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No Limits: Science Fiction Wargames
No Limits Sci-Fi Wargames www.WargamesUnlimited.com Version 1.3 September 2006
No Limits™ designed and written by Chris Gilders. Cover image by Brian Smith. Artwork by Robert Fransgaard, Mike Wikan and Brian Smith.
Templates by Matt Lyon. image
editing
Web site is located at www.HasslefreeMiniatures.co.uk. www.HasslefreeMiniatures.co.uk.
Spriggan Miniatures is Miniatures is a registered trademark and is used with kind permission.
Diagrams by Robert Fransgaard.
Counters and Carmichael.
Hasslefree Miniatures is Miniatures is a registered trademark and is used with kind permission
by
Mark
Terrain by Snapdragon Studio, Studio, resin models by Armorcast,, Ground Zero Games and Armorcast Games and i-Kore i-Kore..
Web site is located at www.SprigganMiniatures.co.uk. www.SprigganMiniatures.co.uk.
Alpha Forge Games is Games is a registered trademark and is used with kind permission. Web site is located at www.AlphaForgeGames.com
Miniatures painted by Robert Fransgaard, Will Denham, Gurth, Glenn Few, Steve Cunningham, Peter Bell and Chris Gilders. Additional contributions by Gregory Ortiz, J ouni Pohjola, Joseph Prozinski, Tom Kiley, John Treadaway, Kev White and the Milton Keynes Wargames Society.
fun! Just have fun! Gilders Chris Gilders
Ground Zero Games is Games is a registered trademark and is used with kind permission. Web site is located at www.GZG.com.. www.GZG.com
Snapdragon Studio is Studio is a registered trademark and is used with kind permission. Web site is located at www.MoonDragons.com. www.MoonDragons.com.
Target Games, i-Kore i-Kore,, Armorcast Armorcast,, EM4 EM4,, Black Hat Miniatures, Miniatures , FASA, Wizkids and Games Workshop are Workshop are all registered trademarks of the r espective companies and are used without permission. permission. No challenge whatsoever whatsoever is intended to the status of the intellectual property rights of the companies, including, but not limited to trademarks and copyrights of the companies. companies. This document has no legal or business connection to or relationship with any of the companies. Images of miniatures are used for illustrative purposes only and in no way reflect a connection between the author and any of the companies. This is a free to distribute rules system and is not run for profit.
Special thanks to: The Encyclopaedia Mythica at www.pantheon.org and the Everchanging Book Of Names (EboN) name generator. Spug Heavy Infantry painted by Chris Gilders (model © Spriggan Miniatures)
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Page 1.2
v1.3 September 2007
No Limits: Science Fiction Wargames
No Limits Sci-Fi Wargames www.WargamesUnlimited.com Version 1.3 September 2006
No Limits™ designed and written by Chris Gilders. Cover image by Brian Smith. Artwork by Robert Fransgaard, Mike Wikan and Brian Smith.
Templates by Matt Lyon. image
editing
Web site is located at www.HasslefreeMiniatures.co.uk. www.HasslefreeMiniatures.co.uk.
Spriggan Miniatures is Miniatures is a registered trademark and is used with kind permission.
Diagrams by Robert Fransgaard.
Counters and Carmichael.
Hasslefree Miniatures is Miniatures is a registered trademark and is used with kind permission
by
Mark
Terrain by Snapdragon Studio, Studio, resin models by Armorcast,, Ground Zero Games and Armorcast Games and i-Kore i-Kore..
Web site is located at www.SprigganMiniatures.co.uk. www.SprigganMiniatures.co.uk.
Alpha Forge Games is Games is a registered trademark and is used with kind permission. Web site is located at www.AlphaForgeGames.com
Miniatures painted by Robert Fransgaard, Will Denham, Gurth, Glenn Few, Steve Cunningham, Peter Bell and Chris Gilders. Additional contributions by Gregory Ortiz, J ouni Pohjola, Joseph Prozinski, Tom Kiley, John Treadaway, Kev White and the Milton Keynes Wargames Society.
fun! Just have fun! Gilders Chris Gilders
Ground Zero Games is Games is a registered trademark and is used with kind permission. Web site is located at www.GZG.com.. www.GZG.com
Snapdragon Studio is Studio is a registered trademark and is used with kind permission. Web site is located at www.MoonDragons.com. www.MoonDragons.com.
Target Games, i-Kore i-Kore,, Armorcast Armorcast,, EM4 EM4,, Black Hat Miniatures, Miniatures , FASA, Wizkids and Games Workshop are Workshop are all registered trademarks of the r espective companies and are used without permission. permission. No challenge whatsoever whatsoever is intended to the status of the intellectual property rights of the companies, including, but not limited to trademarks and copyrights of the companies. companies. This document has no legal or business connection to or relationship with any of the companies. Images of miniatures are used for illustrative purposes only and in no way reflect a connection between the author and any of the companies. This is a free to distribute rules system and is not run for profit.
Special thanks to: The Encyclopaedia Mythica at www.pantheon.org and the Everchanging Book Of Names (EboN) name generator. Spug Heavy Infantry painted by Chris Gilders (model © Spriggan Miniatures)
www.WargamesUnlimited.com www.WargamesUnlim ited.com
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No Limits: Science Fiction Wargames
Section 1 Index Introduction Introduction ................... ............................ .................. .................. .................. ........... 1.5 Alternate Unit Activation ................ ................. 1.5 No Limits Force Designer....... Designer................ ................... ............... ..... 1.5 Internet Internet Support .................. ............................ .................. ................. ......... 1.5 The No Limits Universe................... Universe............................. ............... ..... 1.5 Getting Started.............. Started....................... .................. .................. .................. ........... 1.6 Miniatures.......... Miniatures................... ................... ................... ................. ................. ......... 1.6 Dice .................. ........................... .................. .................. .................. .................. ........... 1.6 Ruler.................. Ruler........................... ................... ................... ................. ................. ......... 1.6 Templates Templates .................. ............................ ................... ................. ................. ......... 1.7 Terrain..................... Terrain............................... ................... ................. .................. ............ .. 1.7 Counters............ Counters..................... ................... ................... ................. ................. ......... 1.7 Model Sizes............... Sizes........................ .................. .................. .................. ........... 1.8 The Army ................... ............................ .................. .................. .................. ............. .... 1.9 Units .................. ............................ ................... .................. ................. ................. ......... 1.9 Unit Leaders Leaders .................. ............................ ................... ................. .............. ...... 1.9 Specialists Specialists .................. ............................ ................... ................. ................. ......... 1.9 Individuals Individuals .................. ............................ ................... ................. ................. ......... 1.9 Characters......... Characters.................. ................... ................... ................. ................. ......... 1.9 Army General ................. ................. ............... 1.9 Support Support Units / Support Support Weapons ................. ................. 1.9 Very Large Models......................... Models.................................. ................ ....... 1.9 Model Profile ................... ............................ .................. .................. ........... .. 1.10 Actions (AC) ............... ................. ............. 1.10 Ranged Attack (RA).............. (RA)....................... .................. ........... .. 1.10 Close Combat (CC) .................. ............................ ................ ...... 1.10 Strength Strength (ST) .................. ........................... .................. ................. ........ 1.10 Toughness Toughness (T) ................... ............................ .................. .............. ..... 1.10 Wounds (W).................. (W)............................ ................... ................. .......... 1.10 Command (CO) .................. ............................ ................... ............ ... 1.10 Armour (AR) ............... ................. ............. 1.10 Weapon Profile.............. Profile....................... ................... .................. ............ .... 1.11 Use Cost (UC) ................... ............................ .................. .............. ..... 1.11 Short Range (SR) .................. ............................ .................. .......... 1.11 Medium Range (MR) .................. ........................... .............. ..... 1.11 Long Range (LR) .................. ........................... .................. ........... .. 1.11 Rate Of Attack (RoA)..................... (RoA).............................. ........... .. 1.11 Strength Strength (ST) .................. ........................... .................. ................. ........ 1.11 Damage (DA)................ (DA).......................... ................... ................. .......... 1.12 Special Special Rules............. Rules...................... ................... .................. ............ .... 1.12 Improvised Improvised Attack............. Attack....................... ................... ................. .......... 1.12 Profile Values.......................... Values................................... ................. ............ .... 1.12 Vehicles............. Vehicles...................... ................... ................... ................. ............... ....... 1.13 Vehicle Vehicle Type...................... Type............................... .................. .............. ..... 1.13 Vehicle Vehicle Profile............ Profile..................... ................... .................. ............ .... 1.13 Vehicle Vehicle Weapons............ Weapons..................... .................. ................. ........ 1.13 Vehicle Vehicle Damage ................... ............................ .................. ........... .. 1.14 Damage Effects....................... Effects................................ ................. ........ 1.14 Vehicle Vehicle Activation Activation .................. ............................ .................. .......... 1.14 Very Large Vehicles Vehicles ................... ............................ .............. ..... 1.14 Additional Vehicle Attribute s............ ......... 1.14 Buildings........... Buildings.................... .................. .................. .................. ................. ........ 1.15 Building Building Toughness................. Toughness.......................... ................. ........ 1.15 Building Building Entrances....... Entrances................ .................. .................. ........... .. 1.15 Weapon Emplacements Emplacements ................... ........................... ........ 1.15
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Models Inside Buildings............... Buildings........................ ............. .... 1.15 Cover ................... ............................ .................. .................. .................. ........... 1.15 Getting Started................... Started............................. .................. ................. ............ ... 1.16 Problem Problem Resolution................ Resolution......................... .................. ............. .... 1.16 Setup .................. ........................... ................... ................... ................. .............. ...... 1.16 Agreed Layout Of Terrain ............... .............. 1.16 Alternate Placing Of Ter rain................. rain ................. ........ 1.16 Terrain......................... Terrain................................... ................... ................. .............. ...... 1.16 Wooded Area.................... Area.............................. ................... .............. ..... 1.16 Individual Individual Trees .................. ........................... .................. ............. .... 1.16 Deployment Deployment Zones .................. ........................... .................. ............ ... 1.16 Positioning Positioning Models .................. ........................... .................. ............ ... 1.17 Reserve Reserve Units.................... Units............................. .................. .................. ......... 1.17 Infiltrating Units........... ................. ................. 1.17 Turn Sequence Sequence .................. ........................... ................... .................. ........... ... 1.17 Initiative, Initiative, The Tide Of Battle .................. ......................... ....... 1.17 Unit and Model Activation Activation .................. ........................... ........... 1.17 Unactivated......... Unactivated................... ................... .................. .................. ........... 1.18 Simultaneous Simultaneous Activations Activations ................... ............................ ........... 1.18 Uneven Uneven Number Of Units ................... ............................ ........... 1.18 Defer Unit Activation............... Activation........................ .................. ......... 1.18 Compulsory Compulsory Effects ................... ............................ .................. ........... 1.18 Remove Counters Counters .................. ........................... .................. ............. .... 1.18 Victory Conditions Conditions ................... ............................ .................. ................ ....... 1.19 Casualty Casualty Count.................... Count............................. .................. ................ ....... 1.19 Scenario Scenario .................. ........................... .................. .................. .................. ........... 1.19 Additional Battle Points ............... ................. 1.19 Number Of Game Turns................... Turns............................. ............ .. 1.19 Unit Coherency Coherency .................. ........................... ................... .................. ........... ... 1.19 Urban Engagement Coherency......... ........... 1.19 Attack Zone ............... ................. .................. 1.20 Rolling To Hit .................. ........................... ................... .................. .............. ...... 1.20 Critical Critical Hit .................. ........................... .................. .................. ............. .... 1.20 Fumbles...................... Fumbles................................ ................... ................. ........... ... 1.20 Fumbles And The Unerring Ability............ Ability............ 1.20 Actions ................. ................. ................... ........ 1.21 Move................ Move......................... ................... ................... ................. ................. ......... 1.21 Terrain Types.................. ................. ......... 1.21 Enemy Attack Zones ................... ............................ ............. .... 1.21 Movement Movement Ability Summary...................... Summary...................... 1.21 Standing Standing Up .................. ........................... .................. .................. ........... 1.21 Charges Charges .................. ........................... .................. .................. ................ ....... 1.21 Vehicle Vehicle Movement............... Movement........................ .................. ................ ....... 1.22 Wheeled.......... Wheeled................... .................. ................... .................. .............. ...... 1.22 Tracked................ Tracked......................... .................. .................. .................. ........... 1.22 Hover, Anti-Grav Anti-Grav And Skimmers Skimmers .............. .............. 1.22 Walkers................. Walkers.......................... ................... .................. ................. ......... 1.22 Jump Jets And Jet Packs .................. ......................... ....... 1.22 Flying ................... ............................ .................. .................. .................. ........... 1.23 Avoiding A Vehicle ................ .................. ..... 1.23 Vehicles Vehicles In Motion .................. ............................ .................. ........ 1.24 Vehicle Vehicle Collisions Collisions .................. ........................... .................. ........... 1.24 Vehicle Vehicle Mass ................... ............................ .................. ................ ....... 1.24 Ranged Ranged Combat .................. ........................... .................. ................ ....... 1.24 Line Of Sight........................ Sight.................................. .................. ........... ... 1.25
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Cover .................. ........................... .................. ................... .................... .......... 1.25 Small Models.......................... Models................................... ................. .......... 1.25 Elevated Elevated Ground............. Ground...................... .................. ................. ........ 1.25 Lower Ground.................... Ground............................. .................. .............. ..... 1.25 Measuring Measuring Range .................. ............................ .................. .......... 1.26 Ranged Attack Modifier Summary............ Summary............ 1.26 Rolling To Hit .................. ........................... .................. ................. ........ 1.26 Rate Of Attack .................. ........................... .................. ............... ...... 1.26 Reduced Reduced Rate Of Attack.............. Attack........................ ............. ... 1.26 Aiming..... ................. ................. ................ 1.26 Very Large Target............ Target...................... ................... ............... ...... 1.27 Run & Shoot ................... ............................ .................. ................. ........ 1.27 Target Selection And Priority............. Priority.................... ....... 1.28 Rate Of Attack Overkill .................. ........................... ........... .. 1.28 Multiple Multiple Ranged Attacks..................... Attacks........................... ...... 1.28 Dividing Dividing Shots.............. Shots....................... .................. .................. ........... .. 1.29 Shooting Shooting Into Close Combat Combat .................. .................... .. 1.29 Suppressing Suppressing Fire / Covering Fire............. Fire............... 1.30 Shooting Shooting With Vehicle Weapons.............. 1.31 Move & Fire .................. ............................ ................... ................. .......... 1.31 Heavy Support Weapons .................. ........................... ........... .. 1.32 Support Support W eapon Crew .................. ........................... ........... .. 1.32 Automated Support Weapons ................. . 1.32 Support Support Weapon Movement.................. Movement..................... ... 1.32 Support Support Weapon Uses Uses Per Turn .............. .............. 1.32 Projectile Projectile Travel (Distance In Inches)....... 1.32 Blast Templates .................. ............................ .................. ............... ....... 1.32 Blast Template Template Deviation Deviation .................. ......................... ....... 1.33 Indirect Indirect Fire.................. Fire........................... .................. .................. ........... .. 1.33 Loss Of Crew..................... Crew.............................. .................. .............. ..... 1.33 Area Effect Maximum Strength ............... . 1.33 Area Effect Against Norm al Targets ......... 1.34 Area Effect vs Large Targets ................ .... 1.34 Activating Self Destruct ................ ............ 1.34 Shooting Shooting at Support Weapons ................. ..................... .... 1.35 Smoke Templates Templates .................. ............................ .................. ............ .... 1.35 Shooting Shooting Into Smoke................... Smoke............................ ................. ........ 1.35 Teardrop Teardrop Templates.............. Templates....................... .................. .............. ..... 1.36 Use Cost For Teardrop Templates........... Templates........... 1.36 Teardrop Teardrop Effects vs. Large Targets.......... 1.36 Destroying Destroying Teardrop Teardrop Effect Weapons Weapons ...... 1.36 Activating Buildings ................. .................. ... 1.37 Integral Integral Weapons .................. ............................ .................. .......... 1.37 Models Inside Buildings........... Buildings.................... ................. ........ 1.37 Ranged Attacks Attacks Against Against Buildings Buildings ........... ........... 1.37 Throwing Throwing Grenades.......... Grenades................... ................... .................. .......... 1.38 Deviating Deviating Grenades.............. Grenades....................... .................. ........... .. 1.38 Grenade Grenade Fumbles................. Fumbles.......................... .................. ........... .. 1.38 Dropping Dropping Grenades .................. ............................ ................ ...... 1.38 Close Combat .................. ............................ ................... ................. .......... 1.39 Basic Close Combat W eapons......... eapons................. ........ 1.39 Powered Powered Energy Weapons.................. Weapons....................... ..... 1.39 Selecting Selecting Weapons During During Combat ......... ......... 1.39 Momentum Momentum Attack......... Attack................... ................... ................. .......... 1.39 Who Can Fight Who ................. ........................... ................ ...... 1.40 Striking Striking The Enemy .................. ............................ ................ ...... 1.40 Close Combat Modifiers........................... Modifiers........................... 1.40
