one of the grunts spotted a halfburied mine). Mine Clearance Unless a scenario states otherwise, mine clearance is not an option. The process would take hours. Aerial Mines (Optional Rule) The minefield includes small hover mines and affects grav vehicles. An aerial minefield is always detected, as the mines are quite easy to spot. Limited Visibility If an encounter takes place in the dark, in dense fog, in industrial smoke, or in strange atmospheres, an Observation roll is made when a unit activates (see page 39). All targets are Uncertain. Troops on Overwatch must test for visibility range when they opt to fire.; if the target is not visible, the firing misses. Limited Visibility Options: • Dawn: Poor visibility applies to the first 2 rounds, after which visibility becomes normal. • Dusk: Poor visibility applies from Round 4 onwards. Troops with suitable mine detecting equipment automatically detect any minefield that is within 4" of their position at the END of their move. Mines mimic the effect of any grenade type chosen. UNIT TYPE DETECTED AVOIDANCE ROLL UNDETECTED AVOIDANCE ROLL Single figure 2+ 3+ Infantry squad 3+ 4+ Walking vehicle 3+ 4+ All other vehicles 5+ 6+ 127
Game Mastering Long-distance Identification A scenario may involve uncertain enemy dispositions, unknown figures that must be identified, or other things that are not clear. The GM might use a Blip markers (see page 28) or some generic infantry figures painted in a featureless grey to indicate such unknown groups. In general, figures can identify a unit clearly with an Observation roll (see page 39). Negotiating If two characters are arguing about something, make an opposed Savvy test. If both characters are members of the same organization, higher rank grants +1. The higher score wins the argument. On a draw, it drags on for another round. Talking a neutral party into joining a conflict requires successful tests in two consecutive rounds. The same system applies if trying to persuade someone to do something. If the action is something they are disinclined to do, you must beat their score by 2 or more points, with anything else considered to be a draw. In such cases only two attempts can be made against a particular character. If they resist both attempts, they are digging their heels in and cannot be persuaded. Unit Notes: Negotiating • Manipulators (Ystrik) view diplomacy as one of the most important skills and therefore are +1 to persuade any alien. • Precursors have minor psychic abilities and so are +1 to persuade anyone that is friendly to them. • Swift speech and thought patterns are extremely chaotic; they cannot persuade anyone except other Swift of anything. 128 The GM should strictly enforce who can be talked into what. Soldiers will not defect from their side unless they are in a very rough situation, for example. Reinforcements Any troops arriving after the beginning of the battle are set to be scheduled for general arrival unless specific deployment options are used (see page 117). Units scheduled for general arrival are keyed to the round. At the end of each round, roll a D6. A result below the current round number indicates the unit arrives. General arrival reinforcements do not have to be rolled for, but once a player has begun rolling for a given unit, they must continue attempting to arrive every round until it does. Reinforcements must be assigned a point of arrival by the scenario. This is usually along the battlefield edge, but any deployment method could be employed, such as troops emerging from a building. In a pick-up game, reinforcements arrive on any road exiting the players battlefield edge (select the road when the unit arrives), and otherwise on the center of the battlefield edge. Reinforcements always arrive at the end of the round, and are ready to act from the next round onwards. Further Options: • Linked units: Two or more units of reinforcements may be linked together by the scenario or by player choice. If so, only a single roll is made per round, and the linked units will arrive or be delayed together. This is a common option for infantry and their transport vehicle who would arrive together. Linked arrivals may be boarded on the transport. • Piecemeal arrival: Only one unit can arrive from general reinforcements each round. The player can roll for their units in any order
Game Mastering (and may change the order each round), but once the dice indicate a unit arrives, no more rolls are made this round. • Timed arrival: The unit arrives when the game Clock reaches a specific, predetermined time (see page 120). Research If a scenario involves finding out a piece of information or theorizing a solution to a problem through research of specific data or through experiment, the character in question rolls 1D6+Savvy and notes down their total from round to round. Once the accumulated total equals or exceeds the difficulty factor, the problem is solved. A scientist, journalist, or other character that is specifically skilled in the field in question adds +1 to all rolls. • Rolling a natural 6 adds an additional +3 to the total. • Rolling a natural 1 adds +0 to the total and ignores any bonuses the character may have. Typical problems can be assigned a difficulty factor of 10, while complex problems might be a 15 or 20. A scenario may dictate that a problem requires special training to even attempt it. For example, a typical army grunt cannot solve a problem with a nuclear reactor, no matter how hard they try. If the GM wants to allow a chance “just in case”, roll a D6. On a 6, the unqualified figure just happens to have studied this field in college and can attempt the research without any training. Typically, only one character can research a problem at a time, but if the GM judges assistance would be of use, the presence of any assistants adds +1 Savvy (regardless of numbers). Note that assistants may be able to help even if they are not qualified themselves (fetching, translating, data input or enquiry). Examples of research may involve understanding how a computer defense network works, determining the weakness of an alien species, or devising a cure against a bio-weapon. Research may then require finding materials (through the Search mechanic), or constructing something (through the Building Things mechanic). 129
Game Mastering Rivalries Searching If two characters are rivals, they may attempt to trip each other up during the mission. Whenever the GM judges that the player wants to take an action that would directly aid the rival, roll a D6: A roll of a 6 indicates that the character refuses and does something else instead. The GM controls the character’s actions this round. Items may be difficult to find or hidden intentionally. If an item is hidden it needs to be searched for. This is best done when there is only a limited number of possible locations. A character can usually search anything within 4+Savvy inches, and cannot move or fire while doing so. The GM may forego a test if a character is in great and immediate danger. For characters that are particularly cut-throat, the GM may call for a “sees their chance” roll once during the game. A 2D6 result of 10-12 means the character takes their opportunity to rid themselves of their rival for good in whatever manner the GM decides. If the result is 2-9, loyalty prevails for the rest of the mission. This is strictly at the call of the GM. This sort of action is only done if the character thinks they can get away with it (no witnesses!). Only test this if such an opportunity arises. The Rivalries rule is usually applied only to individual figures or sergeants, not squads. Unit Notes: Rivalries Soulless are not subject to rivalries, even against non-Soulless. Converted and Horde have no independent thought. As for the Swarm? “You don’t see them screwing each other over for a goddamn percentage”. Items hidden during a battle will be less well concealed. If someone is actively trying to hide an item during a scenario, roll 1D6 to see how well they hide it (counting a 1 as a 2), and use the result as the target number. Items that are simply not obvious (but were not actively hidden) are not indicated on the gaming table, but any figure within spotting range and Line of Sight will detect it. Small items (such as equipment) are spotted within 8" and Line of Sight. Securing an Area Feral add +1 to all search attempts. For an area to be secured, it needs to be currently occupied by friendly infantry and no enemy forces must be within 2" of the area. This status is only checked at the end of a round. Game Mastering Note Further Options: Playing a scenario and having no idea what to do is not fun. If the scenario depends on locating something hidden, alert the players that this is the case. • Report in: Once the area is secured, a radio transmission must be relayed back to HQ. This requires a full round to do. Unit Notes: Searching 130 To find a hidden item, set a target number for how well it was hidden. If uncertain, the GM can roll two D6 and use the higher result. To find the item, the searcher must roll equal to or better than the target number on 1D6. If multiple people are searching in the same location, roll once but add +1 to the roll. A character that is a trained bounty hunter, investigator, or detective as defined by the scenario or GM adds +1 to the roll. • Confirm: A character must be present within the area to consider it secured.
Game Mastering Suspicion A scenario may dictate that a character is suspicious of someone such as another character, troops of another faction that are ostensibly friendly, an item, or anyone in a particular area. Every time a suspicious character is activated while near the object of their suspicions (typically within 12") a D6 roll is made. A 6 indicates the character thinks they have noticed something weird and will take precautions or investigate (an even chance, if playing solo). The GM should control the character for this action. A character that is investigating may make an Intuition test (see page 126). If they succeed, the GM should inform them (truthfully!) that either something is definitely up or that everything is fine. In the latter case, the character is no longer suspicious, and neither is anyone else that saw the incident. The GM may forego a test if a character is in great and immediate danger. This rule is usually only applied to individual figures and sergeants, not squads. Taming Beasts A scenario may include barely tamed predators. Such beasts follow directions and act as a normal unit, but at the end of each round, roll 2D6. Adjust the result by: then succeed on a 7+ Savvy test. Success means the beast halts and does not attack. The character must then move into contact and succeed on a 6+ Savvy test to encourage the beast to be friendly. A friendly beast follows the character around and defends them but does not otherwise act on its own volition. It activates with the character. If the character spends additional activations and passes another 6+ Savvy test, a friendly beast can be turned into a loyal one. Once loyal, the beast can be used normally as any other unit, but remains vulnerable to becoming berserk, as above. A berserk beast cannot be calmed down under any circumstances. Unreliable or Prototype Weapons While soldiers are trained to fix malfunctioning or misbehaving weapons in the heat of battle, prototype designs picked up in secret weapons laboratories are often quite temperamental (which is why they are still under development). Whenever such a weapon is fired, roll a Malfunction die alongside the attack dice. Resolve all effects of the weapon first. If the Malfunction die scores a 1, the weapon is defective and cannot be used again during the scenario. • -1 if the beast was attacked this round (even if the attack missed), • -1 if it was Hit by attacks, and • -1 if it killed someone. A final score of 2 or less means the beast goes berserk and now attacks anything it can see, regardless of former loyalties. Once berserk, a beast remains that way for the rest of the battle. If a character wants to tame a wild beast, they must move within 6" and Line of Sight, and 131
Army Builder Army Builder This chapter explains how to organize armies for pick-up games. You may also use these guidelines for scenarios and campaign play. They are intended to provide a plausible battle force. Note that the organizational system described in this chapter can be used on its own, even if you prefer not to use points values (and conversely, you could use the points system to calculate the value of a force that does not use the organizational system). These are not intended to be all-encompassing TRAITS army lists for tournament play. Instead, AGE DAMthey TRY: N SHOTS A e F g n Ra focusIN on providing representative units that fit ns Weapo S military encounters. T IN most PO ST CO peedcan also easily create your own variant SYou units e R actionby using the provided weapon and vehicle Skilltables (see pages 178--181). Every unit Combat choice each option, sslists the points valuesLSfor KILLS Toughne SKIL S n Vetera allowing ts you to see transparently what went Kill Poin into they unit. This makes it easy to swap items Savv out when building your own g Trainincreations. custom LE: VEHIC ns Weapo TS POIN T COS Speed ss Toughne ts in o P Kill ty Capaci SKILLS n SKILLS Vetera Index Card Armies If you have a large collection, you may enjoy having units that are ready to use, since they are always in a set configuration. A very convenient way to do this is to record each unit on an index card (or digital equivalent). Then you can flip through your cards when you are creating an army for a scenario. You could even create variations of particular units if you have multiple options available in your collection. Simple variants can be noted on the same card as the primary version of the unit. More complex variants can have their own cards, named appropriately. For example, if Epsilon Squad is usually armed with rifles, Epsilon-AT may be the same squad issued several anti-tank missile launchers. ITS/ARC E TRA DAMAG SHOTS e g n a R : TRY INFAN pons Wea E DAMAG SHOTS Range TRAITS TS POIN T COS Speed Reaction Skill Combat ss Toughne ts in Kill Po Savvy SKILLS n SKILLS Vetera Training LE: VEHIC 132 ns Weapo TS POIN T OS See page 199 for blank Infantry and Vehicle unit cards ARC TRAITS/ E DAMAG SHOTS Range
Army Builder There are Many Armies Like it but This One is Mine While some troop types are inspired by common science fiction tropes it is easy to find figures for, others are more unique and will require some work to model appropriately. The results of that work will be very satisfying, as the figures will be your particular army. Each entry lists some suggestions if you are having a difficult time envisioning what they “should” look like. These are only suggestions, and, in the end, the armies should look like whatever you want them to look like. Players who prefer to modify the setting, mix it with elements of their own creation, or adapt the rules to an existing science fiction setting will want to tweak things. Often simply renaming or reimagining things will do fine, but it should be easy to also create your own units and species. The Points System If you opt to use the points system, allot a total number of points to each side. For example: • 500 points is a good point total for a platoon level game, or when starting out. • 750 points gives you a sizable force to play with. • 1000 points should keep you busy for a long evening. You may select troops that add up to the agreed points value. It is common to end up being a couple of points under, as there may not be anything to spend the points on. Note that scenario play often has uneven points values: For example, an attacker generally needs 1.5 times the defender’s points values for a fun game. Using the Army Builder The Army Builder provides unit types and limitations allowing you to build a realisticfeeling army easily. Each army consists of several platoons, in turn consisting of a number of individual units. For each unit: 1. Choose the element type it will be: character, troop, support, or specialist. 2. Select an appropriate profile from your faction’s section of the Lifeforms chapter (see page 152). 3. Choose from the options for that element type. 4. Find the total cost of the unit, adding up the points for the profile and the options selected. Points Value Updates The book provides points values for each unit, so it is playable straight way. These values should present a decent baseline experience. While this is not intended to be a tight competitive game, points systems do benefit from adjustment over time, based on player experiences. For this reason, we will offer occasional points value updates in a downloadable form. You can download the most up-to-date points value sheets at www.fiveparsecs.com. Freeform Army Building You may prefer to not use the Army Builder, and instead select your troops freely. Select any figures you like, organize them into squads or designate them as individual figures, and then outfit them with any weapons you like. To determine the value of each unit, simply add up the total points value of the figures, weapons, and abilities selected. 133
Army Builder Weapons in Unified Space Infantry Platoon Organization While there are cultural and doctrinal influences on weapon choices, galactic civilizations contain a near-infinite array of variation. For every Precursor mercenary outfit that prefers the classical energy weapons for their elegance and precision, there is one that favors ballistic projectile weapons for their brute force (even if they may view said brutality for its aesthetic appeal). Tabletop forces are organized into platoons (though the exact term varies a lot throughout the galaxy). The weapons listed in the army lists reflect those used by first-line military units in the primary armies. Those used by second-line, reserve, and territorial/colonial forces can vary significantly based on preferences, doctrine, and availability. For example, a K’Erin world in an otherwise Unity-controlled system might adopt Unity-style armaments due to the ease of local purchase. Players are free to select the same weapon choices for every squad (more common in military outfits) or to pick and choose (to represent a more disorganized or individual force). An infantry platoon consists of four types of elements: Leader, troops, support, and specialists. Platoons are composed of troops of the same faction unless a specific option lists otherwise. A force can consist of multiple factions (each forming their own platoons). Leaders (1-2) • A platoon must have one character, and may include a second. • Each character may be a minor, major, or epic-level character (see page 152). Troops (2-4) • A platoon must have 2 squads, and may take a total of 4. • Each squad may be an infantry, recon, or storm squad. The platoon does not have to consist of all the same type. Supports (0-3; must be fewer than number of Troops) Naming Conventions Many alien creatures are known by practical nicknames. These originate from Unity trooper slang and have tended to stick around as armed forces were often the first to make contact with a given species. This can occasionally give rise to confusion, such as having to specify whether the engineer you are looking for is a member of the Engineer species, someone trained to be an engineer, or perhaps an Engineer engineer. The future, like the present and the past, is a confusing place. 134 • A platoon may have support units if the number does not equal or exceed the number of troops. You are not required to take any support units. • Support units may be vehicles, weapon teams, or auxiliary squads (any troop choice from a different faction). Specialists (0-1 per 2 Troops) • A platoon may have 1 specialist unit per 2 troops selected.
