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PAPERCRAFT PAPERCRAFT GAMING GAMING SYSTEM SYSTEM

RULEBOOK
2012 SECOND EDITION EDITION

Index

Introduction.............................................2 The World of Flipit...................................3 Basics of Play..........................................4 Game Types.............................................5 Setup of Terrain......................................6 Shooting & Resolution..........................7-8 Movement Phase......................................9 Aircraft..................................................10 Heroes, Commandos & Specialists....11-12 Weapons Armory...................................13 Medals & House Rules...........................14 Green Stars......................................15-17 Black X.............................................18-20 Red Hammers...................................21-23 Blue Falcons.....................................24-26

Introduction
Welcome to Flipit: Paper Combat, a game of skill and strategy set in a world at war.

Build your followers and lead them in the battle to free Jurop.... or conquer it! The Game
This rulebook contains all the rules you will need to play a game of Flipit: Paper Combat.

The game requires at least two players, a coin, dice, a tape measure and models that are available online at www.flipitpapercombat.com Buiding An Army
After choosing a faction to lead, you can begin downloading and printing your army. Stalwart soldiers, courageous heroes and powerful vehicles are yours to command as soon as you can print, cut and assemble them. The paper model templates for Flipit are designed with ease of construction in mind, so even beginners at papercrafting can build an army that they can be proud of.

Prepare For Battle


Any tabletop or floor can be a usable area to play a game of Flipit, though you might want to use terrain to spice up your games and add different strategies. While there are plenty of templates available on the Flipit website, any suitable items can be used to represent buildings, trees, walls and rivers.

PRINTING AND ASSEMBLING While standard printer paper may be used, card stock is recommended for printing out your models. We suggest a 110lb stock, which can be found at most stationary retailers. Scissors can cut out most pieces for models, but you will sometimes encounter a part that requires a hole punch or a cutting board and hobby knife. There are many kinds of adhesives available, from glue sticks to quick drying drying cyanocrylate (superglue), so choose a glue that works best for you. If youre finding that the thickness of your card stock causes the white edge of the paper to be visible on a finished model, use a dark colored marker to shade it in. Building your first paper models may seem daunting for beginners, but with just a bit of practice, you can make pieces that will be sure to impress. Take your time and have fun, building is half the hobby!

Written By: James Bowen Art: James Bowen, Jean-Charles Doublet and other uncredited artists Miniature Design: James Bowen
Flipit: Paper Combat, characters and models and all associated logos are all copyright 2012 by James Bowen

The World of Flipit


First to begin the assault is the nation of
Exchsvaria. While rich and capable of sustaining themselves, they openly desire the wealth and resources of their neighbors. Led by Derp Furror, the Echsvarian army, called Black X, has set out on a campaign called the Third Strike. No nation seems to be safe from them as they plow through the countryside in heavily armored vehicles of mechanized mayhem. In the south, Falconia, home of the enigmatic Blue Falcons has begun amassing its own forces to make sure no one can invade. Falconia is a xenophobic nation weary of any outside influences. After a failed assassination attempt on president DeLeon, the Blue Falcon army has been increasing their patrols throughout the Falconian borders, though these borders have once more began an outward expansion. The Hammerland is not so much a single nation as a conglomerate of smaller countries loosely banded together through treaties and alliances for protection. Various factions vie for dominance as public unrest leads to acts of aggression. Some leaders are claiming they are under the direct guidance of the crafter while others are merely attempting to maintain a degree of order in the defense of their homeland. Meanwhile overseas, Emeraldica has deployed the Green Star army to cross the ocean and attempt to free allied countries from the clutches of Black X. However, not all of Jurop is happy to have them there, and even those freed from the Third Strike now find themselves indebted and indentured to their liberators.

Flipit: Paper Combat takes place on


Flipworld, a planet ruled by a multitude of beings called the crafters. These mighty deities take great delight in pitting their followers against those of other crafters for nothing more than their own sheer amusement. This is fine with most Flipworlders as they seem to revel in the carnage as well. You take on the roll of one of the many powerful crafters guiding your minions in fierce battles against the enemy. Most of the battles will take place in Jurop, a place inhabited by nations that are constantly plotting against one another. The last big war ended almost thirty years ago, and Jurop had experienced a phase of growth and advancement not seen in ages due to the rare outbreak of peace. However, this was not meant to last in a world where even the gods are at war. One by one, the crafters began rebuilding their armies and stirring the embers that would ignite the flames of a new war.

Basics of Play
Turn Order

Turn order is broken down into several


stages. Players will alternate turns shooting, removing casualties and moving their figures. Turn order is determined by a coin flip at the start of each round.

Note that critical damage may remove an enemy figure before the resolution phase, giving an advantage to the first player of a round of shooting

Resolution Phase

After both players have completed the


Step One

One player flips a coin while the opposing


player tries to guess if it will land on heads or tails. If the player guesses correctly, they get to decide wether to be the first (active) player or the second (reactive) player. If the guess is incorrect, then the priority goes to the player flipping the coin for turn order.

shooting phase, they determine which models they have that have taken lethal damage. These models are removed with excess damage on vehicles being applied to the crew inside before disembarking.

Movement Phase

The active player may move any of their


models using movement templates to determine how far they can go. After they complete this, the reactive player does the same. Note that the second player to move will have the advantage in moving figures away from threats or moving units within range to fire at a key target on the next round.

Shooting Phase

The round starts with the active player


measuring ranges, determining target priority and firing the weapons of each model at enemy targets. After the active player has finished this for all models in range, the reactive player gets to do the same.

Game Types
Choosing A Game Type Despite always using the same set of rules, games of Flipit may have different objectives depending on what game type the players agree on. This is determined before either player decides which of their models they are going to use in their army for that game. The game types are as follows... V.I.P . Each army will have a single infantry figure they must protect while at the same time trying to eliminate the enemy V.I.P. figure. The V.I.P. must be able to stand out from the rest of the army and will be armed with only a pistol (no upgrades are allowed for the V.I.P.). This figure may not be a part of any squad. They may ride in a transport only if there are no other passengers. The game ends when the first player that manages to successfully eliminate the enemy V.I.P. is declared the winner. This is usually the shortest game type. Capture Enemy Intel Each army will have an intelligence briefcase or other item placed somewhere on their deployment zone. The object is to cross the board, grab the enemy flag (only infantry on foot may pick up a flag, though they may board a transport afterward), and bring it back to your deploying table edge. If a figure is eliminated while carrying the flag, any figure from either side may attempt to pick it up and move it. The game ends when the first player that manages to retrieve the enemy flag is declared the winner. Base Defense Each army will have a building on the board that they have to defend. This building will be upgraded to a base (4 health). The game ends when the player that destroys the enemys base is declared the winner. Convoy One army will take on the roll of the convoy attempting to breach an enemy barricade while the other attempts to stop them from crossing. The convoy player will have twice the point total in their army as the opposing player. The convoy player will win if they manage to get more than 50% (in points) of their army off the opposite side of the table in less than ten turns. If more than half the convoy army is destroyed, the blockade player wins. Note: Aircraft from any faction and The paratrooper upgrade for Blue Falcon infantry is not allowed in this game type. Elimination The object of this game is simple, eliminate the opposing army to the last man! This game type will take a long time to finish, so you may want to set a time limit. At the end of the time limit, whichever player has the most points left on the battlefield wins. Create Your Own Mission After playing a few of the basic missions, you might come up with ideas for new game types to try out. These can be anything from large battles attempting to destroy new enemy supervehicles to small skirmish sized games using only infantry. Campaign missions will also be available from time to time on the Flipit website.