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Close Combat Combat vs. Very Large Large Targets Targets ..... 1.40 Combat Assistance.......... Assistance................... .................. ................ ....... 1.40 Parry Ability........... Ability.................... ................... .................. ................. ......... 1.41 Voluntarily Voluntarily Retreating Retreating From Combat ........ 1.41 Extended Extended Reach W eapons.............. eapons....................... ......... 1.41 Multiple Multiple Attacks ................... ............................ .................. ................ ....... 1.42 Follow Up Movement ................... ............................ ................ ....... 1.43 Push Attacks .................. ............................ ................... ................. ........... ... 1.43 Pushing Pushing Back ................... ............................ .................. .................. ........... 1.44 Falling Falling Models .................. ........................... .................. .................. ........... 1.44 Assaulting Buildings ................. .................. .. 1.44 Attacking Buildings ............... .................. .. 1.44 Entering Entering Buildings........... Buildings..................... ................... ................ ....... 1.45 Using Ladders.............. ................. ............ 1.45 Using Grappling Grappling Hooks.............. Hooks....................... ............... ...... 1.45 Infantry Infantry Versus Vehicles .................. ........................... ............ ... 1.46 Attacking Vehicles With Gr enades ........... 1.46 Simultaneous Simultaneous Attacks........................ Attacks............................... ....... 1.46 Desperate Desperate Measures Measures ................... ............................ ............. .... 1.47 Armour Saves.......... ................. .................. .. 1.48 Armour Values ................ ................. ......... 1.48 Armour Modifier ................. ................. ...... 1.48 Penetration Penetration Modifier .................. ........................... ............... ...... 1.48 Armour Resilience ................ ................. ... 1.48 Damage................... Damage............................ .................. .................. .................. ........... 1.49 Wounding Wounding The Target..................... Target.............................. ........... 1.49 Removing Casualties....... ................. ........ 1.49 Residual Residual Damage .................. ........................... .................. ........... 1.49 Being Knocked Prone .................. ........................... ................ ....... 1.49 Hold ................... ............................ .................. .................. .................. ................ ....... 1.50 Response Response Shooting Shooting .................. ........................... ................ ....... 1.50 Receive Receive A Charge .................. ........................... .................. ......... 1.50 Flee From A Charge .................. ............................ ............... ..... 1.50 Psionics Psionics ................... ............................ .................. .................. .................. ........... 1.51 Casting Casting A Psionic Psionic Effect .................. ........................... ......... 1.51 Concentrating Concentrating .................. ........................... .................. ................ ....... 1.51 Neophytes.............. ................. .................. 1.51 Psionic Psionic Chants (Rituals (Rituals And Rites) Rites) .......... .......... 1.51 Resisting A Psionic Effect........ ................. 1.51 Upkeep ................... ............................ .................. .................. ................ ....... 1.52 Cancelling Cancelling An Effect In Play .................. ..................... ... 1.52 Killing A Psionics Psionics User................. User.......................... ............. .... 1.52 Casting Casting A Psionic Ability Ability Summary .......... .......... 1.52 Psionics Psionics List .................. ........................... .................. .................. ............. .... 1.53 Morale .................. ........................... .................. .................. .................. ............. .... 1.54 Command Test Modifiers Modifiers .................. ......................... ....... 1.54 Rally..................... Rally.............................. .................. .................. .................. ........... 1.54 Heroic Rally .................. ........................... .................. .................. ........... 1.54 Failing To Rally....................... Rally................................. .................. ........ 1.54 Unwavering Unwavering Ability .................. ........................... .................. ......... 1.54 Lone Survivors............ Survivors..................... ................... .................. ........... ... 1.54 Fear Causing Models ................... ............................ ................ ....... 1.55 Charging Charging Fear Causing Causing Models................ 1.55 Being Charged Charged By Fear Causing Causing Models . 1.55
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No Limits: Science Fiction Wargames
Alternate Unit Activation
Introduction
No Limits uses an alternate unit activation system rather than the “I go, you go” turn sequence. Each model has a number of actions dependant on its training, experience and species. A model can perform actions in any sequence as long as the model has the action point allowance.
No Limits is a generic science fiction miniatures game system for use with miniatures from any 25mm to 30mm manufacturer. These rules cover everything you need to start playing No Limits.
Example : Player one activates a unit and performs all of their movement and combat actions. Once he has finished with that unit, player two activates a unit and performs the same. Once all of the units on each side have been activated, the game turn ends and a new game turn begins with a player activating a unit.
No Limits Force Designer A force creation formula is available to allow players to design model profiles to suite the models. Where possible, the profile and weapons should try to match the models physical appearance. In some cases, you may be looking for a skill or ability to assign a model that is not listed in the force designer. There is nothing to prevent you from creating a new skill to achieve what you are after. As long as your opponent agrees to the ability and the points cost you have calculated, then feel free to add it to your army list.
Wild Boar Machine Gunner © Brian Smith
Internet Support Why another game system? There have been many great games systems over the years. Some have fallen by the way never to return. Like many other gamers, miniatures collected and painted from now defunct manufacturers end up sitting in the attic gathering dust or being sold on ebay for a fraction of their worth. These forces were collected usually because the miniatures sparked some enthusiasm or desire to collect a particular force. No Limits has been created to allow these miniatures to be used again. In fact, the intention is more to allow players to pick and mix models from various forces and create their own unique army. It is still best to keep to a flavour or style and try to use models that look as if they fight on the same side. Mixing some lightly armoured infantry and giant hulking slavering alien beasts on the same side may not necessarily work, unless the lightly armoured infantry were riding the hulking slavering alien beasts…
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New force lists will be posted on the No Limits web site and players are encouraged to publish their own forces on the forum.
The No Limits Universe Players are encouraged to create their own forces based on models in their collection or by collecting models from different ranges to make the sci-fi army you have always wanted. There are countless races and species to choose from: human, orc, dwarf, arachnid, lizard, chaos to name but a few. Within each species there can be many variants such as human Marines, Space Rangers, the New Soviet Star Republic and so on. The are a number of No Limits force lists available for use either as guidelines on creating a force list or as ready to play armies.
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No Limits: Science Fiction Wargames
Small scale battles may be fought with as few as 20 miniatures, larger scale games could have more than 100 models on each side.
Getting Started The main objective of No Limits Wargames is to have fun. All day gaming sessions really should include a good supply of drinks and pizza. If you are an experienced gamer, you will probably already have found that you spend more time collecting and painting miniatures than you do actually playing the games. Collecting and painting models makes up a large portion of the hobby. The ability to create your own army using favourite models from a variety of sources can be a very satisfying experience. Generating a background for your army units, with a detailed history of famous exploits, will help in bringing a force together and giving it a unique identity.
Dice No Limits uses a 10 sided dice to resolve all manner of events during a game. A 10 sided dice is referred to as D10. A dice roll may also be affected by skills and conditions. This is referred to as a modifier, for example, a CC+1 modifier would mean you add +1 to the models close combat value for the purposes of making a D10 roll. Conversely, a CC1 modifier would mean you subtract 1 from the models close combat value when making the D10 roll. In some instances, a “natural roll” is referred to, usually a 1 or 10. This is the dice result without any modifiers being applied. It is literally the number shown on the dice when it is rolled!
To help get you started, a few standard model profiles are provided in these rules as guidelines. New army lists will be published in supplements, including some unusual army concepts. To play a game of No Limits, you will need the following items ;
D10 Dice
• • • •
•
Miniatures Dice Ruler Templates Playing surface and terrain
Finally, you will need an opponent and some time. A small scale skirmish will take about two hours, whilst a full scale battle consisting of a few hundred figures could take the best part of a day.
Miniatures
It is also useful to have a dice that can be used as a scatter dice. This requires an arrow of some sort to be shown on each side of it. A standard D10 can also be used, the number showing when rolled effectively points in a direction and so can be used as a direction pointer.
Ruler A measuring device of some sort is essential. Retractable tape measures are available from DIY stores and should be marked in inches.
You will need an army of miniatures to fight your battles. There are a huge number of manufacturers producing many and varied figures. Different races have different strengths and weaknesses, it is up to you, as the army General, to find your army's strongest feature and use it to its best advantage. The number of models that you will have in each army will also vary a great deal. Each model has a points value. A game is set at a particular points total, 1000 points for example, each player then selects the models to be used in their selected army up to the chosen points total. Hydrissian Heavy Infantry (model © Alpha Forge Games)
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Templates Some weapons and psionic abilities affect an area of the battlefield. These are represented by templates and positioned as required during a battle. Templates vary in size and generally are circular card with a diameter of 1", 1½”, 2", 2½”, 3”, 3 ½” or 4".
There are quite simply loads of after market accessories available from a host of manufacturers. Many commercially manufactured terrain items are made from lightweight resin. These are often highly detailed and can enhance a battlefield when painted. Another advantage of resin terrain is that being lightweight, it is easy to store and transport to games.
1” Blast Template
In addition to the circular templates, three teardrop shaped templates are used to represent flame effects. Colour representations of these templates can be found at the end of these rules. They may be printed out, glued on to card and cut out for use in games of No Limits.
Terrain
Terrain feature © Snapdragon Studio
Part of the fun of the hobby is to make your own terrain, hills can be made from thick card or polystyrene and buildings can be made from foam board or thick card. When painted, these can be every bit as effective as those purchased from stores.
Games may be played out over any table size. Most games tend to be played on a 4' by 4' area. Large games may be played on a 6' by 4' area.
Terrain feature © Snapdragon Studio
Counters Sometimes a good selection of counters are very handy just to remind you of the status of a model or unit.
A green cloth can be spread over the table or wooden boards can be painted to represent the battlefield. Having some scenery on the table also adds to the gaming experience. Hills, forests, rivers and buildings would give your warriors something to fight over and something to use as cover when the battle heats up.
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Eldritch Gems Counters © EM4
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tend to be easier to hit with ranged attacks as they present a larger target area.
Model Sizes The models used in tabletop wargames will vary in size, from the smallest creature through to the largest super heavy battle tanks. The size of the model is sometimes referred to when targeting with ranged attacks, or for determining the results of a collision.
Small Small models are generally under height.
¾”
(19mm) in
Spug Exo-suit (model © Spriggan Miniatures)
Some creatures will also be classified as large targets.
Dozer Pup painted by Gurth (model © FASA)
Such models will usually be used as swarming minions of some description, unless of course you have an army of Hobbits (or Kindred).
Very Large
Medium
Models larger than 4” (100mm) and/or 4” (100mm) in length or width are usually classified as very large targets (VLT).
Medium sized models will be the most common size used in a force. Medium sized models will vary in height between ¾” (19mm) and 2” (50mm).
Scarab APC All Terrain Walker (AT-W) (model © i-Kore)
Sergeant painted by Gurth (model © FASA)
The majority of models most commonly used will range between 1” (25mm) and 1 ¼” (30mm). There is some variation between manufacturers, so if you are building a new custom force, mixing 25mm and 30mm figures in the same army can look a little out of place.
These very large models are very easy to spot from almost anywhere on the battlefield. This also makes them very easy to target with ranged attacks.
Large Any models larger than 2” (50mm) in height are generally considered to be large models. These
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Very large Mech models (models © FASA)
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The Army
Individuals
A collection of miniatures form the army for the battles ahead. Each model has a points value. The makeup of the model, including all of its weapons and abilities, determine the total points cost. The points cost of the whole army is then determined by adding up the points cost of the models.
Characters
Individual models are powerful models in their own right. They can operate as a single model or be added to a unit of warriors. In many cases, individuals may be used as unit leaders.
The most powerful models in the army are the named characters. These models usually have a colourful background and famous exploits.
The models are divided into several different classifications.
Units A majority of the army is made up of rank and file warriors. These form into groups of warriors called Units. Units may vary in size, but normally consist of between 4 and 20 models. All models in a unit are normally armed and equipped in the same manner. For game purposes, it is simpler to keep a unit equipped the same way. However, there is nothing to stop you from mixing models in a unit as long as the physical appearance of the model matches the weapons and equipment they are meant to be carrying.
Characters will usually have special abilities making them formidable foes in battle.
Army General One model in an army will be designated the overall commander. This may be an Individual or a Character.
Support Units / Support Weapons A support unit is a rare and powerful asset to an army. Support units are usually war machines of some type such as a large vehicle or large heavy weapon manned by multiple soldiers. Some large creatures are also classed as support units.
Very Large Models In some games, very large models may be used. These could be huge vehicles such as massive Mechanoids, Titan walkers or huge tanks. These models are also classed as support units.
NSSR Infantry painted by Robert Fransgaard (models © FASA)
Unit Leaders A unit leader is a warrior position of command and of warriors. A unit leader and the unit will usually skills and abilities.
who has been given a responsibility for a unit will accompany a unit benefit from additional
Such models are very large targets and will dominate the battlefield. However, you will not find many vehicles of such a size on the battlefield, the resources required to produce them are massive.
Unit leaders may be known by several names, Sergeants, Captains, Lieutenants, Boss, or just about anything you care to make up.
Specialists Some units may have a number of specialist models such as those carrying heavy weapons or unit banners. The main model profile for a unit specialist is always the same as the other models in the unit, although weapons and special rules may vary.
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Model Profile
Strength (ST)
Each model has a profile which determines its proficiency in various tasks.
This value represents the model’s strength and is used to determine damage that may be inflicted on an opponent in close combat. The strength of a model may be enhanced by a weapon.
The model is presented in a simple table with all of the characteristic values and special rules.
Sergeant AC 9 • •
RA 6
CC 6
ST 4
T 5
W 2
CO 7
The ability of a model to withstand damage inflicted by an opponent is measured by the models toughness.
AR 2
0 to 1 leader Assault Rifle
Wounds (W) When a model is damaged by an attack, it will take a wound. Most small and medium sized models can only take one wound before they are killed and removed from play as a casualty. Large creatures and heroic models, such as unit leaders and characters, may often have two or more wounds.
Infantry AC 9 • •
RA 5
CC 5
Toughness (T)
ST 4
T 5
W 1
CO 5
AR 2
4 to 8 models per unit Assault Rifle
Command (CO)
Actions (AC) This value refers to the number of actions (AC) a model may take during its activation. Most medium sized models will have between eight and ten actions. A model may choose what to do with its specified number of actions. Actions may be performed in any order, a model may move, shoot and fight or it may move, move and fight. Each type of action may require differing numbers of action (AC) points to be used. To move 1” will cost 1 action (AC). To make a basic close combat attack will cost 3 actions (AC).
Ranged Attack (RA)
The command value of a model determines how it is able to withstand the effect of being beaten back in combat. Each model has a command (CO) range equal to its command (CO) value in inches. The command range is also referred to as the area of influence.
Armour (AR) The armour value represents any physical protection the model is wearing. This may be powered armour or a heavy carapace on an alien creature. The higher the armour value, the more chance the model has to shrug off attacks.
This value refers to the models ability to use a ranged combat attack. The higher the value, the better the model is at using its ranged weaponry. To successfully hit a target, the firing model must roll equal to, or under, its own ranged attack (RA) value subject to modifiers.