Army Builder Example: If I take 4 squads of troops, I could then take up to 3 support units. If my choice of faction is Precursors, I could include K’Erin squads as support choices, but I could not take a K’Erin weapons team or vehicle crew. Company Organization In a larger game, you will have more than one platoon which you organize into a company. In game terms, a company represents an ad hoc field detachment which may contain an array of troops selected for a specific mission. A company consists of 2-4 platoons, each of which may be a regular or armored platoon, and may contain: Leaders (0-4, may not exceed number of platoons) • You may take 1 additional character per platoon. • Each character may be of any level you like. • One character may be of a different faction (observer or military attaché) Armored Platoon (Optional Rule) An armored platoon is composed of slightly different units. Note that armored units are not usable in pick-up games without player agreement. There are no weapon teams or specialists in an armored platoon. • Leader (1): One vehicle. • Troops (2-5): Each troop is a vehicle. The first 3 vehicles selected for this section must be the same type, such as 3 light tanks. • Supports (0-4, must be fewer in number than troops): Each Support is a nonauxiliary infantry squad. All units must be mounted in a transport vehicle. Supports (0-4, may not exceed number of platoons) • You may take 1 additional support unit per platoon. • These may be weapon teams or squads. One may be a vehicle. 135
Army Builder Characters (Base cost +5) Characters are individual figures and must be assigned a level: Either minor, major, or epic. The Lifeforms lists (see page 152) use profiles that apply to each level for a particular type of creature. The following upgrades may be selected: • Hero (+5 cost) • Leader (+10 cost) Characters are armed with hand laser, glare sword, and fog grenades. • The hand laser may be swapped for a blast pistol at no cost. • The glare sword may be swapped for a ripper sword or powered claw (+1 cost). Mixed Army Limitations Unified Space is a cosmopolitan place with aliens (relative to the primary population) being quite common on most worlds. In pick-up games, armies are limited to choosing from two army types; for example, you might choose a Precursor/Soulless force or a Human/K’Erin force. For scenario play, anything that makes sense in your story is fine. Note that too complicated a force can make the game difficult to play, as every unit has different profiles and abilities. In mixed forces, infantry squads only qualify for taking vehicles, characters, and specialists from the same army. For example, a force that includes a Soulless platoon with 3 squads and a Precursor platoon with 2 squads could take up to 2 Soulless vehicles and 1 Precursor vehicle. Note that some army types may have notes prohibiting their usage in other armies. 136 • Both weapons may be swapped together for a military laser at no cost. • May choose any number of grenade picks from frag (1 point), jinx (3), cling-fire (2), and shock (1). Example: A human major character from the Creature listings costs 20 points. If I want them to have the basic equipment package (+5) and the Hero ability (+5), they would cost a total of 30 points. Weapon Selections and Points Costs All points values for equipment choices are given in parenthesis after each option. For example (2) indicates a cost of 2 points. If the cost says for the squad, it is for every figure noted as carrying that item. Otherwise, it is for a single figure. Default Units Each entry has a default load-out listed, with alternatives given as options. When generating enemy forces in a solo campaign, you can use the default loadouts to get units quickly to your table. Powered Armor Any unit may be given Powered Armor at a cost of 2 points per figure. Any unit may be given Breach Armor at a cost of 4 points per figure
Army Builder Squad Selection grenade launcher with frag and fog grenades (+2), or plasma rifle (-2) Each squad may be one of three types (infantry, recon, or storm), which offers the equipment packages listed below. • The entire squad may be equipped with fog grenades (+5 points for the squad). Infantry Recon (Base cost +27) (Base cost +23) The standard combat unit, equipped to carry out an array of battlefield tasks. Lightly equipped units that harass the enemy from the flanks. Infantry squads consist of 4 soldiers + 1 sergeant (minor character). Recon squads consist of 4 soldiers + 1 sergeant (minor character). • The squad is armed with military rifles and 1 light machine gun. • Recon squads add +1 to all Observation distances. • The entire squad is equipped with frag grenades. • The squad is armed with military rifles and 1 precision rifle. • The entire squad may replace their rifles with infantry lasers (+4 points for the squad) • One additional soldier may replace their rifle with a precision rifle (+3). • The sergeant may replace their weapon with a shotgun and service pistol at no cost. • The light machine gun may be replaced with a hyper blaster (+4), fury rifle (+5), • The entire squad may replace their military rifles with infantry lasers (+4) • The entire squad may be equipped with service pistols (+5 points for the squad). 137
Army Builder Storm (Base cost +28) Specialist troops for use in boarding operations and street fighting. Storm squads consist of 4 soldiers + 1 sergeant (minor character). • The squad is armed with shotguns and blades. • One soldier carries a breaching axe in addition to their weapon. • The entire squad carries frag and fog grenades. • The entire squad may replace their shotguns with blasters (+5 points for the squad). • The sergeant may carry a glare sword (+1 point) or powered claw (+2) in addition to their weapon. • 0-2 soldiers may replace their weapons with a choice of flak gun (+3 each), flame projector (+4 each) or fusion rifle (+8 each). • The entire squad may be equipped with penetrator grenades (+10 points for the squad) Sergeants Sergeants are invariably tough old soldiers and always use the minor character profile for their species. Weapon Team Selection (Base cost +5) Weapon teams are squads of figures manning a Crewed weapon. They follow the rules for gun crews (see page 48). The team consists of 3 soldiers. Note that weapon teams do NOT include a sergeant. • Weapon teams are devoted to keeping their guns running and receive a +1 Morale bonus. • Each figure carries a service pistol. • The team crews a Crewed weapon picked from the list below: Laser cannon (35 points), 20mm auto cannon (20), infantry mortar (15). Specialists Specialists always use the basic soldier profile. They do NOT use the minor/major/epic profiles. Tech (Base cost +5) While field manuals list a complex array of technical personnel by area of specialization, grunts universally just call them ‘Techs’. • One soldier armed with a service pistol. • +1 dice bonus to any task involving hacking, repairs, construction, or engineering. Mechanized Infantry Attachment Any squad may be selected as mechanized infantry. Select a transport vehicle capable of carrying the squad. Mechanized infantry activate together as explained on page 28. • A Specialist team may be attached to any squad of choice during deployment. Once attached, the figures remain part of the squad for the duration of the game. • A squad may have only one attachment. 138
Army Builder • The pistol may be replaced with a hand laser (+1 point). • May be equipped with jinx grenades (+3 points). Sharpshooter (Base cost +15) Well-trained sniper for picking at enemy forces from a remote vantage point. • One soldier armed with sniper rifle and service pistol. • +1 to all Shooting Hit rolls. • The plasma rifle may be replaced with a light machine gun (+2 points), grenade launcher (frag, fog) (+4), fury rifle (+7), or hyper blaster (+6). Comms (Base cost +10) When operating in complex high-tech environments, a Comms specialist can be invaluable for making sure the message gets through. • One soldier armed with a service pistol. Fire Section • +1 bonus to all rolls related to communications and jamming. (Base cost +15) • +1 bonus when calling for support. Additional weapons team to bolster firepower. Medic • Two-figure squad armed with service pistols. (Base cost +10) • One team member is armed with a plasma rifle. • Fire sections are hand-picked to operate semi-independently, and receive a +1 bonus to Morale tests. If attached, the combined squad only uses Morale modifiers the main squad has, and does not benefit from the bonus of the fire section. Additional medical attention can do wonders for fighting readiness. • One soldier armed with a service pistol. • At the end of every medic activation, remove 1 Suppression marker from a friendly unit within 6". This bonus does not apply to Synthetic units. 139
Army Builder Scout (Base cost +10) An operative trained specifically in observation and battlefield surveying. • One soldier armed with an infantry laser. • Speed +1" • Scouts add +2 to all Observation distances. Alternate Squad Types These additional units are intended for particular scenario types, though they can also be used in a pick-up game. If used in a platoon, they simply take the place of a normal infantry troop selection. • One soldier may replace their rifle with a precision rifle (+3) or light machine gun (+7). Pirate (Base cost +22) Includes both actual pirates and raiders, as well as some more bloody-minded mercenary groups. • The squad consists of 4 soldiers + 1 sergeant (minor character) • The squad is armed with blasters. One carries a fusion rifle or light machine gun. (Base cost +15) • The sergeant may additionally be armed with a blade (+1 point) or ripper sword (+3). A catch-all term for law enforcement, security guards, and police units. • The sergeant may be armed with cling-fire grenades (+2). The squad consists of 4 soldiers + 1 sergeant (minor character). • 0-2 soldiers may be armed with a breaching axe in addition to their weapons (+4). Enforcers • The squad is armed with shotguns and shock grenades. • The sergeant may additionally be armed with a suppression maul (+1 point). • One figure may replace their weapon with a flak gun (+3 points) or grenade launcher (shock grenades) (+8) Militia (Base cost +15) Might be colonial defense forces, separatists, or frontiers folk. Militia squads consist of 5 soldiers. Militia do not have sergeants. • The squad is armed with military rifles. 140 • One soldier may carry penetrator grenades (+2 points). Cavalry (Base cost +25) Usually reserved for scouting duties on remote worlds, some environments are conducive to mounted actions. • The squad consists of 4 soldiers + 1 sergeant (minor character). • The squad is armed with military rifles and blades. • Cavalry use the rules for Cavalry (see page 48). • Cavalry have a movement rate of 8" while mounted.
Vehicles Vehicles The vehicles listed in this section are organised into general categories and types that are widely used across known space. The specific configuration of a vehicle will differ depending on culture and manufacturer. Precursor vehicles typically feature more advanced targeting systems, while K’Erin manufacturers put great emphasis on crew survival. In the field, however, these differences are often trivial within a particular vehicle class. To the common infantry grunt, a medium tank is a medium tank regardless of whether it’s the ZjKK-5t or the Silverblade II. Forces in the field often look more motley than a state-of-the-art battalion on the parade ground. Due to the time it takes for new designs to reach armed forces (or customers!), many units deploy with vehicles several years out of date compared to the cutting edge of technology. Additionally, it is common for deployed forces to repair, kit-bash, modify, and partially replace vehicles to keep them running. Also, many fighting vehicles are manufactured as modular kits with interchangeable parts. When building an army, any of the factions may use any of the vehicles listed below. Think about what a vehicle might look like for a particular faction or owner. Vehicles, Resilience, and Realism Historically, combat vehicles responded to incoming fire in a binary fashion: They remained functional or died. The challenge was typically in hitting the target. Once an anti-tank gun was on target, a single Hit could destroy the vehicle. Vehicles in the world of Unified Space are both built from more resilient materials and feature extensive repair and damage control systems. They can usually function despite multiple weapon Hits. (This also means that your nicely painted tank can act as a suitably impressive centerpiece of the battlefield a lot longer). 141
Vehicles The same may applies to light vehicles we might expect to be vaporized by a hit from an anti-tank weapon: Just assume the strike that fails to eliminate the last KP struck near the vehicle, shaking it, showering the crew with rubble and debris, but the crew is clinging to the vehicle… for now. VEHICLES AND CREW Crew Vehicle profiles include a trained military crew. To avoid printing a vast array of near-identical vehicle profiles, it is assumed that the species or type of the crew is not a factor. Military crew have default stats of Reactions 2, Combat Skill +1, Savvy +0, Training +1. The costs listed assume a military crew. A vehicle can have a Civilian crew instead, with default stats of Reactions 1, Combat Skill +0, Savvy +1, Training +0. A Civilian crew reduces the cost by -10 points. 142 If dismounted, crew are armed with service pistols. Vehicle Profiles The profile for vehicles includes the characteristics in the table below. Each vehicle entry lists the weapon options for the vehicle and any special notes that might apply. Each entry also lists the default armaments pick with a standard points cost. PROFILE NOTES Speed The base speed in tabletop inches. Toughness When taking a Hit, the attacker must exceed this score on the damage roll. Kill Points (KP) How much damage the vehicle can take before it is destroyed. Crew How many crew members the vehicle has. Mainly useful if a scenario allows dismounting. Capacity The vehicle may carry this number of infantry figures. If this figure is 0, the vehicle cannot carry any more than its crew. Cavalry and Crewed weapon teams cannot be carried. Points Cost The cost of the vehicle when using the points system.
Vehicles Light Vehicles This category covers fast, light, and often fragile vehicles with a minimal crew. They are common on frontier worlds for simple trips, but also find use with pirates, raiders, and militia groups as recon and strike vehicles. All vehicles on the following list obey the following rules: • They may turn twice per move. • If they moved at least one full move on their last activation, incoming shots do not add the Combat Skill of the shooter to the Hit roll due to their speed and agility. • They have Exposed crew (see page 52). VEHICLE Nomad Bike Scouter Lancer SPEED 12" Wheeled 16" Drifter 12" Drifter TOUGHNESS 6 5 5 KP 2 2 2 CREW 1 1 1 CAPACITY 0 0 0 POINTS COST 15 35 30 Unarmed Forward-firing light machine gun Forward-firing gun mount: Plasma rifle WEAPONS NOTES Option: May mount a forward-firing light machine gun (+10 points) A heavy, rugged bike popularized by a hypernet entertainment program. Option: May replace plasma rifle with a fury rifle (upgrade cost: +7 points) Typical drifter bike used by recon units and outriders. A variant of the common Scouter, emphasizing firepower over speed and mobility. VEHICLE Frontier Trike Raider Trike SPEED 10" Wheeled 15" Wheeled TOUGHNESS 6 5 KP 3 3 CREW 2 2 CAPACITY 0 0 POINTS COST 35 35 Forward and side firing gun mount: Light machine gun Forward and side firing gun mount: Light machine gun WEAPONS NOTES Option: May replace light machine gun with a fury rifle (upgrade cost: +5 points) An example of the heavy trikes common on frontier colonies. Features a sidecar gun mount operated by the passenger. A faster, sleeker trike, optimized for hit-and-run tactics. Features a single sidecar gun mount. 143
Vehicles Fighting Vehicles This category covers the primary military vehicles in general usage across the galaxy. Note that the actual field employment of a vehicle often differs significantly from what was intended when the vehicle rolled off the factory line. VEHICLE Armored Car APC SPEED 9" Wheeled 8" Tracked TOUGHNESS 7 7 KP 5 5 CREW 2 2 CAPACITY 0 10 POINTS COST 60 50 WEAPONS Turret mount: 20mm autocannon Turret mount: Light machine gun A fast, armored reconnaissance vehicle. The Armored Personnel Carrier is a standard vehicle for troop transport. VEHICLE APC – Grav IFV SPEED 9" Drifter 8" Tracked TOUGHNESS 7 7 KP 4 5 CREW 2 3 CAPACITY 8 6 POINTS COST 55 70 Turret mount: Light machine gun Front mount: Light machine gun Turret mount: 20mm autocannon NOTES Option: May replace 20mm autocannon with a heavy plasma gun (no upgrade cost) WEAPONS Drifter version of the APC. NOTES 144 The Infantry Fighting Vehicle is a troop transport that also provides considerable fire support.
Vehicles VEHICLE IFV – Grav Light tank SPEED 9" Drifter 8" Tracked TOUGHNESS 7 8 KP 4 6 CREW 3 4 CAPACITY 5 0 POINTS COST 75 100 Front mount: Light machine gun Turret mount: 20mm autocannon Front mount: Light machine gun Coaxial mount: Light machine gun Turret mount: 40mm autocannon WEAPONS Option: May replace 20mm autocannon with a heavy plasma gun (no upgrade cost) Option: May replace 40mm autocannon with a pulse laser (upgrade cost: +10 points) Drifter version of the IFV. Light tanks combine firepower with reasonable armor protection. VEHICLE Light tank – Grav Medium tank SPEED 7" Drifter 7" Tracked TOUGHNESS 8 9 KP 6 7 CREW 4 4 CAPACITY 0 0 POINTS COST 115 140 Front mount: Light machine gun Coaxial mount: Light machine gun Turret mount: 40mm autocannon Front mount: Light machine gun Coaxial mount: Light machine gun Turret mount: 100mm cannon Option: May replace 40mm autocannon with a pulse laser (upgrade cost: +10 points) Option: May replace coaxial light machine gun with a heavy plasma gun (upgrade cost: +10 points) NOTES WEAPONS Option: May replace 100mm cannon with anti-tank laser (no upgrade cost) NOTES Grav version of the light tank. Medium tanks often form the primary tank of an armored battalion. 145
Vehicles VEHICLE Medium tank – Grav Heavy tank SPEED 8" Drifter 6" Tracked TOUGHNESS 9 10 KP 6 8 CREW 4 5 CAPACITY 0 0 POINTS COST 150 200 Front mount: Light machine gun Coaxial mount: Light machine gun Turret mount: 100mm cannon Front mount: Light machine gun Coaxial mount: Light machine gun Turret mount: 100mm cannon Option: May replace coaxial light machine gun with a heavy plasma gun (upgrade cost: +10 points) Option: May replace either light machine gun with a heavy plasma gun (upgrade cost: +10 points per gun) WEAPONS Option: May replace 100mm cannon with anti-tank laser (no upgrade cost) NOTES This is the upper limit of what can be turned into a drifter vehicle. Strictly ground-based, heavy tanks pack terrifying firepower and protection. VEHICLE Light walker Heavy walker SPEED 5" Walker 4" Walker TOUGHNESS 8 8 KP 4 5 CREW 1 1 CAPACITY 0 0 POINTS COST 70 100 1 arm with 20mm autocannon 1 arm with flame projector 1 shoulder with pulse laser 1 arm with light machine gun WEAPONS NOTES 146 Option: May replace flame projector with fusion rifle (upgrade cost: +4 points) Walkers are favored in Difficult terrain and when conducting combat at close quarters. The heavy walker acts as a long-range and support version of the more flexible light versions. Walkers may fire both weapons simultaneously. Walkers may fire both weapons simultaneously.
Vehicles Heavy Combat Bots AI-driven, uncrewed combat walkers have several advantages, including fewer letters to send home to a family when someone blows up the walker. Heavy combat bots usually have a remote operator connected to guide the unit, leaving the moment-to-moment activity to the computer. Bots cannot obtain veteran skills. They have no crew that can dismount. VEHICLE CIM-L CIM-APP SPEED 6" Walker 4" Walker TOUGHNESS 7 8 KP 9 4 CREW 0 0 CAPACITY 0 0 POINTS COST 35 45 Hyper blaster 20mm autocannon WEAPONS NOTES Option: May replace the hyper blaster with a fury rifle (no upgrade cost) The Combat Infantry Module (nicknamed the ‘Demon’) is a standard mass-manufactured combat bot used across the galaxy. The Advanced Purpose Platform (nicknamed the ‘Troll’) is a heavier version of the normal combat bot. 147
Veteran Units Veteran UNITS Combat experience turns rank-and-file soldiers into experts in a specific style of fighting. This may mean stalking armored vehicles through the rubble of a city, or holding a line regardless of losses, but success as a commander often comes from assigning the best troops to a particular task. Veteran units can be used in pick-up games, scenarios, and campaign play. • Individuals can have a single veteran skill from the Individual list. In game terms, veterans receive a special ability or bonus called a veteran skill. Different skills are available for squads, sergeants, individuals, and vehicles. Veterans in Pick-up Games • Squads may have a single veteran skill from the squad list, and a single veteran skill from the Sergeant list. Players may agree on limits such as allowing only one veteran unit per side, one veteran unit for every three total units in the army, or anything else that you agree on. The default game assumes any unit may be upgraded • Gun crews may have a single veteran skill from the Gun Crew list. 148 • Vehicles may have a single veteran skill from the Vehicle list. Note: Beast and Synthetic units cannot become Veterans unless a rule specifically states otherwise. Any unit may be given veteran skills according to the bullet list above. Each skill lists the points value associated with it.