Setup & Terrain


Game Setup Most games of Flipit will be played on a table with a playing area measured out to 4 x 4. Players may place terrain on the table to make a more dynamic battlefield. You can use either the paper terrain templates provided on the website, sheets of paper marked water, forest and building or whatever items you deem appropriate. Players must agree on how much (and what kind) of terrain will be used before a game. Players will then take turns placing the terrain pieces on the board until all the previously selected pieces are placed. The players must then decide which table end they will deploy on. If neither player can agree, flip a coin. The winning player gets to decide their table edge and the other player must take the opposite side of the table. Players will then place all models in their army within 10 of their table edge. Terrain Terrain can affect the game in many ways, from forcing your models to walk around a building or over a bridge to providing cover or blocking line of sight from enemy attacks. Any player may choose to attack a terrain feature with a health value as if it were a vehicle. When a terrain feature has taken damage equal to its health value, remove it from the battlefield and replace it with a rubble marker. Here are the different types of terrain... Water Water terrain may be moved across by infantry and vehicles, but they must stop at the edge before entering the terrain feature. On the next turn, they can move through it, but they can only move at the slowest speed available to them (march/slow vehicle). While occupying water terrain, a model will gain cover modifiers from all enemy attacks. Forests Forest terrain is made up of a group of trees within 3 of each other. Infantry may move through forested terrain without being hindered, but vehicles can only move at slow vehicle speed. Any attacks that draw a line of fire through a forested area will be affected by cover modifiers. BUILDINGS Buildings come in various shapes and sizes and will either be used as blocking terrain or protection for infantry figures. If a building is destroyed in a game, all infantry figures occupying it are destroyed as well (including any weapons they have with them at the time). Replace destroyed buildings with a rubble marker. This marker is blocking terrain for movement purposes and provides cover for all attacks that draw a line of fire over it. All buildings have a structure save of 2 or higher for each hit scored on them. There are four types of buildings, so make sure both players are clear on what buildings are what type before the game begins. Towers: 2HP A figure that enters a tower may willingly separate from a formation. That figure will then have a 5 boost to the range of any weapon it fires while occupying the tower. Only one figure may occupy a tower. This figure will receive a cover modifier against any shots fired at it. Abandoned Buildings: 2HP Infantry may not enter abandoned buildings. Large Buildings: 3HP Barracks, civilian buildings and bunkers are all classified under large buildings. They can hold up to 6 infantry at a time. Enemy figures may enter a barracks if it has enough capacity to fit both squads. To designate an infantry or formation as being in a building, place the figures on the rooftop. Units firing at an infantry or formation inside a building do so with a cover modifier. Bases: 4HP Bases are reinforced fortresses used for defending key cities and resources. This type of building is usually only seen in base defense games. Infantry occupying a base are treated in the same way as infantry occupying a normal building, though the capacity is increased to 8. Walls & Misc. items Any structure that is smaller than a building is classified as a miscellaneous item. This can either be a brick wall, a row of bushes, a wooden fence, a statue, single trees, civilian cars and other items. If a misc. item is targeted directly by an attack and at least 3 hits are scored, then the item is destroyed and removed from the game. Misc. items block movement for both infantry and vehicles. If a model draws a line of fire over an item that is more than 3 away from it, there will be a cover modifier.

Shooting & Resolution


The Shooting Phase
In the shooting phase, units must be able to meet the following criteria to be able to fire: 1) The unit has line of sight to an enemy target to make a ranged attack. If you can draw a direct line of fire from the head of the infantry (or pilot) to the head of the target without going through a piece of blocking terrain then you have line of sight. a result of 3 or higher, the attack resolves against the enemy infantry as normal. On a result of 1 or 2, all hits are resolved against the friendly infantry squad.

Formations & Shooting


All infantry in a formation must attempt to fire at the same target if able. The exception to this rule is heavy weapons, which can fire at a different target. Priority tests still apply.

Fig 1. The Black X and Green Star infantry figures may shoot at each other, but the Green Star tank is blocked by the building.

2) The unit has enough range to reach the enemy target. The range for infantry is determined by the weapon they are holding. Vehicles ranges are listed under their factions motor pool in the rule book. 3) Determine if you have firing priority to your target of choice. If the target is the closest visible enemy to the unit firing, no priority test is needed. If not, then you must pass a priority test to be able to fire at the desired target. This is done by rolling one die and passing on a 4 or higher (some infantry figures have rules that modify or ignore priority tests). If passed, you may target any visible unit in range. If failed, the figure must fire at the closest visible enemy instead.

Fig 2. In order for the Black X tank to fire at the Green Star tank, it would have to pass a priority test or be forced to fire on the closest enemy vehicle.

To start shooting, you must determine how


much firepower a weapon has, how many hits you score, and how it will be affected by cover modifiers and enemy armor. 1) Roll your attack dice. The number of attack dice rolled is determined by the weapons firepower statistic (FP). Roll the number of attack dice equal to the units FP. Each unit will also have an accuracy statistic (AC) that will show what die roll is needed for a successful hit (before modifiers). 2) Check to see if the line of fire adds a cover modifier. If the target is partially obscured (at least half of the infantry in a squad or half of a vehicle being targeted is behind a blocking terrain feature) or the line of fire goes over a terrain feature that imparts cover farther than 3 away from the firing unit, then the die roll needed to score a hit is increased by one. Note: Mortar attacks ignore all cover modifiers.