Close Combat (CC) The model’s ability in close combat is measured by the CC value. The higher the value, the better the chance of the model hitting an opponent in base to base contact. To strike a target in close combat, the attacking model must roll equal to, or under, its own close combat (CC) value subject to modifiers. Powered Armour © Mike Wikan
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Weapon Profile Each weapon carried will have its own profile. Some weapons are more powerful than others, some have greater range, whilst others are designed to deal with large targets. Weapons are divided into two categories, ranged weapons and close combat weapons.
Assault Rifle UC
SR
MR
LR
RoA
ST
DA
4
10/+1
20/+0
30/-1
1
6
1
LR
RoA
ST
DA
2
+2
1
•
Bayonet
5 •
SR
MR
Close Combat
Rate Of Attack (RoA) Some weapons are able to unleash greater rates of fire than others. The rate of attack (RoA) value determines how many dice may be rolled to hit each time the weapon is used. A weapon with a rate of attack (RoA) of 3 would roll up to three D10 when rolling to hit a target. If each attack hits the target, the target would need to save against each successful hit.
Energy Sword UC
distance that the weapon can be used at long range, in this case 30 inches. The second value denotes any modifier to the model’s ranged attack (RA) value that will be applied at long range (LR), in this case -1.
In addition, multiple rates of attack from ranged weapons may be targeted against more than one target. Target models must be no more than 2” apart.
Penetration Modifier (PM) -2
Example : A heavy machine gun with RoA 4 fires at a unit of enemy soldiers. The attacking model rolls four D10. Three of the attacks hit the targets. The target unit must make three saves. One save is successful, the others fail. The attacking player may now make two attempts to damage the targets.
Use Cost (UC) The use cost refers to the number of actions (AC) that a model has to expend in order to use the weapon or attack.
Short Range (SR) These values reflect the weapons difficulty or ease to use at short range. An example of a ranged weapon’s short range (SR) characteristic would be 10/+1. The first value denotes the maximum distance that the weapon can be used at short range, in this case 10 inches. The second value denotes any modifier to the model’s ranged attack (RA) value that will be applied at short range, in this case +1.
Medium Range (MR) These values reflect the weapon’s difficulty or ease to use at medium range. An example of a ranged weapon’s medium range (MR) characteristic would be 20/+0. The first value denotes the maximum distance that the weapon can be used at medium range, in this case 20 inches. The second value denotes any modifier to the model’s ranged attack (RA) value that will be applied at medium range (MR), in this case +0.
A rate of attack (RoA) of 2 or more is a special attack mode and may not be combined with any other special attack mode abilities.
Strength (ST) The strength of the weapon determines the potential ability to wound an opponent. Close combat weapons may have a strength bonus which is added to the models base strength characteristic. Generally, for each bonus point of strength (ST) the weapon provides, the use cost (UC) will increase by the same amount. The strength of the attack may also modify a target’s armour save. This is known as the armour modifier (AM). Weapon Strength 1 to 5 6 7
Long Range (LR) These values reflect the weapon’s difficulty or ease to use at long range. An example of a ranged weapon’s long range (LR) characteristic would be 30/-1. The first value denotes the maximum
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Armour Modifier 0 -1 -2
Weapon Strength 8 9 10
Armour Modifier -3 -4 -5
In addition, some weapons may have an armour penetration modifier (PM) to further reduce the effectiveness of a target’s armour. This is covered in more detail in the armour save section.
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Damage (DA)
Improvised Attack
Each hit that results in damage usually results in a single wound on the target model. Some powerful weapons may inflict more wounds for each successful damage roll. A weapon with a Damage (DA) value of 2 will inflict 2 wounds on the target model.
Even models that are not equipped with specific close combat weapons may still make close combat attacks.
The amount of damage sustained by a target model may be more than enough to eliminate the model. Excess or unused damage may not be carried over to another model.
Special Rules Some weapons may have special rules that are followed whenever the weapon is used. Some weapons may use an area effect blast template to determine how many models are hit by the attack.
Power Glove UC
6 •
SR
MR
LR
Close Combat
RoA
ST
DA
1
+3
2
An improvised attack represents the model using fists, kicking and generally any basic physical attributes to defend itself.
Improvised Attack UC
3
SR
MR
Close Combat
LR
RoA
ST
DA
1
+0
1
Profile Values The diversity of the universe means that there will be a great deal of variation between species that originate on different planets. The profile creation rules allow any combination of characteristic values to be used, but there should be some general framework from which to build on. The following list suggests some starting values:
Penetration Modifier –2
Example : A model with a Power Glove and 10 ac tions (AC) is 3 ½ ” from an enemy. He may charge into hand to hand combat by moving 3 ½ ” at a cost of 4 actions (AC). This leaves 6 actions (AC) for the model to attack with in hand to hand combat. The model may make two attacks using his 3 use cost (UC) improvised weapon or one attack with the much more powerful 6 use cost (UC) Power Glove.
•
Most human sized models have a strength (ST) of 4 and a toughness (T) of 4.
•
Close combat weapons will give a bonus to a models base strength and/or a higher rate of attack (RoA).
•
A pistol tends to have a strength (ST) of 5.
•
A rifle tends to have strength (ST) of 5 or 6 but with a greater range than that of a pistol.
•
Rate of attack (RoA) and damage (DA) may not be greater than 1 (only one of the values may be greater than 1).
•
Machine guns generally have a high rate of attack (RoA).
Some specific races will perhaps have higher values for certain profile characteristics. For example, dwarves will generally have a higher base toughness (T) than elves.
Monark painted by Chris Gilders (model © FASA)
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Walker
Vehicles There are many vehicles in the sci-fi universe of No Limits. From troop transports to heavy battle tanks to colossal Titanic Walkers.
Giant biped walkers are used by many races. These can vary in size from around 10 feet tall to over 80 feet. Most are crewed by one or more pilots and gunners, but totally robotic walkers are not unheard of.
Flying There are many types of flying vehicle; dropship transports, ground attack craft and recon aircraft to name but a few.
Vehicle Profile The vehicle profile is similar to a normal sized model profile except that more information is required to track weapons and damage.
Devout Titan AC 9
RA 7
CC 6
ST 8
T 8
W 15
CO 8
AR 7
Walker Crew 2 (Pilot & Gunner) Transport None 2 Turbo Lasers (Left & Right Arms) • Nose Mounted Machine Cannon • • Anti-Personnel Grenades Smoke Grenades • Jump Jets • Very Large Target • Type
Mechaniod © Mike Wikan
Vehicle Type Vehicles are divided into different types depending on their mode of locomotion.
Damage Tracker
1 6 11
The vehicle type determines the terrain a model may cross. This is covered in the movement section.
Wheeled Wheeled vehicles are the most common form of transport across the universe. Wheeled armoured personnel carriers and light tanks are used to support infantry and move them around the battlefield.
Tracked Most tanks will be tracked to allow them to traverse most terrain.
Hover, Anti-Grav And Skimmers
Vehicle Weapons Vehicle weapons are usually heavy weapons of some description. Vehicle weapons do not have a specific use cost (UC). When a vehicle is activated, it may fire any or all of its weapons once at any time during its movement. This is covered in greater detail in the activation section.
The more advanced races have developed hover vehicles or even those capable of anti-grav locomotion.
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2 3 Mv Wp 7 Mv 9 Wp Mv 13 14
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Light Machine Gun UC
SR
MR
LR
RoA
ST
DA
-
10/+1
20/+0
30/-1
3
6
1
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When a “Wp” damage tracker cell is crossed off, one functioning weapon is destroyed. This can be selected as the closest functioning weapon to the firing model or randomly determined if two weapons are eligible.
Heavy Machine Gun UC
SR
MR
LR
RoA
ST
DA
-
12/+1
24/+0
36/-1
4
7
1
Vehicle Damage Most vehicles will have multiple wounds and in some cases, the really large vehicles could have 10 or more wounds.
Vehicle Activation When a vehicle is activated, it may move up to its full movement and fire its weapons at any time during its movement.
Any vehicle with more than 5 wounds will utilise a Damage Tracker.
Example : A battle tank with 10 actions (AC) can move up to 10” and fire its weapons at any time during the movement. It could fire its machine gun before it starts to move, move 7” and fire its main cannon and move 3” and fire its sponson guns. Alternatively, it could fire all of its weapons before it starts moving or all when it has completed its move.
As a vehicle takes damage, some weapons could be disabled before the vehicle is totally destroyed. Damage Tracker
1 6 11
2 3 Mv Wp 7 Mv 9 Wp Mv 13 14
Very Large Vehicles Very large models are much easier to hit with ranged attacks. Any very large model is classified as a very large target (VLT). The ranged combat rules detail the targeting of such models.
15 wound tracker
Damage Effects When a “Mv” damage tracker cell is crossed off, the vehicles actions (AC) are reduced by 1 (cumulative). When a vehicles actions (AC) are reduced, this only affects the maximum movement of the vehicle. The vehicle may still fire any or all functioning weapons once during its activation.
Additional Vehicle Attributes Vehicles may have specific abilities restricted to non-living models. For example, large walkers will be able to make stomp attacks on much smaller units. The vehicle attributes section provides such details and points costs.
Battleblade Main Battle Tank (model © Armorcast from a © Games Workshop design)
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Buildings
Weapon Emplacements
Players have the option of using buildings as part of their force or simply as terrain features to be fought over.
Some buildings may be fitted with integral weapon systems. If such buildings are used, they are activated like a unit or vehicle during a players turn. In most cases, personnel are allocated to a building to fire weapons during the buildings activation. Automated systems may be utilised in which case no personnel are used.
Models Inside Buildings Small and medium sized models may occupy the interior of buildings. Depending on the model representing the building, units may be positioned inside buildings either by physically placing the models inside the building or by removing the models from the tabletop and recording their position.
Concrete Bunker © Snapdragon Studio
Building Toughness Buildings may be composed of many materials, some are more resilient to damage than others Allocating wounds to a building will depend on the model being used. The height of the model will also affect the amount of damage it can withstand before it is destroyed. As a guideline, the following table sets out the some standard materials, the toughness (T) of those materials and the number of wounds per inch of the building. Material Wood Brick Stone Concrete Plascrete
Toughness (T) 5 6 7 8 8
Armour (AR) 4 5 6 7
Large models may enter structures where the model may physically fit inside the building.
Cover Models will benefit from cover when positioned inside buildings or behind other terrain features. For game purposes, models will gain 25%, 50% or 75% cover depending on how much of the model is visible to the attacker.
Wounds (W) 1 per 2” 1 per 1” 1 per 1” 2 per 1” 3 per 1”
Building Entrances All buildings will have an entrance of one type or another, from simple doors to massive gates. Models must normally enter and exit a building using a clearly defined entrance.
Duat Chontament painted by Gurth (model © FASA)
In the case of ruined or “open” layout buildings, models may treat walls as obstacles and simply climb over them (see movement section).
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Terrain
Getting Started Before the game, the number of points to be used should be agreed between players. In most cases, players should have forces of equal points values. However, there may be occasions where a scenario is being played out and one side may have a points advantage. In this case, the other side determines the position of all the terrain and sets up first, taking a defensive posture.
The use of trees or similar flora terrain pieces may be represented in two ways. A wooded area may be designated with a clearly defined edge, or you may simply play what you see is what you get. Before a game, players should decide on the terrain type to be used and its cover designation.
Campaigns lasting several games can be devised, the result of one battle may impact the conditions in which a following confrontation takes place.
Problem Resolution There may well arise a situation which is not covered fully in the rules. In such an event, do not get bogged down and let the flow of the game suffer. The main objective is to have fun. Try to resolve an issue logically. If you still find a difference of opinion, then roll dice (lowest wins!) to see which way the issue should be resolved.
Setup The setup of terrain is an important factor in playing a miniatures wargame. As large vehicles may be used in games of No Limits, it is important to allow space for movement between terrain features. However, in some scenarios, dense terrain may be an important element of the game and so may be essential. To set up the terrain, players may either agree on a terrain layout or take it in turns to position terrain features.
Wooded area
Wooded Area A wooded area provides cover for models and may even prevent line of sight. Models within 1” of the edge of the wooded area may shoot out of the terrain feature with no penalty. In addition, models within 1” of the edge gain soft cover from the plant life. Models more than 1” from the edge are completely concealed. They may not fire out of the terrain feature nor may they be targeted.
Individual Trees
Agreed Layout Of Terrain
This is simply what you see is what you get. If a model has line of sight to a target, it may fire. The amount of the target visible behind any terrain feature will affect the a tree is a tree, how much of the model is visible.
An agreed layout of terrain may be preferable if you want to have a town or village region in one part of the battlefield, and a wood or hilly region in another location. The players position the terrain and move it about until they agree on a reasonable terrain layout.
Due to the shape of some bases, it may prove difficult to position models in cover. Therefore, any model immediately adjacent to a tree that is between the firing model and the target model may claim soft cover.
Alternate Placing Of Terrain
Deployment Zones
For a more random game, the terrain may be positioned alternately by each player. Collect all the terrain together that is to be used for the game. Each player then rolls a D10. Each player then takes turns in placing a terrain feature starting with the player who rolled the lowest score.
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Once all of the terrain has been placed on the battlefield, players must decide who is using which side of the battlefield as their starting deployment zone. The deployment zone is where a player’s army starts the game.
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Models are set up no more than 12" onto the table and normally not closer than 6" to a table edge. If you are playing a particularly large game, you may want the option of setting up units right to the table edge. Deployment zones should be at least 24” apart.
An infiltrating unit may never consist of more than six models. When all other models have been deployed in their deployment zones, a player may place Infiltrating units anywhere on the battlefield as long as the models are no closer than 10" from the nearest enemy unit and not in line of sight (LOS). If more than one player has Infiltrating units, roll a D10. In the event of a tie, roll again. The lowest score places their unit first followed by the next player until all infiltrating units have been deployed.
Turn Sequence A game is divided into game rounds. In each game round, players take turns to activate each of their units. When all units have been activated, a new game round commences. A game round is divided into several phases.
Initiative, The Tide Of Battle Each player rolls a D10. The player with the lowest score may choose which side of the battlefield to start from. In the event of a tie, simply re-roll the D10.
Positioning Models The player who selected a deployment zone positions his first unit. Each player then takes it in turn to position one unit in their own deployment zone.
Reserve Units Any unit may be held in reserve. This means that the unit is not placed in the deployment zone at the start of the game, but it is held in reserve for use later in the game. A reserve unit may enter the game from their own table edge into their own deployment zone on any turn after the first. Other deployment tactics allow some units to deploy elsewhere on the battlefield.
Infiltrating Units Some units or models have the ability to infiltrate onto the battlefield and take up advanced positions. These models are the last to be deployed.
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To determine which side has the tide of battle, an Initiative roll is made at the start of each game turn. Roll a D10 for initiative. The initiative roll may be modified by other factors, such as an additional bonus for a psionic effect (the bonus is subtracted from the dice roll) or a penalty for an event (the penalty is added to the dice roll). The player with the lowest score wins the initiative that turn. In the event of a tie, re-roll the tide of battle. The winning player may select a unit to be activated. The unit may belong to an opponent as long as the opposing unit is not on hold or is not panicked.
Unit and Model Activation The activated unit performs all its actions (AC). These will include moving, shooting and fighting in close combat. Models in individually.
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When a model or unit has completed all its actions (AC), it is the turn of the opposing player to activate one of his own units and complete its actions (AC). When a unit has been activated, place a counter next to the unit to signify its activated status.
Defer Unit Activation When there is a difference in the number of unactivated units on each side, the player with the fewer number of unactivated units may defer or pass an activation to his opponent. A defer option may only be taken if the difference in the number of unactivated units on each side is three or more.
Play alternates between players until there are no more units to activate on either side. When this occurs, the game turn has completed.
Example : It is John’s turn to activate a unit. John has four units remaining to be activated. His opponent, Paul has seven unactivated units remaining. John decides to defer a unit activation and let Paul activate another unit.
A model or unit on the battlefield will be in one of the following states:
Neither side may defer on the first turn.
Unactivated Active Holding Responding
Activated Panicked
The model or unit has not yet used its actions (AC) in the current game turn. The model or unit is currently in the middle of using its actions (AC) to take its game turn. The model or unit is on hold, waiting for an enemy unit to present itself as a target. A holding model or unit has interrupted the active units turn and is responding with its hold action. The model or unit has already performed its actions (AC) in the current game turn. The model or unit has failed a morale test.