Veteran Units and a player is free to field a force entirely of Veterans if they like. It is recommended that you leave out veterans for your first couple of games, and then introduce them slowly. Veterans in Scenarios The GM can use veterans to tailor a force for a scenario. Be careful about loading up the armies with too many things to remember, especially if you have several similar squads all with different Skills. Often it is better to leave each army with mostly regular troops and then have a couple of veterans. Assigning veterans that are connected to the type of mission can be highly effective in creating a sense of the world. If one side is hunting down a prototype super tank, they should have elite tank hunter units, and so forth. Veterans in the Campaign When playing a campaign game, veteran skills can be acquired as part of that campaign. It is strongly recommended to begin a campaign without any veteran units. Veteran Skills Veteran Skills for Squads Every figure in the squad benefits from the skill, including the sergeant. Such benefits do not apply to an individual that joins the squad or takes command of it. VETERAN SQUAD NOTES POINTS COST Brave +1 to all Morale tests. This is cumulative with the Motivator sergeant skill. 10 Tank hunters One figure per activation may take a “Tank Killer” shot. Only one shot may be fired from the weapon but add +1 to Hit and to damage. Declare before firing. 15 Keen shots All figures add +6" to range when firing rifles. One rifle shot per activation may add +1 to Hit after rolling. 10 Die-hards When deploying, the squad pick one figure other than the sergeant that receives +1 KP. The same figure does not have to be selected each game. 5 Fire drill If the squad does not move when activating, it may add Combat Skill to the Hit roll when firing on Overwatch. Use a marker to remind you. 10 Brawlers In close assault combat, any 1 on the attack dice may be rerolled once. 5 Fearless The squad becomes Fearless (see page 46). 5 Bombers Two figures per activation may throw grenades (normally this is limited to one), and the range of thrown grenades is +2". When using grenades to assault a vehicle add +1 to damage rolls. 5 Guerillas The squad may fire pistols and rifles while Dashing. Shots Hit only on a natural 6. 10 Quick The squad moves +4" when Dashing, instead of +2". 10 149
Veteran Units Veteran Skills for Sergeants Veteran sergeants are inevitably the toughest, meanest soldiers for miles around. Any sergeant receiving a veteran skill also becomes Fearless (see page 46). Skills that benefit the squad apply only if the sergeant is alive. VETERAN SERGEANT NOTES POINTS COST Rugged Add +1 KP to the figure. 5 Parry Once per close assault, you may force one incoming assault that targets the sergeant to be rerolled. 5 Motivator +1 to all Morale tests for the squad. This is cumulative with the Brave squad skill. 5 Fighter The sergeant receives two attacks in close assault combat. 5 Survivor Any time a Hit is inflicted on the sergeant from any source, roll 1D6. On a 5-6, it has no effect on the sergeant. 5 Tactics The squad counts as +1 to Reactions. 10 Experience Eye The sergeant receives +1 to Hit with all ranged attacks. 5 Alert When making Observation rolls, the sergeant can spot at +3". 5 Veteran Skills for Individuals If an individual figure is part of a squad, any veteran skills are not shared. 150 VETERAN INDIVIDUAL NOTES POINTS COST Gun-slinging The character may use two pistols simultaneously. Both shots must be fired at the same target unit. 5 Quick feet The Dash move bonus is equal to the normal speed of the character instead of +2". 5 Deadly accuracy The character may reroll any 1 on the initial dice when making any type of attack. 5 Lucky The character receives a 6+ Saving Throw. 5 Skilled leader The character must have the Leader unit type. Their Morale bonus now applies within 9". This does not change the distance for other Leader abilities such as taking Direct Command. 5 Expert fighter The character receives one additional close combat attack. 5
Veteran Units Veteran Skills for Gun Crews VETERAN GUN CREW NOTES POINTS COST Defend the guns When defending against a close assault, each figure may strike twice when rolling to hit during the assault. 5 Fortified positions The gun crew receives a 6+ Saving Throw against all Hits. 5 Deploy hidden Until the crew fires for the first time, they are Hidden and must be spotted with an Observation roll. 5 Gun drill The gun crew may reroll a single Hit die. 10 Redeployment When moving, the crew may move 2" per crew figure, to a maximum of 6". 5 Target selection The Crew may ignore the normal target selection rules and fire at any squad or vehicle in sight. This does not replace any other limitations such as Observation. 5 Veteran Skills for Vehicles A veteran vehicle crew cannot use their skill while dismounted. Crews can only apply their skill to the same broad class of vehicle they were crewing when they became veterans. For example, a tank crew could switch to another type of tank but would not be able to apply their skill if they ended up crewing a personnel carrier. VETERAN VEHICLE CREW NOTES POINTS COST Gunnery When the main weapon fires, one or more natural 6s on the Hit dice allows a single additional shot to be fired at the same targets. If the main weapon is not clear, the player may choose when this Skill is obtained. 15 Command Add +1 to the Reaction score. 10 Driving The vehicle may turn one additional time per move. 10 Damage control If the vehicle is immobilized, when it activates, roll 1D6. On a 5-6, it regains mobility. 5 Improvised armor Add +1 KP to the vehicle. 10 Defensive measures Attempts to Hit the vehicle during close assault are at -1 to Hit. 5 151
Lifeforms LIFEFORMS This chapter provides profiles for all major and many minor creatures around the galaxy. Each entry provides a standard military profile, any special rules or abilities, and the points cost for one figure. To build an infantry squad, take the cost of 5 figures and add the costs of the squad type from the Army Builder (see page 137) OR use the Master Points Costs (see page 178) to design your own unit of any size. Weapon teams use the 3-figure cost plus the costs from the Army Builder. There are no hidden adjustments for individual or unit sizes. In other words, a unit with 5 figures costs the same as 5 individual figures. Note that units in the Army Builder may include additional abilities, and these are already factored into the cost of the unit. The list is split into Major Powers, Minor Powers, and Creatures. • Major Powers are the main movers and shakers on the galactic scene. • Minor Powers are more regional, act in concert with other powers, or are less common. • The Creatures list provides all manner of lifeforms that can show up in your games. These are not typically fielded as units, and most cannot use weapons at all. Points values are provided if you need them for a scenario, but they are usually wild beasts or under the control of the GM. If fielded on their own, they require scenario-specific rules for behavior. Most just want to eat the closest life forms to their position. Both Major and Minor Powers are usable in pick-up games. Creatures may not be selected in such games as part of an army, although in a more creative setup, feel free to add all kinds of pets, mind-control devices, and covert military research programs to put such beasts to use. Profile Types A Different Galaxy If you prefer to create your own game setting or adapt one from another science fiction universe, simply use the profiles provided as a starting point, and rename them as needed. A very simple special rules tweak or modifying an entry on the profile up or down a point can be effective in giving you a creature or troop type that feels unique. The descriptions are provided to be as general 152 For sapient creatures, multiple profiles are listed. Typically, the Civilian profile can be used for general bystanders, criminals, and militia, while the Military profile is used for soldiers, mercenaries, and security troops. Some species only have a single standard profile. Minor, major, and epic character entries are only used for individual characters such as Heroes and officers. Note: When using the Army Builder, major characters can be customized. The profile suggested can be taken as a default.
Lifeforms THE MAJOR POWERS Humans Social Notes: Humans are generally open to cooperating if a deal can be struck. Both mercenaries and outlaws can be found in alien employ. Human troops may be Unity military forces, pirates, mercenaries, colonial militia, or any number of other combatants. Miniature: Special Rules: • Widely Skilled: Humans are renowned for their communication skills. When making any roll to communicate, such as persuasion or negotiation (but NOT calling in Support), add +1 to the roll. Humans appear as you would expect, though wealthy and eccentric humans often feature highly unusual skin and hair colors due to cosmetic gene-mods. • Well Organized: If a force is at least 50% human (including subtypes) you may select one Support option and lower the arrival score by 1. UNIT Civilian Military Sergeant / minor character Major character Epic character SPEED 4" 4" 4" 4" 5" REACTION 1 2 2 2 3 COMBAT SKILL +0 +1 +1 +2 +2 TOUGHNESS 3 3 3 3 4 KILL POINTS 1 1 2 2 3 SAVVY +0 +0 +0 +0 +1 TRAINING +0 +1 +1 +2 +2 POINTS COST 5 10 15 20 30 153
Lifeforms Ferals Feral is the catch-all term applied to various human-animal hybrids resembling a humanoid version of a mammal, typically a wolf or other canine. Special Rules: • Loping Run: Ferals add +3" when Dashing instead of the normal +2. • Keen Senses: Ferals may add +1 to the final result of any Observation roll. Social Notes: As Ferals have full human status, they can be found in any location with a human population. Reactions can vary depending on local beliefs, but typically they will be viewed the same way as more conventional humans would be. Miniature: The most common Ferals are humanoids with the head of a canine and fur covering the body, but a range of other forms is possible. 154 UNIT Civilian Military Sergeant / minor character Major character Epic character SPEED 4" 4" 4" 5" 5" REACTION 1 2 2 2 3 COMBAT SKILL +0 +1 +1 +2 +2 TOUGHNESS 3 4 4 4 5 KILL POINTS 1 1 2 2 3 SAVVY +0 +0 +0 +0 +1 TRAINING +0 +1 +1 +1 +2 POINTS COST 6 12 17 22 32
Lifeforms Hulkers Social Notes: Huge, and brimming with muscle, the Hulker was developed for military pursuits. While their reputation for stupidity is a result of prejudice, their reputation for violent rage is well-founded, and their genetic construction left them with a lack of patience. Hulkers show up anywhere humans go, plus a few places they don’t, as nobody is going to tell them no. Miniature: Hulkers are grotesquely muscular humanoids with blue or green skin. Special Rules: • Determined: Hulkers add +1 to all Morale tests. Human Sub-types • Powerful Swings: Hulkers may use their fists instead of a weapon, making two close assault attacks per round and may use any weapon carried with either attack, hitting for damage +0, as if wielding a Melee weapon. Hulkers using a Melee weapon or Pistol may attack once with their main weapon and once with their fists. Extensive experimentation with genetic modification has produced several human variants that are functionally independent species, while still being recognized as humans for all legal purposes. These include Ferals and Hulkers. • Short Tempered: A Hulker failing a test for a technical or engineering task cannot attempt the task again. UNIT Standard Sergeant / minor character Major character Epic character SPEED 5" 5" 5" 6" REACTION 1 1 2 2 COMBAT SKILL +1 +1 +2 +2 TOUGHNESS 5 5 5 6 KILL POINTS 2 3 3 4 SAVVY +0 +0 +0 +1 TRAINING +0 +0 +0 +1 POINTS COST 15 20 25 40 155
Lifeforms Erekish (Precursors) Tall and refined by human standards, the Erekish, known as the Precursors in common parlance due to the age of their civilization, have achieved a high degree of technological sophistication which they couple with mysticism and cosmic philosophies. Special Rules: • Premonition: Precursor individuals and Sergeants receive a 6+ Saving Throw against all weapons fire and Area/Stream weapon Hits. Social Notes: The Precursors often ally with Unity. However, conflict is not unknown as they are always willing to defend their interests. A great number of Precursors roam the galaxy as adventurers, explorers, or even exiles from their regimented society. Miniature: Precursors are elegant humanoids with typical human patterns of skin and hair color. 156 UNIT Civilian Military Sergeant / minor character Major character Epic character SPEED 5" 5" 5" 5" 6" REACTION 2 3 3 4 4 COMBAT SKILL +0 +1 +1 +2 +2 TOUGHNESS 3 3 3 3 4 KILL POINTS 1 1 2 2 3 SAVVY +1 +1 +1 +1 +1 TRAINING +0 +1 +1 +1 +1 POINTS COST 6 12 18 25 35
Lifeforms K’Erin A warlike species that thrives on conflict and challenge, the K’Erin consider themselves the premier military power in the galaxy, and few disagree after facing their troops in combat. Special Rules: • Brawlers: K’Erin sergeants and individual figures make two close assault attacks per round and may use any weapon carried with either attack. • Disciplined: K’Erin add +1 to all Morale tests. Social Notes: K’Erin are happy to fight alongside (and against) most sapients, and many seek mercenary service to grant them more opportunities to hone their skills. It is common for K’Erin to incorporate smaller colonies into their domains as protectorates, and such cultures are treated on an even footing. Miniature: K’Erin are humanoids with powerful builds. They have evidence of a predatory biological origin, such as minor claws and fangs. UNIT Civilian Military Sergeant / minor character Major character Epic character SPEED 4" 4" 4" 4" 5" REACTION 1 2 2 2 3 COMBAT SKILL +1 +1 +1 +2 +2 TOUGHNESS 4 4 4 5 5 KILL POINTS 1 1 2 2 3 SAVVY +0 +0 +0 +0 +1 TRAINING +0 +1 +1 +1 +2 POINTS COST 6 13 20 25 35 157
Lifeforms The Soulless Purely synthetic, the Soulless have a digital hive mind that connects every unit, giving them a great unity of purpose uncommon in biological species. The physical shell people interact with is just that: A physical shell that is quite interchangeable. The term Soulless is Unity trooper slang but has become standard parlance across the galaxy. It is not considered to be derogatory. Soulless do NOT have distinct profiles. All figures, whether civilian, military, or individual characters use the standard profile. Special Rules: • Synthetic: Soulless follow all the rules for Synthetic beings (see page 46). • Machine Learning: Soulless cannot be veterans in a pick-up game or when a campaign initially begins but may acquire veteran skills as normal for their unit type, as the network adapts to local circumstances. • Hardened Network: Soulless receive a 3+ Saving Throw against any attempt to hack into, interfere with, or jam Soulless communications and network connections. A successful save means that the specific source of intrusion is unsuccessful for the duration of the encounter. Repeated 158 uses of the same method allows a Saving Throw each time they are used, until one is successful. Social Notes: Soulless are pragmatic and adjust their social behavior to suit the needs of the situation. Soulless do not operate as pirates but small units can be deployed to interact with almost any social circumstance to further some grand strategic goal. Miniature: Soulless look like humanoid robots. Military units have the individual run-time installed in a physical body intended to intimidate and menace their intended opposition. UNIT Standard SPEED 4" REACTION 2 COMBAT SKILL +2 TOUGHNESS 4 KILL POINTS 2 SAVVY +2 TRAINING +1 POINTS COST 20
Lifeforms The Converted Social Notes: Cybernetic horrors, the Converted collect the living as well as the dead from the battlefield to turn them into new troopers. The Converted lack a civilian culture, but the Worker profile can be used for non-combat units. While the Converted lack personality, important units are given additional upgrades, reflected in their increased profile, similar to other characters. Special Rules: • Synthetic: The Converted follow the rules for Synthetic beings (see page 146). They can never be veterans. • There is no Converted society. Any living beings that fall into their hands are implanted and added to their ranks. • The Converted often create units intended specifically for infiltration. These resemble their original biological forms to a greater extent: These use the profiles of their original species, but lose all special rules for that species. They gain the Mindless Assault rule listed above. • The Soulless do not under any circumstances cooperate with the Converted. Miniature: Converted are corpse-like humanoids maintained by cybernetic enhancements. They often resemble their former species, but are covered in blood stains and have rusted equipment. • Mindless Assault: The Converted do not take Morale tests. They can be Suppressed due to rudimentary survival routines (and occasionally being blasted off their feet). When taking the Dash action, they do not gain any additional movement but may enter close assault combat. UNIT Civilian Military Sergeant / minor character Major character Epic character SPEED 4" 4" 4" 4" 5" REACTION 1 2 2 2 3 COMBAT SKILL +0 +1 +1 +1 +2 TOUGHNESS 4 4 4 5 5 KILL POINTS 1 1 2 3 3 SAVVY +0 +0 +0 +0 +1 TRAINING +0 +0 +1 +1 +2 POINTS COST 10 15 20 25 35 159
Lifeforms The Horde Social Notes: A mysterious threat, the individual creatures that make up the Horde are genetic anomalies seemingly crafted by a malignant intelligence. Miniature: What a Horde civil society looks like can only be guessed at; the Worker profile accounts for various creatures occupying support roles for the troops. The Horde has no use for other lifeforms and attack and destroy them on sight. The Horde are mutated or wildly alien humanoids, often in discordant and unpleasant colors. Special Rules: • Fearsome: The Horde inflicts Fear (see page 45) except in Synthetic beings. • Horde Tactics: At the start of a round, any number of Horde squads that are within Coherency distance of each other may be declared to use Horde tactics. They are treated as a single squad going forward and cannot be separated during the battle. Squad special abilities such as recon squads do not apply. • Uncaring: A Horde squad with two or more figures remaining is not destroyed when failing a Morale test. Instead, remove one figure from the squad. 160 UNIT Civilian Military Sergeant / minor character Major character Epic character SPEED 4" 4" 4" 4" 5" REACTION 1 2 2 2 3 COMBAT SKILL +0 +0 +0 +1 +1 TOUGHNESS 3 4 4 5 5 KILL POINTS 1 1 2 2 3 SAVVY +0 +0 +0 +0 +1 TRAINING +0 +0 +0 +0 +1 POINTS COST 6 10 15 20 30
Lifeforms THE MINOR POWERS Serian (Engineers) The Serian have an innate ability to understand, interact with and apply mechanical and electronic hardware. This makes them sought-after as employees. Special Rules: • Tech-savvy: Engineers making any kind of test to use, research, modify, repair, or apply technology may roll twice and pick either result. This does not apply to weapon attacks. Additionally, personal equipment used or worn by an Engineer never jams or malfunctions. • Enviro-suits: Engineer suits are fully insulated against the environment. They are not affected by any hazards such as gas and toxins. Such threats delivered through an intrusive manner (such as a dart gun or animal claws) affect them normally, however. Social Notes: Engineers tend to be pragmatic and often act as hired hands for others, though they are fairly given to adventuring and freelancer work as well. Miniature: Engineers are slender humanoids enclosed in full environmental armor suits. UNIT Civilian Military Sergeant / minor character Major character Epic character SPEED 4" 4" 4" 4" 5" REACTION 1 2 2 3 3 COMBAT SKILL +0 +1 +1 +2 +2 TOUGHNESS 3 3 3 3 4 KILL POINTS 1 1 2 2 3 SAVVY +2 +2 +2 +2 +3 TRAINING +1 +1 +1 +1 +2 POINTS COST 7 11 16 22 32 161