Melee
Infantry units locked in melee (a figure in the squad is within 1 of an enemy infantry) must always perform a melee attack. This attack will use any melee weapons the squad has, or 1 attack per infantry without a melee weapon. Units firing into melee must roll a die after the attack is made. On

The Resolution Phase In the resolution phase, all damage markers are applied to units not affected by critical damage. 1) If an infantry formation has a damage token on it, you may choose to remove that token by using a medic (note that this can only be done in the resolution phase). If no medic is present, the owning player must choose an infantry figure in that squad to remove during the resolution phase. If the removed figure was equipped with a heavy weapon, remove the weapon from the figure and place it on the space formerly occupied by it. 2) If a vehicle has taken damage tokens equal to or greater than its health value, the vehicle is destroyed. Any extra hits that go over the health value are applied to the pilot, then any passengers if the pilot fails an armor roll and any hits still remain. 3) Once all damage tokens on a vehicle have been resolved, remove any surviving crew or passengers and place them adjacent (within 1) to the vehicle before removing it from the game and replacing it with a destroyed vehicle marker.

Fig 3. The Green Star Halftrack has cover from the Black X Flakwagen by having more than 50% of the vehicle behind blocking terrain. The Flakwagen has cover from both Green Star vehicles due to the low walls. The Green Star tank has cover from the Flakwagen due to one of the walls being more than 3 from the Flakwagen. The Flakwagen may fire at the Green Star infantry squad without any cover penalties to its attack rolls.

3) The player owning the unit being fired upon must make armor or structure saves equal to the number of hits scored. This is passed on any roll of 4 or higher for infantry, 3 or higher on vehicles, and 2 or higher on buildings. There are some weapons that will increase the number needed to be rolled to successfully pass a save. These weapon types and their effects are described in the armory section of the rule book. 4) If a model or formation has twice as many damage tokens as its health (HP) value, then it counts as critical damage and the model is removed from play immediately (note that this is only of any benefit to the active player in a round as it prevents that enemy figure from firing). Remove any heavy weapons from the model and place them in the space formerly occupied by that model. Most infantry only have one health, so for every 2 damage markers applied to a squad, the owning player must choose an infantry figure in that squad to be removed from play immediately.

Movement
Infantry Infantry utilize the March and Double-Time movement templates. To use a movement template, place it in front of the figure and move the figure anywhere up to the front of the template (you do not have to use the full distance). it may not move in the movement phase of that round. If it fired any ranged weapons other than pistols then it must use the March template (the shorter one). If it only fired pistols or did not fire at all, then it may choose to use the Double-Time template *the longer one). If an infantry formation moves within 1 of a dropped weapon, you may elect to have a figure in the formation equip the weapon in place of its own.

X
Fig 1. When moving, move to the front of the template, not past it.

Melee Most basic infantry must start the game in a When an infantry figure or formation comes squad. The minimum and maximum number into adjacency (1 or less) of an enemy of infantry allowed in a squad differs from infantry or formation, then it is considered one faction to another. This information can in melee range. On subsequent turns, either be found in each factions troops page. Some formation may choose to leave melee, but it figures (such as vehicle pilots, drivers and will give an Attack of Opportunity to the specialist infantry characters) may ignore or other squad. Infantry figures making modify squadron size rules. To be in a attacks of opportunity can use either their squad, each infantry figure must be within melee or ranged weapons, but will only hit 3 of another infantry figure in the squad. on a 5 or higher. Infantry units are never considered in melee with vehicle units and Note: Casualties from shooting may cause an may not attack them with melee weapons. infantry formation to be more than 3 apart. If this is the case, the squad must attempt to Moving around Terrain regroup on the next movement turn. In some instances, you will find yourself in a tight spot where it is beneficial to place the If an infantry or infantry formation fired template on its side (the skinny part) and a heavy weapon in the shooting phase, then wrap it around an obstacle to get the most distance out of your units movement. This is allowed for both infantry and ground vehicles. Vehicles Vehicles use templates to move just as infantry, but the distance traveled is greater. Each vehicle will have a speed listed on its profile in its factions motor pool as either a fast or a slow vehicle, denoting which of the two tracked movement templates to use. Vehicles may rotate on their center both before and after moving.

Aircraft
Aircraft Movement Vehicles that are designated as aircraft will always move at fast vehicle speed and must move the entire distance unless they have specific rules that state otherwise (such as the Hammercopter). Unlike infantry and ground vehicles, you may not warp the template around obstacles. Aircraft may ignore any type of terrain or figures (friendly or enemy) for movement purposes provided they do not end the movement phase with their base overlapping another unit or a raised terrain feature. Attacking An Aircraft When a ground unit (infantry or vehicle) attacks a vehicle with the aircraft rule, its AC statistic will be treated as being 2 higher than normal (maximum of 6) due to air cover. This is to account for the difficulty involved in hitting a fast flying target at it

A Hammercopter strafes a squad of Green Star soldiers.

zips and barrel rolls through the sky. Units with the Anti-Aircraft special rule ignore this cover modifier. Unlike other vehicles, you do not draw line of fire to the pilots head. Instead, you must be able to draw a line of fire to a corner of its flight stand. When an aircraft attacks another aircraft, the line of fire is measured from head to head as normal and no air cover modifiers are taken into effect. Artillery units may never target aircraft. Attacking From An Aircraft When attacking from an aircraft, you draw line of fire starting from any corner of the flight stand to the head of the target. Cover modifiers granted by terrain are ignored with the exception of infantry occupying a building.
Anti-aircraft fire from Night Owl Microtanks destroys a Black X Luftpanzer.

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Heroes, Commandos & Specialists


Heroes Heroes are single infantry figures with powerful abilities that can help change the tide of battle. They can unlock new rules, units and strategies for your army. Hero figures must be part of infantry formations (unless otherwise noted in their rules). Heroes possess all of the abilities of their factions standard infantry. All heroes are considered to have combat knives if no other melee weapon is listed in their stats. Command Tokens Hero characters will come with a set number of command tokens, the number of which is listed on their card. These tokens can be used on their command abilities. Once a command token is spent, it is removed from the game and may not be used again. Commando Units Certain hero characters will allow you to take upgraded infantry figures called commandos. If a commando unit is used, the hero that allows it to be unlocked must be a part of the squad, unless otherwise noted by the heros rules. Any rules used by a commando unit will also be used for the hero figure leading it. Specialists Each army has a selection of specialist infantry that enable its troops to perform certain battlefield roles better. Some of the specialist classes are upgrades to existing infantry formations while others operate outside of formations, performing dangerous tasks solo. Medic A Medic is an upgrade for a basic infantry squad. If a medic is in a squad during the resolution phase, you may attempt to heal a damage marker before removing a figure as a casualty. To do this, roll a single die. If the result is 3 or higher then the damage is healed. Otherwise, remove the casualty as normal. Each squad may only have one medic. Battlefield Mechanics Mechanics are upgrades to basic infantry that allow them to repair damaged vehicles. If the mechanic is in adjacency to a friendly damaged vehicle at the start of the shooting phase, they may attempt to remove a damage token by rolling a single die. If the result is 5 or higher, then the damage is repaired. For each mechanic attempting to repair a vehicle beyond the first, the result required to successfully remove a damage token is lowered by 1. (I.E. if 3 mechanics are attempting to repair a damaged tank, you would roll 3 dice and need a 3 or higher to pass the roll). Only one damage token can be repaired from a vehicle each turn.