A player may not defer an activation two turns in a row (unless of course he has no more units to activate).
Spug Leader painted by Chris Gilders (model © Spriggan Miniatures)
Simultaneous Activations Although models are generally activated individually, it is sometimes necessary to activate one or more models at the same time. In such cases, the models all move, shoot and perform any other actions at the same time. Example : A unit of seven infantrymen intend to advance and fire on an enemy unit. To speed game play, the controlling player may first move all of the models in the unit and then make seven ranged attacks at the same time.
Uneven Number Of Units When there are an uneven number of units per side, one player may run out of units to activate whilst his opponent still has unactivated units. In this case, the player with no more units to activate simply passes on unit activation whilst his opponent activates all remaining units.
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Compulsory Effects Some effects will remain in play. At the end of each turn, these effects must be processed according to the specific rules of the effect in play. This will often involve the random movement of a template effect or similar event. More detail is provided later in these rules.
Remove Counters At the end of the turn, all counters used to denote activated units are removed ready for the next game turn. •
Panic and hold counters remain in play.
The players then return to the initiative phase, unless of course the battle is over...
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Victory Conditions
Unit Coherency
There are a number of ways to determine the winner in a game.
Casualty Count At the end of the game, add up the point values of the casualties on each side. These are referred to as the battle points. The player who has inflicted the most battle points worth of damage is the winner.
Most warriors of the future are able to handle themselves in a fire fight but more often than not, warriors will operate as a unit to lend each other covering fire. All models in a unit must operate at no more than 2” coherency. Models must form a chain so that no model is more than 2” from at least one other model in the same unit.
Scenario A game may be played based upon a scenario involving the capturing and holding of a terrain feature or the elimination of a particular enemy model. It is up to the players to agree on a scenario and perhaps have the victor determined by achieving the objective rather than inflicting the most damage.
Additional Battle Points The following battle points are awarded in addition to the casualties calculated. Model A is more than 2” from any other model in the unit. •
Players gain twice the battle points for eliminating the enemy army General.
•
Players gain +100 battle points for controlling a designated terrain feature.
•
Players gain +50 battle points for capturing or destroying the enemy battle standard.
Number Of Game Turns Game length may vary, but most will be fought over four to six game turns. A fixed number of turns may be placed on the battle before it starts or you can play until one side has been soundly beaten. For a random number of turns, roll a D10 and consult the table below. D10 1-2 3-4 5-7 8 - 10
Urban Engagement Coherency If fighting a battle in a heavily built up area or a fully enclosed building or similar environment, the following coherency rules apply. •
Units have their coherency distance extended to the highest command (CO) value of a model in the unit in inches.
Before the game, players must decide if all or part of the battlefield counts as and urban engagement. Any force that is out of normal coherency must take any morale tests at an additional CO –1 on top of all other modifiers.
Game Turns Seven Six Five Four
A player may, of course, concede a battle at any time and declare he is withdrawing his forces. The opponent gains full points for casualties inflicted, plus half the points for the surviving models.
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Any model out of unit coherency and not engaged in hand to hand combat must make every effort to rejoin the rest of the unit. The model must move at full speed towards his comrades.
These coherency rules will allow for units to make the most of all available cover and avoid situations where a model must be left in the open, such as between buildings, to maintain unit coherency.
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Attack Zone
Fumbles
A models ranged combat firing arc is 90° to the front.
A natural D10 roll of 10 when rolling a ranged or close combat attack is a fumble. The attacking model has made a complete mess of its attack and loses any remaining actions for that turn.
Line of sight (LOS) is 180° to the front half of the model.
Fumbles And The Unerring Ability A model with the unerring ability is able to treat dice rolls of 10 as misses instead of fumbles.
180º field of vision, 90º fire arc to the front
Each model has an attack zone extending out 1" around the model to the front 180° vision arc. No enemy model may pass through the attack zone unless it is charging into combat. A model ceases to have an attack zone when engaged in close combat.
Rolling To Hit All close combat attacks and ranged attacks are resolved by rolling a D10. An unmodified roll of 1 is deemed a critical hit and an unmodified roll of 10 is deemed a fumble. Only push attacks are resolved by adding a models strength (ST) value to a D10 roll.
Critical Hit When required to roll a D10 to hit for a ranged attack or a close combat attack, a natural roll of 1 is known as a critical hit. A critical hit finds a weakness in the enemy armour or strikes an exposed area. The target model has one armour save attempt negated for each critical hit. Example : A model with powered armour is hit on a natural roll of a 1. Powered armour normally allows a 2D10 save, but the critical hit negates one the armour save dice and the model must attempt a save using a single D10.
Tripod painted by Chris Gilders (model © Black Hat Miniatures)
Some special armour may allow for save attempts against critical hits.
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Enemy Attack Zones
Actions The actions available to a model are (in no particular sequence); • Move Close combat • Ranged attack • Rally • • Hold Psionics • Special actions •
An activated model may not move into or through an enemy attack zone unless the activated model is charging into close combat with that model. If the enemy model is already engaged in close combat, it no longer exerts an attack zone as it is concentrating on its immediate combat.
Move A model may spend any or all of its actions (AC) to move. Standard movement is 1” for each action (AC) expended.
Terrain Types The nature of the terrain may effect the speed at which the model may move.
Open Open terrain refers to plains, fields and generally easy to traverse ground. A model may move at 1” per action (AC) expended.
Movement Ability Summary There are a number of movement abilities available to models. These allow some models to move at greater speed. The following table summarises the movement abilities.
Most terrain would normally be of an open nature.
Rough Rocky outcrops, steep slopes and heavily wooded area are counted as rough terrain. A model moving through rough or wooded terrain is required to expend double the actions (AC) to move 1”.
Impassable Cliffs, chasms and other similar obstructions are classed as impassable terrain. Only flying models or models with special abilities may cross impassable terrain.
Obstacles There are many obstacles on the battlefield, hedges, walls and other smaller obstructions. A model may spend 1 action (AC) to cross any barrier up to the height of the active model.
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Actions (AC)
Quick Move
Rapid Move
Giant Strides
Flying
1 2 3 4 5 6 7 8 9 10 11 12
1½” 3” 5½” 6” 7½” 9” 11½” 12” 13½” 15” 16½” 18”
2“ 4” 6” 8” 10” 12” 14” 16” 18” 20” 22” 24”
2½” 5” 7½” 10” 12½” 15” 17½” 20” 22½ 25” 27½” 30”
3” 6” 9” 12” 15” 18” 21” 24” 27” 30” 33” 36”
Standing Up A model that has been knocked prone for any reason must spend 3 actions (AC) to stand up.
Charges A model wishing to engage in close combat will make a charge move towards an enemy model. If the model has insufficient actions (AC) to make contact with the target model, the charging model will end its move short of its intended target and will take no further actions.
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Hover, Anti-Grav And Skimmers
Vehicle Movement Vehicles have a number of methods of locomotion available.
All skimmers are able to turn on the spot in the same way that tracked vehicles may turn, but with greater ease.
Vehicles expend 1 action (AC) per 1” moved. Movement abilities can increase the distance moved.
A skimmer turning on the spot expends 1 action (AC) for every 90° or part thereof turned.
The mode of movement will affect the way in which a vehicle may perform a turn during its activation.
Skimmers may also turn in the same way as a wheeled vehicle. Skimmers may freely move over obstacles that are no more than 2” in height.
Wheeled A wheeled vehicle may turn up to 45° for every 3” of movement. A wheeled vehicle turns in an “arc” from its starting point and may not turn on the spot.
Walkers May step over objects no more than one third (33%) the total height of the model. A walker turning on the spot expends 1 action (AC) of movement for every 90° or part thereof turned. A walker may also turn 45° for every 1” of movement.
Jump Jets And Jet Packs Some assault units and walkers are fitted with jump jets. These allow such units to make powered jumps over obstacles. A model fitted with j ump jets may expend 5 actions (AC) to move up to 15” reaching a height of half the distance actually travelled. A model will always expend 5 actions (AC) regardless of the distance moved. When the model lands, roll a D10, on a roll of 10, the model has landed badly and will go prone. The model does not take damage from a failed landing. A prone model must spend 3 actions (AC) to st and up.
Wheeled vehicle turning
Tracked Tanks, APC’s and other tracked vehicles are able to operate the tracks in different directions at the same time. This enables them to effectively turn on the spot. A vehicle turning on the spot expends 2 actions (AC) for every 90° or part thereof turned. A tracked vehicle may also turn in the same way as a wheeled vehicle.
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A model with jump jets may use them to charge into combat. The model may still benefit from a momentum attack (see close combat) if no other actions were performed prior to the initiation of the charge. A model equipped with jump j ets may even directly target an enemy model and land on top of the enemy. If the jump jet model is of equal size or larger, the target model is automatically knocked prone. The jump jet model must still make a successful landing by rolling 9 or less on a D10.
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Flying
Avoiding A Vehicle
Models capable of flight suffer no movement restrictions. There are many and varied methods of flight in a science fiction environment Making turns in flight will depend on the method of flight and it is up to players to agree if a particular flying vehicle can turn on the spot or turn using a wheeled vehicle turn radius. It is suggested that flying models capable of vertical take off and landing (VTOL) may turn on the spot expending 1 action (AC) of movement for every 90° or part thereof turned. Aircraft type vehicles (fixed wing, with jet or propeller propulsion) should follow wheeled vehicle turning method but turn 45 ° for every 6” of movement. Weird and strange alien creatures capable of flight should follow either the VTOL or aircraft turning method depending on which turn method would best suit the model.
Models attempting to leap out of the way of an oncoming vehicle must make a command (CO) test to avoid a collision. Each model must roll under their own command (CO) value to succeed. Models on hold benefit from a CO+1 bonus. If the test is successful, the model is automatically moved to the side of the vehicles path. Models will be moved the shortest distance to the side of the vehicle. If a model fails to leap out of the way, it will take a single hit with a strength (ST) equal to strength of the vehicle in motion. Only small and medium sized models (usually under 2” in height) are eligible to attempt to avoid an oncoming vehicle. Other vehicles, walkers and large models (except those with the side step ability) may not attempt to leap out of the way.
Infantry models 2 and 3 both had shortest escape routes to either side of the vehicle. As the vehicle moves forward, each infantry model makes a command (CO) test to avoid taking a collision. A model failing the command (CO) test will take a single automatic hit. Infantry model 1 is in the center of the path of the oncoming vehicle, the model may be moved to either side of the vehicle.
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Models hit but not killed are knocked prone and moved to the side of the vehicle in motion.
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Vehicles In Motion
Vehicle Mass
A vehicle in motion will not come to a halt if it collides with small and medium sized models. All models in the path of the vehicle in motion must avoid the vehicle as described in the previous section.
When deciding on the larger vehicle involved in a collision, it should be determined by physical mass as opposed to which is longer or wider. This is effectively a judgement call. If a clear decision is not possible, the controlling player of each vehicle should roll a D10. If the player controlling the vehicle in motion scores the lowest, the target vehicle is pushed back. If the player controlling the target vehicle scores the lowest, the target vehicle is not pushed back. Re-roll a tie.
Vehicle Collisions When two vehicles collide they both potentially take considerable damage.
may
Both vehicles take a strength hit equal to the strength (ST) of the vehicle in motion.
Example: It’s a close call, a Sovereign tank has collided with an Arachnid bio-construct vehicle which is about half the mass of the tank. Is it less than half the size or more than half the size? Will it get pushed back? To keep the game moving freely, the players decide to roll a D10 to determine the outcome. The Sovereign player scores a 6 and the Arachnid player scores a 4. In this case the Arachnid player wins and the bio-construct vehicle is not pushed back after taking damage.
The number of hits inflicted on the vehicle is equal to the distance moved by the active vehicle in inches rounded up. Example : A tank moves 6 ½” and collides with an APC of near equal size. Both models take 7 hits at the strength of the moving tank.
If the target vehicle is half the size or less of the moving vehicle, the vehicle in motion will take half the number of hits (rounded up). Example: An Duat Deathbringer tank moves 7” and collides with an Federation Scorpion light scout car. As the Deathbringer is considerably larger than the scout car, the Deathbringer only takes 4 hits as opposed to the 7 hits inflicted on the Scorpion scout car.
If the target vehicle is half the size or less of the moving vehicle, the smaller vehicle will be pushed back or to one side. Depending on the angle of impact, players will need to decide on the logical final position of the smaller target vehicle.
Ranged Combat At any time during a models activation, a model armed with any form of ranged weaponry may shoot at an enemy model. This shot is called the "to hit" roll and is based on the models ranged attack (RA) value. A model may fire a ranged weapon once per activation unless otherwise specified. The ranged attack may be at any time during the models activation. The number of actions (AC) required by a model to use a ranged attack will vary according to the type of weapon being used, this is denoted as the use cost (UC) of the weapon.
Example : A large tank moves and collides with a much smaller jeep striking the jeep on its rear wing. Once damage has been resolved, the tank may keep moving up to its normal movement allowance. The jeep is pushed off to one side as the tank moves by.
Carbine
Small and medium sized models only take a single hit from a large model in motion as described in the section avoiding a vehicle.
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SR
MR
LR
RoA
ST
DA
5
10/+1
20/+0
30/-1
1
6
1
Example: An infantryman is about to fire his Carbine that has a UC5. This requires that the soldier use 5 actions (AC) to fire weapon.
If the moving vehicle is the same size or smaller than the target vehicle, the moving vehicle will come to an immediate halt on impact. Example: An APC moves 9” and strikes a large main battle tank. The APC is a smaller mass than the main battle tank and so the APC comes to a halt. Both vehicles take 9 hits at the strength (ST) of the APC.
UC
The following steps are used when using a ranged combat attack; Check line of sight (LOS) to target. • • Measure the range. Apply any range modifiers. • Roll to hit. •
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Line Of Sight
Elevated Ground
In most cases, a model must have line of sight (LOS) to its target in order to be able to use a ranged attack. Some weapons have the indirect special rule allowing them to fire over intervening models.
Models on top of a building or similar terrain feature and positioned within 1” of the edge have line of sight straight down to potential targets.
Cover Models may attempt to gain protection against ranged combat attacks by partly concealing themselves behind trees, walls or hedges. •
•
•
A model which is 25% concealed is considered to be in soft cover and has a -1 to hit modifier. A model which is 50% concealed is considered to be in hard cover and has a -2 to hit modifier. A model which is 75% concealed is considered to be in extreme hard cover and has a –3 to hit modifier.
Models located in areas defined as wooded will benefit from cover. •
•
Lower Ground Models making ranged attacks from a lower position in relation to the intended target have the difficulty of the attack modified by the angle from the firing model to the target model. An elevated position co unts as a difference in floor height between the firing and target model of 2” or more. In addition, models firing from a lower position will suffer an additional penalty: •
There are four bands of difficulty for models firing at targets in elevated positions. The angle of attack automatically provides the target model with cover. Angle Of Attack
A model on the edge of a wood can claim soft cover and a –1 to hit modifier. The edge of the wood is defined as up to 1” into the wooded area. A model between 1” and 2” into a wooded area can claim hard cover and a –2 to hit modifier.
Models more than 2” into a wooded area may not be targeted.
RA –1 shooting from lower ground.
Less than 22 ½° 22½° to 45° 45° to 67½° More than 67½°
Lower Ground
Cover
Cumulative Modifier
-1 -1 -1 -1
-3 -2 -1 0
-4 -3 -2 -1
All other modifiers such as range and target size are also applied.
Models in hard cover or extreme hard cover may not be subject to a critical hit. The more difficult it is to hit a target due to cover, the lower the number required to be rolled. Models will often need to roll a 1 or 2 to hit their intended target after cover modifiers have been applied. In such cases, the ranged attack will not cause a critical hit.
Small Models Small models are more difficult to hit with both ranged attacks and close combat attacks. Any attack against a small model is resolved with an additional RA –1 or CC –1 penalty on top of all other modifiers.
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Measuring Range
Rate Of Attack
Before the shot is made, the range is checked from the front of the models base. If the target is beyond long range (LR), the shot counts as a miss and the actions are still spent by the active model.