Lifeforms The Swift Short reptilians with wings, the Swift are a mystery to most lifeforms. Their verbal communications are frequently convoluted gibberish to others, and they are prone to obsessing about strange ideas. Special Rules: • Bonds of Inspiration: Every 6 on the initiative dice allows 1 Suppression marker to be removed from any Swift unit. Note that if both sides field Swift and you have no Suppression markers to remove, you must remove a marker from an enemy unit instead. • Winged: Swift are not capable of full flight but can dive down from any height without taking damage. The figure may land anywhere within a number of inches equal to the height of the terrain feature. They may not move after landing but can otherwise act normally. Social Notes: Miniature: Swift fight for all manner of strange reasons. The Precursors say they understand why but that the rationales are not rooted in threedimensional thinking. 162 Swift are small lizard people. Some groups lack proper wings but have extendable membranes under their arms that serve a similar purpose. UNIT Civilian Military Sergeant / minor character Major character Epic character SPEED 5" 5" 5" 5" 6" REACTION 1 2 2 32 3 COMBAT SKILL +0 +1 +1 +1 +2 TOUGHNESS 3 3 3 3 4 KILL POINTS 1 1 2 2 3 SAVVY +0 +0 +0 +1 +1 TRAINING +0 +1 +1 +1 +2 POINTS COST 6 12 17 22 32
Lifeforms Keltrin (Skulkers) Often mistaken for Ferals, the rodent-like Keltrin are a distinct species. They are a common sight anywhere mercenaries and hired hands show up, as they are both hardy and practical-minded. Special Rules: • Agile: Skulkers do not suffer movement penalties when moving in Difficult terrain or Area terrain features, and reduce all other movement cost reductions (such as doors, Linear obstacles, and so forth) by 1". • Resilient: Skulkers receive a 3+ Saving Throw against any kind of toxin, virus, or gas. Social Notes: Skulkers lack any kind of instinctual prejudice, and thus work with anybody who hires them. Consequently, they are popular as mercenary and as part of ships’ crews. Miniature: Skulkers look like humanoid rodents. UNIT Civilian Military Sergeant / minor character Major character Epic character SPEED 6" 6" 6" 6" 7" REACTION 1 2 2 2 3 COMBAT SKILL +0 +1 +1 +2 +2 TOUGHNESS 3 3 3 4 4 KILL POINTS 1 1 2 2 3 SAVVY +1 +1 +1 +1 +2 TRAINING +0 +1 +1 +1 +2 POINTS COST 6 12 17 22 32 163
Lifeforms Hakshan A humanoid species of great technical sophistication, the Hakshan have emerged on the galactic scene from the voids between stars. Their culture appears to be searching for something quite vital, and they are engaged in energetic trade and military expeditions to acquire any indications of it. Special Rules: • Determined: Hakshan receive +1 to Morale tests when holding, carrying, or defending any type of objective. Social Notes: The Hakshan are relatively peaceful, but their quest may put them in conflict with an array of groups. Miniature: Hakshan are humanoids with high-tech equipment and a tendency towards brightly colored armor and clothes. 164 UNIT Civilian Military Sergeant / minor character Major character Epic character SPEED 4" 4" 4" 4" 5" REACTION 1 2 2 2 3 COMBAT SKILL +0 +1 +1 +2 +2 TOUGHNESS 3 3 3 3 4 KILL POINTS 1 1 2 2 3 SAVVY +1 +0 +0 +0 +1 TRAINING +0 +1 +1 +2 +2 POINTS COST 5 10 15 20 30
Lifeforms Clones (The Many) Technically a human sub-set, The Many are considered a completely independent species. Through psionic experimentation, they have developed into a psionically linked hive mind that spans the cosmos. While each can develop individual skills and talents, The Many have no concept of what an “individual” being is. To them, each clone is simply one manifestation of the whole. The titles of “civilian”, “military”, and “character” are simply unit descriptions for particular skill sets. In all other circumstances they have +1 Savvy and +1 Training. • Group Tactics: When taking Morale tests, take all your required Morale tests on clone units by first counting how many KP of figures are scheduled for removal due to failed tests. You must then remove that number of clone KP, but may do so from any clone units you like. For example, if a clone squad with 3 figures (1 KP each) fails a Morale test, remove 3 KP of clones from any units you like. Social Notes: The Clones pursue their own agenda on the galactic stage. They rarely cooperate with others for extended periods of time. Special Rules: • One Mind: If an epic character clone is present on the battlefield, all clones have +2 Savvy and +2 Training. Miniature: Clones are pale-skinned humans with the exact same features and uniforms. If a major character is present, they have +1 Savvy, +2 Training. UNIT Civilian Military Sergeant / minor character Major character Epic character SPEED 4" 4" 4" 4" 5" REACTION 2 3 3 4 4 COMBAT SKILL +0 +1 +1 +2 +2 TOUGHNESS 3 3 3 3 4 KILL POINTS 1 1 2 2 3 SAVVY x x x x x TRAINING x x x x x POINTS COST 8 15 20 30 40 165
Lifeforms Ystrik (Manipulators) These mysterious aliens were nicknamed Manipulators due to their prehensile tentacles, though this has given rise to a reputation for cultural manipulation and deceit that is occasionally exaggerated. The Ystrik relish the reputation, however, and it has inspired them to create an extensive intel and spy network across space. Special Rules: • Rapid Analysis: When making any die roll based on Savvy, Manipulators count any roll of a natural 1 as a 6. Social Notes: The Manipulators are fond of travel and can show up almost anywhere. Miniature: Manipulators are alien creatures with many grasping tentacles. • Dislike of Physical Combat: Manipulators only Hit on a 5+ when using Melee weapons or assaulting vehicles. They Fear any figure with more KP than themselves. 166 UNIT Civilian Military Sergeant / minor character Major character Epic character SPEED 4" 4" 4" 4" 5" REACTION 1 2 2 3 3 COMBAT SKILL +0 +1 +1 +2 +2 TOUGHNESS 1 1 2 2 3 KILL POINTS 1 1 2 2 3 SAVVY +1 +1 +1 +1 +2 TRAINING +0 +1 +1 +1 +2 POINTS COST 5 8 13 18 27
Lifeforms Krag (Dwarves) Stocky humanoids who lost their homeworld, the Krag are belligerent and prone to squabbling. Special Rules: • Rivalry: Individuals shooting at or making a close assault on an enemy individual unit may add +1 to all attack rolls. Social Notes: Krag undertake the same array of adventuring, mercenary work, and piracy as anyone else. Miniature: Krag are short but physically robust, with a humanoid frame. UNIT Civilian Military Sergeant / minor character Major character Epic character SPEED 3" 3" 3" 3" 4" REACTION 1 2 2 2 3 COMBAT SKILL +0 +1 +1 +2 +2 TOUGHNESS 4 4 4 5 5 KILL POINTS 1 1 2 2 3 SAVVY +1 +0 +0 +0 +1 TRAINING +0 +1 +1 +1 +2 POINTS COST 5 10 15 20 30 167
Lifeforms CREATURES Creatures typically only have a single profile. GMs should feel free to vary up the profile for a scenario, for example to make a tougher version or to reflect a particular genetic variation or alternate creature type. Social Notes: All creatures count as having Melee weapons when making attacks in close combat. An infestation can be anything from a single creature to dozens of them. The Swarm Their method of reproduction is unknown. A biological species that spawned the “ultradanger” Unity classification category, the Swarm has spread across the galaxy through a series of contamination incidents. Bristling with fangs and claws, the Swarm is obsessively aggressive when it deptects other lifeforms. As a result, few studies have been successful, though that has not stopped several ill-fated weapons research facilities from attempting it. Miniature: Natural weapons: Damage +1, Melee, Piercing. Special Rules: • Murder Frenzy: Swarm cannot usually attempt tasks that involve manipulating devices or problem solving. If a task can be accomplished by brute force, such as breaching a door or escaping a cage, they can make appropriate tests with a +3 dice bonus in place of a Savvy or Training score. 168 The Swarm reacts with relentless aggression to the presence of any other lifeforms within a few miles. Any attempts at communication and interaction will fail. Use any scary looking alien monster with big claws. UNIT Swarm SPEED 6" REACTION 3 COMBAT SKILL +2 TOUGHNESS 4 KILL POINTS 1 SAVVY x TRAINING x POINTS COST 15
Lifeforms Razor Lizard Gene-dog Sometimes known as rock lizards due to their referred habitats, the Razor is a large, dangerous reptile with spikes and incredibly sharp, needle-like fangs. Similar creatures can be found throughout many hot, arid worlds, however. Genetically modified canines with improved senses and cognitive abilities. Needle fangs: Damage +0, Melee, ignore Saving Throws. Special Rules: Dogs bred for guard duties have +1 Combat skill. (Points cost: +3) Bite: Damage +0, Melee. Special Rules: • Tracker: Dogs roll at +3 when tracking by scent. • Spikes: If attacking a Razor with a Melee weapon, a roll of a natural 1 results in the attacker taking a damage +0 Hit. • Genetically Enhanced: Gene-dogs receive a 5+ Saving Throw against any source of toxin, virus, or gas. Social Notes: • Good Boy: Trained Gene-dogs are attached to a handler. While the handler is within 12", the dog can be treated as a normal figure and perform any desired actions (though it obviously can only do things dogs are able to do). If the handler is not within 12", the dog should behave as a dog. It may attack threats, but otherwise guards its location or runs away. Razors are typical predators and hunt for things to eat. They tend to gather in groups of 4-8 and hunt as a group. Razor eggs sell for a good price to interested buyers though the animal is not typically trainable. Miniature: A lizard with spikes and big teeth. Social Notes: UNIT Razor Lizard SPEED 6" REACTION 2 COMBAT SKILL +1 TOUGHNESS 3 UNIT Gene-Dog KILL POINTS 1 SPEED 6" SAVVY +0 REACTION 2 TRAINING +0 COMBAT SKILL +0 POINTS COST 8 TOUGHNESS 4 KILL POINTS 1 SAVVY +0 TRAINING +0 POINTS COST 6 It’s a dog. Miniature: It’s a dog! 169
Lifeforms Sand Runner Krorg Fast predatory lizards. They can be trained and are popular as guard animals, though the training requires constant reinforcement to stick. The Krorg is a bear-like predator that has been imported to many worlds due to the quality of its fur. Unfortunately, it is also a belligerent and surly creature, and capable of smashing through steel plate. Fangs: Damage +1, Melee. Raking Claws: Damage +2, Piercing. Special Rules: • Leap: Sand Runners Dash at 2x Speed instead of speed+2. Social Notes: In the wild, Sand Runners operate in packs of 4-5 individuals and are primarily concerned with hunting for food. Trained Runners can guard facilities and obey a range of commands though they are usually best deployed patrolling a perimeter. Miniature: Any lizards that look fast and agile can be used for Sand Runners. 170 Extra attacks: x2 Special Rules: • Smash: Krorg move in straight lines. Any scatter terrain in the way is destroyed. A Linear obstacle will have a hole knocked in it on a D6 roll of a 4+, and building walls on a 5+. Social Notes: Krorg are easily aggravated. Even if sedated, the sight of humanoids within 12" applies 1D6 points of irritation every round. Once Irritation reaches 10+, the Krorg goes berserk and attacks. Once angry, it takes 1D6 days to calm down. UNIT Sand Runner SPEED 7" REACTION 2 COMBAT SKILL +0 TOUGHNESS 3 UNIT 1 Krorg KILL POINTS SPEED +0 5" SAVVY REACTION TRAINING +0 2 COMBAT SKILL 8 +2 POINTS COST TOUGHNESS 5 KILL POINTS 5 SAVVY +0 TRAINING +0 POINTS COST 25 Krorg are usually solitary. Miniature: Use the biggest bear you can find.
Lifeforms Brute Lizard Social Notes: Massive reptiles seem inexplicably common on worlds with a lot of jungle. The biggest can fight off a tank. These profiles can also be used for oversized bugs and similar horrors. Many insects and some lizards are capable of flying, allowing them to ignore terrain as they move, though they will land at the end of each move. Increase the points cost by +10 points to account for this. Depending on their breed, brute lizards may live individually, in hunting packs of 2-4, or in huge herds of 10 or more. They are mainly concerned with food, but are quite territorial and view large, noisy vehicles as a territorial challenge. Miniature: Any dinosaur toy will work just fine. Massive jaw: Damage +3, Melee. Huge lizards do x2 damage. Massive lizards do x3 damage. Extra attacks: x3. Special Rules: • Made of Meat: While they can sustain frightening amounts of damage, they are still biological creatures. For every KP lost by the Lizard, roll 1D6. On a 6, an additional +1 KP is lost due to blood loss or shock. • Very Big: Brute Lizards cause Fear (see page 45). UNIT Brute Lizard Large Brute Lizard Huge Brute Lizard Massive SPEED 6" 5" 4" REACTION 1 1 1 COMBAT SKILL +2 +2 +2 TOUGHNESS 5 6 7 KILL POINTS 5 6 8 SAVVY +0 -1 -1 TRAINING +0 +0 +0 POINTS COST 30 40 55 171
Items and Costs Items and CoSTS Weapons This section provides profiles for a wide array of weaponry. Many more types exist: Each entry on these tables represents a variety of individual models, makes, and designs with roughly comparable capabilities and performance. Crewed: Must be operated by a gun crew (see page 48) unless mounted on a vehicle. To keep the game playable, some factors are not accounted for in these rules, such as ammunition capacity (except where particularly limited), reliability, or user friendliness. Elegant: The figure may reroll 1s in close combat. Note that while many weapons give some indication of their technological basis (such as energy or projectile weapons), this should again be taken as a core type. A ‘laser rifle’ may rely on a range of other principles for inflicting damage and a ‘machine gun’ might fire anything from bullets using chemical propellant to magnetically propelled slivers of metal. Be creative. For game mechanics, what matters is the weapon profile rather than the description, which you can tailor to your imagination. Weapon Traits Ammo Choice: The weapon may fire in one of the selected modes each round. Area: The weapon uses the Area Weapon rules (see page 35). Burn: Any casualties must take a -1 penalty when testing for Morale this round. Clumsy: The weapon only Hits on a 5+ in close assault. 172 Critical: If the Hit roll is a natural 6, the target takes 2 Hits. Destructive: Causes 2 Hits on any vehicle. Focused: Resolve both shots against the same target figure. Fog: The area covered by the gas cloud cannot be fired into, out of or through. Gas: The weapon remains in place using the gas rules. Heavy: -1 Hit penalty if the firer moved during the same activation. Does not apply when vehicle-mounted. Indirect Fire: The weapon may be fired indirectly. Vehicle-mounted weapons must be stationary to do so. Knock Back: An infantry figure that is Hit is pushed 2" away from the attacker. Launcher: May fire any grenades carried by the user. Limited Supply: The weapon can be fired only twice per battle. (You can use the Limited Ammo marker to keep track of this.) Lock on: Only vehicles can be targeted. +1 to Hit.
Items and Costs Melee: Usable in close combat. Minimum Range: The weapon cannot select a target within 12". Overheat: If the shooter does not have an Overheat marker, place one. If the shooter has an Overheat marker, roll one fewer shots and remove the marker. If the shooter does not fire during their activation, remove any Overheat marker. Piercing: +1 damage versus vehicles. Pin-point: +1 to Hit vs vehicles, -1 to Hit vs infantry. Pistol: Hits on a 4+ if the target is not in Cover. Usable in close combat. Shock: Each Hit automatically inflicts 1 additional Suppression marker before rolling for damage. Shrapnel: The weapon Hits on a 5+ regardless of Cover, Combat Skill, or Hit modifiers. Snap Shot: +1 Hit bonus within 6". Sniping: +1 Hit bonus if stationary. Stream: The weapon uses the Stream rules (see page 35). Stun: An infantry figure that is Hit receives a Stun marker. When activated next, the figure moves at half speed and cannot attack. Team: Can be operated by a single figure, but if the operator becomes a casualty, another figure from the same squad can take over the weapon if within 1". Simply remove that figure and move the weapon figure to their location. A given weapon can only be picked up once per squad. The Infantry Soldier’s Guide to Battlefield Firepower The modern foot soldier’s weaponry comes in two varieties: Ballistic weapons such as the military rifle, which fires physical projectiles, and energy weapons such as the infantry laser. Which type is chosen is often a question of preference. While advanced military forces tend towards energy weapons, the reliability and ease of manufacture of ballistics ensure they remain a common sight. Assault troops sometimes prefer blaster-type weapons, which rely on a high powered bolt of energy that dissipates quickly over range. All of these designs can be minimised into pistol size, sacrificing range for convenience. Sidearms are mostly carried by officers and other personnel who do not expect to engage in front line combat. The more style-conscious officer may opt to complement their outfit with a sword. Sturdy blade weapons are a mark of rank and the energy based glare sword is considered to be a more distinguished and elegant affair. Troops engaged in boarding actions often carry heavy energy-enhanced weapons for breaching, such as the powered claw or breaching axe. These weapons require fitting with an energy source and are usually hooked into the soldier’s armour, making them awkward to wield but frightfully destructive. Hand grenades are convenient, easy to carry, and fun to use (according to the marketing materials). A range is available, such as Weak: Cannot affect vehicles under any circumstances. 173
Items and Costs armor-piercing penetrator charges and antiinfantry frag and cling-fire options. The Jinx grenade is a high-tech device that scrambles electronics and melts vehicle armor, optimized for anti-tank work. Grenades are even useful in peacekeeping operations and for law enforcement, where the shock grenade (known as ‘dazzles’ to the starport scum often found on the receiving end) can disperse crowds with a mixture of intense light and noise, as well as sub-psionic vibration. Team Weapons Heavy firepower is provided by team weapons. The standard remains the light machine gun, a rapid fire ballistic weapon that acts as a more professional counterpart to the rattle guns so beloved by salvage teams and freelancers. Others prefer the devastating firepower of the plasma rifle or hyper blaster, accepting the inhibiting effects of the cooling system as a price to pay for superior punch. Defence against armoured threats is usually provided by either the fusion rifle or the longer ranged fury rifle, suitable for deployment against light vehicles as well as heavily armoured infantry. The blast of a Fury rifle can knock even heavily protected infantry clean off their feet. Five Parsecs from Home Weapons are completely compatible between the two systems, though 5PFH weapons require an anti-tank rating to be added. Please note that in some cases a weapon may have a slightly different profile in the Tactics rules. You may use either version in crossover games, though it is recommended that characters brought over retain their current weapon profiles to keep things simple. 174 For flexibility, the grenade launcher cannot be rated too highly. Capable of firing a variety of grenade types, it can be tailored for any battlefield role. Crewed Weapons The heaviest firepower comes from crewed weapons operated either on weapons platforms or as vehicle mounts. Laser weapons are common here and can be configured for a range of roles depending on the intended target type, with the pulse laser being a dual role weapon optimised for lighter targets and anti-infantry use. Missiles provide solid damage potential against enemy vehicles, but the limited supply of ammunition makes them a more situational choice. Physical projectiles are in widespread use as well, with a range of calibres of cannon and rapid-fire auto-cannon being in service. One of the most feared tank weapons is the heavy plasma gun: A cousin of the infantry version, this also projects blueish-white bolts of energy, turning the target area into an incandescent inferno upon striking. This weapon has generally replaced the vehicle-mounted flame thrower for close quarters action.