11

Saboteurs Saboteurs are single infantry figures that operate independently of squads. Saboteurs start the game off the battlefield. There are two types of saboteurs, depending on how they enter the game. -Master of Disguise: This saboteur will replace a single enemy infantry without a heavy weapon. All ranged and melee weapons used by the replaced figure are then equipped to the saboteur. This is done on any movement phase. Saboteurs may not replace figures while in a transport. -Master of Stealth: This type of saboteur uses suspicion tokens to move around the battlefield and confuse the enemy. At the beginning of the game, place four suspicion tokens face down anywhere in your deployment zone. Three of these tokens have a smoke cloud printed underneath, while the fourth token will have a ! on the reverse. Take note of which token is real, and which tokens are decoys. While unrevealed, suspicion tokens are treated as normal infantry for movement purposes. Figures wishing to attack a suspicion token must be within 3 of it. Any hits scored on a token cause it to be revealed (flipped over). If a revealed token is a smoke cloud, then it is considered to have just been some occurance that startled the nearby troops. If the suspicion token revealed is the ! symbol, then they have found the saboteur. Immediately remove all other suspicion tokens and place the figure for the saboteur in place of the revealed token, then resolve the hits as normal. A saboteur using the master of stealth rule may choose to reveal itself at any time during the game, after which, it will operate as normal.

All too late, a Black X soldier discovers that his squad mate is actually an enemy saboteur.

Mortar Teams Mortar teams are small two-man squads that operate an artillery emplacement. They do not use squadron rules and may not be a part of an infantry squad. Each infantry in an artillery team will be armed with the starting equipment for its faction in addition to the mortar weapon. Due to having two figures on the base, a mortar team has 2 health. The mortar team may still fire if it has taken a damage, but once it has suffered 2 damage, the mortar is destroyed (it is not left behind like most heavy weapons). Mortar teams are allowed to move at double-time speed once before the start of the first turn. After this, they are immobile. When firing, mortar teams do not have to be able to draw line of fire to vehicles. If firing at infantry, they must still draw a line of fire as normal.

-Yuri, why is bite missing from ammo?

12

The Armoury
Weapon Types -Anti-Infantry Any hits from these weapons scored on infantry will only be saved on a 5 or higher instead of the normal 4. Anti-infantry weapons have no effect on the armor saves of vehicles or buildings. -Anti-Vehicle Any hits from anti-vehicle weapons scored on infantry will only be saved on a 6. Any hits from an anti-vehicle weapon scored on other vehicles will only be saved on a 4 or higher. Any hits on a building will only be saved on a 3 or higher. -Wrecker Class Weapons Hits from Wrecker weapons allow no armor saves from infantry. Vehicles will only pass armor saves on a 5 or higher. Hits scored on buildings will only be saved on a 4 or higher. Heavy Infantry Weapons Infantry firing heavy weapons may not move after firing. Heavy weapons may not be fired by passengers in a transport. Combat Knife 3FP melee weapon Points included in profile. Cavalry Saber 4FP melee weapon Points included in profile. Grenade -5 points one per squad D6 hits 6 range Single use. Replaces melee weapon. Demolition Charge 4FP wrecker 3 range Points included in profile. Single use. Rifle 2FP 12 range Shotgun 3FP anti-infantry 8 range Free upgrade from rifle. One per squad. Can be used as melee. Light Machine Gun -5 points 4FP anti-infantry 8 range One per squad (unless listed as otherwise) 2 handed (replaces both rifle & combat knife) 2 handed (replaces both rifle & combat knife) Sniper Rifle -10 points 1FP -ignores infantry armor saves. Attacking player chooses which infantry in the squad takes a damage token caused by a sniper rifle. 1 per 150 points in army. Flamethrower -10 points 5fp anti-infantry 8 range Ignores cover. 1 per 150 points in army. Rocket Launcher -14 points 3FP anti-infantry at 20 range 4FP anti-vehicle at 15 range 1 per 150 points in army.

Pistol 1FP 8 range Points included in profile. Units firing pistols may still use the double-time template for movement.

13

Medals & House Rules


Medals are tokens awarded to infantry for
acomplishing impressive feats on the battlefield. Medals are only granted to basic infantry (never commandos, lone specialists or independent heroes. Vehicles cannot earn medals, but a pilot may earn them after surviving the destruction of its vehicle. When an infantry earns a medal, place the token next to that figure or its formation. The owning player may then choose to remove medals to prevent damage markers on a 1 to 1 basis for the figure or its squad. Medals can be earned by a single figure accomplishing one of the folowing tasks: Demolition Man -Destroy an enemy vehicle that had more than 2 health remaining before an attack. Tough as Nails (lone figures only) -Pass 3 armor saves in a round without taking a damage token. Let the Crafter Sort Em Out (lone figures only) -Eliminate three or more enemy figures in a single round. Assasination -Eliminate an enemy hero. Last Man Standing (lone figures only) -Awarded to the last figure left in an army. This can be awarded to ANY infantry figure, even those that cannot normally earn medals. House Rules The Rules for Flipit are made to keep the game as engaging and enjoyable as possible. If there is a particular rule that you and another player do not like, or rules that you would like to instate, it is allowed to alter the rules to the liking of both players. Below is an empty section to write any house rules you would like to implement (for rules removal, just cross out the offending section with a marker).

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Green Stars
FACTION POWER
Vengeance:
When a Green Star infantry is eliminated, another infantry in its squad may immediately make an attack at minus 1 FP
Colonel Havok leading a tank platoon over the icy hills of Jurop, his trusty pistols ever ready in case of an ambush.

BASIC TROOP

Extra Ammo: Green star basic infantry may take a additional machine gun or shotgun in a squad. The second shotgun cost 5 points. Minimum Squad Size=3 Maximum Squad Size=5

MEDIC

First Aid: See medic entry on page 11.