If the weapon has a rate of attack (RoA) value greater than 1, the firing model may roll multiple dice when making a ranged attack.
Assault Rifle
Ranged Attack Modifier Summary Most ranged weapons will have varying modifiers based upon the distance to the target. Generally, the closer a target is, the easier it will be to hit. Once the distance to the target has been measured, the weapon range modifier is applied to the “to hit” roll based on the short range (SR), medium range (MR) and long range (LR) profile values. In addition to the range modifier, the following modifiers already discussed may be applied to the “to hit” roll; • • • • • • • •
UC
SR
MR
LR
RoA
ST
DA
6
10/+1
20/+0
30/-1
2
6
1
Example: An infantryman is about to fire his Assault Rifle that has a UC6 and RoA of 2. The soldier expends 6 actions (AC) and rolls 2D10 to hit.
Any modifiers to the “to hit” roll are applied to all dice rolls.
Reduced Rate Of Attack A model may opt to make a reduced attack with a ranged weapon with a rate of attack (RoA) of 2. When firing, the model may make a single ranged attack (with a rate of attack (RoA) of 1) with a –1 use cost (UC) modifier.
RA +1 for large target. RA +1 for aiming. RA –1 for small target. RA –1 for soft cover (25%). RA –2 for hard cover (50%). RA –3 for extreme hard cover (75%). RA –1 for indirect fire. RA –1 shooting from a lower position.
The rate of attack (RoA) is effectively the maximum attack rate of a weapon. Example: An infantryman with 5 actions (AC) remaining is about to fire his RoA 2 Assault Rifle that has a use cost (UC) of 6. He may opt to make a reduced attack and only roll 1D10 for a use cost (UC) of 5 actions (AC).
Rolling To Hit To hit the target, you must roll equal to or under the firing models modified ranged attack (RA) value after adding and / or subtracting modifiers. Example: An infantryman armed with a ranged attack (RA) value of 5 (armed with an Assault Rifle 10/+1, 20/+0, 30/-1) is firing at an alien bug unit. The bugs are within 7 inches (+1 to hit) so the soldier needs 5+1 giving a 6 or less to hit.
If the shot hits the target, there is a chance that the target will be damaged. Most models only take one wound and so they will be removed from play if a wound is inflicted. Heroes and large models will often take multiple wounds and so they can withstand greater damage.
This facility is mostly utilised by holding models making a response shooting action. See the “hold” rules for more details. This option only applies to ranged weapons with a rate of attack (RoA) of 2.
Aiming A model may attempt to improve its chances of hitting the target by aiming. The firing model pauses to check the target and ensure an accurate shot. A model may spend 2 additional actions (AC) to aim at a target. The firing model gains +1 to its ranged attack (RA) value for that shot. •
Heavy weapons may not be aimed.
Standard weapons with a rate of attack (RoA) of 2 may be aimed, but all of the attacks must be targeted at a single model.
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Very Large Target Any model deemed to be a very large target (VLT) will be hit on a roll of 9 or less. Only a fumble will miss. The target model must still be within maximum range and line of sight of the weapon being used. In addition, any concealment of the very large target will affect the ease with which it can be struck by ranged attacks. If 25% or more of the very large target is concealed by cover, the to hit roll will be modified. Cover No Cover 25% 50% 75%
Modifer 0 -1 -2 -3
To Hit 9 8 7 6
If any part of a teardrop template from an attack touches a very large target (VLT) then the model is automatically hit (there is no need to roll a D10 to see if the model is hit). The target model is only required to attempt any saving throws.
Run & Shoot Infantry models armed with standard ranged weapons may run and shoot. This represents the model firing from the hip as it moves. Obviously this is not very accurate and the model suffers a RA –4 penalty on top of all other modifiers. In some cases this may mean a model may simply not make a ranged attack as it moves. To run and shoot, a model must expend at least the number of actions (AC) required to fire the weapon normally. If a model has a ranged weapon with a use cost (UC) of 6, the model must move, or count as having moved, using 6 actions (AC) in order to fire the weapon.
Range modifiers of weapons targeting very large targets are ignored.
• •
As long as any part of a very large target is visible, the to hit roll will not drop below a 6 or less. Example : A very large ultra-mech is targeted by a NSSR missile launcher. The ultra-mech is behind a building which obscures more than half of the ultramech. The NSSR missile launcher will therefore treat the ranged attack with a –2 cover modifier off the normal 9 or less roll (9-2) giving a 7 or less to hit.
•
•
The attack may not cause a critical hit. The firing model may not aim. The firing model may not use a movement ability such as quick move or rapid move. The firing model may not charge into close combat.
Example : An infantryman with 8 actions (AC) and armed with an Assault Rifle (UC6) decides to run and shoot. The model uses 8 actions (AC) to move 8” and fires his weapon at the end of the move. The distance to the target model is within short range at the end of his move and so is at +1 to hit. The ranged attack is taken at –4 for the run and shoot and +1 for short range, giving a total to hit modifier of –3. Example : A Special Forces Trooper with 9 actions (AC) and armed with an Assault Rifle (UC6) decides to run and shoot. The model uses 5 actions (AC) to move 5” and fires his weapon at an enemy model. The Assault Rifle requires 6 a ctions (AC) to fire and so the model is deemed to have actually expended 6 actions (AC) when the shot is attempted. The ranged attack is resolved with an RA –4 modifier on top of all other modifiers. After the ranged attack, the model may use the remaining 3 actions (AC) to move 3” into cover.
Models with jump pack equipment may make a jump move and fire ranged weapons at the RA –4 run and shoot penalty.
BIASI Madcat (model by Armorcast © Wizkids)
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Target Selection And Priority Models with ranged weapons will often have a choice of targets.
or large creatures and may choose to ignore closer and less powerful threats. Example: An NSSR unit with a single Rocket Launcher specialist is confronted with a unit of Starjackers 7” away. Behind the Starjackers is a Megastomp War Walker a further 9” away. The Rocket Launcher specialist can elect to fire at the War Walker and hope his comrades deal with the unit of Starjackers.
Models attempting ranged attacks may normally only target those models which are in their line of sight (LOS) and within their firing arc. Ranged attacks will generally target the closest enemy model or unit. If an enemy model is within 8" and line of sight of the firing model, the firing model must target that enemy model as is represents a close and immediate threat. On occasion, the closest target model may be well concealed behind cover. In this instance, the firing model may elect to take an “easier” target model although it is further away.
Rate Of Attack Overkill Weapons with a rate of attack (RoA) of 2 or more may be targeted against more than one enemy model. Target models must be no more than 2” apart from each other. The range is measured to the first target model for range band calculation purposes.
Multiple Ranged Attacks Models armed with two pistols or equivalent single handed ranged weapons can use both to make “gunfighter” ranged attacks against eligible targets. Attacks may be targeted against more than one eligible target. Target models must be no more than 2” apart from each other. The attacking model may make both attacks at a use cost (UC) one higher than the highest use cost (UC) of the weapons being utilised. Example: An Grymn close combat trooper armed with two Pistols (UC4, ST5) is attacking a warrior bug. The Grymn trooper may attack with both Pistols at the same time for UC5 (one UC higher than the normal UC4 for firing one pistol). The Grymn trooper rolls a total of 2D10 when making the attack as both Pistols have a rate of attack (RoA) of 1.
The two weapons do not have to be the same, however they must be weapons capable of being operated in a single hand.
Example: The Alien above may choose to shoot at the furthest enemy model “C” as the closer two targets “A” and “B” are in hard cover and will benefit from a –2 to hit modifier.
Range modifiers are applied to each ranged attack as normal. If the weapons are different, it is possible for the two attacks to have different range modifiers applied for attacks against the same target. Different coloured dice should be used if the attacks are to be made at the same time.
Models with heavy weapons may ignore the closest target and choose to fire at any model. Heavy weapons are often used to target vehicles
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Example: A Grymn Sergeant armed with a Pistol (UC4, ST5) and a Machine Pistol (UC5, RoA2, ST5) attacks an enemy Elven unit. The Sergeant may attack with both weapons at the same time for UC6 (one UC higher than the normal UC5 for firing a Machine Pistol) rolling a total of 3D10. In this example, a different coloured dice should be used for the single Pistol attack as it has a different strength (ST) value.
Dividing Shots
Shooting Into Close Combat Shooting into close combat is a risky business, as there is a chance of hitting friendly models. Firing models must normally make a command (CO) test before they may fire into close combat. If the test is successful, roll to hit as normal applying the usual modifiers.
A model or unit may normally divide its shots between any number of targets.
If the shot hits, the actual model struck must then be determined. Roll a dice for each model in the combat, the model with the lowest result was hit.
A unit will often make ranged attacks one at a time so that if the primary target is eliminated, remaining shots may be directed at another target.
•
Subtract 1 for large models in the combat as they are easier to hit.
If there are several combatants involved, all the dice can be rolled at the same time with different coloured dice being used to represent different models. Example: An Federation Special Forces trooper fires at a melee between a fellow trooper and a Sovereign Trencher. The shot against the enemy model is successful. A dice is rolled for each model in the melee. The Trencher scores a 3 and the Special Forces trooper scores a 6, the Trencher is hit by the attack.
If the firing weapon has a rate of attack (RoA) greater than 1, then each successful attack must be randomised between eligible targets. It is very possible that two or more models in a melee combat could be struck. Example: An Federation Machine Gunner decides he must fire on a Dozer Bull engaged in close combat with three Federation Special Forces troopers. He passes his command (CO) test and fires his RoA 4 Heavy Machine Gun at the melee. Four attack dice are rolled at the primary target, the Dozer Bull, adding +1 as the Dozer Bull is a large target. Three of the attacks hit the target but some of the shots may actually hit other participants in the melee. For each attack that was successful, a dice is rolled for each model in the melee with the hit going to the model with the lowest result. The Special Forces models score 8, 6 and 5. The Dozer Bull scores a 5 but has one subtracted as it is a large target. The Dozer Bull is therefore hit by the first attack. This process is repeated for the remaining two successful hits. Once all of the hits have been allocated, saves and damage are worked out as normal.
If using a template weapon, either teardrop or blast, then all the models covered by the template are struck and partially covered models are struck on a D10 roll of 5 or less.
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Suppressing Fire / Covering Fire A unit may lay down suppressing fire against a single enemy infantry unit. A suppressed unit may not make ranged attacks or charge into hand to hand combat the next time it is activated.
When the suppressed unit is next activated, it may not fire any ranged weapons or charge. The unit may perform any other type of action such as a move or going on hold. When the unit has completed its activation, remove all suppressed counters.
The target unit must be in range and line of sight (LOS) of the active firing unit. The entire firing unit must be able to roll a number of attack dice equal to or greater than half the number of models in the target unit (rounded up). The target unit does not suffer any damage whatsoever from the ranged attacks as they are not directly aimed at the target unit. Place a suppressed counter next to the target unit to denote that it has been suppressed.
Example: A unit of close assault aliens is advancing on a unit of three Federation infantry. A nearby unit of four alien Cybrid infantry declare a suppressing fire attack against the Federation infantry. A unit of three models must be attacked by at least 2 (3 ÷ 2 rounded up) ranged attack dice to become suppressed. The alien Cybrids are armed with Blasters with a rate of attack (RoA) of 1 each. Each alien Cybrid can roll a single attack dice making a total of 4 attack dice. This is more than half the number required and so the Federation infantry unit becomes suppressed. The Federation unit is not actually hit by the ranged attacks and so suffers no damage whatsoever. The alien close combat unit “B” may now safely advance without suffering ranged attacks from that Federation unit.
Example: The Alien Cybrid unit “A” provides suppressing fire for close combat unit “B”.
No rolls to hit are made. The firing unit must simply be able to unload a sufficient number of ranged attacks in the direction of the target unit. The required number of actions (AC) to fire the weapons must still be expended. If a firing unit is armed with weapons with a rate of attack (RoA) greater than 1, their available attack dice are increased up to the rate of attack (RoA) of their weapons.
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Example: A unit of close assault Grymn is advancing on a unit of eight Spug infantry. A nearby unit of three Grymn light infantry declare a suppressing fire attack against the Spugs. A unit of eight models must be ) ranged attack dice to attacked by at least 4 (8 ÷2 become suppressed. The light infantry are armed with Pulse Rifles with a rate of attack (RoA) of 2. Each Grymn can roll two attack dice making a total of 6 (3x2) attack dice. This is more than half the number required and so the Spug unit becomes suppressed.
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Shooting With Vehicle Weapons Vehicles may be armed with several weapon systems. Each functioning weapon may fire once during a vehicles activation. When a vehicle is activated, it may move up to its full movement at a rate of 1” per action (AC) used. In addition, it may fire any or all of its weapons at any time during its movement.
Battleblade sponson turrets (model © Armorcast, from a © Games Workshop design)
Example : A battle tank with 10 actions (AC) can move up to 10” and fire its weapons at any time during the movement. It could fire its machine gun before it starts to move, move 7” and fire its main cannon and move 3” and fire its sponson guns.
Vehicles may not fumble a close combat or ranged attack. Any roll of a natural 10 is considered a miss. A missed ranged attack that uses a blast template is deemed a misfire and the template effect will not deviate.
Each weapon on a vehicle may have a different fire arc. The fire arcs will vary from model to model depending on the location of the weapons.
A vehicle may divide its fire between any number of eligible enemy units.
Rotating turret mounted weapons may fire 360° around the vehicle Fixed weapon points may fire through a 90 ° arc in the direction of the weapon facing. Other movable weapons on a vehicle are allowed to fire in any direction they can physically turn to face.
Move & Fire All vehicles and models with superior locomotion may move and fire at any time during their movement. This includes armoured vehicles, war walkers, dreadnought battlesuits, ridden beasts, motorbikes, sidecar outfits and “two element” models, where there is a rider or driver and a separate method of locomotion. Any model that m oves and fires does so with a RA –1 penalty on top of all oth er modifiers. •
The model may not aim.
Sample vehicle fire arcs
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Heavy Support Weapons
Projectile Travel (Distance In Inches)
Support weapons are large powerful weapons that may not be wielded by a normal man sized model. Normally, a support weapon will take the form of a large cannon or machine gun. These weapons are capable of delivering a devastating attack that may strike more than one target model.
The power of some missile weapons is such that the missile will continue to inflict additional hits after the first target has been damaged. This is determined by the projectile travel (Dn") ability where n is the maximum number of inches the missile will continue to travel after the first target.
Harpoon Cannon
Support Weapon Crew A non-automated support weapon must begin a battle with a minimum of two crew and a maximum of four. A battery of support weapons (two or more support weapons positioned together) may have a unit leader assigned to the battery to provide extra command and leadership. Models in a support battery must be no more than 4” apart but they may be activated individually.
Automated Support Weapons Some forces may use automated weapon systems. As the name suggests, they require no crew, but rather use motion detectors and recognition software to select targets.
UC
SR
MR
LR
RoA
ST
DA
7
12/+1
24/+0
36/-1
1
7
2
• •
Penetration Modifier (PM) -2 Projectile Travel (D10”)
If a successful hit results in damage, the projectile will continue in a straight line and may strike one or more additional targets. It is not necessary to roll to hit any additional targets after the first, only the armour save and the roll to wound are made. If any of the hits do not inflict damage, the projectile is halted and will not proceed to strike any additional targets. Example : A Harpoon Cannon fires at a unit of nearby Bugs. The Harpoon Cannon strikes the enemy unit and inflicts a wound on the first model. A D10 is then rolled to calculate the distance the harpoon will travel after the first hit. A 6 is scored so the harpoon will continue on for 6" through the enemy unit striking any model in its path.
Blast Templates Automated Support Weapons painted by Gurth (model © FASA)
Automated systems may be fixed location emplacements or mobile systems. Effectively, an automated system may move and operate like a living model.
Support Weapon Movement As long as a support weapon has two or more crew, the weapon may be moved at half the normal speed of the crew.
Heavy weapons and support weapons, such as missile launchers, use a blast template to determine which models are struck. The size of the template used is described in the special rules of the weapon. Standard blast templates have 1”, 1½", 2”, 2½", 3”, 3½” and 4” diameters. When firing a weapon with the blast feature, the centre of the blast template is centred on the desired target. The ground may be targeted but any modifiers associated with the nearest enemy model will be applied to the attack roll required.