Items and Costs Weapon Tables Melee Weapons While the battlefield is dominated by firepower, combatants operating in tight confines often favor a more medieval approach. As a bonus, a blade is less likely to put a hole in a starship hull during a boarding action. WEAPON DAMAGE TRAITS POINTS COST Blade 1 Melee 1 Glare sword 1 Melee, Elegant 2 Powered claw 3 Melee, Clumsy, Piercing 3 Breaching axe 3 (x2 vs vehicles) Melee, Clumsy, Knock Back 4 Suppression maul 0 Melee, Stun 1 Ripper sword 2 Melee, Piercing 3 Grenades Grenades are compact explosive devices thrown by hand or fired from a suitable launcher. A figure with a Launcher may fire any grenade type carried. Grenades thrown by hand have a range of 6". When a squad is active, a single figure may throw a grenade instead of firing their weapon. WEAPON DAMAGE TRAITS POINTS COST Frag grenade 0 Area 1 Penetrator grenade 3 Piercing, Knock Back 2 Jinx grenade 5 Lock On, Destructive 3 Fog grenade – Area, Gas, Fog 1 Cling-fire grenade 0 Area, Burn 2 Shock grenade – Area, Shock 1 Sidearms This list covers small firearms that can be fired single-handedly, such as pistols. They are usually light-weight and easy to use, though a lack of accuracy limits them to close quarters. In military use, they are often secondary or defensive weapons only. Criminals, special agents, and other clandestine individuals favor them for concealment and personal defense. WEAPON RANGE SHOTS DAMAGE TRAITS POINTS COST Service pistol 9" 1 0 Pistol 1 Hand laser 9" 1 0 Pistol, Snap Shot 2 Blast pistol 8" 1 1 Pistol 2 175
Items and Costs Rifles This category covers both full-sized rifles and more compact carbine-type weapons. These weapons are designed for two-handed use and are the primary armament of the infantry trooper. WEAPON RANGE SHOTS DAMAGE TRAITS POINTS COST Military rifle 24" 1 0 – 3 Infantry laser 30" 1 0 Snap Shot 4 Precision rifle 36" 1 1 Critical, Sniping 6 Blaster 18" 1 1 – 3 Primitive weapon 18" 1 0 Weak 1 Shotgun 12" 1 0 Critical 2 Team Weapons These are heavier, more powerful, and often more complicated weapons used to provide support for infantry units. They are light enough to be portable and can be operated by a single soldier if needed. Typically, a squad carries one or two such weapons to supplement their firepower. 176 WEAPON RANGE SHOTS DAMAGE TRAITS POINTS COST Light machine gun 30" 3 0 Heavy, Team 10 Flak gun 12" 2 1 Focused, Shrapnel, Team 5 Grenade launcher 24" – – Launcher, Heavy, Team 10 + grenades Fury rifle 24" 1 3 (x2) Heavy, Piercing, Knock Back, Team 15 Plasma rifle 20" 2 1 Focused, Piercing, Overheat, Team 8 Sniper rifle 40" 1 1 (x2) Heavy, Piercing, Sniping, Team 10 Hyper blaster 24" 3 1 Overheat, Team 14 Flame projector 6" – 1 Stream, Burn, Team 6 Fusion rifle 15" 1 3 (x2) Piercing, Team 10
Items and Costs Crewed Weapons Crewed weapons are either operated on ground mounts such as a tripod, or on mounted on vehicles. They form the primary firepower of heavy weapons batteries and vehicle units. WEAPON RANGE SHOTS DAMAGE TRAITS POINTS COST Laser cannon 48" 1 5 (x3) Crewed 35 Pulse laser 36" 2 4 (x2) Crewed 35 Anti-tank laser 60" 1 6 (x3) Pin-point, Crewed 45 Anti-tank missile 12"-96" 1 4 (x4) Minimum Range, Limited Supply, Lock On, Crewed 30 20mm auto-cannon 36" 3 2 Crewed 20 40mm auto-cannon 48" 2 3 Crewed 25 Infantry mortar 12"-48" 1 1 Area, Indirect Fire, Minimum Range, Crewed 15 Heavy plasma gun 24" 1 4 Area, Burn, Crewed 20 75mm cannon 60" 1 – Ammo Choice, Crewed 45 AP shell – – 5 (x3) Pin-point, Knock back Frag shell – – 1 Area 100mm cannon 72" 1 – Ammo Choice, Crewed AP shell – – 6 (x3) Pin-point, Knock Back Frag shell – – 2 Area 55 Powered Armor While rare and expensive, fully powered suits of armor are in use throughout Unified Space and beyond. WEAPON SAVING THROW POINTS COST Powered 6+ 2 Breach 5+ 4 177
Items and Costs MASTER POINTS COSTS TABLE This table lists individual points costs for every figure and weapon in the rulebook. You can use this to create custom units, swap parts out, or for any other purposes where you might find it useful. Pre-calculated figures are included for weapon teams (3 military figures) and squads (4 military figures + 1 sergeant). UNIT POINTS COST NOTES HUMAN Civilian 5 Military 10 Weapon Team 30 3 military Squad 55 4 military + sergeant Sergeant/Minor 15 Major 20 Epic 30 NOTES EREKISH (PRECURSORS) Civilian 6 Military 12 Weapon Team 36 3 military Squad 66 4 military + sergeant Sergeant/Minor 18 Major 25 Epic 35 K'ERIN FERAL Civilian 8 Military 13 Weapon Team 39 3 military Squad 72 4 military + sergeant Sergeant/Minor 20 Major 25 Epic 32 Civilian 6 Military 12 Weapon Team 36 3 military Squad 65 4 military + sergeant Sergeant/Minor 17 Major 22 Worker 10 Epic 32 Military 15 Weapon Team 45 3 military Squad 80 4 military + sergeant Sergeant/Minor 20 Major 25 Epic 36 SOULESS Standard 20 Weapon Team 30 3 military Squad 100 5 military THE CONVERTED HULKER 178 POINTS COST UNIT Standard 15 Weapon Team 45 3 military Squad 80 4 military + sergeant Sergeant/Minor 20 Major 25 Epic 40
Items and Costs POINTS COST UNIT NOTES POINTS COST UNIT THE HORDE NOTES HAKSHAN Worker 6 Civilian 5 Military 10 Military 10 Weapon Team 30 3 military Weapon Team 30 3 military Squad 55 4 military + sergeant Squad 55 4 military + sergeant Sergeant/Minor 15 Sergeant/Minor 15 Major 20 Major 20 Epic 30 Epic 30 SERIAN (ENGINEERS) CLONES (THE MANY) Civilian 7 Civilian 8 Military 11 Military 15 Weapon Team 33 3 military Weapon Team 45 3 military Squad 60 4 military + sergeant Squad 80 4 military + sergeant Sergeant/Minor 16 Sergeant/Minor 20 Major 22 Major 30 Epic 32 Epic 40 THE SWIFT YSTRIK (MANIPULATORS) Civilian 6 Civilian 5 Military 12 Military 8 Weapon Team 36 3 military Weapon Team 24 3 military Squad 65 4 military + sergeant Squad 45 4 military + sergeant Sergeant/Minor 17 Sergeant/Minor 13 Major 22 Major 18 Epic 32 Epic 27 KELTRIN (SKULKERS) KRAG (DWARVES) Civilian 6 Civilian 5 Military 12 Military 10 Weapon Team 36 3 military Weapon Team 30 3 military Squad 65 4 military + sergeant Squad 55 4 military + sergeant Sergeant/Minor 17 Sergeant/Minor 15 Major 22 Major 20 Epic 32 Epic 30 179
Items and Costs Creatures UNIT UNIT POINTS COST CREATURES Swarm 15 Razor Lizard 8 Gene-Dog 14 Sand Runner 8 Krog 25 POINTS COST FIGHTING VEHICLES Armoured Car 60 APC 50 APC – Grav 55 IFV 70 IFV – Grav 75 Light tank 100 +10 Large 30 Option: Replace 40mm autocannon with a pulse laser Huge 40 Light tank – Grav 55 115 Massive Option: Replace 40mm autocannon with a pulse laser +10 Brute Lizard Vehicles UNIT POINTS COST LIGHT VEHICLES Nomad Bike 15 Medium tank 140 Option: Replace coaxial light machine gun with a heavy plasma gun +10 Medium – Grav 150 +10 Option: Mount a forward-firing light machine gun +10 Scouter 35 Option: Replace coaxial light machine gun with a heavy plasma gun Lancer 30 Heavy tank 200 Option: May replace plasma rifle with a fury rifle +7 Option: Replace either light machine gun with a heavy plasma gun +10 per gun Frontier Trike 35 Light walker 70 Raider Trike 35 Option: Replace light machine gun with a fury rifle +4 +5 Option: Replace flame projector with fusion rifle Heavy walker 100 HEAVY COMBAT BOTS 180 CIM-L 35 CIM-APP 45
Items and Costs Weapons WEAPON WEAPON POINTS COST MELEE Blade 1 Glare sword 2 Powered claw 3 Breaching axe 4 Suppression maul 1 Ripper sword 3 GRENADES Frag 1 Penetrator 2 Jinx 3 Fog 1 Cling-fire 2 Shock 1 SIDEARMS Service pistol 1 Hand laser 2 Blast pistol 2 RIFLES POINTS COST SUPPORT WEAPONS Light machine gun 10 Flak gun 5 Grenade launcher 10 + grenades Fury rifle 15 Plasma rifle 8 Sniper rifle 10 Hyper blaster 14 Flame projector 6 Fusion rifle 10 CREWED WEAPONS Laser cannon 35 Pulse laser 35 Anti-tank laser 45 Anti-tank missile 30 20mm auto-cannon 20 40mm auto-cannon 25 Infantry mortar 15 Heavy plasma gun 20 75mm cannon 45 100mm cannon 55 Military rifle 3 Infantry laser 4 Precision rifle 6 Blaster 3 WEAPON POINTS COST Primitive weapon 1 Powered 2 Shotgun 2 Breach 4 Powered Armor 181
Appendices appendices Converting Characters If you wish to transfer characters or units between Five Parsecs from Home and Tactics, you can use the guidelines below. Note that a points cost formula is not used; simply eyeball the cost based on the closest equivalent figure. Kill Points Reactions • Crew transferred to Tactics receive 1 Kill Point for each point of Luck. • Reaction scores remain the same. • Enemy figures in 5PFH do not have Reaction scores but can be assigned one by looking at the closest equivalent Tactics unit. Speed • Speed remains the same. Combat Skill • Figures transferred from Tactics: No change. • Figures transferred into Tactics keep their score but are capped at +2. Toughness • Figures transferred from Tactics: No change. • Figures transferred into Tactics keep their score but are capped at 5. Savvy • Savvy scores remain the same. Training • Characters transferred into Tactics receive a Training score of +1. • Characters with a military-type background receive a +2. 182 • When transferring from Tactics, each Kill Point after the first becomes 1 point of Luck (even if the figure type could not normally have that many). Abilities • Interpret character abilities as needed. • Abilities referring strictly to 5PFH campaign rules are not usually converted over. • Troops that apply a modifier to Seize the Initiative rolls instead apply that modifier to Spotting distances (penalties apply to being Spotted, bonuses apply to Spotting by the character). • If there are differences in the base rules between two character types, adopt the rules as you see fit. Weapons and Equipment • Equipment must be interpreted as needed. Treat adjustments to Seize the Initiative rolls as indicated above. • Carry weapons over as they are, though for cases where the same weapon exists but has a new profile, you can choose to use the “native” profile or the original as you see fit.
Appendices Combining the Two Games Since 5PFH does not use units, any squads brought into that game simply become individual figures. Conversely, your crew would generally act as single figures in Tactics. Injury rolls and XP are awarded normally to crew figures, treating a Tactics battle as a 5PFH scenario, including typical scenario pay. If incorporating Tactics battles into your campaign, they usually take the place of a conventional scenario. The creative player can no doubt find a ton of uses for Tactics elements, whether you prefer to use the new combat rules or want to face off against new enemies selected from this book. One obvious case is vehicles. Adding vehicles to 5PFH scenarios can be challenging because a vehicle is likely to dominate any small encounter it takes part in. Make sure that the side facing it has some sort of weapon that can damage it. A vehicle scenario might involve reaching the vehicle before making a getaway, destroying a prototype tank, or getting some payback on those Converted jerks that have been making your life difficult. You might also incorporate Tactics battles for specific circumstances. If your planet is invaded, it can be a lot of fun to play out a few infantry battles against the invaders. Your crew might even take part in those battles. You could also set up a military conflict and hire out as mercenaries. If you use the Operational System (see page 92), treating your crew missions as a player mission works fine: As heroes, their actions would no doubt have an outsized effect on the war effort! Another option is to transition from one style of campaign to another. You may decide to have an old and well-known character show up on the battlefield as an officer or hero (or villain!), which is a great way of adding a bit of continuity across campaigns. Take advantage of the tools provided to you to build a grand, sweeping science fiction epic. Once you start, you’ll discover that the possibilities are close to endless. 183
Appendices Galactic Timeline The following is a timeline of the Unified Space setting. Entries are generally from the perspective of humanity / Unity and all years are given using familiar Earth time-keeping. Countless smaller conflicts, incidents, and discoveries occured in addition to those listed here. 2051: Advances in theoretical computing The first, stumbling implementations of nonlinear computing principles spur significant advances in technology. 2069: Solar system mining projects Using automated systems and drones, resource exploitation of the Moon and several asteroids begins. While the rewards rarely exceed the considerable cost, it spurs widespread interest in the development and exploitation of space and is accompanied by the construction of long-term orbital habitats. 2074: Solar system colonization begins Dramatic increases in propulsion allows the creation of long-term habitation throughout the solar system, as well as a renewed program 184 of interstellar probes with the prospect of exploring beyond the solar system. As technology advances, habitats are pushed further and further out into the outer reaches of the solar system. 2084: The Cosmos 9 disaster A catastrophic chain of events leads to the destruction of the Cosmos 9 far-system habitat with a loss of all 163 individuals on board. This gives fuel to a series of anti-deep-space movements which begin to coalesce into the Nearest Ground movement, advocating that exploration beyond the asteroid belt is too expensive and too dangerous. 2086: The Expedition 3 incident A heavy probe is destroyed after launch from the Cosmos 7 far-system habitat, resulting in the habitat being decommissioned due to extensive damage. Miraculously, nobody is killed. It is long suspected that the incident is a result of intentional sabotage, but no conclusive evidence is presented. Nearest Ground activists seize upon the incident.