10 Points HP=1 AC=4 Includes rifle & combat knife

15 Points HP=1 AC=4 Includes rifle & first aid kit

ALPHA FORCE
(Available using Bomar)

15 POINTS HP=1 AC=4 Includes Pistol, Combat Knife & Grenade

Infiltration: Alpha Force Commandos do not start the game on the table. Instead, at the start of the second turn, they may be placed adjacent to any terrain feature. While infiltrating, they do not have to maintain formation. Improvise: If an Alpha Force unit kills an infantry unit in melee, you may have the Alpha Force member immediately equip the weapon dropped by the enemy unit.

SABOTEUR

Master of Stealth: See saboteur entry on page 12

20 Points HP=1 AC=3 Includes pistol, combat knife & demolition charge

MORTAR TEAM

Advance & Deploy: See mortar team entry on page 12 Range to vehicles: 30 (clear line of fire not required) Range to infantry: 15

COMBAT MECHANIC

Repair: See medic entry on page 11.

30 Points HP=2 AC=4 FP=4

15 Points Hp=1 AC=4 Includes rifle & tool kit

15

Motor Pool
THURMAN MEDIUM TANK
50 Points (includes driver)
Speed = Slow Vehicle Range = 20 Firepower = 5FP Health = 3 Accuracy = 4

HARVEY MOTORCYCLE
10 Points (driver separate) Speed = Fast Vehicle Health = 1
-Bikes count as infantry transports that must be taken for the whole squad.

M45 QUADGUN (ANTI AIRCRAFT)


35 Points (includes driver)
Speed = Slow Vehicle Range = 20 (air) 15 (ground) Firepower = 4FP Health = 2 Accuracy = 3

GEEP LIGHT TRANPORT VEHICLE 35 Points (includes driver)


Transport Capacity = 3 + driver Speed = Fast Vehicle Health = 2

T-38 FIGHTER-BOMBER 45 Points (includes driver)


Speed = Fast Vehicle Health = 2 Accuracy = 4 Versatile: You may either equip 2 bombs or 2 missiles. Cannons = 15 Range 3FP Bombs = 6 Range 5FP anti-vehicle Missiles = 20 Range 4 FP anti-vehicle

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Heroes
Col. George S. Havok
Ebony & Ivory: Havok wields dual pistols with RANGE= 8 2FP (each). They may be fired together or used on seperate targets. I read your rulebook!: One opposing army may not use it's faction power. COMMAND ABILITIES - You may spend one command token to make all units in one infantry formation attack twice in one turn. Place the command token on the formation given this command. While the squad has the command token on it, it may not move. At the end of the next movement phase, remove the token from the game. - You may spend one command token to make an infantry formation move twice In one turn. Place the command token on the squad given this command. While the squad has the command token on it, it may not fire. At the end of the next firing phase, remove the token from the game.

50 POINTS HEALTH=3 ACCURACY=3 Command Tokens=2

Maj. Thomas Ace Random


Large Caliber Pistol: While Random uses his pistol, it has RANGE=10 2FP Calvary Saber: melee, 4FP Motorcycle Calvary: Other bikes in an army using Random may choose to exchange their combat knives for calvary sabers. COMMAND ABILITIES -You may spend one command token to forgo the flip for turn order and choose to be either the active or reactive player instead. -You may spend one command token to have all bikes in your army move before the start of the game (this is done before the first turn order is decided).

40 POINTS (bike included) ACCURACY=3 HEALTH=2 Command Tokens=2

JOHN BOMAR

40 POINTS HEALTH=3 ACCURACY=3 Command Tokens=2

Explosive Arrows: RANGE=10 2FP Any attack roll of 5 or higher will cause 2 hits. Survival knife: Melee, 4FP Alpha Leader: An army using Bomar may use Alpha Force commandos. Bomar has all the abilities of an Alpha Force commando. First Blood: Once per game, when Bomar makes an attack that scores at least one hit, lower the armor rating of the targeted unit by 1 for the duration of the turn. Born to Kill: For every infantry unit Bomar kills in melee, remove one damage counter from his character card. COMMAND ABILITIES - Once per game, you may spend one command token to add 4 FP to any one unit's attack. This must be announced before the attack is made. - Once per game, you may spend your command token to reflip all coins from any one unit's attack (this may be from either a friendly or enemy unit).

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Black X
FACTION POWER
Impenetrable Armor:
Once per game, you may ignore the first failed armor save on a vehicle
Captain Erwin Muttonschnitzel looks out from the turret of his Uberpanzer. He is feared by his enemies for his ruthless mechanized assaults and by his own troops for his harsh disciplinary actions for anyone who he deems isnt doing their very best.

BASIC TROOP

Stick Grenades: Black X basic infantry may take up to 3 grenades in a squad instead of 1

MEDIC

First Aid: See medic entry on page 11.

10 Points HP=1 AC=4 Includes rifle & combat knife

Minimum Squad Size=2 Maximum Squad Size=4

15 Points HP=1 AC=4 Includes rifle & first aid kit

Panzermnner
(Available using Donnerfaust)

Slow & Heavy: Panzermnner may not use the double time movement template or be passengers in vehicles. Relentless Assault: Panzermnner may

SABOTEUR

Master of Disguise: See saboteur entry on page 12

20 POINTS HP=2 AC=4 Includes Machine Gun

move after firing heavy weapons. Heavily Armed: You may upgrade a Panzermnners machine gun to either a flamethrower or rocket launcher for an additional 5 points. Heavily Armored: Panzermnner pass unmodified armor saves on a 3 or higher

20 Points HP=1 AC=3 Includes pistol, combat knife & demolition charge

MORTAR TEAM

Advance & Deploy: See mortar team entry on page 12 Range to vehicles: 30 (clear line of fire not required) Range to infantry: 15

COMBAT MECHANIC

Repair: See medic entry on page 11.

30 Points HP=2 AC=4 FP=4

15 Points Hp=1 AC=4 Includes rifle & tool kit

18

Motor Pool
BERPANZER
65 Points (includes driver)
Speed = Slow Vehicle Range = 20 Firepower = 5FP anti-tank Health = 4 Accuracy = 3

BWM MOTORCYCLE
10 Points (driver separate) Speed = Fast Vehicle Health = 1
-Bikes count as infantry transports that must be taken for the whole squad.

