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Dark Potential Alpha Rules


Version 0.4.2 (updated October 18, 2012, important changes in red) (Please note this when submitting feedback) Copyright 2012 MiniWarGaming Glanfield Marketing Solutions Inc. 411 East Main St. Welland, Ontario, Canada L3B3X3 There are the basic rules and guidelines that should allow you to play a full game of Dark Potential. We need your feedback in order to improve the game and get it ready for the Beta stage. You can give your feedback by posting on the MiniWarGaming forums here: http://www.miniwargaming.com/forum/viewforum.php?f=115 Remember not to assume anything that isnt written here. If something isnt clear, then please post a question about it on our forums. What we want to see posted in the Playtesting area of the forum is: 1. Questions to clarify rules. 2. Questions about rules that dont appear to be here (e.g. issues that come up with certain types of terrain). 3. Suggestions for changes / additions. 4. Rules that feel over or underpowered.

Table of Contents
Introduction ...................................................... 4 The Basics ......................................................... 5 Model Terminology ....................................... 5 Dice & Measurements ................................... 6 Dice ........................................................ 6 Basic Measurements ............................. 6 The Battlefield ................................................ 7 Attributes ........................................................ 8 Model Attributes .................................. 8 Weapons and Gear ............................... 9 Attribute Tests ...................................... 9 Game Turns .................................................... 11 The Player Turn ........................................... 11 Clean Up Phase................................... 11 Command Point Phase ...................... 11 Activation Phase ................................. 11 Movement ..................................................... 12 Actions........................................................... 14 Ranged Attack..................................... 14 Close Combat Attack ......................... 18 Charge .................................................. 20 Overwatch ........................................... 20 Combat Ready..................................... 21 Special Rules .................................................. 23 Special Equipment ....................................... 23 Grenades & Mines ............................. 23

Command Points .......................................... 25 Tactical Manoeuver ............................ 25 Modifying Dice Rolls ......................... 26 Stealth ............................................................. 26 Stealth Level......................................... 26 Perception Tests.................................. 27 Activating Stealth ................................ 27 Morale ............................................................ 29 Breaking................................................ 29 Unit Special Rules......................................... 30 Weapon Special Rules .................................. 32

Introduction
In the not so distant future A hundred years ago, over 99.999% of humanity was exterminated. Our civilization used to span several planets, in even more star systems, spanning dozens of light years, linked by technologies so complex that no man alone could comprehend the magnitude of our cleverness. We had advanced bioscience to the point where death was an oddity, and improved upon ourselves until our bodies were approaching infallibility. We had mastered the physics of interstellar communication and planetary commerce, and each decade revealed ever deeper secrets about the mysterious dark matter. Now, that is the distant past. An old, sad dream. A myth of all that was lost. Now, we struggle to stay alive on the one, last planet we have left. Earth. A planet of unpredictable aliens, self-governing machines, teeming life, and untold billions of silent, unmarked graves. A planet of lost technology, of ruined greatness, of alien wonders so splendid, random, terrible, verdant, and implausible that they belong only in dreams. Now is a time of survival. Humanity is working again to merely stake its claim in what used to be so obviously our world. It is an age of a rare species of humanity, a mankind closer to our brightest potential than any breed to have preceded it. An age where the average IQ is higher than those of the 21st century, an age where every human body has become hardier and more resistant to disease and sickness, thanks to the advances of genetic manipulations before the fall. It is an age where darkness is powerless to serve as anything but a backdrop, to the shining, luminous potential of man if they can survive. It is the 24th Century And the fate of the Earth is in the balance. Perhaps humanity will finally be snuffed out, at the moment of reaching for the stars. Perhaps Terra will be ruled by swarms of selfimproving computers, or by pantheons of god-like biofactories, or by the alien extermination fleet which came here to execute our genocide. Every stratagem, every life, every objective and every misfortune counts dearly towards the final outcome. The balance could tip a hundred different ways, depending on the choices we make. Getting Started This book has been designed to help those new to Dark Potential learn the full rules of the game, enabling you to play epic games of survival against your friends. You will be able to play as one of the human factions (the Petrov-Morales Corporation or the Reclaimers), one of the alien factions (the XLanthos or the Bioformed), or even the mindless automatons the Salvagers.

The Basics
MODEL TERMINOLOGY
Throughout this rulebook we will be referencing the miniatures that you use on the battlefield in several ways. It is important to note which way they are referenced, as a rule could be referring to individual models, or groups of models. The terminology used in this rulebook is as follows: Model A single miniature, mounted on a round base (usually 30mm for infantry sized models), whether part of a squad or not. Solo A model that operates on its own, and is not part of a squad. Squad A group of models that act together. Models cannot join or leave squads at any point in the game, and always count as being part of their original squad no matter how far away they are. Squad Leader One model in each squad is chosen by the controlling player to be the Squad Leader at the beginning of the game. If this model dies, then another model is chosen by the same player to become the new Squad Leader. Squad Member Any model that is part of a squad is a member of that squad. Unit A solo or a squad. Every solo is its own unit, and every squad forms a single unit. Placeholder for some pictures

DICE & MEASUREMENTS


Dice Dark Potential requires the constant use of normal six-sided dice (short formed to d6) to determine the outcomes of pretty much every situation. This could include shooting, attacking in close combat, morale tests, wounding, or anything else that needs to be decided with a bit of chance. Rolling d3s If at any point you are told to roll a d3, simply roll a d6, halve the result, rounding up. So a 1-2 would be a result of 1, a 3-4 would be 2, and a 5-6 would be a 3. Rolling 2d6 Another common dice roll that you will be asked to make is to roll 2d6. To do this, simply roll two six sided dice and add their results together, getting a result from 2 to 12. Basic Measurements All measurements in this rulebook are in inches. If you want to convert to the metric system simply multiply any measurements by 2.5. If you want to keep this simple then just multiply them by 2. This will change how the game plays. Dark Potential is played using heroic scale 28mm models, with most of the infantry sized models on round 25mm bases. Using different size bases would change the balance of the game, so is forbidden in competitive play (of course you can do whatever you want in friendly play). All distances can be pre-measured at any time. That means that you can measure any distances of any two objects (or arbitrary spaces) at any time. Distances are measured from the edge of the base of a miniature to the edge of the base of another miniature (or to the edge of a terrain feature, objective, or anything else you might be measuring

to). If there is a height difference, then you must take this into consideration by measuring the real distance by having the one end of the measuring tape at the level of the one object, and the other at the level of the other object. This means that you might be measuring at an angle from the ground. The distance between two squads is the distance between the two closest squad members, although Ranged Attacks use a different measurement (see Ranged Attacks).