Appendices ca. 2097-2144: The stagnation A prolonged period of scientific stagnation on Earth characterized by risk-averse policies and general economic malaise. Commonly attributed to the Nearest Ground movement gaining global acceptance results in a near-complete stop to far-space exploration projects and consequent technological development. However, the unravelling of unprofitable solar system investments and undermining of public confidence also play a role. As expenditures grind to a halt, a series of global financial recessions strike. Old social models struggle to respond to the challenges. ca. 2099-2147: Hegemony Wars Wide-spread low-intensity conflicts occur on Earth, as nation-states give way to regional and corporate alliances of interest. As resources grow scarcer and infrastructure more battered, the economic effects of the stagnation intensifies. By the end of the period, the nation-state has effectively been supplanted by doctrinal power-groups or corporate-backed military organizations, with the shambling global economy primarily driven by the war economy of increasingly independent corporate states. By 2143, the hegemonies are exhausted, and the global community seems poised for a wide-spread technological collapse. 2132: Foundation of Sky-Reach project A secret group of visionaries begin gathering in an underground complex in the Ural Mountains. It is comprised of scientists and mathematicians plucked from all over the world, funded by a syndicate of far-sighted moneyed interests. The purpose of the project is to find a technological path out of the global malaise, but the focus quickly becomes a breakthrough in star-travel. 2144: Sky-Reach probe launched In secrecy, a high-tech probe is launched by the Sky-Reach project, seeking confirmation of mathematical calculations. If the theories prove correct, faster-than-light travel could be within reach of mankind in a matter of years. 2148-ca. 2168: FTL discovery / Tech Era begins Weak points in space are discovered – the first step towards Tunnel technology, enabling faster-than-light travel along reliable and predictable principles. The first proof of concept drive is tested in 2148 with development rapidly proceeding afterwards. As new avenues for expansion and profit becomes viable, the Hegemony Wars come to a close and the period retroactively titled the Tech Era begins. This period sees massive leaps in technological development and prowess, which in turn kickstarts the ailing global economy. As the technological progress seems to provide salvation from mankind’s decrepit state, the first tech cults begin to emerge in society. 2152: 4th Generation AI developed As technological development expands at speed, adjacent research also accelerates. This results in the universal integration of 4th Generation AI, far beyond the early algorithmic reproductions of human productivity or subsequent emulations of sentient response. While AI tech never becomes capable of replacing humans in every possible pursuit, it grants considerable advantages in many fields of research, and lays the groundwork for almost all of the technology a galactic civilization requires. Tech cults explode in popularity, with AI systems taking on mystical associations, some claiming that the time has come for human concession to the altruism of a superintelligence. In some areas, this leads to armed clashes and riots, before the cults are forced underground in most corporatecontrolled sectors. 185
Appendices Timeline of Wars 2100 Hegemony Wars 2150 First Colonial War K’Erin Contact War Separation Wars 2250 The Wayward Wars / Second Wars of Separation First Converted incursion Precursor-K’Erin dominion war Second K’Erin-Unity war Renegade Wars 2350 2nd Converted War K”Erin War of Steel Honor 3rd Converted War First reports of Abductors 2400 Cybernetic War / 4th Converted War Horde Dominion War 2450 2470 186 The first human colonies intended for permanent settlement of civilians are established. Early colonization is dangerous, with high risk of failure, as many surveyed worlds turn out to be non-viable. Casualties are high, and early colonists receive a reputation for being bitter survivors or foolish optimists. On worlds with teeming ecosystems, some colonists abandon the often oppressive, corporate-controlled colonies and become Nomads. 2177-2179: First colonial War 2200 2300 2167: First colonization Reclamation War As interests between colonial selfdetermination and corporate profit-extraction intensifies, in 2177 a trio of wealthy colonies declare themselves an independent political entity and demand renegotiation of agreements with the owning megacorporations. Initial resistance leads to open but inconclusive warfare as neither side can gain an upper hand. Conflict ends with establishing a model of colonial self-governance while maintaining economic ties. This will form the dominant system for the next 60 years. The conflict is studied extensively by military academies as the first practical experience in galactic warfare. 2190: Karlenhertz generator developed A technological breakthrough eventually known as the Karlenhertz principle allows the construction of Weak Point Generators. These allow faster-than-light travel to be conducted with increased stability, as a major planetary system can now be travelled to and from without having to wait for fluctuations in the structure of space. This also allows much faster inter-galactic communications to be established.
Appendices 2204: Terraforming technology developed With the aid of advanced AI systems, scientific breakthroughs enable large-scale terraforming. With time, this will enable planet-wide manipulation of environmental systems to create breathable atmospheres, adjusting temperatures and similar factors. By the present day, even some degree of gravity adjustment can be done. The costs of these measures are enormous, requiring exorbitant amounts of funding to be viable, but this promises to have profound impacts on human success among the stars. 2211: The Star-Ward Leap begins Human colonization efforts explode as more and more worlds are surveyed, terraforming processes are initiated and colonists begin to settle. Ultra-corporations spanning multiple global economies are formed during this period. Large scale genetic editing begins during this period and quickly becomes standard, despite initial moral objections. 2213: Psionics discovered The genetic basis for human psionic ability is conclusively proven. Predictable application remains elusive, but a range of experiments are conducted across human space with a wide range of legality and ethical concern. The discovery gives rise to a series of post-human and hyper-evolutionary cult groups. 2217-2236: Separation Wars Widespread galactic conflicts erupt throughout human space, as interests diverge and independent polities begin to assert themselves, resulting in a struggle for domination. These are often referred to as the Procyon Wars due to the approximate location of the first battle, as Yellow Confederate ships fire on Earth military patrols. While historians often describe it as a distinct historical period, it is ultimately a series of conflicts that are only tenuously connected. While the conflicts are ongoing, incessant Human/K’Erin warfare continues in a series of localized conflicts that further encroach on Human-claimed space. It is during the prolonged space battles of this era that the first instances of Degenerative Violence Syndrome (DVS) are recorded. The isolated colony of Z-229 begins genetic and psionic experimentation that will culminate in the emergence of the post-human type known as The Many. 2224: First K’Erin contact A scout ship makes first contact between human explorers and the alien species known as the K’Erin. Initial communications show promise, and the K’Erin withdraw from the system without further actions. The news sends shockwaves through human society as plans must be reevaluated. A number of different political movements arise advocating different methods of interacting with this and an other alien species. 2224: K’Erin Contact War Within weeks of K’Erin contact, open warfare breaks out, plunging mankind into galactic war for the first time. The conflict is fairly brief, though damage to fleets and military infrastructure is extensive. Earth military forces are revealed to be ill-prepared for warfare on this scale. The results of the conflict is to establish K’Erin territorial claims by treaty, though many of the worlds claimed are of relatively little value and several were not near human-controlled space. K’Erin historians will refer to this conflict as the “War of Trials”, positioning it as a conflict they initiated to test the newly encountered species. The treaty documents include the designation of humans as a Worthy Foe. 187
Appendices 2249: Unity founded In light of the experiences from the K’Erin Contact War and the Separation Wars, Unity is founded to consolidate and defend human interests across space. The first member worlds are those with significant political and economic power, forming the Core Worlds of today. 2254-2285: The Wayward Wars / Second Wars of Separation A new series of conflicts take place, as Unity extends its reach and brings most human polities into its sphere through diplomacy, economic pressure, or outright military action. While most worlds join voluntarily, many of the conflicts are particularly fierce and, even 200 years later, what position your family took at the time can be a point of pride or embarrassment. The alien menace known as the Swarm is encountered during these conflicts. The initial encounters may have been lost to historical records, but it is commonly accepted that the Lukas-9 portal incident in 2257 allowed the creatures to spread across populated worlds, preventing any attempts at containment. 2258: First “Many” contact Unity exploratory fleets regain contact with Z-229. Through accelerated development, they have attained a psionic hive-mind and have become genetically incompatible with baseline humanity. The Genetic Derivation laws are passed to grant them Protected status under Unity law, though they remain an independent but affiliated political entity. 2259: First Engineer contact Emissaries from the species known as the Engineers are encountered, seeking to establish diplomatic relations with Unity. 188 2288: First Precursor contact The aliens known as Precursors initiate contact with Unity. They present themselves as diplomats warning of an imminent threat to galactic stability, though the warnings are frustratingly vague. Large-scale diplomatic, technological, and economic ties are initiated. 2290: First Converted incursion A threat of unknown origin, the cybernetic species known as the Converted invade known space with the initial fleets striking Unity and Precursor territory in particular. Countless independent human systems are overrun and absorbed by the invaders. A rapid response by combined Unity, Precursor, and K’Erin forces shatters the initial invasion forces in a series of quick battles, celebrated for establishing a new doctrine in space battles. As the invasion fleet command structure crumbles, the invasion falters and while smaller-scale operations will continue into 2291, major fighting ceases within 8 months of the first attack. 2292-2299: Uplifts and gene-mods standardized Extensive AI-guided experimentation with uplifting animals, as well as genetic modification comes to fruition, producing a number of viable genetic variants. Stalkers and Hulkers, as well as most Feral strains are all created during this time period. 2279 marks the end of wide-spread creation of post-human species after an activist group uncovers evidence that technology acquired from the Converted invaders has been used in the uplift program. While continued creation is outlawed, the period sees massive development in genetic modifications in record speeds, allowing unprecedented modifications to be done.
Appendices 2298-2301: Precursor-K’Erin dominion war After both sides declare protectorates over low-tech local alien populations in border territory, hostilities erupt into open warfare between Precursors and K’Erin, while Unity remains neutral. Initial Precursor successes are reversed when a K’Erin assault targets Precursor core worlds with biological weapons. The war is brought to a conclusion after Precursor forces threaten solar detonation in a contested star system. 2305: First Swift contact The diminutive aliens known as the Swift are spontaneously discovered across hundreds of worlds. Population groups are incorporated into the K’Erin, Precursor, and Unity protective spheres respectively. The Swift insist that they have always been here, but until now the timediamonds did not line up correctly. 2306-2309: Second K’Erin-Unity war Diplomatic missteps result in open warfare with the K’Erin. Due to relative military parity, results are inconclusive. As the conflict threatens to spill over into Precursor space, a ceasefire is reached. In 2309, border restoration and global-level ordnance limitation treaties are signed between all three parties. 2329-2352: Renegade wars A period characterized by widespread lowintensity warfare among worlds furthest from Unity control. Many of these conflicts are purely local affairs but frequently spill over, and result in sector-wide conflict. While the major powers often interfere, the results are modest. Most historians point to this as the creation of the uncontrolled region of space known as the Fringe. 2370: First Manipulator contact Precursor diplomats facilitate first contact between Unity and the species that will come to be known as the Manipulators. Large-scale commercial treaties are signed, allowing for high-tech imports, though Unity diplomats largely sidestep Manipulator concerns about Unity military bases and colonies near their region of space. 2373-2374: Uplift rebellions A series of violent rebellions break out at Uplift-populated colonies near Manipulator space. The Manipulators offer to provide peacekeeping forces in return for treaty concessions. Due to a series of space anomalies, Unity is hard-pressed to concentrate military forces, though the rebellions are eventually suppressed with K’Erin aid. The ensuing treaties grant semi-autonomous status to several colonies, relocating the 6th Unity Strike Fleet base away from the region, and grants official recognition of the Feral genetic subtype as an independent, humanderived species. 2357-2369: 2nd Converted War Converted invasion fleets strike across the galaxy, seemingly from an array of staging points previously undetected. While all sentient species come under attack, Precursor space is hit particularly hard. The tide begins to turn in 2362 with the establishment of multi-species strike forces and, by 2369, the invasion is considered at an end, though scattered fighting continues for decades to come. 2367: First core signals detected Strange transmissions of alien origin are detected, emanating from the galactic core. The regions of origin are widely suspected to be inaccessible through conventional interstellar travel. The Precursors and Swift both warn against investigation for reasons unrelated to the ongoing conflict, but the 189
Appendices Precursors refuse to elaborate and the information gained by the Swift is cryptic and convoluted, even by their standards. A K’Erin scout fleet is dispatched, but disappears without trace. The signals last for 40 Earth-days before receding, but transmit thereafter at 22-year intervals. 2368: Joint Defense worlds established As the Converted War winds down, the Precursors and Unity create a series of Joint Defense worlds along their regional borders. These will feature troops and ships from both sides which are, by treaty, forbidden to be employed off-world. 2372: First Soulless contact The robotic species known as the Soulless are encountered along the galactic edge. Initial contacts are generally friendly, and cooperation quickly ensues. The Soulless pledge contribution to matters of galactic peace and quickly integrate into economic networks in return for a limited array of settlements. 2372-2374: K’Erin War of Steel Honor The K’Erin pose a series of demands to the Soulless, intending to provoke a conflict. 190 After 3 months of negotiations, the Soulless break off all communications and mount an expeditionary force into K’Erin space. The ensuing conflict is primarily fought in space and on orbital stations, and is occasionally referred to as the Void War. The conflict is inconclusive, with both sides primarily striking at military assets, and a mutual ceasefire is agreed upon when new Converted threats emerge. 2374-2380: 3rd Converted war A contested world from the 2nd Converted War is revealed as a major production site and staging ground. Within months, the entire sector is aflame, and forces are rushed in to contain the attack. Seventeen populated worlds within the sector are lost before the allied forces gain supremacy. Most of the sector remains under Unity fleet interdiction to the present day. 2383: First Skulker contact The Skulkers approach Unity and K’Erin space, requesting diplomatic recognition and formal ties. Historians point out that trade with the Skulker worlds had been ongoing for some time, but the species had remained relatively aloof and isolated. A change in
Appendices public policy leads to the Great Exodus, as the Skulkers spread across known space, quickly integrating into Unity and K’Erin societies, while their home worlds remain largely independent from galactic affairs. 2386: First reports of Abductors Multiple Unity worlds report attacks from unidentified ships, later determined to be from a minor alien species in unexplored galactic space. The species, nicknamed Abductors, is hesitant to engage in diplomacy but warns of a coming galactic horror that they are hoping to contain. Requests for entire galactic population to submit to the Abductor psionic hierarchy are not successful. 2390-2400: Cybernetic war / 4th Converted War A new Converted assault begins from within K’Erin space but quickly spills across sector boundaries. Initial counterattacks in 2391 are disrupted, as stray weapons fire causes planetary destruction in the K-204 system. The debris causes widespread devastation to both fleets and severely cripples K’Erin fleet resources. The Soulless commit immediately and dispatch major forces. These will form the core of the military resources for the rest of the conflict while Unity provides supplies and military hardware. The incursion is deemed contained by 2400, as a number of lost colonies are bombarded from orbit to destroy Converted production facilities. Permanent interdiction is set up with combined K’Erin/Soulless scout bases positioned in the remains. 2403: First Horde contact A trio of worlds abandoned during the Wayward Wars sees an array of portals open. As scout ships move to investigate, they come under immediate fire. The newcomers use a technological paradigm unlike any used by known cultures, and refuse all attempts at communication. They will later be nicknamed “The Horde” by Unity troops. 2403-2454: Horde Dominion War As Horde vessels continue to emerge, open war breaks out. The ensuing conflict becomes one of the largest military actions in galactic history, involving most species. Unity bears the brunt of the fighting, but expeditionary forces are provided by all polities. Some of the most enthusiastic fighting is carried out by Skulker detachments eager to gain additional recognition and privileges under Unity government. Historians sometimes sub-divide the Horde Dominion War into distinct conflicts, but fighting never completely ceases. The Horde arrives in waves from the portals in seeminglyinexhaustible waves of military forces. A series of desperate targeted strikes destroy two of the portal facilities, in 2449 and 2451 respectively. With the Horde switching to the defensive, several assaults on the final portal world fail. Eventually the Skyburn Conclave is signed between the Precursors, K’Erin, and Unity, authorizing the use of global-level ordnance for the purpose of ending the conflict. In 2454, the final portal world is destroyed, ending the invasion and marking the formal end point. Mopping up operations continue for many years. 2461-2465: Reclamation war A series of efforts are launched individually by major powers to retake previously Converted-held worlds. The campaigns lack coordination and produce limited results despite fierce fighting. 2467: First Hakshan contact Hakshan emissaries arrive on the galactic scene and begin integration into galactic affairs. 2468: Now You are here. 191
Appendices Starting a Miniatures Collection The Basics If you are an old hand at miniatures gaming, odds are you already have a stash of figures that are ready to use. This chapter provides some starting tips for newcomers. There is a wealth of outstanding resources on the internet for every aspect of the hobby, so think of this as a crash course if you are a little uncertain about how these games work. Choosing a Starting Point Before you rush out and buy anything, take a moment to think about what you are trying to achieve. Presumably you want to play some games, but at what size? Do you want any vehicles? Do you want to use specific types of units or creatures? Do you want to play with lots of Game Master-controlled creatures? Will you play character-heavy games? You will find your experience to be more enjoyable if you make sure that your initial investment is something useful to you on the gaming table. If building armies along with someone else, agree on the rough number of units you are each going to provide: three small squads of infantry and a single vehicle is a great starting point. If you are building both sides yourself, you will need to double things. Focus on acquiring, building, and painting those figures before you get too carried away. If you are new to the hobby, miniatures gaming is something you can build on for years, so you will have ample opportunity later. Choosing an End Point In the same manner, you may want to think about an end point. For an open-ended game like Tactics, you may not have an end point. You can always find a use for an unusual or strange figure, after all. Many figure collections develop organically over time. You may see a figure or unit you really like and decide to add 192 it to the collection, or you may set out to find something specific to fit a need. Some players are very disciplined about this and only buy things that fit into their specific army or collect to reach a certain army size before stopping (or building a different army!). Your desired play style will inform this, and it may change as you play. If your group gets more into Game Mastered scenarios, you may find yourself searching a toy store for many strange critters before you know it! You don’t have to have an end point in mind, but having a rough plan can help avoid buying stuff you end up regretting. Coming from Five Parsecs from Home If you are already a Five Parsecs from Home player, you will have figures to use on the table. Many of your available enemies will do just fine as squads on the battlefield. As a bonus, you probably already have favorites you can build out to form Tactics forces. For example, if you already painted up a couple of mercenary squads, add another squad and a couple of tanks and you have a great strike force. They may even represent the same people you already scuffled with in your campaign. Scale When choosing miniatures, the first question is scale. Scale refers to the height of figures, usually given in millimeters with a given scale being the height from the top of the base to eye-level of a standing human. Broadly speaking, figures of the same scale are compatible, though different manufacturers often differ in the exact height and bulk. Slight differences typically fade on the gaming table, however.