Flakwagen (ANTI AIRCRAFT)


40 Points (includes driver)
Speed = Fast Vehicle Range = 20 (air) 12 (ground) Firepower = 4FP Health = 3 Accuracy = 4

STUCCO DIVE-BOMBER 50 Points (includes driver)


Speed = Fast Vehicle Health = 3 Cannons = 15 Range 2FP anti-infantry Bombs (2) = 6 Range 5FP anti-vehicle Accuracy = 4

FOLKWAGEN TRANPORT VEHICLE 35 Points (includes driver)


Transport Capacity = 3 + driver Speed = Fast Vehicle Health = 2

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Heroes
Capt. Erwin Muttonschnitzel
Machine Gun: RANGE=8 4FP Muttonschnitzel may fire BOTH his machine gun and the tanks cannon in the same turn. Explosive shells: When Muttonschnitzel is used, all Uberpanzers have 6FP. Tank Jockey: Muttonschnitzel may pilot an Uberpanzer for an additional 50 points. COMMAND ABILITIES -you may spend one command token to have a tank move twice in one turn. Place the command token on the tank. This tank cannot fire on the next turn. Remove the token from the game after the next firing phase. -You may spend one command token to have an engineer's repair attempt to automatically be a success (you must use this before the attempt is made). -You may spend one command token at the beginning of the game to have all ground vehicles in your army move before the start of the first turn. Custom Rifle: Gewehr has a custom sniper rifle that does not count towards the special weapons limit. Range=20" 1FP Best Shot There Is: Once per turn, Gewehr may reroll a missed attack made with his sniper rifle. Strike from the Shadows: Gewehr may either start the game occupying a building on your half of the table, or he can use suspicion tokens in the same manner as a saboteur. COMMAND ABILITIES -you may spend one command token to increast the range of any unit's weapon by 5" for one turn. -You may spend one command token to increase all attacks targeting an enemy hero by 1FP for the duration of your firing phase. Devil's Claw: Melee 6FP. Donnerfaust may not use any other weapons while this is equipped. If Donnerfaust picks up another weapon, remove the Devil's Claw from the game. Armored Corps: An army using Donnerfaust may use Panzermnner commandos. Iron Grip: Donnerfaust may choose one adjacent enemy unit. The target may be either a vehicle (but not an aircraft) or an infantry. This unit cannot move until Donnerfaust chooses a new target, moves away, or is removed from the board. COMMAND ABILITIES -you may spend one command token to prevent all hits on Donnerfaust or any other infantry in his formation for 1 turn. Place this command token on that formation. They may not attack on the next firing phase. Remove the token from the game after the firing phase is over. -You may spend one command token to add 1 hit to all attacks made from an infantry formation for 1 turn. This must be done before any attacks are made during the attack phase it is used. Place this command token on that formation. They may not move on the next firing phase. Remove the token from the game after the firing phase is over.

50 POINTS ACCURACY=3 HEALTH=3 Command Tokens=2

Hanz Gewehr

35 POINTS ACCURACY=3 HEALTH=2 Command Tokens=1

Gunter Donnerfaust

40 POINTS ACCURACY=4 HEALTH=3 Command Tokens=1

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Red Hammers
FACTION POWER
Lynch Mob:
When a Red Hammer infantry squad comes into melee range of an enemy vehicle or formation, it makes an immediate attack on the enemy unit using the number of infantry in the squad at the FP of the attack. This is not a standard melee attack. If this targets an enemy infantry or infantry squad, melee attacks may still be made in the shooting phase. This ability can only be used once per turn on the movement phase. Numbers: Red Hammer basic infantry cost 15 points for 2 soldiers. Poorly Equipped: Red Hammer basic infantry may not use grenades or upgrade their rifles to heavy weapons. Minimum Squad Size=4 Maximum Squad Size=10

Colonel Krynski and his team lack the youth of their peers, but make up for it in cunning and well practiced teamwork.

BASIC TROOP

MEDIC

First Aid: See medic entry on page 11.

2 for 15 Points HP=1 AC=5 Includes rifle

15 Points HP=1 AC=3 Includes rifle & first aid kit

Putznaz
(Available using Krynski)

15 POINTS HP=1 AC=3 Includes Pistol, Combat Knife & Grenade

Decorated Heroes: Each Putsnaz starts the game with a medal. Too Old For This #&@!: Putsnaz cannot use the double time movement template. Old Soldiers, New Toys: You can equip a shotgun or machine gun for free. You may upgrade to any other weapon for an additional 5 points.

SABOTEUR

Master of Disguise: See saboteur entry on page 12

15 Points HP=1 AC=3 Includes pistol, combat knife & demolition charge

MORTAR TEAM

Advance & Deploy: See mortar team entry on page 12 Range to vehicles: 30 (clear line of fire not required) Range to infantry: 15

COMBAT MECHANIC

Repair: See medic entry on page 11.

30 Points HP=2 AC=5 FP=5

15 Points Hp=1 AC=4 Includes rifle & tool kit

21

Motor Pool
T-3 TANK
50 Points (includes driver)
Speed = Slow Vehicle Range = 15 Firepower = 4FP Health = 4 ACCURACY = 4

Chopper
10 Points (driver separate) Speed = Fast Vehicle Health = 1
-Bikes count as infantry transports that must be taken for the whole squad.

Missile Truck (ANTI AIRCRAFT)


50 Points (includes driver)
Speed = Slow Vehicle Range = 30 (ground or air vehicle) 20 (Infantry) Firepower = 4FP ACCURACY = 4 Health = 2 Heavy Artillery: When attacking vehicles, the Missile Truck ignores line of sight. When attacking infantry, it counts as anti-infantry.

Transport Truck 40 Points (includes driver)


Transport Capacity = 5 + driver Speed = Slow Vehicle Health = 2

Hammercopter 40 Points (includes pilot)


Speed = Fast Vehicle Health = 2 AC=4 Hover: Hammercopters may choose to move less than the entire length of the movement template or not to move at all Cannons: 15 range 4fp anti-infantry

22

Heroes
Nicholai Rasputin
Holy Machine gun: RANGE= 10" 3FP anti-infantry Divine retribution: If a unit deals damage to Rasputin, he may immediately make an attack at the start of the resolution phase targeting the unit that caused the damage. This attack has unlimited range and a firepower of 1. Shield of Faith: Once per game, the first damage scored on Rasputin is ignored. COMMAND ABILITIES - You may spend one of your command tokens to add 4 FP to any one unit's attack. This must be announced before the attack is made. - You may spend one your command tokens to reflip all coins from any one unit's attack (this may be from either a friendly or enemy unit). -Rasputin may spend one of his command tokens and remove one basic infantry figure in his army from the game to prevent a damage token from failing an armor save.