Picture to show how to measure distances

THE BATTLEFIELD
Most games of Dark Potential will be played on a 4 x 4 board. You can feel free to change this to whatever size you want, but you will find that the distances will work best on a 4 x 4 board in a standard size game. Dark Potential is meant to be played with a lot of terrain, some of it with multiple levels (such as ruins or hills). Terrain (and therefore cover) plays a significant role in this game, so if you use too little of it you will find that ranged attacks will be too effective, and close combat squads will not be able to do their work at all. As a general guideline, if all terrain features were 1 x 1, you should have about eight of them on the board. In reality you are going to want to have a mixture of large terrain pieces, smaller terrain pieces, as well as linear obstacles like broken vehicles, barrels, and hedges. In essence there shouldnt be many places on the board that have more than 8 between terrain features. Models should be able to move from cover to cover for the most part. Of course you are free to set up the board however you like, but be aware that this game was designed to include a lot of terrain features. Line of Sight Most attacks require that the attacking model can see the target model. This is what we call line of sight. For the most part, if a line can be traced from one model to another without any obstructions, then both models have line of sight to each other. This can be difficult to tell sometimes, requiring you to bring your eyes down to the viewpoint of the model. Sometimes it will still be hard to tell, so players should either agree, or roll a die to determine if there is line of sight.

Models do not block line of sight to other models, but do provide a cover bonus (see the Ranged Attacks section). Line of Fire Line of fire is like line of sight, with the following exception: A models line of fire can be traced through Area of Effect (AOE) templates that block line of sight. For example, if a cloud of gas blocks line of sight between two models, the one model still has Line of Fire to the other model. AOE templates and other line of sight blocking effects will be discussed later. Area Terrain Area terrain is terrain that covers an area of the board. These are usually forests. A normal forest would be much thicker than what is normally portrayed on the board, but for ease of use it is usually made with far less trees to allow models to move through. To make up for this, a model is considered to be in the forest (or whatever the terrain is) if it is at least partially inside the footprint of the terrain. The footprint is often the base that the terrain is made on, however the players should agree to this before the game begins. Not all terrain that has a footprint is area terrain. For example, a building is not normally area terrain.

ATTRIBUTES
Model Attributes Every unit will have a set of attributes that define how it moves and interacts with other units. The attributes are as follows: Movement (Mv) Defense (Df) Armor (Ar) Strength (St) Attacks (At) Ranged Attack (Sh) Close Combat (CC) Perception (Pr) Morale (Mr) Wounds (Wo) Command Points (CP) Points (Pt) Movement (Mv) The movement of a unit represents how fast it can move across the board. Typically a model can move a number of inches equal to its Movement attribute. This will be affected by things such as difficult terrain, climbing, or other special actions. Defense (Df) The Defense of a unit represents how hard it is to hit at ranged and in close combat. This could represent a variety of things, such as the agility of the model, the size of the model, or even the speed of the model. Armor (Ar) The Armor value of a unit determines how hard it is to wound models from that unit. Models armed with heavy armor will typically have higher Armor values than those armed with lighter armor. Strength (St) The Strength of a unit is their hitting power in close combat. This does not affect any ranged capabilities.

Attacks (At) Not all soldiers will be as effective at dealing with multiple foes as other soldiers. The Attacks attribute represents the maximum number of hits a single model can inflict in close combat. Ranged Attack (RA) The Ranged Attack attribute represents the marksmanship of a unit, in other words, how well they can hit a target. The higher the attribute, the more easily the unit can hit agile targets or targets that are further away. Close Combat (CC) The Close Combat attribute demonstrates the effectiveness of the unit in, well, close combat! The higher this attribute, the more easily a unit will be able to hit its foes in melee. Perception (Pr) The Perception of a unit shows how good they are at spotting hidden dangers, from cloaked or camouflaged enemies to hidden traps. Morale (Mr) In the survivalist world of Dark Potential every person counts. The average combatant will run at the first sign of trouble, while more battle hardened veterans will stick around a lot longer. The Morale of a unit represents how likely they are to break when they fall under fire. The Morale characteristic is also used as a models Command Range (in inches). Wounds (Wo) The Wound attribute of a model represents how much damage it can take before it is dead or destroyed. Most infantry have one wound. Solos tend to have three wounds. Commanders tend to have five or more wounds.

Command Points (CP) Working together is key to survival. Almost every unit will have at least one Command Point, which can be used to help make their rolls more accurate, and to take special actions. Points (Pt) In order to balance an engagement between two armies, every single unit costs a certain number of Points. Solos cost their Points value to bring into battle. Squads will have two Points values (e.g. 30/10). The first number is the cost to purchase the first three squad members. The second number is the cost to purchase additional squad members, up to a maximum of six. Limit (Lm) This is the number of this type of unit that you can bring per 500 point game. If this is listed as C (Character) then you can only bring 1 of this unit, no matter how big the game is. If this is listed as U (Unlimited), then there is no limit to how many can be brought. Weapons and Gear Units will also be given weapons and other gear. Each piece of gear will have rules explaining how it works. Weapons will have the following attributes: Range (Rn) Strength (St) Area of Effect (AOE) Rate of Fire (RoF) Dark Matter Powered (DM) Type Range (Rn) The Range of a weapon is how far it be fired while still remaining accurate. Weapons can be fired beyond their Range attribute, but penalties will apply. Strength (St)

The Strength of a weapon represents its hitting power, much like the Strength of a model is used in Close Combat. Area of Effect (AOE) Some weapons dont just hit a single target, but explode to hit all nearby targets as well. These weapons will have the Area of Effect attribute, which represents the size of the template used, as detailed in the Ranged Attack section. Rate of Fire (RoF) Certain weapons will fire faster than others. The Rate of Fire of a weapon determines the maximum number of hits it can inflict at range. Dark Matter Powered (DM) If a weapon uses a dark fusion power source, or uses dark matter to produce its effects, then it will have a Y (Yes) in this attribute. If it doesnt it will have a N (No). Type All weapons have at least one type. They are Standard, Ballistic, Energy, and / or Flame. A weapon can have more than one type. Attribute Tests Most actions in Dark Potential are made with attribute tests. To perform an attribute test, a player must roll 2d6 and compare it with a target number. The target number will be the attribute that he is using (e.g. Ranged Attack for a ranged shooting attack), minus any penalties (e.g. the Defense of the target), plus any bonuses (e.g. the Squad bonus). If the result is equal to or less than the modified attribute, then the roll is successful. Sometimes it is important to know the margin of success (or failure) of a roll. The Margin of Success of a roll is how far below the target was rolled. The Margin of Failure of a roll is how far above the target was rolled. It is possible to have a Margin of Success of 0.