Appendices The two most common scales for science fiction miniatures are 15mm and 28mm (with some figures referred to as 32mm or “heroic” 28mm to account for their increased bulk compared to older figures). Both scales are available online in a wide array of styles and looks. a unique set of figures to your vision of the setting. Of course, any official Five Parsecs miniatures would no doubt shoot better, be braver, and shrug off hits that would bring down any lesser unit! 28mm figures tend to be more finely detailed on account of their size, as well as looking more impressive. It is also the most common scale for commercial wargames. 28mm is a common scale for fantasy games as well, so it is well-supplied with animal and monster figures, which can be fun to adapt to science fiction. Unexpected Sources 15mm figures benefit from being cheaper and taking up far less table space. The range of vehicle kits is also greater. They are not typically associated with a specific game line. 15mm has often been associated more with military-styled games, and figures tend to have a more armyoriented look to them, with lots of sci-fi kit. There are other scales available as well such as 6mm, 10mm, and 20mm, which are worth considering, though those options are typically more limited. Don’t be afraid to explore, though! Your choice of scale may be predetermined if you already have a figure collection you would like to use or you are gaming with someone who already has figures. Otherwise, see what is available online and what you prefer. It is not uncommon for players to build armies in multiple scales (especially for a side project), but the duplication of effort can be discouraging. It is very easy to end up with an array of disparate figures, and which do not match each other of your terrain collections well despite investing a lot of time, money, and effort. When you are starting out, I strongly suggest picking one scale and sticking to it. Finding Suitable Figures Once you are settled into a scale and what you need, it’s time for the fun part – hunting for figures! A big part of what makes the Unified Space setting yours is being able to match Sometimes you can find new miniatures in places you least expect them. Toy stores often have big bags of plastic insects, lizards, and dinosaurs that can be modified, repainted, or even used as they are to represent all manner of alien lifeforms. Fantasy figure ranges, especially those with roleplaying gamers in mind, can provide a huge array of cool monsters. Simply remove or modify any elements that look too “fantasy” and they can be popped right in. Even creatures that are recognizable can be a lot of fun. Futuristic soldiers fighting a big dragon is a very cool and fun image, for example. For low- and mid-tech troops, historical figure ranges can be very helpful. Repainted cold war troops and modified 20th century or modern vehicles can add a nice rustic feel to a science fiction gaming table, particularly when gaming in smaller figure scales. Alternatives to Miniatures With the internet, there are now more options than ever before. Paper miniatures are cheap and let you print as many as you want. Flat RPG “character tokens” also work fine for our purposes. You could even draw or print character portraits and laminate them for durability. Digital tabletops are another way to go, of which there are a number. They can take some work to begin with, but the resources available are increasing daily and they are a great option for people with limited table space. If you want physical miniatures, 3D printing is an ever-expanding option as well, with a huge array of futuristic soldiers available. 193
Appendices Inspirations Five Parsecs and the world of Unified Space is something that has grown over the years as an amalgamation of many things: First and foremost, it was always intended as a place to have adventures and it primarily exists for that purpose. Many things are homages to science fiction media that I am particularly fond of, others were created specifically for the game setting, and some were logical consequences of prior work. If X works like this, then Y must work like that, and so forth. A few decisions exist to facilitate the use of available miniature figures. Video Games Film and Television UFO Enemy Known / XCOM UFO Defense (Commodore Amiga / DOS PC) Blade Runner (film) Sometimes it feels like all futuristic cities draw inspiration from this film. The perpetual rain and gloom is a perfect fit for a dramatic backalley gun battle between rival freelancers. Soldier (film) A good look at a corporate or government “super soldier” program, and how such a character could find themselves roaming the galaxy. Firefly (television show) A modern space opera with a high-tech look, the games also spend a considerable amount of time dealing with mercenary bands, pirates, and criminal gangs in a believable space setting. Quake 2 and 4 (PC) A straight forward “space soldiers shoot bad guys” series, the cyborg-corpse armies were a big inspiration for the Converted. Few games have cemented the experience of following your squad through battles and watching them develop as well as this game did. Hired Guns (Commodore Amiga) An oldie, but the group of disparate characters including pilots, mercenaries, and cyborgs undertaking a near-suicidal mission on a world full of hostile aliens is a near-perfect fit for Five Parsecs. Most “space adventure” games owe a debt to this show. The worn-out look, and the premise of spaceships-as-freedom in the face of an overbearing government fits Five Parsecs perfectly. Alien Breed (Commodore Amiga and modern systems) Trigun (animated show) Another good look at what a particularly anarchic world on the Fringe may look like. The manic insanity, outlandish gangs, and people just trying to make it is a perfect image of a world in Fringe space. Star Wars: The Clone Wars (animated show) In addition to being a fun show, this portrays a wide range of strange aliens and cultures among the stars, perfect for any traveling freelancer. 194 The Mass Effect series (various systems). Perfect inspiration for a few agents investigating a derelict space station. Borderlands (various systems)
Appendices Tabletop Games The Written Word Warhammer 40.000 Rogue Trader and 2nd edition Armor by John Steakley The starting points for my gaming career. The mixture of high technology and space magic of these original versions still looms large in my consciousness. The equipment lists of Rogue Trader alone could inform an entire campaign. Warzone 1st and 2nd edition One of the best looks at what power-armored troops might look like. Bleakly nihilistic to boot. Elite troops abandoned in a hopeless struggle for reasons that have ceased to mean anything is a perfect Unity trooper theme. Forever War by Joe Haldeman While others had done it sooner, this game was the first I played that did something other than a conventional “I go U go” turn sequence. While Five Parsecs is too space opera to feature time distortion, the theme that you can never go home is a poignant one for any game of space adventure. Laserburn Foundation series by Isaac Asimov An early game overlapping the RPG and miniatures genres. You play as a gang of weirdoes undertaking criminal jobs in the outskirts of space. Sound familiar? 5150 A direct influence for the original Five Parsecs, bringing the idea of campaign play to the forefront. Traveller and Mega-Traveller All of science fiction gaming seems to owe a heavy debt to this classic title. The idea of drifting around space and seeing what trouble you can get into has been done many times, but maybe never as clearly as in the first black books. Mutant: Rymd and Mutant Chronicles Two Swedish roleplaying games (the latter available in a new version from Modiphius) that showcase corporate warfare in a spacefaring setting. The playstyle can easily mimic that of Five Parsecs. A series of vignettes of futuristic development, this series has been inspirational for many science fiction franchises. Many segments are adaptable to scenarios. Assorted 2000 AD comics, including Nemesis, Strontium Dog, and Rogue Trooper The look and manic fervor of these settings is great Five Parsecs fodder, and Strontium Dog mostly codified how sci-fi mutants work. Music Traveller – Slough Feg (heavy metal) Warp Riders – The Sword (progressive metal) Longhena – Gridlink (grindcore) Gammageddon – Cytotoxin (tech-death) Obsolete – Fear Factory (industrial metal) Asheran – Dvne (progressive metal) Exterminate! Annihilate! Destroy! – Down Among the Dead Men (death metal) The Mirroring Shadow – Miseration (death metal) Tactical Neural Implant – Front Line Assembly (industrial electronic) Welcome to Goodbye – Rotersand (electronic) Delete Yourself – Atari Teenage Riot (digital hardcore) 195
Appendices Designer Notes One of the things I set out to do with Five Parsecs from Home originally was to push what could be done with a more narrative approach to miniatures gaming. While I think I’ve succeeded, it always bothered me that there was another angle: the scenario-driven game. In a lot of ways, scenario-based play is the oldest way to play a miniatures game. In the early days of the hobby the scenario might be about French Grenadiers fighting Russian Cossacks in 1812, but the principle is the same: Sitting down to create an exciting story to play through miniature armies. This approach never quite went away, but certainly receded compared to the points-cost driven pick-up game. Tactics has been a chance to bring that exact style to the modern gaming table in a glossy book. That doesn’t mean ignoring the points-cost driven pick-up game, but the scenario is really what it is all about, whether you are playing solo or with a friend. A lot of the book has been presented as material and tools to help build scenarios. You might wonder why the Game Master or players cannot simply invent such things, with the page count devoted to official army lists or something similar. The answer is that it both offers examples of how this works in practice and can serve as inspiration to get started. If you are reading this and are still uncertain about how a scenario might look (or you are like me and read the designer notes first) pay close attention to the rules for all the different activities that do not look all that military in nature. I have a feeling you will see at least one thing that will get your creativity going. 196 Going Big The other advantage of Tactics is that it allowed us to make everything bigger. Five Parsecs from Home functions on an individual scale where a few characters are engaged in a firefight. This limits the scale of weapons we can include and was the reason vehicles have never been featured in any scenario: When you only have 5 or 6 combatants, any scenario including a tank becomes a new scenario called “don’t get killed by the tank”. Scaling up to military actions – even when operating at the platoon level – allows tanks, artillery fire, heavy weapons, and all manner of other things that just won’t fit within the personal scale. You will notice that nothing prevents you from still playing out games at that exact scale if you like, but with Tactics you have a lot more tools to create such a fight. The question of pick-up games did present some challenges. After all, at the time a dedicated miniatures line did not exist plus the spirit of Five Parsecs had always been that you could use whatever figures you like. In the end I settled on the 5-figure squad as the baseline. This works pretty well with most packs of figures (if your figures are packaged 8 to a pack as is common with 15mm figures, that means 2 packs gives you 3 squads and a spare to use as a sniper or officer, while 3 packs give you 4 squads and a 4 figure command section.) You may find that this is too small, but since the points system is “honest” and does not have any hidden bonuses or penalties, you can simply add the relevant points cost per figure to arrive at an 8- or 10-figure squad if you like. An easy solution is to just buy squads in pairs and then field them individually or as a combined squad depending on player preference.
Appendices Suppression The addition of Suppression adds a bit of gritty flair that was not appropriate in Five Parsecs from Home but which is needed in a more military game. Players comparing systems will notice that you roll above Toughness in Tactics – a simple fudge to represent that military troops are assumed to be wearing some degree of armor as standard. The campaign systems exist to likewise showcase the different approaches to military campaign games: The narrative system offers you the twists and turns of a story-oriented game, where you may not end the campaign playing as the same characters (or even the same army!) that you began with. Meanwhile the people who enjoy a more tactile experience can delve into a map-driven campaign. Of course, you may not want to use either system. Your mercenary band may just see a number of battles in which the connecting thread is the troops and characters, but each battle is just another day on the job. This works particularly well if you have a big figure collection or just enjoy painting lots of random science fiction figures. As with everything else in this book, I’ve tried to include many flavors of gaming to help show you all the things that are possible. Even then, many things had to be omitted because there simply is not enough space to try to do everything without producing an obscene 500-page rules tome. With the form factor we use, the emphasis is on being accessible and easy to use at the table. Heavy weapons, rules-liight With everything in the game, you may find that it leans towards the rules-light side of things in many cases. Vehicle rules are not fantastically detailed for example. As the game must still be playable solo, this is intentional; after all a single player will not have an opponent on hand to remind them when they forgot something. But I think it is also the correct choice for a scenario-driven game that supports Game Mastering. With simpler and straightforward mechanics, it should be fairly easy to improvise your own answers and responses, both when writing a scenario and when running it. Players who desire more detail will no doubt let me know, so we can address that in future expansions. Which I suppose is as good a place to end these notes as any other: The future of Tactics. What would you be most excited to see? Pre-built units and vehicles? More weapons and high-tech kit? Scenarios? More advanced versions of particular systems? I always feel a combination of dread, elation, and anticipation when I finish writing something. Once a rules set is done, it is no longer the writer’s. Not really. It is now the players’ world. I hope you enjoy what we have created. Peace and love Ivan Sørensen 197
Appendices Game Markers 198 Permission is granted to replicate this page for personal use only.
Appendices UNIT CARDS INFANTRY: TRAITS POINTS COST Speed Range SHOTS DAMAGE Speed Toughness Weapons Reaction Kill Points POINTS COST Combat Skill POINTS COST VEHICLE: Weapons Weapons VEHICLE: Veteran SKILLSSKILLS Capacity Veteran SKILLSSKILLS Toughness Kill Points Savvy Training INFANTRY: TRAITS Speed Range SHOTS DAMAGE Speed Toughness Weapons Reaction Kill Points POINTS COST Combat Skill Veteran SKILLSSKILLS Capacity Veteran SKILLSSKILLS Toughness Kill Points Savvy Training Range SHOTS DAMAGE TRAITS/ARC Range SHOTS DAMAGE TRAITS/ARC 199 Permission is granted to replicate this form for personal use only.
Index INDEX A ability see troop profile ability test 110 accidental contacts 40 actions 27 AI unit actions 57 individual actions 28 player actions 104 vehicle actions 49 activation 27 AI activations 55 activities 119 agendas see group agendas Aggravated (reaction) 124 Agile 163 AI 7, 15 AI activations 55 AI unit actions 57 AI battle plan system 58 AI core principles 55 AI roll 56 AI / solo combat 55 Alert (veteran skill) 150 Ammo Ammo, Dwindling 123 Ammo Choice (trait) 172 see also game markers, Limited Ammo marker Anti-gravity 50 APC 144 APC – Grav 144 appendices 182 Area (trait) 172 Area Denial (support option) 67 Area features 31 Area weapons see weapons Armor, Powered 136 armored car 144 Armored Focus (battle plan) 59 armored platoon 135 200 army 9 Army Builder 61, 132 army destruction 98 Army Roster 91 Army Strength 95 Freeform Army Building 133 mixed army limitations 136 Assault Group (battle plan) 59 Assault option 98 attachment 138 attacker 40 Attack ratings 45 Attack rating, multiple 45 Await Orders (battle plan) 58 B Balance is shifting (story event) 102 base contact 10 accidental contacts 40 proximity to enemies 29 battle advantages 107, 108 Battle Finesse 108 Battle Initiative 108 Battle Luck 108 battle plan system see AI battle plan system battle round 10, 22, 26 Battle Scale option 96 Battle Scenario 76 Battle Scenario options 78 Battle Support 108 battlefield 8, 114 battlefield edge 117 battlefield firepower 173 Beasts 46 taming beasts 131 blip 28, 128 Bolster Positions (order) 98 Bombers (veteran skill) 149 Bonds of Inspiration 162 Brave (veteran skill) 149 Brawlers (veteran skill) 149, 157 Break Point (objective) 77 brute lizard 171 buildings 32 Burn (trait) 172 C campaign gaming 6, 89 campaign consequences 91 campaign play 89 Campaign Points (CP) 106 spending CP 107 campaign progression 89, 106 campaign story generation 89, 101 campaign story event 102 campaign turns 22 campaign setup, creating 90 Core Campaign 92 integrated campaigns 90 going really large 99 less eventful campaign 98 Capture (objective) 75, 81, 83 Cavalry 48, 140 Change in Strategy (story event) 103 Change of Focus (story event) 103 Change of Perspective (story event) 103 characters 136 chemical hazards 120 CIM-APP 147 CIM-L 147 civilian 152 climbing 29 Clock 120 Clones (The Many) 165 close assault 40 ...and vehicles 52 ...and walkers 53 ...and suppression 41