A support weapon may be turned in place for no action cost as long as at least one crew member remains.
Support Weapon Uses Per Turn
Example : Two models are in hard cover, an attacking model decides to target the ground between the models to ensure both models are hit by the template blast. A -2 cover modifier is applied once to the attack roll for the nearest model to intended target point.
A support weapon may only be fired once per activation.
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All models directly under the template are automatically hit. Models partially covered are hit on a D10 roll of 5 or less.
Indirect Fire Some heavy support weapons such as mortars, fire their projectiles in a high arc. Such weapons may fire over intervening units and terrain as long as another friendly model can act as a spotter. The spotter must have line of sight (LOS) to the intended target and be within its own command (CO) range to the firing weapon. Command range is the model command (CO) value in inches. Attacks made in this way suffer an RA-1 penalty to the dice roll required to hit.
Models taking hits from blast template
Example : In the above image, two models are automatically hit by the blast effect. Model “A” is partially covered and will be hit on a D10 roll of 5 or less. Model “B” is safely out of the blast effect.
Blast Template Deviation If a ranged blast template misses the original target, it will deviate from the intended target and possibly still hit the original target or other nearby targets. To determine the deviation of a missed attack, roll a D10 so the dice roll is near the original target. The shot will deviate the number of inches shown on the dice face in the direction of the point of the D10. Move the blast template the number of inches shown and determine any models struck by the templates new position.
Grymn painted by Will Denham (model © Hasslefree Miniatures)
Loss Of Crew When a large support weapon is reduced to one crew, it may no longer be moved but it may be turned in place. When there are no crew remaining, the support weapon may no longer fire.
Area Effect Maximum Strength The following table details the suggested maximum strength for each blast template. Area Effect 1” 1½” 2” 2½” 3” 3½” 4”
Maximum Strength 8 8 8 7 6 5 4
If a natural 10 "to hit" is rolled, the shot is considered to be misfire or “airburst” and will not deviate.
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Area Effect Against Normal Targets Small and medium models struck by a blast template or a teardrop template will take a single hit at the strength (ST) of the weapon.
Area Effect vs Large Targets If a template attack successfully strikes a large target or a very large target without deviating, the target model takes several hits based on the template size.
Area Effect 1” 1½” 2” 2½” 3” 3½” 4”
Number Of Hits Large Very Large Targets Targets 1 2 1 3 2 4 2 5 3 6 3 7 3 8
Example : The 2” blast attack in the image above deviated 2” in the direction of the dice but only about 25% of the template still covers the vehicle. The vehicle would still take a single hit from the blast.
Activating Self Destruct
Each hit must be saved individually and damage is inflicted in the normal way. If a large target is only partially struck by a blast template, the model will only take a single hit.
To activate a self destructive charge, the model must announce when it is to explode. This may be at any point in the models move and costs zero actions (AC). The model must detonate the charge by rolling a 9 or less. On a 10, the charge fails to explode. The model may attempt to redetonate the charge during a following activation. If the charge does explode, centre the template on the exploding model. Normal blast template rules apply. The exploding model is killed and removed from play. If a self destructing model is slain by any means before it has chance to self destruct, there is a chance that the explosives will detonate. On a roll of 5 or less, the model explodes at its specified blast area and strength. The points value of self destructing models are counted towards victory conditions for the opponent.
Example : The light tank in above image has been struck by a 2” blast weapon effect. The tank must make 4 saves and will take damage from all unsaved attacks.
If an attack deviates and a very large target is partially covered by the template, the number of hits will be determined by the percentage of the template covering the very large model (round up).
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Rad Hound painted by Robert Fransgaard (model © FASA)
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Shooting at Support Weapons Heavy support weapons with integrated crew (where the crew is either inside the weapon or fixed to it) are usually treated as a combined model with a single profile. Therefore, any ranged attacks are performed against the armour (AR) and toughness (T) of the profile as a whole.
RA 6
CC 4
ST 5
T 6
W 2
CO 6
Smoke Templates Some models may use smoke grenades either by throwing or by firing with grenade launchers. Grenades are targeted using the standard ranged attack rules with deviation rules applied as normal.
NSSR Mobile Mortar AC 8
If the support weapon is destroyed, then any subsequent ranged attacks against the unit will strike the remaining crew.
AR 4
Smoke blocks line of sight for the full width of the smoke template and also to a height of 2”.
Tracked Move & Fire Driver Pistol (6/+1, 12/+0, 18/-1, ST5, CC) • Mortar (12/+1, 24/+0, 36/-1, ST6, Indirect, 3” Blast, • Knock Prone) • •
During the compulsory effects phase, roll a D10 for each smoke template in play. D10
Result
1-4 5-8 9-10
The smoke remains in place Smoke moves D10” in a random direction The smoke clears, remove it from play
To determine the deviation of a smoke template, use the standard deviation rules for inaccurate blast template attacks. Roll a D10 so the dice roll is near the smoke template. The smoke will move the number of inches shown on the dice face in the direction of the point of the D10. Move the smoke template the number of inches shown.
Shooting Into Smoke Smoke does not stop players attempting to shoot into or through a smoke template, it simply provides extra cover and concealment as models blindly shoot into it.
NSSR Mobile Mortar painted by Robert Fransgaard (scratch built model, various sources)
Where the support weapon crew are separate models from the actual weapon and they have a separate profile, they may be hit by ranged attacks. In such a case, when shooting at support weapons from medium or long range, roll a D10 to determine which model element of the target is hit, the support weapon or the crew. D10 Roll 1-4 5-10
Model Hit Crew Support Weapon
If targeting models beyond a smoke template, ranged attacks suffer an RA –3 penalty on top of all other modifiers. In addition, any ranged attacks into or through a smoke template may not cause a critical hit, target models will always get an armour save attempt.
If firing at short range (SR), the firing model can select the target (crew or weapon) as long as it is in line of sight (LOS). In this instance, it is possible for the crew to gain some hard or soft cover from the support weapon itself.
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If shooting at targets within a smoke template, ranged attacks are made at an additional RA –2 penalty on top of all other modifiers.
It is not normally possible to target a specific model without line of sight. Any hits should be randomly determined between all eligible models concealed by the smoke template.
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Teardrop Templates Some weapons such as flame throwers can blast a large area. These effects are represented by the use of a teardrop template. There are three sizes of teardrop template that may be used; • • •
Small (TTS) Medium (TTM) Large (TTL)
The template may be positioned in any way as long as the pointed end is touching the base of the firing model and within its fire arc.
Use Cost For Teardrop Templates The teardrop templates can potentially cover many targets, friend or foe. The use cost (UC) to fire a teardrop template weapon is fixed regardless of the weapon strength (ST). Template Size Small (TTS) Medium (TTM) Large (TTL)
Teardrop templates are positioned with the pointed end touching the base of the firing model or the end of the weapon barrel. All models directly under the template are automatically hit. Models partially covered are hit on a D10 roll of 5 or less.
Use Cost (UC) 4 5 6
Teardrop Effects vs. Large Targets Teardrop templates will automatically inflict multiple hits on large targets and very large targets.
Template Size Small (TTS) Medium (TTM) Large (TTL)
Number Of Hits Large Very Large Targets Targets 1 2 2 3 3 4
Each hit must be saved individually and damage is inflicted in the normal way. Large targets and very large targets always take the full number of hits from a teardrop effect.
Destroying Teardrop Effect Weapons When teardrop template weapons are destroyed, there is a chance that the weapon will explode. When a model using a teardrop template weapon is reduced to zero wounds, roll a D10, on a roll of 5 or less, the tank containing the fuel explodes. Center a 2” blast template on the eliminated model. All models completely covered by the template and are automatically hit. Any models partially covered are hit on a D10 roll of 5 or less. All models take a strength (ST) hit equal to the strength (ST) of the original teardrop template weapon.
One target model is completely covered by the template and is automatically hit. One target model is partially covered and is hit by the template effect on a D10 roll of 5 or less.
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Models Inside Buildings
Activating Buildings Weapon equipped buildings controlled by players are activated in the same way a unit is activated. Effectively, the building becomes a unit for activation purposes.
Integral Weapons Operational weapons may fire once per building activation. A ranged attack (RA) value must be determined for the building weapon. If the weapon systems are controlled by models within the building, the ranged attack (RA) value will be that of the model using the weapon. If the weapon systems are automated, the ranged attack (RA) value will be detailed in the special rules for the weapon.
Building Mounted Defence Laser UC
SR
MR
LR
RoA
ST
DA
-
12/+1
24/+0
36/-1
3
6
1
•
Automated System RA6
The use cost (UC) is not used as any building mounted weapons may be fired one per activation.
Models inside a building may make ranged attacks through appropriate apertures. Apertures will vary from model to m odel, some are simply slits, others are much larger openings such as windows. Solid resin models of buildings often have aperture slits arranged on the walls. Up to two models may make ranged attacks from each aperture slit. Models may freely move out of a building during their activation.
Ranged Attacks Against Buildings Buildings are treated as very large targets (VLT) and are hit on a D10 roll of 9 or less. The target building must still be within maximum range and line of sight of the weapon being used. In addition, at least 50% of the building must be visible to the firing model. If less than 50% is visible, the shot is treated as a normal ranged attack. Blast and teardrop templates may inflict multiple hits against buildings in the same way as those against very large targets.
Bunker © Snapdragon Studio
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Throwing Grenades Grenades may be issued to models as equipment at the appropriate points cost. Not all models in a unit have to be armed with grenades. It is acceptable for a unit to have one or more grenade specialists. In such a case, any grenade specialist models must be easily identifiable from other models in the unit.
As with all area effect weapons, all models directly under the template are automatically hit. Models partially covered are hit on a D10 roll of 5 or less.
Most grenades use a blast template to determine which models have been struck in the same way as heavy support weapons. Models may throw a grenade in the same way they would fire a ranged weapon except the range is limited to 2” plus the models strength (ST) in inches.
Models taking hits from blast template
A grenade attack requires a model to expend 5 actions (AC).
Example : In the above image, two models are automatically hit by the blast effect. Model “A” is partially covered and will be hit on a D10 roll of 5 or less. Model “B” is safely out of the blast effect.
A model may make a single grenade attack in place of a normal ranged combat attack. A grenade profile may be represented in an army list as follows.
Fragmentation Grenade UC
5
• •
SR MR LR 2” + model ST in inches
RoA
ST
DA
2”
5
1
Indirect 2” Blast
Deviating Grenades If a grenade attack results in a miss, the grenade will deviate half the distance thrown in a random direction. Roll a D10 to determine the direction of the deviation as explained in the blast template deviation section. However, ignore the actual number shown on the dice as an inaccurate grenade attack will always deviate half the distance originally thrown.
Grenade Fumbles Thermal Grenade UC
5
• •
SR MR LR 2” + model ST in inches
RoA
ST
DA
1½”
6
1
If the grenade attack results in a fumble, the grenade is considered to be faulty and fails to detonate. The model throwing the grenade will lose any remaining actions.
Indirect 1½” Blast
Dropping Grenades
A grenade attack is made using the models standard ranged attack (RA) value with a +1 modifier if the model has line of sight (LOS) to the target. If the model does not have line of sight (LOS) to the target (i.e. throwing a grenade over a wall), the attack is made at -1 to the models ranged attack value. Example : A soldier is equipped with some strength 4 fragmentation grenades. The strength (ST) of this soldier is 4 so the model may throw a grenade a total distance of 6” (ST4 + 2”). The model requires 5 actions (AC) to throw the grenade.
A model executing a jump pack move m ay drop a single grenade anywhere directly underneath and along the path of the jump move. This special action does not require any additional actions (AC) to be expended by the model. The moving model then makes a normal to hit ranged attack roll. If the attack is a miss, the grenade will deviate as normal. Deviation takes place after the jump pack model has landed. On a natural roll of 10, the grenade fails to explode and is considered to be defective.
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Close Combat
Powered Energy Weapons
Models in base to base contact are considered to be in close combat. The actual pose of some models is such that base to base contact is not actually possible. In such cases, the models are still deemed to be in close combat for game purposes.
Powered energy weapons have a fixed strength (ST) value regardless of the strength (ST) of the user. The use cost (UC) is dependent on the type of weapon and the total strength of the hit inflicted. Use Cost (UC) 3 4 5 6 7 8
An activated model can use its actions to attempt to strike the enemy model in close combat. The base cost for a close combat attack is 3 actions (AC). The base cost refers to an unarmed model improvising in close combat and using its natural attacks such as fists or claws. All models have the ability to make an im provised close combat attack.
For each rate of attack (RoA) greater than 1, the use cost (UC) of the weapon increase by 1 action (AC).
Improvised Attack UC
SR
3
MR
LR
Close Combat
RoA
ST
DA
1
+0
1
Strength (ST) 4 5 6 7 8 9
Use Cost (UC) 4 5 6 7 8 9
Most weapons require some skill, or at least some level of concentration to be used effectively. There are two types of close combat weapon, basic close combat weapons and powered energy weapons.
Strength (ST) 4 5 6 7 8 9
Rate Of Attack (RoA) 2 2 2 2 2 2
Basic Close Combat Weapons Basic close combat weapons include swords, knives, axes, clubs and just about anything that can be wielded as an impact weapon. Such weapons provide a strength (ST) bonus to the user. The strength (ST) bonus is added to the base strength (ST) of the model using the weapon.
Sword UC
4
SR
MR
Close Combat
LR
RoA
ST
DA
1
+1
1
The use cost (UC) is dependent on the type of basic close combat weapon and any strength (ST) bonus associated with the weapon. As a general rule, the use cost is 3 actions (AC) plus the strength (ST) bonus. Example : A model with a base strength (ST) of 4 armed with a basic ST+1 sword as shown above will use 4 actions (AC) to inflict a strength (ST) 5 hit on a target model.
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Power Fist UC
6
SR
MR
Close Combat
LR
RoA
ST
DA
2
6
1
Selecting Weapons During Combat A model may freely switch between any weapons it is carrying or any attack types it can use. A model with 7 actions (AC) remaining could make one attack with a UC4 sword with ST+1 and then make an UC3 improvised attack at his basic strength (ST). This reflects the fighter attacking once with his sword and then just having time to kick or headbutt his opponent.
Momentum Attack When a model charges into close combat, it may gain an additional 3 actions (AC) to be used in the first round of combat. This is called a momentum attack and represents the impact of the charging model as it strikes the target. The extra 3 action (AC) points are only available if the model performed no other action during its current activation (i.e. the model must start its activation by declaring a charge).
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•
The actions are only available if the charging model makes contact with the target model.
•
The additional actions may only be used for a close combat attack.
•
The additional actions may be added to other action points the model has remaining, to perform an attack requiring more than 3 actions.
Example : If a model with 10 actions (AC) and a UC4 sword charges an enemy model 7 inches away, it will make base to base contact and have 3 actions (AC) remaining. Because the model did nothing else but charge, the charging model gains 3 extra actions (AC) for use in close combat (giving 6 actions (AC) in total). The charging model now has the choice of making ONE attack with its UC4 weapon or TWO improvised attacks at base strength (UC3). Example : If a model used any of its actions for something other than movement, the momentum attack cannot be used. For example if a unit fires ranged weapons and THEN charges into close combat and does not have actions left to attack, the unit cannot attack. This “action bonus” is only useable if the unit has used all of its available actions (AC) to make contact with the target(s).
Who Can Fight Who Any model may make a close combat attack against any model in base to base contact. In many cases more than one model may fight an enemy model and other cases will arise when one model has a choice of opponents to combat.
The aliens on the other hand may both attack the human. If alien "A" is activated first and he kills the human, then alien "B" is free to use his actions to move or shoot as normal.
Striking The Enemy Once in close combat, a model may perform an attack. A model strikes an enemy by rolling equal to or under its own close combat (CC) value on a D10. The “to hit” number required may be subject to various modifiers.