The rules will explicitly state when it is important to know the Margin of Success or Failure. Otherwise, you can ignore this calculation. A roll of a natural double six is an automatic failure (even if it was a reroll), and no Command Points can be used to modify it or reroll it (well talk about Command Points later). If an attribute test would normally be impossible because of the penalties (e.g. it requires 1 or less to succeed), a natural double one will always count as an automatic success with a Margin of Success of 0. Example: A unit fires its ranged weapon at a target. The Ranged Attack of the attacking unit is 11, and the Defense of the target unit is 2. Assuming no other penalties the attacking unit will need to roll 11 2 = 9 or less on 2d6. The player rolls 2d6 and gets a total of 6, which means he had a Margin of Success of 9 6 = 3. If he had rolled a 10, the Margin of Failure would be 10 9 = 1. If he rolled a 9, then the roll would be successful, with a 0 Margin of Success.

Place holder for illustration

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Game Turns
This section will go over the main rules of how to play Dark Potential. Player Turns and Game Rounds In this rulebook, whenever you see the word turn you can safely assume it means the current players turn. This rulebook will use the word round to denote a game round (i.e. both players get one turn to a round). A squad that is reduced to only one member can no longer regenerate Command Points, but can use any that were already present. Example: A unit with base 5 Command Points would normally regenerate 5 / 2 rounded down = 2 Command Points. However, this cannot take it above 5 Command Points. A unit with base 1 Command Point would regenerate 1 Command Point, but not if it already has 1 Command Point. Activation Phase The player activates his units in whatever order he chooses. When a unit activates, it performs the following in order: 1. Resolve any special rules that can occur as soon as the unit activates (e.g. revealing a stealth unit). 2. Make any applicable passive Perception skill checks. 3. Receive Tactical Manoeuvre Orders (if applicable). 4. Move. 5. Action. All members of a squad must activate together, even if they are not in command range of the squad leader. The entire squad must complete each step before moving onto the next (i.e. they all must move before taking actions).

THE PLAYER TURN


Each player turn has the following phases: 1. Clean Up Phase 2. Command Point Phase 3. Activation Phase Clean Up Phase All effects that occur during the Clean Up Phase occur now. These include: Removing AOE Effects Remove all AOE effects (e.g. Gravity Mines, Smoke Grenades, Flame Launcher AOEs) owned by the current player. These effects now expire. Other Events Some special effects will specify that they end during the Clean Up Phase. Take care of those now. Command Point Phase Every unit that is not broken regenerates a number of Command Points equal to half of their base Command Points rounded down (with a minimum of one). This cannot take them above their base Command Points.

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MOVEMENT
A model can move up to its Movement statistic in inches. It doesnt have to move its full distance, and can even choose not to move at all (which is required to fire certain weapons). A model may move into base contact with an enemy model at any time. When a squad moves, at the end of their movement every member must be within Command Range of the squad leader. If any members of the squad start their activation outside of the Command Range of the squad leader, they must use their move to try and get back into Command Range, using as much of their movement as possible (although they can stop once they are in Command Range). If they cannot get into Command Range they cannot perform any other actions. Forfeiting Movement Some special rules (e.g. Move and Shoot, Heavy) require you to forfeit your movement to gain a bonus, make an attack, or take a specific action. This is always referring to the initial movement during the units activation. This initial movement can only be forfeited once. A unit that forfeits its movement is considered to have moved 0 for the purpose of mechanics such as Overwatch. Difficult Terrain Some terrain will slow down movement. It is important that players agree beforehand what will count as difficult terrain on the board. When moving through difficult terrain, each inch of movement costs two inches. Only models moving through the difficult terrain suffer this penalty. Example: If a model has a Movement attribute of 6, and has 3 of clear space in front of him, followed by 1 of difficult terrain, followed by more clear space, the model can move forward 3, then use 2 of its movement to move

through the 1 of difficult terrain, and then move 1 further with its final inch of movement. Running A unit can declare that it is running before it makes its movement. If a unit is running, then its Movement stat is doubled for the duration of the move. All other factors are still applied (e.g. Difficult Terrain, scaling cliffs). A unit that has run cannot make any actions, including those granted by other means (e.g. the Weapon Expert special rule). Normally the entire unit must either run or not run. The only exception to this is when a model starts out of Command Range. If it does, it may choose to run, even if the rest of the squad does not. Scaling cliffs / walls / any other vertical obstacle A model can move straight up (or down) at the cost of 2 per 1 of height. The model still needs to pay the 1 of movement to move onto the ground at the top of the cliff (or ledge, or whatever is up there). If a model does not have enough movement left to get onto the ground, then the model cannot move up the cliff in that movement. Example: A model with a Movement attribute of 6 facing a cliff that is 2 high will have to use 4 of its 6 of movement to go straight up the cliff, and then 1 to move onto the cliff. If the model is more than 1 away from the cliff it will not be able to go up it as it will not have the 4 left to go up plus the 1 to move onto the cliff Linear Obstacles A linear obstacle is any terrain piece that is less than 1 high and less than 1 thick. Players should agree on what counts as a linear obstacle in the game. Models treat linear obstacles as difficult terrain, except that it costs exactly 1 extra to move over 12

the obstacle. In other words, it counts as moving through 1 of difficult terrain. Leaving Combat If a model leaves combat (i.e. moves out of base contact with an enemy model that has a close combat attack), then any enemy models that were in base contact with the model that are no longer in base contact with that same model get a free close combat attack against it. This is a normal Close Combat Attack (i.e. it still gets its full number of Attacks), but the attacker gets a +2 to his Close Combat attribute to represent the lowered defense of the model leaving combat. If the model that gets the free attack is part of a squad, do not apply any of the squad bonuses to this attack. Falling Any model that is forced over a cliff or outside of a building that falls at least 3 may suffer damage. For every 3 that the model falls (rounding up) it suffers a Strength 3 hit, ignoring armour. This does not cause a Morale test to be taken. If the model is killed and it is part of a squad, only this model can be removed as a casualty (where usually the owning player can choose which model is removed). Jumping A model can use up to half of its movement to jump across from one ledge to another, as long as the target ledge is at the same height or lower than the starting ledge. If the target ledge is at least 3 lower than the starting ledge then the model jumping will take falling damage as described above. A model can also jump across open ground, treating it as a jump from one ledge to another, but ignoring any non-gravity difficult terrain from the start of the jump to the finish. Immediately after the jump is finished the Movement is complete.

Example: A model that has a Movement stat of 6 could move 2, and then jump up to 3. After it has jumped it cannot move any further. It could also have moved 3 and then jumped 3.