Index Clumsy (trait) 172 Coherency 11, 25 Cohesion 92 combat and terrain 30 combat fire 33 direct fire 39 firing at vehicles 51 firing from vehicles 50 indirect firing 38 volley firing 34 combat rules 22 AI / solo combat system 55 vehicle combat 49 Combat Skill 24, 34 Combat, Operational 97 combined game 7 Command (veteran skill) 151 Command Confusion (battle plan) 58 Commando Raids 99 Comms (specialist) 139 communications (scenario component) 120 company 135 complicated see items complications 116 concealed units 118, 121 Concentrated Push (battle plan) 59 Confront (objective) 83 confusion/confused 121 Construct Defense (order) 98 construction 122 contact see base contact Continued Offensive (order) 98 Converted 17, 159 Cooperative (reaction) 124 Core Campaign see campaign gaming, Core Campaign core concepts 22 counterattacks 41 Countermeasures (support option) 67 Cover 30 Creatures 152, 168, 180 crew 142 Exposed crew 52 Crewed (trait) 172 Crewed weapons see weapons Critical (trait) 100, 172 Critical Strike (story event) 102 Cross Battlefield (agenda) 125 cross-training 48 cumbersome see items cybernetics 15 D Damage 36 Damage Control (veteran skill) 151 Dangerous see terrain Dash (action) 27 Deadly Accuracy (veteran skill) 150 Default Units 136 defender 40 counterattacks 41 defend in place (battle plan) 58 Defend Location (agenda) 125 Defend the Guns (veteran skill) 151 Defense Quality 100 Defensible 100 Defensive Measures (veteran skill) 151 Delay / Delaying 27 demolition 122 Deploy Hidden (veteran skill) 151 Deployment Methods 116, 117 Active Reserve Option 118 Concealed Method 118 Conventional Method 117 Drop Method 118 Reserve Method 118 Teleport Option 118 Flexible Reserve Option 118 designer notes 196 Destructive (trait) 172 Determined 155, 164 Devastated (unit condition) 106 dice rolling 22 Die-hards (veteran skill) 149 difficulty adjustments 61 Direct Command 47 Directed Scenario 18 direct fire see combat fire Disciplined 157 Dislike of Physical Combat 166 dismounting 53 doors and entrances 123 breaching a door 123 Drifters 50 Driving (veteran skill) 151 Duration 66 Dwarves see Krag E Elegant (trait) 172 encounters 119 encounter reactions 123 enemy enemy force level 63 generating enemy forces 63 random enemy forces 61, 62 stronger enemy squads 61 Enforcers 140 Engage (action) 27 Engaged 40 Engagement (objective) 77 Engineers (support option) 67 Engineer (species) see Serian environmental components 119 Enviro-suits 161 Erekish (Precursor) 13, 156 Evac (support option) 67 Evolving Objective Battle 80 exhaustion 44 Expert Fighter (veteran skill) 150 explicit goals 73 Experienced Eye (veteran skill) 150 Exposed see crew F factions 22 Fall Back (action) 27, 42 Fear 45 Fearless (veteran skill) 46, 149 Fearsome 160 feedback 8 Feral 154 Fighter (veteran skill) 150 figures 22 finding suitable figures 193 miniatures 192 miniatures scale 29, 192 Fire Drill (veteran skill) 149 Fire Section 139 Fire Support (support option) 67 firing see combat fire Five Parsecs from Home 6, 174, 192 compatibility with 5PFH 19 converting characters 182 integration with 5PFH 95 flanking fire 37 Flashback (story event) 102 Focused (trait) 172 Fog (trait) 172 201
Index Fortified Positions (veteran skill) 151 fragile see items free targeting 61 friendly (reaction) 124, 131 Fringe Space 14 Frontier Trike 143 Front Transfer (story event) 104 G Galactic threats 17 Galactic timeline 184 game markers 28, 198 Area of Effect marker 28, 35 Activated marker 26, 28 Blip marker 28, 128 Delayed marker 27, 28 Targeting marker 28, 39 Limited Ammo marker 28, 123, 172 Morale marker 28, 44 Objective marker 28 Overheat marker 28, 173 Overwatch marker 28, 43 Skulking marker 28, 42 Stun marker 28, 172 Suppression marker 28, 37 Game Master 6, 9, 18, 22 active\passive GMs 109 Game Mastering 109 GM-ing the campaign 91 GM Army Process 113 GM-controlled Forces 27, 112 preparing a GM scenario 113 selecting forces 113 mysterious GM 25 game types 6 campaign gaming 6 solo gaming 7 pick-up play 7 combined game 7 Gas (trait) 172 gas and smoke clouds 124 Gene-dog 169 Genetically Enhanced 169 goals 73 see also group agendas Good Boy 169 Grand Battle Scenario 79 grenades 175 group agendas 125 Guerillas (veteran skill) 149 202 gun crew 48 Gun drill (veteran skill) 151 Gunnery (veteran skill) 151 Gun-slinging (veteran skill) 150 H Hakshan 164 Hardened Network 158 Heavy (trait) 172 heavy combat bots 147 heavy tank 146 heavy walker 146 height advantage 33 Hero 47 gain Hero trait 107 heroic activation 61 Hidden elements 39 high ground 33 Hold (objective) 81 Hold Fast (objective) 83 Hold the Field (objective) 77 Horde 17, 160 Horde tactics 160 Hostile (reaction) 124 Hulkers 155 Humans 153 Human sub-types 155 I IFV 144 IFV – Grav 145 Illumination (support option) 67 implicit goals 73 Improvised Armor (veteran skill) 151 index card armies 132 indirect fire 38 Indirect Fire (trait) 172 individual 9, 22, 25 individual actions 28 Infantry 137 platoon organization 134 Inhospitable 100 inspirations 194 Intel Update (support option) 67 Interdiction (support option) 68 Interact (objective) 81 Interested Party (agenda) 125 intuition 126 items and costs 172 handling items 126 complicated 126 cumbersome 126 fragile 126 J jumping down 29 K Keen Senses 154 Keen Shot (veteran skill) 149 Keltrin (Skulkers) 163 K’Erin 13, 157 Kill Confirmed (objective) 75, 83 Kill Points (KP) 24, 36 Kill Target (objective) 75, 83 Kill Unit (objective) 83 Knock Back (trait) 172 Krag (Dwarves) 167 Krorg 170 L Lancer 143 landmines 127 aerial mines 127 minefields 127 mine clearance 127 Mine Laying (support option) 68 Launcher (trait) 172 Leader 47, 134, 135 gain Leader trait 108 Leap 170 Leave Battle (objective) 83 level see characters lifeforms 152 light support (battle plan) 59 light tank 145 light tank – Grav 145 light walker 146 Limited see enemy force Limited Supply (trait) 172 limited visibility 127 Linear features 31 line of sight 11, 30 linked units 128 load-out 136 Locate (objective) 83 locked 123 Lock On (trait) 172 long-distance identification 128 Loping Run 154 Loss of Capability (story event) 103 Loss of Initiative (story event) 103 Lost (unit condition) 106 Luck test 111 Lucky (veteran skill) 150
Index M Machine Learning 158 Made of Meat 171 major powers 13, 152, 153 Malfunction die 131 Manipulators see Ystrik Many, The see Clones map 93 markers see game markers massive jaw 171 measurements 23 measuring 10 mechanized infantry 28, 138 Medic 139 Medium tank – Grav 146 Medium tank 145 Melee (trait) 172 melee weapons see weapons Military 152 Military technology 15 Militia 140 Mindless Assault 159 mines see landmines miniatures see figures Minimum Range (trait) 173 minor powers 152, 161 Morale 44 Morale Bonus 45 morale failure cap 61 Morale test 44 Motivator (veteran skill) 150 movement 29 vehicle movement 49 Move Out 49 Murder Frenzy 168 N naming conventions 134 Narrow Focus (battle plan) 59 natural roll 23 nature of warfare 16 negotiating 128 Neutral (reaction) 124 Neutral Party (agenda) 125 New Ally (story event) 103 New Character (story event) 103 New Front Opens (story event) 104 New Main Character (story event) 102 New Offensive (order) 98 Nomad Bike 143 O Objectives 81, 115 Battle Scenario objective 77 Evolving Objective Battle 80 objective examples 117 objective marker 28 secondary objectives 54, 82 side plots 117 skirmish objective 75 resolving objectives 81 see also Battle Plan see also goals see also group agendas Obscuration (support option) 68 Observation 39 Okay (unit condition) 106 Operational System 89, 92 Operational Combat 97 Operational Focus 94 operational turn 95 Operational Zones 94 Operational Orders 98 Placing Opposing Forces 94 Outflanking (battle plan) 58 Overheat (trait) 173 overkill 60 Overwatch (action) 27, 43 strict Overwatch 28 Overwatch and Suppression 43 P pace 101 Parry (veteran skill) 150 passive GM 109 phases 22, 26 picking a lock 123 pick-up play 7, 69 piecemeal arrival 128 Piercing (trait) 173 Pin-point (trait) 173 Pirate 140 Pistol (trait) 173 Player Actions 20, 104 Player Battle Points 96 players 18 Play Sequence 26 platoon armored platoon 135 platoon organization 134 see also company points system 133 master points costs table 178 Powerful Swings 155 Precursors see Erekish procedural components 119 progression see campaign progression prototype see weapons Pull Back and Reform (battle plan) 58 Push Forward (battle plan) 59 Q Quick (veteran skill) 149 Quick feet (veteran skill) 150 R Raider Trike 143 Raiding (order) 98 random direction 23 Rapid Analysis 166 Razor lizard 169 Reach and Secure (agenda) 125 Reach Location (objective) 83 Reach Location and Interact (objective) 83 Reactions 24, 26 Ready 26 Realism Note 124 Recon 137 Recon in Force (objective) 77 Recon squads 64 Redeployment (veteran skill) 151 Regions and the Map 93 Regroup (action) 27 Reinforcements (story event) 102 reinforcements (scenario component) 128 reinforce position (battle plan) 59 reinforce the center (battle plan) 59 Remote conflict (story event) 104 Removing Suppression 28 Renewed effort (order) 98 Replace Destroyed Unit 108 Report in 130 research 129 Resilient 163 Resolving Questions 109 Resource 100 Resupply (support option) 68 Retrain Unit 107 Retreat (Optional Rule) 44 Retrieve (objective) 83 203
Index Retrieve something (agenda) 125 reverse 50 Rifles 176 rivalries (scenario component) 130 Rivalry 167 Rolling for Damage 36 Rolling to Hit 34 Roster Addition 108 Roster changes 107, 108 round see battle round R&R (story event) 104 Rugged (veteran skill) 150 S Sand Runner 170 Saving Throws 36 Savvy 24 Scan (action) 27 Scanner Sweep (support option) 68 Scatter terrain 31 scenario scenario componentss 119 scenario seeds 84 scenario types 74 Battle Scenario 76 Evolving Objective Battle 80 Grand Battle Scenario 79 Skirmish Scenario 74 preparing a Game Mastered scenario 113 Score Kills (objective) 75 Scout (objective) 75, 81, 140 Scouter 143 Scramble (support option) 68 Search (objective) 83 searching 130 second wave (battle plan) 59 Secure (objective) 83 secured 130 securing an area 130 Search and Retrieve (objective) 77 Sergeant 25, 138 Serian (Engineers) 161 setting up game types 69 setting up a Game Mastered game 70 setting up a pick-up game 69 setting up a solo game 71 Sharpshooter 139 204 Shock (trait) 173 shooting see combat fire Shortfall (story event) 103 Short Tempered 155 shots 34 Shrapnel (trait) 173 Sidearms see weapons Side story (story event) 103 Skilled Leader (veteran skill) 150 Skulk (action) 27, 42 Skulkers see Keltrin Smash 170 Snap Shot (trait) 173 Sneak Through (objective) 75 Sniper! (battle plan) 58 Sniping (trait) 173 solo campaign 90 solo combat 55 solo gaming 7 solo game difficulty adjustments 61 Soulless 13, 158 space travel 16 specialists 134, 138 special regions 100 Speed 24, 29 Spikes 169 squad 9, 22, 25 alternate squad types 140 squad Coherency 25 squad selection 137 status components 119 Stay Alive (objective) 75 Storm 138 story 113 story event see campaign story points 54 Stream (trait) 173 Strong see enemy force Stun (trait) 173 support options 65 support 134, 135 calling in support 66 support system 65 support types 66 determining support available 65 Suppression 37 ...and close assault 41 ...and Overwatch 43 Suppression marker 28, 37 Survivor (veteran skill) 150 suspicion 131 Suspicious (reaction) 124 Swarm 168 Sweep (objective) 81 Swift 162 Synthetic 46, 158, 159 T table see battlefield tactical deployments 33 tactical options 42 Tactics (veteran skill) 150 Tank Hunters (veteran skill) 149 Targeting Guidance (support option) 68 target number 22, 65 target priority 56 Target Selection (veteran skill) 33, 151 Team (trait) 173 Tech 138 technological foundations 15 Tech-savvy 161 terminology 22 terrain 30 Corrosive terrain 122 Dangerous terrain 122 Highly Hazardous terrain 122 setting up terrain 72 terrain types 31 vehicle movement and terrain 50 tests 24 creating and using tests 110 extended test 25 Fear test 45 Indirect Fire test 39 Instuition test 126 Luck test 111 Morale test 44 Observation test 39 timing Absolute Timing 25 timed arrival 129 tone of the game 8 Toughness 24, 36 Tracker 169 Training 24 traits see weapon traits Transfer In (story event) 104 transports see vehicles
Index troops 134 additional troop factors 45 troop profile 24 turn campaign turn 22 operational turn 95 two-fisted play 60 U Uncaring 160 Uncertain elements 39 Unconventional Operation (story event) 103 Unengaged 40 Unified Space 12 unit 22, 25 AI unit actions 57 concealed units 118, 121 default unit 136 off-map units 38 special unit types 47 unit count 62 unit conditions 106 unit customization 108 unit focus 57 see also target priority unit losses 105 Unit Refit 108 Unit Replacement 108 Unit Reassignment (story event) 103 unit upgrades 107 Unity 12, 13 unreliable or prototype weapons . 131 Unrestricted see enemy force Urban 100 V vehicle 22, 58, 141, 180 close assault and vehicles 52 fighting vehicles 144 firing at vehicles 51 firing from vehicles 50 grav vehicles 53 light vehicles 143 targeting tracks 51 transport vehicles 58 vehicle actions 49 vehicle combat 49 vehicle movement 49 vehicle profiles 142 vehicles and crew 142 vehicles, resilience, and realism 141 vulnerable angles 52 transports 53 see also walkers Very Big 171 veteran units 148 veterans in pick-up games 148 veterans in scenarios 149 veterans in the campaign 149 veteran skills 149 ...for gun crews 151 ...for individuals 150 ...for Sergeants 150 ...for squads 149 ...for vehicles 151 gain veteran skill 107 victory 115 victory points (VP) 73 Vital Ground (objective) 77 volley firing 34 W walkers 53, 146, 147 walkers and close assault 53 Weak (trait) 173 Weakened (unit condition) 106 Weak Point 16 weapons 119, 131, 172, 181 arm-mounted weapons 50 Area weapons 35 Crewed weapons 48, 174, 177 forward-firing weapons 50 Melee weapons 175 Team weapons 174, 176 shoulder-mounted weapons 50 sidearms 175 sidecar-mounted weapons 50 stream weapons 35 turret-mounted weapons 50 unreliable or prototype weapons 131 weapon selection 33 weapon selections and points . costs 136 weapons in Unified Space 134 weapon tables 175 weapon team selection 138 weapon traits 172 Well Organized 153 Widely Skilled 153 Winged 162 Withdrawal (battle plan) 59 Y Ystrik (Manipulators) 166 Z Zones see Operational Zones Five Parsecs Minis Five Parsecs from Home is K’Erin proud to be a minis-agnostic rule set, but if you prefer to use figures specifically designed to replicate the species and enemies of the 5PFH setting, a wide range of official 3D print miniatures, vehicles, and terrain is now available from www.fiveparsecs.com Psionic Precursor Krag Unity Agent 205
• adventure wargaming County Road Z: Rural Survival in the Zombie Apocalypse Gather your survivors, build your community, and battle the zeds! A solo game of tabletop combat and resource management. Combat zeds (and worse) across warehouses, graveyards, mansions, and stores, then take it over! Upgrade your base and build new weapons. Scavenge materials for watchtowers, workshops, generators and more. • Choose your next base to expand. A distillery? A firehouse? A hydroelectric dam? • Includes Viral, Cosmic Horror, and Magic Apocalypses, 16 zombies, 29 missions, 10 base types, 39 facilities & upgrades. • Road Trip campaign and Character advancement • 184-page hardback core rulebook Rangers of Shadow Deep: A Gathering of Heroes With the evils of the Shadow Deep clawing at the borders, spellcasters, mercenaries, knights-errant, desert nomads and other heroes from the lands surrounding Alladore have come to the aid of the Rangers. Advanced Character Creation: new Traits and Limitations to bring greater tactical and narrative variation to your rangers. • Ten ‘Archetypes’ to create the heroes that have come from the lands around Alladore • Collects five previously stand-alone supplements for the game: Blood Moon, Temple of Madness, Ghost Stone, Incinerator, and Menagerie • Fifty-two unique enchanted weapons • A bestiary featuring all the creatures from the core rulebook and all the collected supplements • Copious new artwork from the visionary of the Shadow Deep, Barrett Stanley • 192-page hardback core rulebook
Five Leagues from the Borderlands In the third edition of Ivan Sorensen’s fantasy rule set, you command a warband of adventurers fighting against sinister forces threatening to envelop the land in darkness. This RPG-lite adventure wargame gives you procedurally generated fantasy campaigns, with skirmish battles where you hunt down foes, sneak into enemy camps, crawl through cavern complexes, track down terrifying monsters, and engage in multi-stage quests. • Miniature-agnostic skirmish rules • Choice of human or five other origins • Locations including ancient ruins, fearful villages, brooding lairs, enemy camps, and cavern complexes • Mechanics for enemy objectives and party quests • Random tables providing unexpected challenges and adventure seeds • Written for solo play from the ground up, with optional co-op play • 232-page hardback core rulebook Battlespace: Ultra-Modern Military Combat Select your fire team, enter the combat zone, and target your mission objectives. Be prepared for a multitude of situations and increasing tactical depth with each game. Play with ready-to-go soldier cards, or tailor the gear in each of your soldiers’ loadouts. You can even build your soldiers from scratch with optional advanced rules. • 48-page rulebook, 10 missions, Basic & Advanced Options plus Enemy AI • 34 soldier cards, 5 military forces, from CIA and Delta Force to British SAS • 18 enemy cards: Criminal Syndicates, Insurgents, Militia, Dark Lake Tactical Group • 29 sitrep cards fog-of-war with a true sense of battlefield uncertainties, adding unique twists to the encounter • 21 gear cards. Launches and Drones to Attack Dogs! • Plus Maneuver Card and markers Find out more about our latest Via Modiphius Adventure Wargames at: https://www.modiphius.net/collections/adventure-wargame-winter-collection

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Scale up your campaign! Unleash bigger battles, wider conflicts, and new stories, spanning solo, head-to-head, and campaign play in this completely stand-alone scenario-driven variation of the popular Five Parsecs from Home tabletop game. Tactics takes adventure wargaming from starports and back alleys to the battlefields of Unified Space. This scenario-focused version of Five Parsecs from Home is all about creativity: • Play solo or with friends, in single games or campaigns, with or without a Game Master. • Make your own scenarios for the troops you choose, playing games your way. • Tactics allow you to take Five Parsecs beyond small skirmishes to multi-unit battles: Big tanks, big monsters, big events, and platoons of troops slugging it out. • Features an array of troops, characters, creatures, and situations. • Packed with random tables to keep you facing the unexpected. • Tactics is also a stand-alone game, yet fully compatible with 5PFH 5PFH,, with rules for transferring characters and events between the systems. Multiple game modes include: Campaign Gaming Great for individual battles, Tactics is even better for campaign gaming. • Play battles that feed into each other, creating an overarching storyline. • Multiple scenario types, from skirmishes to grand battles and evolving objectives. • Story Event Generation table. • 100 scenario seeds. • Advancement system allowing troops to gain experience as well as your favorite characters. • More detailed advancement system to create exciting stories with the potential to surprise you at every turn. Pick-up Play Enjoy one-off battles between multiple players: • Points-built armies. • Army building guidelines. • Suitable for friendly club tournament play. Solo Gaming Combat rules include ‘AI’ mechanics for solo play, managing the enemy while you command your own forces. • Game Mastering advice for objectives, side plots, complications and scenario components. • Solo campaign rules to allow vast story arcs. • Scenarios and options aimed specifically for the solo experience. • Expand solo play to two or more people on the same side against the AI enemy. The Combined Game Or simply blend the options! Play a friend head-to-head, continue your story in a solo campaign, then join up again for a Game Mastered scenario... all in the same storyline! A group of friends could even run a shared story in separate parts of a much larger conflict. MUH084V041 Printed in Lithuania