Close Combat Modifiers The close combat roll may be modified by the following factors; +1 for charging, counts for all attacks made by • a model on the turn it charges into combat. +1 if enemy model is panicked (see morale) • +2 if enemy model is terrified (see morale) • • +1 if target is prone +1 for large target • -1 for a small target • +1 attacker on higher ground • • -1 enemy on higher ground -1 fighting over an terrain barrier (wall etc.…) • +1 combat assistance (not cumulative) • After applying all the modifiers, the attacker must roll equal to or under its modified close combat value. Example: A bug warrior with CC6 charges a human soldier. The bug gains CC+1 for charging and so it needs to roll a 7 o r less to strike the target.
Close Combat vs. Very Large Targets Models able to make close combat attacks against very large targets (VLT) will strike with ease. Attacks always hit the target on a D10 roll of 9 or less, only a fumble will miss.
Combat Assistance If more than one attacking model is close combat range with a single enemy model, the attacker will gain CC+1 combat advantage. A human Guard in Close Combat with two aliens
In the above example, the human may attack one alien at a time. The human may attack alien "A" first and then if he successfully kills the first alien, he may attack the second alien "B" if he has enough actions (AC) remaining.
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In complex close combats there may be more than one enemy model in base to base contact with an active model. The friendly assistance bonus is only eligible if the model providing the assistance is not involved in another combat. If it is in contact
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with more than one enemy model, it is too busy to provide assistance.
The attacking model does not gain a follow up move. A free hit is not made against models retreating from close combat due to a morale test failure.
Extended Reach Weapons
Alien "A" gains +1 to his close combat (CC) for the assistance of alien "B", and alien "B" also gains CC+1 for the assistance of alien "A". The combat assistance is not cumulative, a model may only ever benefit from a maximum CC+1 for combat assistance unless the model has the team work ability.
Some weapons allow the wielder to strike the enemy without getting too close. These weapons are known as extended reach weapons. A number of inches is specified to determine the maximum range the weapon may reach, such as extended reach 1". This means that the wielder can strike an enemy from within 1” of the target model's base. If a model with an extended reach weapon charges into combat, but stops within extended reach distance of the target model, then normal charge bonuses still apply.
Parry Ability Some models may attempt to parry an attack and deflect an incoming blow. Only models that have a close combat (CC) value of 6 or more may attempt to parry enemy attacks. The defending model must roll under the dice value rolled by the attacker to successfully parry. If the parry attempt is greater than or equal to the attackers roll, the parry is unsuccessful and the attack strikes the defending model. Example: A Dozer Bull with CC7 is attacking a human sergeant with CC6. The Dozer Bull rolls a 5 and hits the sergeant. The sergeant may attempt to parry by rolling a 4 or less.
Voluntarily Retreating From Combat If a model attempts to voluntarily retreat out of close combat, all enemy models in base to base contact gain a free automatic hit against the retreating model. No roll to hit is required, as the retreating model turns it back, the attacker takes full advantage of the easy target. Roll for damage as normal using the basic strength (ST) of the attacking model, in other words, the free attack is performed as an improvised attack with a use cost (UC) of 3 actions (AC). If the model is slain, it is removed from play as a casualty.
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Dozer Chieftain painted by Glenn Few (model © FASA)
A target model in combat against a model with an extended reach weapon must still move into base to base combat in order to fight back during its own activation (unless it has an extended reach weapon as well). It does not, however, gain any charge bonus against any models as combat has already been initiated. As long as the models are not in base to base contact, then neither is classified as being in close combat and either model can move away at any time without suffering an automatic hit.
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Example: An Orc Crusher war walker armed with a Chainsaw (UC4, ST+1) and an Energy Fist (UC5, ST+3, RoA2) attacks a heavy tank. The Crusher may attack with both close combat weapons at the same time for UC6 rolling a total of 3D10. In this example, a different coloured dice should be used for the single Chainsaw attack as it has a different strength (ST) value.
Multiple Attacks Models may make a number of close combat attacks equal to the number of arms or attacking options that the model has been created with. A humanoid model may therefore make up to two close combat attacks as long as the model is equipped with two close combat weapons or two close combat attack options. If the model is armed with a single close combat weapon, it may make only a single close combat attack. An improvised attack does not count as an extra close combat attack option. If the model is armed with one close combat weapon or attack option that costs additional points, then it may make a single close combat attack.
Creatures will have attacks based on natural attack modes such as claws, jaws and in some cases, tails. Exotic alien creatures may well be very adept at close combat with a variety of attack options. Example : A Nid Tyranicus has many close combat attack options, claws (UC4, RoA2, PM-1), Jaws (UC5, ST+2, PM-2) and a tail attack (UC5, 180 ° arc, 1” reach). The highest use cost (UC) is 5 and so the model may attack with all close combat options for 7 actions(AC). The model rolls 2 blue dice for the claw attacks, 1 red dice for the jaws attack and one yellow dice for each eligible model in the path of the tail attack.
Multiple close combat attacks are made at the highest use cost (UC) of the weapons being used with an additional action (AC) required for each extra weapon used. Example : An Assault Trooper armed with two pistols with a use cost (UC) of 5 has several close combat attack options available. (1) Attack with a single pistol for 5 actions (AC) (2) Attack with both pistols for 6 actions (AC) (3) Attack at the models base strength (ST) for 3 actions (AC)
A model riding a creature type mount may have even more attack options. The rider may make close combat attacks based on the close combat attack options available. In addition, the mount may make close combat attacks based on its own attack options. Example : A Bauhaus Hussar is riding a Raptor and each have close combat options. The Hussar is armed with a sword (UC4, ST+1) and a lance (UC5, ST+2, PM-1). The Raptor has claw attacks (UC5, RoA2, ST+1). The highest use cost (UC) between the rider and mount is a 5 and so both elements of the model may attack for 7 actions (AC) rolling 1 dice for the sword, 1 dice for the lance and 2 dice for the claw attacks.
It is not mandatory that all close combat weapons are used in a melee. Example : The same Assault Trooper in close combat with 8 actions (AC) remaining may: (1) Make a single pistol attack for 5 actions (AC) and then make an attack at base strength (ST) for 3 actions (AC), or if the enemy model is eliminated with the pistol attack, the remaining 3 actions (AC) can be used for movement. (2) Make two pistol attacks for 6 actions (AC) and hope to eliminate its opponent to use the remaining 2 actions (AC) for movement.
If a model has multiple arms, it may make a close combat attack for each arm or attack mode that the model has available.
Example: An Imperial Executor armed with two razor claws (UC5, ST+2, RoA2) is attacking a warrior bug. The Executor may attack with both razor claws at the same time for UC6 rolling a total of 4D10.
When there is more than one attack option available to a model and the effect of the attacks vary (strength, penetration modifier, damage etc.), it is recommended that the attacks are rolled individually or different coloured dice are used.
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Example : A Spug Assault Exo-suit armed with four close combat power claws (UC7, RoA2, ST7, PM-1) may make a single close combat attack for 7 actions (AC). Each additional power claw attack will require an additional action (AC) to be expended. Therefore, the Assault Exo-suit could attack with all four power claws for 10 actions (AC) rolling 2 attack dice for each power claw attack!
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Follow Up Movement If an attacker kills his opponent(s) in close combat, the attacker gains a single free 2” follow up move. This move does not reduce the number of available actions (AC) the model has remaining.
The model following up does not gain a new momentum attack bonus, but the model does benefit from all other charge and “to hit” modifiers. Example: An Assault Guard has killed an alien warrior in close combat. Another alien warrior is within 2” and so the Guard performs a free follow up move to engage the new target. On making contact, the Guard does not gain any extra momentum attack actions, but does benefit from a CC+1 charge bonus to the “to hit” roll.
Push Attacks In certain situations, an attacking model may simply want to push an opponent back rather than actually try to inflict damage. A push attack represents two models battling to push one another over or push an enemy off a wall or raised terrain feature. A push attack may only be attempted by models that are of equal size or larger than the target model.
The human Guard is engaged in close combat with Alien “A”. If he kills Alien “A” he may make a 2” follow up move.
The follow up move may be used to charge a new opponent or move into cover. If the attacking model has enough actions remaining, it may attack the new target.
A push attack is normally a 3 action (AC) attack. The enemy model must be an adjacent to the attacking model and all rules for determining close combat target eligibility are used. The attacking model may use momentum attack rules to gain bonus actions (AC). When a model makes a push attack, a single enemy model is selected as the target. Both models roll a D10 and add the models base strength. The player with the highest score wins the contest. In the event of a tie, it is a stand off and nothing happens. The following modifiers apply when making a push attack: •
+1 for charging
Note: The resolution of a push attack is an exception to the general rule “lowest dice wins”.
The Guard may make a 2” follow up move in any direction. The above diagram shows him charging into close combat against Alien “B”.
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Pushing Back
Falling Models
The player who fails the test is pushed away from the winning model – enough to allow the winning model to take the space where the defending model once stood. The direction of the push back is chosen by the winning player and may result in the losing model falling from a wall or tower. Once the losing model has been moved, the wining model is allowed to move into the space created – this is an out of sequence move and does not affect the models remaining action (AC) points.
Models falling from a terrain feature will take a strength (ST) hit equal to the distance fallen in inches (rounded up). Example: A model is pushed from a roof top and falls 4½” to the ground. The model takes a hit equal to the distance fallen, round up. In this case the model will take a single ST5 hit.
Models with armour are permitted a save attempt.
Assaulting Buildings Models may attack a building directly or enter the building to attack enemy models within.
Attacking Buildings A model may attack a building or structure directl y in order to inflict damage. Models making a close combat attack against a building will treat it as a very large targets (VLT) and as such attacks will always hit the target on a D10 roll of 9 or less. Assault Guard making a push attack
A model may make more than one push at tack per activation.
Building materials profiles are repeated here for convenience. Material
The push attack is very useful to clear a narrow area to allow additional friendly models to move into on subsequent activations. Example: An Assault Guard charges an alien warrior and makes a push attack instead of a normal close combat attack. The Assault Guard has a strength (ST) of 4 and the player rolls 6 on a D10 and adds +1 for charging giving a total of (4+6+1) 11. The player controlling the alien warrior rolls a 5 and adds it to the warriors strength (ST) of 4 giving a total of (4+5) 9. The Assault Guard wins the push attack contest and may push the alien warrior back to occupy the alien warriors original position.
Wood Brick Stone Concrete Plascrete
Toughness (T) 5 6 7 8 8
Armour (AR) 4 5 6 7
Wounds (W) 1 per 2” 1 per 1” 1 per 1” 2 per 1” 3 per 1”
When a five inch section (or a whole side) of building has been reduced to zero wounds, that section will collapse and models inside the building and deemed to be within 2” of the wall must make their basic save or take an automatic wound. Structures of a narrow nature may be totally destroyed when one side is destroyed – it is up to players to agree! Any special weapons located on a destroyed section of a building are automatically eliminated.
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One model will occupy 2” of ladder length.
Entering Buildings Models wishing to attack enemy models within a building or structure must have a means of entry.
Example: A unit of marines are attacking a structure with 5” ladders. It is possible for one model to be 4” up the ladder and another allowed to move 2” up behind his comrade. Other marines in the unit would be positioned at the base of the ladder waiting their turn. A 4” counter and a 2” counter would be positioned next to the ladder and the two models put to one side.
Fortified positions with a closed entrance may not be accessed until the entrance gate or door is destroyed or opened.
Using Ladders Ladders may be used by models to assault the walls of a structure. Ladders will normally be between 5” and 7” in length to allow them to be positioned up against most models. A ladder may be placed up against a structure by the leading model carrying the ladder moving to within 2” of the wall base. It does not cost any additional actions (AC) to position the ladder. At least two models are re quired to raise a ladder. Ladders allow models to climb walls at the rate of 1" per action (AC) spent. It is possible for several models to end their activation part way up a ladder. To represent this, counters may be used to record how many models are on the ladder and how many inches up the ladder they are positioned.
If enemy models are positioned at the top of the ladder then the climbing model must defeat or push back the enemy to make a space on the battlements. When models reach the top of a ladder they can step out onto the structure if a space exists. This initial move costs no actions.
Using Grappling Hooks Models with grappling hooks may deploy their lines by moving to within 2” of the building base. The model must expend one action (AC) to attempt to hook the building. The model must roll a 9 or less on a D10. If successful, the line is secured and models may start to ascend. Once a grappling line has been deployed, models may begin to climb. They ascend in the same way that ladders are used except no more than two models may be on a grappling line at any time.
Insectoid Creature © Mike Wikan
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Infantry Versus Vehicles Generally, infantry models on an individual basis cannot cause a great deal of damage to vehicles unless they are equipped with area effect or high powered weapons.
Attacking Vehicles With Grenades
As the grenade explodes inside the vehicle there is no armour save allowed, simply roll for damage as normal. The vehicle takes a number of internal hits based on the template size of the grenade with an additional 2 hits to take into account the enclosed and confined explosion.
Models with grenades may make a special charge grenade attack against very large vehicles.
Internal Blast Hits Area Number Effect Of Hits 1” 2+2 1½” 3+2 2” 4+2 2½” 5+2 3” 6+2 3½” 7+2 4” 8+2
A large vehicle is defined as one that one or more attacking models can be physically positioned on. Attacking infantry models can climb onto vehicles and drop grenades through hatches or exhaust ports.
In addition, the strength of the blast is enhanced due to the confined space. Add +1 to the strength of the grenade. Example : A 2” blast grenade with strength (ST) 6 is dropped into a Main Battle Tank. The blast is contained inside the vehicle and inflicts 6 hits, 4 for the 2” blast plus an additional 2. The 6 hits are resolved at strength 7, strength (ST) 6 grenade plus an additional ST+1 for the confined explosion. Infantryman assaults a large tank
To climb onto a vehicle, a model must expended a number of actions equal to the height of the vehicle chassis (rounded up). Models are permitted to declare a charge action and gain the bonus actions (AC) for a momentum attack. These actions can be used to offset the 5 actions required to make a grenade attack.
Simultaneous Attacks Up to three members of the same unit may attempt a simultaneous combined close combat or ranged attack with any standard weapons at their disposal. A simultaneous attack may only be attempted at a large or very large target.
The attacking model may then drop a grenade into the vehicle on a D10 roll of 9 or less. A roll of 10 is a fumble. The attacking model may then “leap” from the vehicle for no actions and go prone 2” from the side of the vehicle. A leap from a vehicle will always end the models activation regardless of how many actions the model may have remaining. Example : A model charges an APC, and gains 3 actions (AC) for the momentum charge. He requires 2 actions (AC) to climb the 2” up the side of the vehicle and 5 actions (AC) to make the grenade attack. The model can then make a free jump from the vehicle. The model will land 2” from the side of the vehicle and automatically goes prone.
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When attempting a simultaneous attack, the models are activated together as a group instead of moving them one at a time and making individual attacks. Attacking models must be within normal unit coherency and have line of sight (LOS) to the target.
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All models attempting a simultaneous ranged attack must be within the maximum range of all weapons. Models attempting a simultaneous close combat attack must all be in close combat range of the intended target. A single close combat or ranged combat attack is made for the group of models using a selected model and weapon in the group. In most cases, the model with the highest RA or CC value will perform the attack. Weapons with a rate of attack (RoA) of 2 may only make a single attack. All models attempting a simultaneous ranged attack expend the number of actions (AC) required to use the selected weapon. Normal modifiers for close combat and ranged combat apply for the model making the attack roll. If the attack hits the target, the strength (ST) of the attack is equal to the strength (ST) of the weapon attacking with +1 strength for each additional model performing the attack.
Reanimated Duat painted by Gurth (model © FASA)
Desperate Measures When all else fails, infantry will resort to desperate measures in an attempt to inflict damage on very tough targets. This represents attacking models getting onto a vehicle and attacking exhaust ports, vision slits and any other openings they can find. To climb onto a vehicle, a model must expended a number of actions equal to the height of the vehicle chassis (rounded up). Models are permitted to declare a charge action and gain the bonus actions (AC) for a momentum attack. These actions can be used to offset the actions required to make the close combat attack.
The target makes a save as normal before any damage roll is attempted. Example : Three Imperial Marines armed with Assault Rifles (UC6, RoA2, ST6) attempt a simultaneous ranged attack against a Duat Deathbringer Heavy Tank. One ranged attack roll is made for all three Marines. If the attack hits the target, the strength (ST) of the attack is 6 plus 1 for each additional attacker after the first. In this example +2 is added to the strength of 6 giving a total strength (ST) of 8. The Duat Tank may still make an armour save at –4 as normal. If the armour save fails, the tank will take a single damage roll at strength (ST) 8.