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ACTIONS
Each unit can make one action in their activation, after they have completed their movement, as long as they didnt run. These actions include: 1. 2. 3. 4. 5. 6. Ranged Attack. Close Combat Attack. Charge. Overwatch (requires Command Point) Combat Ready (requires Command Point) Active Perception Check.

Every ranged weapon has a Range attribute, which determines the effective range of this weapon. If the target is within this range, then there is no distance penalty. However, if the target is farther away, then the distance penalty goes up by 1 for every number of inches equal to the Range of the weapon that the target is away (rounding up). Example: If the Range of the weapon is 8, then the distance penalties would be as follows: Distance to Target 5 8 9 16 17 25 Distance Penalty 0 0 -1 -1 -2 -3

Models in the same squad must all take the same action, except in the case of models outside of line of sight when making Ranged Attacks (see below), or models using grenades or mines (see Special Equipment below). Ranged Attack If a unit has a ranged weapon it can choose a target unit in line of sight and fire at it. If the unit has multiple ranged weapons in its profile it must declare which one it will use (it can only choose one). All special rules and penalties from that weapon will be applied in the Ranged Attack roll. A unit that is engaged in close combat cannot make a Ranged Attack. This includes squads where only some members are in base contact with an enemy model. In order to see if the attack was successful the player must make a Ranged Attack test, using the Ranged Attack attribute of the unit that is firing, with the following modifiers: 1. The Defense of the target (as a negative modifier). 2. The distance penalty. 3. Cover penalties (if applicable). 4. Units in the way penalty. 5. Squad bonuses. Distance Penalties Unless otherwise specified, every weapon has an infinite range. However, the farther away the target is, the harder it will be to hit.

If a squad is firing, use the distance from the closest target enemy model (in Line of Sight to at least one of the models participating in the attack) to the farthest friendly model that is participating in the attack. Example: Fred is firing with a 5 man squad at Joes 4 man squad. The model that is farthest in the back of the 5 man squad is 23 from the enemy model that is closest to the friendly squad, so Fred will use this range to determine modifiers. Models in a squad can choose not to participate in the Ranged Attack. Rate of Fire and Number of Hits With any attack it is not only important to succeed in the roll, but it is also important how much you succeed by. The number of hits inflicted by the Ranged Attack is equal to the Margin of Success of the Ranged Attack test. If the Margin of Success of the Ranged Attack is 0, then one hit is inflicted, but with a -1 Strength penalty. The maximum number of hits a unit can inflict is equal to the number of models in the unit (this will be 1 for any solo) multiplied by the Rate of Fire of the weapon being used.

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Example: Jack decides that his squad of 3 soldiers will fire at another squad. After all the modifiers it requires a 9 or less to hit. The squads weapons have a Rate of Fire of 2. Jack rolls 4 on 2d6. This gives him a Margin of Success of 5, so 5 hits are inflicted. If he had rolled a 2, he would normally inflict 9 2 = 7 hits, but since there is a maximum of 3 squad members x Rate of Fire of 2 = 6 hits, only 6 hits would be inflicted. If he had rolled a 9 (Margin of Success = 0), then only one hit would be inflicted, and it would suffer a -1 Strength penalty. Cover Penalties If the target is partially obscured by terrain features, or if it is inside of area terrain, then there will be a cover penalty to the attackers Ranged Attack test. The penalty depends on the nature of the cover. Light cover (such as trees or other vegetation) will normally provide a -1 cover penalty, while medium cover (the majority of hard objects) will provide a -2 cover penalty. Particularly heavy cover (such as the target being behind a window in a building) will normally provide a -3 cover penalty. Players should agree beforehand what cover penalties various terrain pieces will grant. A model gets the full cover bonus only if at least half of the model is obscured. If less than half of the model is obscured, then cover penalty is reduced by 1, to a minimum of 1 (i.e. -1). A squad receives the cover bonus if at least half of the members of the squad are in cover in relation to the attacking unit. If this is hard to determine (i.e. players cant agree if they are or are not in cover) then reduce the cover bonus by 1. Any cover that the attacking unit is in base contact with (e.g. a linear obstacle, the wall at the side of a window) will not usually count as a cover penalty. However, line of sight still needs to be drawn in order for the attacker to make a ranged attack. If there is more than one cover penalty between the attacking and defending unit, only use the heaviest penalty. They never stack.

Illustrative Example for Cover

Units in the Way If when checking line of sight one or more units (friendly or enemy, but not including models from the same squad) are partially blocking the view from the attacking unit to the target unit, then the target unit will be harder to hit. This only applies if models from the unit are actually blocking the true line of sight from the attacking model, and not if the shot is going between models. For each unit partially blocking line of sight the Ranged Attack test receives a -1 penalty. In order for a target squad to get this bonus the same conditions must apply as for cover, namely that at least half of the squad must be obscured for this penalty to come into effect. Squads and Squad Bonuses A squad always fires together, all targeting the same unit. Only those that have line of sight to the target can participate in this action. Any models not in line of sight cannot perform any other action, except where stated otherwise (e.g. throwing grenades). When a squad fires at a target it receives a bonus to its Ranged Attack equal to the number of squad members participating in the attack, even if this is only 1.

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Example: If 4 members of a squad were to fire, and their Ranged Attack skill was normally 11, they would add a bonus of 4 to their skill of 11 for a total of 15, and then apply all the other modifiers and bonuses as usual. Shooting Into Close Combat Units in Close Combat (including Squads where only some members are in Close Combat) cannot be targeted. AOE (Area of Effect) Weapons Any weapon that has an AOE will be fired slightly differently. An AOE weapon always targets an individual model, and never a full squad. This means that cover is only determined against the single model, even if the rest of the squad is in cover. The controlling player rolls to hit as normal. If the hit is successful, then center the AOE directly over the target. If the Ranged Attack fails, center the AOE directly over the target, with the arrow facing directly away from the attacker, and then roll for deviation. This is done by rolling 1d6 to determine direction (refer to the deviation template for direction), and then a number of d6 equal to the distance to the target divided by the Range of the weapon, rounding up. The deviation template is as follows:

Weapons that use AOEs will have two Strength values, labeled as Strength A/B. Any models directly under the hole in the center of the AOE are hit at Strength A, while other models touched by the AOE and at the same level as the AOE are hit at Strength B. All hits from an AOE happen simultaneously. Spray Weapons Weapons with the Spray special rule are fired differently. To fire a spray weapon, nominate a target unit within 8. Each member of the attacking unit places the spray template so that the small end is touching its own base, and the line in the middle of the spray template is overlapping an enemy model from the target unit (If there is no models from the target unit in range, then project an imaginary line from the spray template. This line must touch a model from the enemy unit). The template may not touch any friendly models. Any model that cannot comply with these rules simply does not participate in the Ranged Attack. After you have placed the spray template, count the total number of models from the target unit. Repeat this for each attacking model and add up the results. The end result is the maximum number of hits that the attacking unit can inflict. If the nearest enemy model from the target unit is within 4 of all models from the attacking unit, the weapon gains a +2 Strength bonus, and the firing unit gains a +2 to their Ranged Attack. If more than one enemy unit is covered by any of the spray templates, then make a separate Ranged Attack for each unit affected, with the maximum number of hits being the number of models from that unit under the spray template(s) placed.