50 POINTS ACCURACY=2 HEALTH=2 Command Tokens=2

Ivan Khargovrume
Large Caliber Pistol: While Khargovrume uses his pistol, it has RANGE=10 2FP Molotov: Once per game, Khargovrume may make an attack at RANGE=6 2FP that ignores all armor. This attack may target infantry and transports only. Crazed Wheelman: Khargovrume may replace the driver in either a transport or missile truck. In addition, if he ends the movement turn with his truck adjacent to a single enemy unit, he may ram it. This is a 3FP attack. If the target is a vehicle, it makes a 2FP attack back (at Ac4). and both attacks have the wrecker effect. Insane Driving: The truck Khargovrume is driving may move at fast vehicle speed. If it does, flip a coin. On a heads, the truck must make an armor save or suffer a damage.

25 POINTS (replaces a driver) ACCURACY=4 HEALTH=2 Command Tokens=1

COMMAND ABILITIES - You may spend one command token on the movement turn to make a vehicle move twice in one turn. Place this token on the vehicle. While the token is on a vehicle, it cannot move. At the end of the next movement turn, remove the token from the game.

Col. Aleksandr Krynski


Scattergun: RANGE=8 3FP anti-infantry Old Heroes: An army using Krynski may use Putsnaz commandos. Access to the Armory: Shotguns for basic infantry are 2 per squad instead of 1. machine guns are free, but still limited to 1 per squad. COMMAND ABILITIES -You may spend one command token to make all units in an infantry formation attack twice in one turn. Place the command token on the formation given this command. While the squad has the command token on it, it may not move. At the end of the next movement phase, remove the command token from the game. - You may spend one command token to make an infantry formation move twice in one turn. Place the command token on the squad given this command. While the squad has the command token on it, it may not fire. At the end of the next firing phase, remove the command token from the game.

40 POINTS ACCURACY=3 HEALTH=3 Command Tokens=2

23

Blue Falcons
FACTION POWER
AIR SUPERIORITY:
Blue Falcon aircraft get +1 FP when attacking enemy aircraft.

MEDIC

First Aid: See medic entry on page 11.

BASIC TROOP

10 Points HP=1 AC=4 Includes rifle +5 points to upgrade to paratrooper

Paratroopers do not start the game on the battlefield. Instead, they may enter the battlefield by air drop. The controlling player places an airdrop target marker on the battlefield. This marker may not be within double time speed of an objective. On the movement phase of the second turn, you may choose to place one or more of the formations within march template distance of one of the target markers. Once a target marker is used, remove it from the table. If you choose to withhold placement of any of the airdropping squads, they may be placed on any subsequent turn using the same method.
Minimum Squad Size=2 Maximum Squad Size=4

15 Points HP=1 AC=4 Includes rifle & first aid kit

SABOTEUR Master of Spies: Blue Falcon saboteurs


may use either of the two saboteur abilitieson page 12

20 Points HP=1 AC=3 Includes stun pistol, combat knife & demolition charge

SCIENCE! TEAM
(Available using Cargoe)

20 POINTS HP=1 Includes Heat Ray, Stun Batton & Jump Pack (or Teleporter)

Jump Packs: If they are using jump packs, a Scince Team squad may move at double time speed even if they have fired. In addition they may ignore terrain and other units while they are moving. Teleporters: If using teleporters in the movement phase, roll a die. On a 3 or higher you may move the squad anywhere on the board. On a 1 or 2, your opponent places them anywhere on the board and the teleporter ability cannot be used for the remainder of the game. Stun Batton: Melee 3FP may target infantry only. This attack ignores armor. Instead of placing damage markers on a target, this weapon uses stun tokens. A unit must forgo

COMBAT Repair: See medic entry on page 11. MECHANIC

15 Points Hp=1 AC=3 Includes pistol & tool kit

HEAT RAY 4FP RAGE=6


10 points each for basic infantry. Free for Science! team members. Burnination: If at least two successful hits are scored, you may choose to remove one hit to lower the armor value of the target by 1. Unstable Weapon: Each attack with a heat ray must be

either a movement or shooting turn to remove each stun token.

MORTAR TEAM Advance & Deploy: See mortar


team entry on page 12 Range to vehicles: 20 (clear line of fire not required) Range to infantry: 15 25 Points HP=2 AC=5 FP=5

rolled seperately. If any doubles are rolled, the weapon explodes. The weapon and the infantry using it are immediately removed from the game.

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Motor Pool
45 Points (includes driver)
Speed = Fast Vehicle Health =3 Firepower = 4FP Range = 20 ACCURACY = 4

Night Owl Microtank (ANTI AIRCRAFT)


35 Points (includes driver)
Speed = Fast Vehicle Health = 2 ACCURACY = 4 Range = 15 Firepower = 4FP

Osprey Transport Vehicle 35 Points (includes driver)


Transport Capacity = 3 + driver Speed = Fast Vehicle Health = 2

Peregrine Fighter Jet 50 Points (includes driver)


Speed = Fast Vehicle Health = 2 ACCURACY=3 Cannons = 12 Range 3FP Missiles (4) = 20 Range 3 FP anti-vehicle Evasive maneuvers: Once per game, you may dodge a single hit without rolling an armor save.

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Heroes
Air Marshall Roce Bleauciel
Common Pistol: RANGE= 8" 1FP Air Strike: Once per turn, you may make a friendly aircraft attack with it's cannons, even if it has already attacked. Bleaciel may not make an attack this turn if this is used. Tactical Genius: Bleaciel may use one of his command tokens to cancel an enemy command ability. COMMAND ABILITIES -You may spend one command token to reflip an attack made by an aircraft (friendly or enemy) -You may spend one command token to move an airdrop target token anywhere on the battlefield. This must be done during the resolution phase. -You may spend one command token to activate any enemy command ability as if it were your own.

50 POINTS ACCURACY=2 HEALTH=2 Command Tokens=3

Acel Desparrow
Lightning Ray: RANGE=8 3FP If there are more than 3 figures in an infantry squad targeted with the lighting ray, you may increase the FP to equal the number if infantry. Jetpack: DeSparrow uses the fast vehicle movement template and is treated as an aircraft in terms of both movement and air cover. He may enter buildings as a normal infantry, but may not occupy a transport. Protector: If an infantry within 6" of DeSparrow is attacked, you may move him in front of the figure and have the attack target him instead. COMMAND ABILITIES -You may spend one command token to have all infantry score at least 1 hit on their attacks for 1 turn. (if an attack has at least 1 hit, this does nothing, if an attack completely misses then treat the result as 1 hit) -You may spend one command token to reduce the number of hits on an infantry or infantry formation by 2. Stun Blaster: RANGE=10 2FP Place a stun marker on the target for every hit scored. Units with stun markers may not move or shoot. A unit must forgo either a movement or shooting turn to remove each stun token. Fist of Science: 3FP melee wrecker attack. For Science!: An army using Cargoe may use Science! Team commandos. Arachni-pack: Cargoe uses the Slow Vehicle movement template. While he moves, he ignores all other units and terrain features. Ignore this ablility while he is in a squad. COMMAND ABILITIES -you may spend one command token (before teleporting with the science team) to guarantee a success on a teleport flip. -you may spend one command token before shooting to ignore all self-inflicted damage by the science Team (including blowing themselves up with heat rays) for one turn. -you may spend one command token before the start of the first turn to equip any infantry figures in your army with a stun blaster (5 points) or heat ray (10 points).