Example : A model charges a tank and gains 3 actions (AC) for the momentum charge. He requires 2 actions (AC) to climb the 1 ½” up the side of the vehicle and 3 actions (AC) to make an improvised attack.
The attacking model may then make a desperate measures attack requiring the normal number of actions (AC) for the close combat weapon being used. However the attacking model always needs a D10 score of 2 or less to score a hit on a sensitive location. A roll of 1 does not count as a critical hit. In other words, the target will always have the opportunity to save. Example : A model is employing the desperate measures attack against a medium tank. The model can only make a ST4 improvised attack requiring 3 actions (AC) per attack. The model must roll a 2 or less to strike a critical location. The model hits the tank with a roll of 2. The tank benefits from its normal save as a ST4 attack does not modifier the armour save. The save is failed and the attacking model has a chance to damage the vehicle with its ST4 attack…
“Desperate Measures” © Mike Wikan
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A model may make several desperate measures attacks during its activation as long as the actions (AC) are available.
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Armour Saves Many models wear armour to protect them from damage during combat. This may take the form of hi-tech carbon fibre armour or a model's innate toughened hide such as the carapace armoured shell of a warrior bug.
Deduct any armour modifier (AM) from the target's armour (AR) value. The target of the attack must roll equal to or under the modified armour value to save against the damage. Models with an armour (AR) rating of zero do not get an armour save.
Armour Values The following table details armour values for most conventional forms of protective armour. Standard Armour None Leather Armour Flak Armour, Light Carapace Powered Armour Enclosed Powered Armour, Medium Carapace Heavy Flak Armour, Heavy Carapace Heavy Powered Armour Large Models
AR Value 0 1-2 3 4
Infantryman painted by Gurth (model © FASA)
5
Penetration Modifier
6 7 +1
Vehicle armour tends to be much more resilient to attacks. Vehicle Armour Bikes and buggies Open vehicles APC’s and enclosed vehicles Light Tanks Heavy Armour Super Heavy Battle Armour
A penetration modifier (PM) adjusts the normal armour modifier (AM) value by the value specified in parenthesis.
AR Value 4 5 6 7 8 9
Example: A weapon strength of 6 has an armour modifier of –1. With a penetration modifier of –1, the target armour would be adjusted by –2 in total.
Armour Resilience
Armour Modifier The strength of an attack affects the ability of the armour to protect the wearer. For each point of strength in excess of 5, the target's armour value is modified by –1. This is known as the armour modifier (AM). Weapon Strength 1–5 6 7 8 9 10
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Some weapons are designed to cleave through armour with ease. These weapons will have an additional penetration modifier (PM) stated in the weapons special rules.
Some armour is able to withstand the penetration effect of weapons. This is called the resilience value. For each point of resilience (RE), the total penetration (AM and PM) of the weapon is reduced by one.
Armour Modifier 0 -1 -2 -3 -4 -5
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Example: A model with an armour (AR) value of 4 is successfully hit by a weapon with armour modifier (AM) value of –2. The target model has a resilience (RE) of +1 that reduces the total penetration from –2 to –1. The target model needs to make a save of 3 or less to avoid damage.
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Damage
Removing Casualties
If the armour save is unsuccessful (or indeed the target has no armour save), then the attacker may roll to attempt to damage the target. Compare the strength (ST) of the attack with the toughness (T) of the target.
Casualties from ranged attacks against a unit are normally selected individually by the player controlling the targetted models. However, for most direct ranged attacks, casualties removed must be in line of sight (LOS) and closest to the firing model.
The damage roll must be equal to or less than the appropriate value to wound. If the strength (ST) and the toughness (T) are equal, the roll to damage is a 5 or less on a D10. For each point that the attackers strength (ST) is greater than the target's toughness (T), the dice roll required is increased by 1. For each point that the attackers strength (ST) is less than the targets toughness (T), the dice roll required is decreased by 1. A D10 roll of 1 will a lways damage the target. Conversely, a D10 roll of 10 will always fail to damage the target. The table below summarises the D10 roll required to damage the target. ST 1 2 3 4 5 6 7 8 9 10
1 5 6 7 8 9 9 9 9 9 9
2 4 5 6 7 8 9 9 9 9 9
3 3 4 5 6 7 8 9 9 9 9
Target Toughness 4 5 6 7 2 1 1 1 3 2 1 1 4 3 2 1 5 4 3 2 6 5 4 3 7 6 5 4 8 7 6 5 9 8 7 6 9 9 8 7 9 9 9 8
Weapons that inflict residual damage may continue to cause internal damage to a target model each time it is activated. Place a counter next to the target model to represent residual damage. Each time the model suffering residual damage is activated, the model will take another unsaveable damage roll. There is no need to roll to hit and the target does not get an armour save, just the damage roll is made. This may result in the model being destroyed before it can complete any actions. Residual damage is a cumulative effect and several damage counters may be placed against a target model.
Being Knocked Prone 8 1 1 1 1 2 3 4 5 6 7
9 1 1 1 1 1 2 3 4 5 6
10 1 1 1 1 1 1 2 3 4 5
The strength (ST) value of an attack may never exceed 10. Any strength (ST) value calculated which generates a strength (ST) value greater than 10 is assumed to have a value of 10.
Wounding The Target If the damage roll is successful, the target has suffered a wound. In many cases, this will be enough to remove the model as a casualty. In the instance where the target model has multiple wounds, the wounds inflicted should be recorded using a wound marker or a small dice next to the model.
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Residual Damage
Some weapons have the ability to knock over any models that were struck, but not killed outright or damaged. Any weapon with knock prone listed in the special rules section of the weapon may cause any models hit to be knocked over. Place such models on their side. They do not take any damage from being knocked prone unless otherwise specified. Target models are only knocked prone if the weapon strength is greater than the base strength (ST) of target. The base strength (ST) of the target is compared minus any weapon bonus, the comparison is made using the models standard profile. As mentioned in the movement section, a model must spend 3 actions (AC) to stand up from being prone. Large models, vehicles and very large targets (VLT) may not be knocked prone.
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Hold A unit may spend all of its actions (AC) to go on hold. At any time during an opponent unit’s activation, the holding unit may be activated as long as a model in the enemy unit is within line of sight (LOS) and has performed an action. Support weapons may not be placed on hold.
Response Shooting
attack with a use cost (UC) no greater than 5 actions (AC).
Flee From A Charge When an enemy unit declares a charge against a holding unit, the holding unit can declare a flee action. The holding unit interrupts the active enemy unit’s turn to resolve its move. This flee move is made as soon as the charge is declared. The fleeing unit may use up to 5 actions (AC) to move
The holding unit may spend up to 5 actions (AC) to fire any ranged weapons once. The shots may not be aimed and all normal modifiers apply.
The holding unit must move directly away from the charging enemy unit.
The responding model may turn towards a target within its vision arc to bring a ranged weapon to fire.
Once the holding unit has finished moving, the charging unit may either complete their charge move towards the fleeing unit or redirect their charge at another eligible unit.
Receive A Charge The holding unit stands its ground and receives the charging enemy, ready to strike. Once an enemy makes base to base contact and before the enemy makes an attack, each model in the holding unit may attempt a single close combat
The charging unit may not now have enough actions to make contact with the fleeing unit. Remember that the charging unit only gains the extra 3 actions (AC) for a momentum attack if they can make contact using their normal actions (AC).
Figure 1 shows an alien unit having declared a charge against an outnumbered unit of human Guards. The Guards may shoot at the charging aliens, receive a charge and attack the aliens before they strike the Guards, or flee from the scene.
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In figure 2, the Guards decide they are badly outnumbered by close combat specialists and elect to flee from the aliens. The Guards can use 5 actions (AC) to move up to 5” away from the threat.
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Psionics
Concentrating
The power of the mind can be harnessed by those individuals with extensive training or an innate ability in the Psionic arts.
If a psionic user has enough actions (AC) available, they may choose to increase the chances of success by concentrating.
Psionic users will have a mastery level of 0 to 4. A psionics user may take a number of psionic effects equal to its own mastery level (except level 0 users who collectively learn a single psionic effect).
To do this a psionic user may spend one action (AC) to add an additional +1 to the roll required.
Example: A psionic user with a mastery level of 2 may take two psionic effects.
Neophytes Students to the ways of the psionic arts are known as Neophytes.
Casting A Psionic Effect Psionic effects may be cast at any time during a psionic user’s activation. Each psionic effect has a use cost (UC) associated with it in the same way that a ranged weapon or close combat weapon require actions. Each psionic effect has a difficulty level called the psionic level and the difficulty ranges from “1” to “8”. A level “1” psionic effect is a very complex and powerful psionic ability whereas a level “8” psionic effect would tend to be easier to learn and not usually of a destructive nature. To cast a psionic effect, the model rolls equal to or under the psionic level for the psionic effect to work. The model gets a +1 bonus to the psionic ability level for each point of mastery he or she possesses. Example: A human mentalist with a mastery level of 2 attempts to cast a level 5 (medium) psionic effect. His mastery level of 2 is added to the psionic effect level making 7. A 7 or less is required for the psionic effect to work. Example: The same mentalist attempts to cast a level 2 (powerful) psionic effect. His mastery level of 2 is added to the psionic effect level making 4. The mentalist needs to roll a much more difficult 4 or less for the psionic effect to work.
If a natural 10 is rolled, the psionic effect is always a failure, regardless of the mastery level bonus added to the psionic effect level. The same psionic effect may not be cast more than once per model activation.
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The concentration bonus is not cumulative and a psionic user may spend no more than 1 action (AC) to concentrate.
All Neophytes have a mastery level of 0. Neophytes learn the same psionic effect and it is only purchased once for the unit. They will form small novice units, usually between 3 and 6 initiates. The unit will perform a collective psionic chant or ritual to cast the psionic effect.
Psionic Chants (Rituals And Rites) For each Neophyte attempting to perform the psionic chant, add +1 to the value required up to a maximum of +3. All of the models taking part in the psionic chant expend the number of actions (AC) required by the psionic effect at the same time. Neophyte psionic users may only ever have a mastery level of 0. When performing a psionic chant, the Neophytes may not concentrate for an additional +1 casting bonus.
Resisting A Psionic Effect Some psionic effects allow the target a chance to resist. The attempt to resist a psionic effect usually requires the target model to make a strength, toughness or command test; the test required will be detailed on the psionics card. To resist the psionic effect, the target must roll equal to or under its profile value (depending upon what profile characteristic is specified in the psionic effect text).
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Upkeep
Killing A Psionics User
Some psionic effects may be maintained by the psionic user in turns following the turn in which it was cast. Such psionic effects have an upkeep value detailed in the psionic effect text.
When a psionics user is killed or removed from play for any reason, any effects still in play, such as template effects, will remain until the end of the game turn. Any effects requiring upkeep will then be dissipated as the psionic user’s energy fades away. Other template effects, such as smoke will remain in play as per specific psionic effect rules.
During the psionic users activation on any turn following the turn in which a effect was cast, the psionic user may spend a number of actions (AC) equal to the upkeep cost of the effect. The psionic user must be within the original maximum cast range of the effect to be able to spend the upkeep actions (AC). A psionic user may only upkeep one effect each activation. If more than one effect is in play with the upkeep option, the psionics user must decide which to upkeep and which to let dissipate.
Cancelling An Effect In Play Some effects can remain in play, such as smoke. During a psionic user's activation, he or she may attempt to counter an existing effect that is still active. The psionic user must roll equal to or under the psionic level of the effect he is attempting to cancel. The mastery level of the psionics user attempting to cancel the effect may not be used, but the psionics user does get a +1 cancelling bonus when attempting to counter the effect. If the psionics user has enough actions, a concentration bonus may be added when attempting to counter an effect in play. Regardless of the actions required to originally cast the effect, it costs 3 actions (AC) to attempt to counter an effect that is currently in play. Example: A mentalist is attempting to cancel a smoke effect that is in play. The attempt will require the u se of 3 actions (AC). The mentalist gets a +1 cancelling bonus that is added to the effect level of 5 to give a required roll of 6 or less to cancel the smoke effect from play.
Example: The same mentalist may choose to spend 1 action (AC) to concentrate when attempting to counter the smoke effect. This will provide an additional +1 to the counter roll and would give a required roll of 7 or less to counter the smoke effect.
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By Robert Fransgaard
Casting A Psionic Ability Summary The following process summarises the casting of a psionic ability. •
Announce target.
•
Check Line Of Sight (LOS) if required.
•
Measure the range if required.
•
Apply relevant modifiers.
•
Cast value is the psionic ability level plus the mastery level of the caster.
•
Caster may spend an additional action (AC) to concentrate and add +1 to the cast value required.
•
Roll equal to or under on a D10 to cast the psionic ability.
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Psionics List The psionics cards contain the detailed rules for each effect. The table summarises the psionic effects with the use cost (UC), effect level, upkeep cost if relevant and the effect points cost.
Psionic Effect
Mind Shock Misdirect Temporal Iteration Armour Might Blast Hindrance Haste Guidance Heal Shield Rescind Conceal Destructor Mind War Embolden Enhance Fortune Eldritch Storm
Level
Use Cost
Upkeep
Range
LOS
Target Self
2 5 3 5 5 3 6 6 5 4 6 3 6 5 3 3 6 5 3
6 4 6 4 4 6 4 3 4 5 6 4 5 6 6 6 4 4 6
2 2 2 3 3 3 2 3
30” 30” 20” 20” 20” 20” 30” 20” 30” 20” 20” 20” Self TTL 20” 20” Self 12” 30”
Yes Yes Yes Yes Yes Yes Yes
Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes
Domehead painted by Chris Gilders (model © Dark Age Games)
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Morale
Rally
When a unit suffers 50% casualties to its starting number, or a lone individual/character model suffers 50% of its starting wounds (W), it is required to take a command (CO) test, referred to as a morale test.
Once per unit activation, a panicked or terrified unit may attempt to rally by making a command (CO) test. A rally attempt must be the first action a model or unit attempts during its activation. A rally attempt costs half of the units actions (rounded down) for the current game turn.
Command Test Modifiers The following modifiers also apply to a unit making a command test for any purpose;
The model or unit must take a command test by rolling equal to or under its command (CO) value. Models in a unit may use the highest command value in the unit. All normal command test modifiers apply.
•
+1 if a unit or army standard is present in the unit.
•
+1 if the army General is not panicked, within 10” and line of sight.
A model or unit that has successfully rallied gains half their normal actions (AC) to use immediately (rounded down).
•
-1 if the unit is outnumbered in close combat.
Heroic Rally
If a morale test is failed, the model or unit must roll on the Panic Table to determine what will happen next.
A rallying unit may suddenly find the courage to battle on. If a unit attempting to rally rolls a natural 1, the unit gains their full number of actions (AC) and not half, rounded up.
Panic Table D10 1
2-7
8-9
10
Result
Stand Firm The unit may choose to: Hold their position. • Retreat towards their own deployment • zone (see the Retreat rules below). The unit may not fire on enemy units or use any other ranged attacks. The panicked unit may fight in close combat but with a –1 penalty to their CC value.
NSSR Trooper painted by Gurth (model © FASA)
Retreat The unit must immediately retreat away from the enemy (towards their own deployment zone if possible) using half their actions (AC) rounded down. The unit may not fire on enemy units • or use any other ranged attacks. If the Panicked unit is in close combat • with an enemy unit, the Panicked unit may break away from combat without being attacked.
Failing To Rally A model or unit that fails to rally will remain panicked or terrified. In addition, the model or unit must re-roll on the panic table adding +1 to the dice result (not cumulative).
Unwavering Ability
Terrified
Any model with the unwavering ability is immune to morale tests. If required to take a morale test, the model is assumed to automatically pass.
The unit is unable to move, use ranged attacks or fight in close combat.
Lone Survivors
Destroyed Remove the remainder of the unit as casualties.
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A lone survivor of a unit may join another unit that is still lead by a unit leader. Once the lone survivor is within the unit leaders command distance, the trooper may become a member of that unit leaders unit.
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