1 6 5 4
Example: If the Range of the weapon is 8, then if the model is 5 away and misses, the AOE will deviate 1d6. If it is 16 away, it will deviate 2d6. If it is 25 away, it will deviate 4d6.

2 3

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Removing Casualties from Squads If a squad is wounded, then the defending player removes a number of models from the squad equal to the number of wounds inflicted, always choosing a model that is closest to the attacking unit (even if it is out of line of sight). If more than one model is the same distance from the attacking unit, then the controlling player decides which is killed. If a model with multiple wounds is hit, then keep track of how many wounds are removed. Once the model has only 0 wounds remaining, the model is removed as a casualty. If a squad is hit by an AOE attack, then determine which model is closest by measuring from the centre of where the AOE hit (i.e. if it deviated, then this would be after the deviation). Close Combat Attack If a unit has at least one member in base contact with an enemy model you can choose to have it make a Close Combat attack as its Action. If the unit has multiple close combat weapons it must declare which one it will use (it can only choose one). All special rules or penalties from that weapon will be applied in the Close Combat test. In order to see if the attack was successful the player must make a Close Combat test, using the Close Combat attribute of the attacking unit, with the following modifiers: 1. The Defense of the target (as a negative modifier). 2. Squad Bonuses Squads and Squad Bonuses Members of a squad will attack those enemies they are in base contact with. Only those that are in base contact with the target unit can participate in this action. Any members not in base contact cannot perform any other action, except where stated otherwise (e.g. throwing grenades, moving when out of Command Range). When a squad attacks a target it receives a bonus to its Close Combat test equal to the number of squad members participating in the attack against that unit, even if there is only one squad member. 17

Illustration for Spray Weapons

Wounding If the attacker successfully hits its target, it then rolls to determine how much damage it inflicts. To do this, roll a number of d6 equal to the number of hits inflicted, and compare each one to the Strength of the weapon minus the Armor of the target. For every die that is equal to or below the modified Strength, a wound is inflicted. Example: A squad fires at a target and scores 3 hits. The weapons fired have a Strength of 5, and the Armor attribute of the target is 2, so the attacking player needs to roll 5-2 = 3 or less to wound the target. The player will roll 3d6 (one die for each hit), and every 3 or less will count as a wound.

Example: If 2 members of a squad were to attack another squad, and their Close Combat attribute was normally 10, they would add a bonus of 2 to their skill of 10 for a total of 12, and then apply all the other modifiers and bonuses as usual. Multiple Combats If a solo is in base contact with more than one other enemy unit, it must choose which one to attack. If a squad is in base contact with more than one enemy unit, then its attacks are split according to who they are in base contact with. Example: If a squad of 5 is in close combat, but 3 are in base contact with one enemy solo, and the other 2 are in base contact with another enemy squad, then the first 3 squad members would attack the one enemy solo (with a +3 Squad Bonus), and the other 2 would attack the enemy squad (with a +2 Squad Bonus). Each attack is treated separately.

The maximum number of hits a unit can inflict is equal to the number of models in the unit (this will be 1 for any solo) multiplied by the Attack attribute of the unit. Example: Jack decides that his squad of 4 soldiers will attack another squad. They are all in base contact with that squad. After all the modifiers it requires a 10 or less to hit. Jack rolls 8 on 2d6. This gives him a Margin of Success of 2, inflicting 2 hits in total. The squads Attack attribute is 1, so no more than 4 hits could have been inflicted. If he had rolled a 2, he would normally inflict 10 2 = 8 hits, but since there is a maximum of 4 squad members x Attack attribute of 1 = 4 hits, only 4 hits would be inflicted. If he had rolled a 10 (Margin of Success = 0), then only one hit would be inflicted, and it would suffer a -1 Strength penalty. Wounding See Wounding in the Ranged Attack section. Fighting over Linear Obstacles If a unit has enough Movement to get into base contact with an enemy model, but in so doing one or models would have to be balanced on a Linear Obstacle, simply place those models on the other side of the Linear Obstacle and count them as being in base contact for all purposes of the attack.

Illustration for multiple combat example

Number of Attacks and Number of Hits With any attack it is not only important to succeed in the roll, but it is also important how much you succeed by. The number of hits inflicted by the Close Combat attack is equal to the Margin of Success of the Close Combat test. If the Margin of Success of the Close Combat Attack is 0, then one hit is inflicted, but with a -1 Strength penalty. 18

Charge A Charge action allows a unit to cover more ground and make a Close Combat attack. A unit performing a Charge can move up to half of its Movement attribute (the movement is slowed by difficult terrain). If it is in base contact with an enemy after this movement it can then make a Close Combat Attack, as detailed above. If a unit was already in base contact with an enemy unit, then it cannot charge. It can still make a normal Close Combat Attack. Squads and Charges All members of the squad must charge together. However, they can charge different targets, as long as each squad member stays within Command Range of the squad leader. Any models not in Command Range after they charge may not participate in a Close Combat Attack, even if they are in base contact with an enemy model. A squad can only declare a charge if all of the squad members are not in base contact with an enemy model. Overrun Any unit that charges has the Overrun Special Rule until the end of its activation (see the Special Rules section). Overwatch Overwatch is a special action that allows a solo to forgo making a Ranged Attack during its activation, and instead allows it fire during the enemys turn. A solo can choose to go on Overwatch by spending a Command Point (see the Command Points section for more information on how to spend Command Points). Place a 90 degree arc template anywhere in base contact with the model, with the small end of the arc touching the base of the model.

This limited 90 degree arc is the only line of sight the unit may trace while on overwatch. During the enemys turn if any model activates and moves during its normal movement (whether it runs or not, but not during a jump) in line of sight of this model this model can interrupt that movement (i.e. stop the model at any point of its movement) anywhere within this line of sight and make a Ranged Attack. If the model is part of a squad, then that would effectively interrupt the rest of their movements as well. If the model survives the attack, it can finish its move as normal. Alternatively the player controlling the model on Overwatch can wait until the entire unit has finished its movement (including not moving at all), and then decide to make a Ranged Attack so long as the enemy unit is still a viable target. If a unit is hit by an attack from a Solo on Overwatch, and then subsequently fails its Morale test, its activation immediately ends. Once a model on Overwatch fires, its Overwatch state immediately expires. Remove the 90 degree arc template to show this. Squads cannot go on Overwatch. Interrupting Overwatch A model will immediately lose its Overwatch status if any of the following occur: 1. The model is hit by a ranged attack. 2. An enemy model moves in base contact with this model. 3. The model has to make a Morale roll for any reason and fails. 4. The enemys turn finishes. Move or Shoot Weapons If a weapon has the special rule Move or Shoot, then the model can only go on Overwatch with that weapon if they havent moved this activation. In other words, a model can only go on Overwatch if it could have normally fired that activation.