35 POINTS ACCURACY=3 HEALTH=2 Command Tokens=1

Serge Cargoe

50 POINTS ARMOR=1 HEALTH=3 Command Tokens=2

26

Superheavy Vehicles
Superheavy vehicles are massive machines
of war brought out by a faction only in the direst of battles. Each one is a testament to its nations technological and military prowess. Stats for each superheavy vehicle may be found on the last page of the template they are built from along with a damage chart. Not all games of Flipit are large enough to warrant a nation bringing out one of its most prized weapons. Superheavy vehicles may only be used if the following condidtions are met: -The game is at least 350 points or larger -Your opponent is notified of the intent to use a superheavy and agrees to it. -The mission type is either a base defense, convoy, custom mission or a campaign mission that specifically allows the use of a superheavy vehicle. The Damage Track Since they can soak up far more damage than traditional vehicles, most of the superheavy vehicles rely on a damage chart to keep track of how many damage tokens they have received and what effect it has on the vehicles performance. When placing damage tokens on the track, you will start on the first position and place any consecutive tokens in the appropriate space. If a damage marker is placed on a space with an effect, that effect is applied immediately. Superheavy vehicles may not be repaired by combat mechanics or hero abilities.
Green Star Orca Hovercraft The Orca is a transport with a primary use as a landing craft. Being a hovercraft, it can traverse a wide variety of flat terrain in addition to its maritime role. Possessing a large transport hold, it can either be a troop transport or a vehicle transport. Its armament consists of two rocket pods and two heavy machine gun turrets. Black X LandKreuzer The Landkreuzer is a tank, troop transport and mobile headquarters all in one. Being the largest tank ever designed by Echsvarian engineers, it is a monument to the notion of bigger is better. Its armaments include two sponson mounted heavy machine guns and a turret with two massive blitzkannons. Red Hammer War Walker Though not initially designed by the Hammermen, the War Walker that has come to be known as The Peoples Hammer has become a symbol of the Hammerlands might. Its origin lay in the labs of Blue Falcon Scientists, specifically from the Falconian Air Corps Science Team. Red Hammer spies managed to extract the location of the testing facility from a member of Cargoes team and Krynski himself led the raid that captured the nearly completed prototype. Wielding an enormous hammer and an equally impressive chaingun, The Peoples Hammer is truly a fearsome sight to behold on the battlefield. Blue Falcon Heavy Bomber The Aigle II is the most renown aircraft in the Blue Falcon Air Corps. Having completed more missions than any other two Falconian bombers combined, it has a reputation for always hitting its mark and returning home safely. Blue Falcon bombers carry a staggering array of gun turrets that can be used in a ground support role as a gunship as well as protecting themselves against enemy fighter craft. Their real power, however, comes from the many wrecker bombs they carry that can reduce any target to smoking craters.

27

Campaign Missions
Sometimes a quick battle just isnt enough. In this case, you may choose to use rules for campaigns. Campaigns are made up of a series of missions. Every mission in a campaign will have a lasting effect on the following missions. Campaign missions will use a 400 - 500 point army build, though not all of it will be used for each mission. After each mission, take note of which side won and which units were destroyed, consulting the chart below to see what effect it will have on the campaign. After each mission, the winner will receive victory tokens determined by the mission chart. At the end of mission 5, the player with the most victory tokens is the winner of the campaign. Mass Retaliation -If a players entire army is eliminated from a mission, on the next mission, they may use an additional 50 points. Our Hero Has Fallen -If a hero figure is eliminated in a mission, that figure may not be used in any other missions in the campaign until the final mission. Makeshift Repairs -Every time a non-tranport vehicle is eliminated in a mission, it will come back in later missions in the campaign as starting with 1 additional damage (to a maximum of 1 under its health). If you have multiple copies of that vehicle in your campaign force, you may exchange them instead of using the damaged vehicle. Over Exerted -If one army is able to win 2 missions in a row in a campaign, on the next mission after, they must use 50 points less. This will even apply to the final mission, which would otherwise allow you to use every unit in the army. Mechanize -If all infantry in an army were eliminated in a preceding mission, they must all begin the game in transports (with the exception of mortar teams). Blue Falcon paratroopers ignore this. This rule has no effect in the last mission. Campaign chart Missions in a campaign will follow the order of the chart to the right. Mission 1: Border incursion 200 points This mission is worth 1 victory token Place a building in the center of the battlefield. After 8 turns, the player with the most points in infantry (not including weapon upgrades) in adjacency to (or inside) the building is declared the winner. Mission 2: Intelligence Gathering 200 points This mission is worth 2 victory tokens This is a standard Capture Enemy Intel mission. Mission 3: Kidnap the Scientist 200 points This mission is worth 1 victory token The player who lost the last game must protect a V.I.P. model and attempt to escort it from their deployment zone to the opposite side of the battlefield and off the table. The winner of the last mission will set up in the same manner as a convoy mission. Their goal is to intercept the V.I.P. (done similar to acquiring an intel briefcase) and escort it off their starting table edge in the custody of their army. Mission 4: Superweapon 300 points This mission is worth 2 victory tokens The winner of the last mission must designate a vehicle in his army as a super-weapon. It has an additional health and +2FP and costs an additional 25 points in addition to its normal rules. The player who lost the last mission is tasked with destroying this vehicle by turn 10. If the superweapon is not destroyed by then, then the player using it has won. (if both players agree, instead of using a superweapon, you may instead choose to pay the points for and use your factions superheavy vehicle.) Mission 5: Assault the Enemy Base 400+ points per player This mission is worth 3 victory tokens. Mission 5 follows all the rules of a standard base defense game. If the superweapon was not destroyed in the last mission, the player using it may pay the additional points to use it again. Players must use every unit in their campaign army for this mission. (a player benefitting from mass retaliation may instead ignore the Makeshift Repairs rule on their vehicles).

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Welcome to Flipit: Paper Combat, a fast paced tabletop miniatures game set in a papercraft world of battle. Print and build your followers

and lead them in the fight to free Jurop.... or conquer it!

www.flipitpapercombat.com

Flipit: Paper Combat, characters and models and all associated logos are all copyright 2012 by James Bowen

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