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Multiple Weapons If a model has multiple weapons, the player must declare which weapon it is using when it first goes on Overwatch. Grenades / Mines and Overwatch If a model sacrifices its movement to throw or place a grenade or mine, they immediately count as having moved 0, allowing models on Overwatch to interrupt the action of throwing or placing the grenade or mine.

If any enemy models move into base contact with a unit in a Combat Ready state, each model in the Combat Ready unit may make one Close Combat Attack at the same time as the enemy unit. If the enemy unit does not make a Close Combat Attack (which would be silly, as that would mean they would most likely just stand there), the Combat Ready unit can still make an attack. After these attacks have been made, remove the Combat Ready marker as the unit will no longer be in a Combat Ready state. Interrupting Combat Ready A model will immediately lose its Combat Ready status if any of the following occur:

Illustration for Overwatch

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

Combat Ready Combat Ready is a special action that allows a unit to prepare to fight in close combat. To enter a Combat Ready state the unit must satisfy the following requirements: 1. It must spend a Command Point. 2. It must not already be in base contact with an enemy. 3. It must not have already made an attack by any means. When a unit enters the Combat Ready state, each model in the unit may move up to half of its Movement attribute (affected by difficult terrain as normal), just as if it were charging. This Movement can bring models into base contact with an enemy model, but it does not have to. After the unit has moved, place a marker to indicate that they are now in a Combat Ready state. 20

Special Rules
SPECIAL EQUIPMENT
Grenades & Mines In order to place a mine or throw a grenade a model must forfeit either its Movement or its Action. A unit can only use grenades or mines once per activation. When a squad uses the mine or grenade, one model is designated as using the equipment, and must therefore forfeit its Movement or its Action. If a model from a squad is performing this action, the controlling player can decide if the grenade or mine is placed before or after the rest of the squad has either moved (if the model is forfeiting its movement) or performed their action (if the model is forfeiting its action). Placing Grenades / Mines After a model has been designated, place a 3 AOE template with the center of the template anywhere completely within 6 and line of sight of the throwing model. Alternatively you can place the center of the template anywhere completely within 12 of the throwing model (even without line of sight, as long as the grenade or mine wouldnt have passed a wall into a building, unless there is a window), but then you must deviate it 1d6 as per the normal deviation rules for AOEs (see the Ranged Attack section). If there is no line of sight to where the grenade or mine was placed, then it will deviate 2d6 instead. Smoke Grenades The Smoke Grenade AOE grants a Level 2 Cover to those units that are in it, as per normal cover rules. Smoke grenades prevent Line of Sight from being traced through the area of effect including up to two inches above the template. Any Energy weapons that are fired at a unit that would normally gain the Level 2 Cover have their Strength reduced by 2, even if the unit is benefiting from better cover. This includes AOE weapons that may not be covering some models in the smoke grenade AOE, and even AOEs that didnt take a cover penalty. If for whatever reason a unit is able to see through a Smoke Grenade AOE (such as the XLanthos Infrared Sight), they will still suffer the -2 Strength penalty if firing Energy Weapons through the Smoke AOE, unless they are firing an Energy Weapon with an AOE. Additionally, any target that would normally be obscured by the Smoke AOE will be given a minimum Cover Level of 2. The smoke grenade will last until the Clean Up Phase of the owning players next turn.

AOE Templates vs Tokens It is often difficult to place AOE templates when models or terrain are in the way. One alternative is to place a token where the centre of the AOE would normally be placed, and then to measure from the token to apply any effects. For example, for a 3 AOE template you would measure 1.5 from the token in all directions (i.e. a 1.5 radius makes a 3 diameter template). This has the advantage of not requiring the movement of models, but has the disadvantage of not being as visually obvious for the game. A mixture of both templates and tokens is usually best.
Gravity / Anti-Gravity Mines To place a gravity mine, first declare whether it will be a Gravity or an Anti-Gravity mine, and then place it as per the Smoke Grenade rules above. When ballistic weapons are fired through a Gravity Mine AOE, apply an additional -2 Range 21

Attack penalty before rolling. This represents the attacker needing to compensate for the Gravitational field. A Gravity Mine AOE counts as difficult terrain. Any upward movement while in a Gravity Mine AOE is halved (this means it costs 4 to move up 1). Fall damage is increased, causing a Strength 3 hit for every 2 fallen rather than the normal 3. Additionally, any model that jumps through a Gravity Mine AOE will have their jump distance decreased by 2 for each AOE that is passes through. This does not decrease the maximum movement of that model. Any upward movement while in an Anti-Gravity Mine AOE is doubled (this means it costs 1 to move up 1). Fall damage is decreased, causing a Strength 3 hit for every 4 fallen rather than the normal 3. Any unit that is partially in an Anti-Gravity Mine AOE receives a -2 to their Defense. Additionally, any model that jumps through an Anti-Gravity Mine AOE can jump an additional 2 for each AOE that it passes through. This does not increase the maximum movement of that model. Overlapping Gravity / Anti-Gravity Mines Gravity / Anti-Gravity Mines that overlap will stack. Two or more of the same mine will have a multiplying effect when it comes to movement (where they overlap). Opposite mines will cancel out for all effects (where they overlap). No other effects are stacked (e.g. a unit wouldnt receive -4 to their Defense if within two AntiGravity Mine AOEs). Example: If a model is in the range of two Anti-Gravity Mines, that model can move up 4 of terrain for the cost of only 1. If a model is in the range of an Anti-Gravity Mine and a Gravity Mine, then the two cancel each other out.

Flash Grenades Flash grenades are used to disrupt the enemy lines, with the objective of getting into better positions and causing enemy soldiers to act less coordinated. A Flash Grenade is placed (or thrown) in the same manner as the normal rules for Grenades and Mines, with one exception: instead of placing a 3 AOE instead place a small base with its centre where the grenade has landed. After the base has been placed, two things happen: 1. Models (friendly or enemy) on overwatch within 12 and line of sight to the Flash Grenade base lose their Overwatch status on a 4+. 2. Units (friendly or enemy) within 3 of the base with at least one model with line of sight to the base lose one Command Point on a 4+. After all possible effects are resolved remove the Flash Grenade base.

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COMMAND POINTS
Probably one of the most central parts of playing Dark Potential will be dealing with Command Points. Command Points are resources given to most units that allow them to perform special actions and manipulate dice rolls. It is important to learn how to manage Command Points, as being caught without any at a critical moment could lose you the game. Who can use a models Command Points? Only the unit that has the Command Points is allowed to use those Command Points. If the model has the Commander special rule, then any other friendly units can use its Command Points at any time for any purpose as long as they are within Command range of the Commander (which is equal to the Commanders Morale in inches). A squad can use Command Points from a Commander if any member of the squad is in the Command Range of the Commander. Command Point Uses Command Points can be used to do any of the following (although certain options can only be used during a units activation): 1. Perform a special action (see the Actions section for more details). 2. Perform a Tactical Manoeuver. 3. Reroll any roll made by the controlling players unit (can repeat). 4. Modify the results of a die roll made by the controlling players unit up or down by one (can repeat). In the case of rolling to Wound, each d6 counts as a single roll, so any Command Point uses would only affect one of the dice.

Tactical Manoeuver Before a unit starts to move, a Tactical Manoeuver can be declared. A single Command Point must be spent for this. Any members of a squad within Command range of their squad leader will benefit from this. A Tactical Manoeuver helps to counter Overwatch. A model that is moving under the effect of a Tactical Manoeuver cannot be interrupted in its movement. However, once the units movement is complete, an enemy model on Overwatch can choose to fire at the unit, if it is still within line of sight and in the 90 degree Overwatch arc. This is used to help move from cover to cover as the model on Overwatch is unable to fire until after this movement is completed. Modifying Dice Rolls A player can use Command Points to modify the dice rolls of his units. However, only Command Points from a unit (or a nearby model with the Commander special rule as specified above) can be used to modify rolls made by that unit. This means that certain rolls, such as falling damage, cannot be modified, as they are not rolled by any specific unit. Rolls that can be modified include: 1. 2. 3. 4. 5. Ranged and Close Combat Attacks. Deviation direction and distance. Rolls to wound. Morale tests. Any attribute test.

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STEALTH
Some units have the special ability to go into stealth mode, whether from natural camouflaging abilities, technological manipulations, or anything else. No matter how it is produced, the rules are the same. Stealth Level When a unit has the Stealth special rule it will be listed Stealth # on that unit's profile. The number listed is the Stealth Level of the unit. This determines two things: 1. How many false bases the controlling player can place (equal to the Stealth Level of the unit). 2. How far those bases can stray from each other. Stealth Bases When deploying a unit with Stealth, instead of placing the unit, the controlling player can choose to start them in Stealth mode, placing a number of empty bases (but marked to be distinct from each other, such as with numbers or colors) anywhere in his deployment zone, but within the prescribed coherency distance below. Every stealth base should be distinct from every other stealth base on the board, but it is not necessary to inform your opponent as to which stealth bases belong to which unit, if you have more than one unit with the Stealth special rule. The player secretly chooses and writes down which base represents the actual unit, and which are decoys for that unit. A stealth base can move as normal, but cannot run or take any other actions. It is subject to difficult terrain as normal. If the base would be attacked for any reason (such as being hit by an AOE template), the controlling player either chooses to remove the base from play, or to replace it with the actual model if it is the base representing that unit. An enemy player cannot target a stealth base with any attacks.

Stealth Coherency The false bases must stay within a certain distance of each other, equal to the Stealth Level x 3 in inches. All bases must be connected continuously within this distance, creating one long chain of bases. If at the end of the Stealth models activation any of the bases are out of coherency, the controlling player must choose one base and remove it from play. This is repeated until all the bases are in coherency.

Illustration of Stealth Coherency

Revealing A player can choose to reveal a unit with the Stealth special rule when they first activate. When a player reveals which base is the actual unit, simply replace that base with the model if it is a solo. If it is a squad, then place the squad leader in place of the stealth base, and then place all other members of the squad within 1 of the leader, but not in base contact with enemy models, or inside of impassable terrain. Any models that cannot be placed are destroyed. If the base no longer exists, then the unit is counted as destroyed and the rest of the bases are removed from play. All other stealth bases are then immediately removed.

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Forced Revealing A stealth base is forced to be revealed if any of the following occur: 1. The opposing player has a unit that passes a Perception check to reveal that particular base. 2. The stealth base is hit with an AOE and takes damage. 3. The stealth base is forced to take a Morale test and fails. If a stealth base is hit with an AOE or is required to take a Morale test, the controlling player either chooses to remove the base from play, or to replace it with the actual model if it is the base representing that unit. If a unit is revealed during its activation then its activation immediately ends. Perception Tests An opposing player can attempt to discover what is underneath a Stealth base if a unit is in line of sight by performing a Perception test. These are performed at three times: 1. Automatically when a unit activates as a Passive Perception test. 2. As an Active Perception test (which requires an Action). 3. Automatically when the stealth base moves in line of sight of an enemy model on Overwatch (as a Passive Perception test). If a unit is in line of sight of multiple Stealth bases it will do an automatic Perception test for every single base when it activates. However, if it does an Active Perception test, it can only attempt to discover one base within line of sight. A unit currently in Stealth mode cannot perform Perception tests normally. If the controlling player decides to do one anyway, the model is immediately revealed. A Perception test has the following modifiers:

1. -1 for every 6 away from the base, beyond the first 6 2. Cover Penalties (exactly like Ranged Attacks) 3. +3 if it is an Active Perception test. If the Perception test is successful, the player who controls the bases either removes the base or, if it is the base that represents the model, replaces it with the unit as described above in the Revealing section. A squad can only roll once per enemy base in line of sight, no matter how many squad members can see it. Use the squad member closest to the stealth base (and in line of sight) to determine the range penalty. Activating Stealth A unit that has been discovered can choose to reactivate its Stealth mode at the beginning of its activation, before it moves. To do this, replace the solo or squad leader with one of the stealth bases, and then place the rest of the bases in base contact with the first one. Any bases that cant be placed due to nearby models or terrain are simply not placed. The player then secretly writes down which base represents the actual model. The model is then able to move as normal, using the same rules as above. It cannot choose to reveal itself in the same activation, although it could be revealed by other means.

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MORALE
A unit must take a Morale test immediately whenever one of the following occurs: 1. The unit is hit by a Ranged or Close Combat Attack. 2. A friendly unit within 6 and in line of sight is completely wiped out. Note: A unit may end up taking multiple Morale tests in one turn. There is no limit to how many tests they must make. However, once they have failed one, then there is no need to roll for any more that turn. A unit within Command range of a model with the Commander special rule can choose to use its Morale as its base Morale instead of its own, if the unit with the Commander special rule is not broken. When the unit is hit by a Ranged or Close Combat Attack When a unit is hit by a Ranged or Close Combat Attack it will have to make a Morale roll, whether or not is suffers any casualties. The Morale test is made after rolls to wound have been resolved. If any wounds are inflicted, the Morale test will suffer a negative modifier equal to the number of wounds inflicted. Breaking If the unit fails a Morale test, then it will automatically become Broken. Place a token by the unit to indicate that it is now Broken. While a unit is Broken, the following occur: 1. If it is currently activated, its activation immediately ends. 2. It loses all of its remaining Command Points. 3. It loses the Commander special rule. 4. It receives a -4 penalty to its Ranged Attack and Close Combat attributes. 5. It cannot take Perception tests.

6. The only actions it can take are Ranged Attacks and Close Combat Attacks. 7. The unit gains the Dug-In special rule. A unit that is Broken cannot voluntarily move closer to any enemy units. In certain circumstances this can mean that the unit will not be able to move. After the unit has completed its next activation, it must make another Morale test to see if will continue to be Broken. It will continue to be Broken until it passes a Morale test at the end of one of its activations.

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UNIT SPECIAL RULES


Agile A unit with the Agile special rule ignores the effects of difficult terrain, except any that are created by gravity AOEs. Commander A unit with the Commander special rule allows others to use its Command Points, as long as they are within the Command range of the unit with the Commander special rule (which is equal to the models Morale in inches). A squad can use Command Points from a unit with the Commander Special Rule if any member of the squad is in the Command Range of the unit with the Commander Special Rule. A unit within Command Range of the unit with the Commander Special Rule can choose to use its Morale instead of their own. Any unit that is broken loses the Commander Special Rule while broken. [Extra] Contagious A model with this rule is infected with the XLanthos virus. Any non-robotic model that has this special rule automatically suffers a Strength 2 hit, ignoring armour, whenever they activate. This hit does not cause a Morale test to be taken. Any non-robotic model that starts its activation in base contact or moves into base contact with a model with this special rule will automatically suffer a Strength 3 hit that ignores armour. If the model is wounded, it will then have the Contagious special rule. A model that has the Extra Contagious rule will infect other models that activate or move within 2 of this model. Drone A model with this special rule will always choose to perform a Ranged Attack as its action, and will

always target the closest enemy unit in its Line of Sight. Dug-In A unit with the dug-in special rule receives a +1 Defense bonus when it is benefiting from Cover. If an attack ignores Cover for whatever reason, it also ignores the Dug-In special rule. Fly A model with the Fly special rule ignores any difficult terrain not created by Gravity Mines. In addition, the model can move straight up or in diagonals without any penalty, as long as it ends its movement as normal (i.e. with its base on the ground). These vertical and diagonal movements can be combined with normal horizontal movements. Example: A model with the Fly special rule and a Movement of 7 could move in a diagonal direction of 3 on top of a piece of terrain, then move 2 across it, and then move another 2 in a vertical direction up to another level. Grav Pack A unit with this special rule counts as being under the effect of an Anti-Gravity mine whenever it climbs, falls, or jumps. This will stack with additional Gravity and AntiGravity mines. Healing # A unit with this special rule can heal wounded allies. Anytime a model dies within 6 of this unit, instead of dying it becomes Critically Wounded. A model that is Critically Wounded cannot perform any actions, loses all of its Command Points and special rules, but can be targeted by enemy units. A model that is Critically Wounded has +2 Defense, but -1 Armour. If it is wounded again then it is removed as a casualty. At the end of a players turn, all Critically Wounded models owned by that player are removed.

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A model with the Healing special rule can use its Action to attempt to heal a friendly model that it is in base contact with. To do this it must make a Healing roll, with the # of the Healing special rule being the Healing skill. Command Points can be used to modify this roll as normal. If it succeeds, then the model that it is in base contact with can either regain one wound, or it can remove the Contagious special rule from itself if it has it. If the model was Critically Wounded then it cannot activate this turn, but regains all of the Special Rules that it had before becoming Critically Wounded. If the model was not Critically Wounded it cannot gain more wounds than its starting value. Immobile A unit with this special rule cannot voluntarily move during its activation, but can be moved by other special rules (such as the XLanthos Manipulators Dark Manipulator weapon). A model with this special rule will always count as having forfeited its movement during its activation. Immunity A unit with this special rule is not affected by any other models or weapons with the Contagious special rule. Infrared Vision A unit with this special rule can see through Smoke Grenade AOEs. Any units that would normally be out of the LOS because of the Smoke Grenade count as being in a minimum Cover Level 2. Loner A unit with the Loner special rule cannot use another models Morale or Command Points. Mechanical A model with this special rule automatically has the Immunity special rule.

Overrun A unit with this special rule that kills one or more enemy units in Close Combat can move up to half of its Movement if it is no longer in base contact with any enemy models. Members of a squad with this special rule can each move even if other members are still in base contact with enemy models. This movement is considered another normal movement, and so is affected by difficult terrain and any other normal movement penalties and bonuses. It does not trigger Overwatch, Combat Ready, or any other special effects related to movement. Point Blank A unit with this special rule can choose to perform a Ranged Attack at models in base contact with itself instead of performing a Close Combat attack. Recon Any unit with this special rule are deployed after both sides have finished their deployment, but before the first turn. They can be deployed up to 5 further than their normal deployment zone. If both players have units with this rule, then the player who deployed first must deploy all of his Recon units, followed by his opponent doing the same. [WEAPON] Expert A unit with this special rule may use the specified WEAPON as a free action, on top of the normal Movement and Action that the unit normally performs. This action is taken either before or after the Movement, or after the Action of the model or squad. This does not allow the unit to use the weapon more than once per activation, nor can the weapon be used if this unit chooses to run this activation.

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All rules governing the use of that weapon remain the same. E.g. A unit with the Pistol Expert special can fire its pistol before it moves, or after it moves, or after it performs an action. However, it cannot fire the pistol more than once per activation.

If it is resolved as a Charged Shot, then the weapon receives a Strength bonus equal to the number in brackets. However, unless the firing unit forfeited its movement they will suffer a -2 to their RA. Every participating model from the unit must have forfeited its movement to not suffer this penalty. Contagious Any models wounded by a weapon with this special rule will have the Contagious special rule for the rest of the game. Models with the Mechanical special rule are not affected. Demoralizing Any units hit by a weapon with the Demoralizing special rule suffer an additional -1 to their next Morale test. Grenade A weapon with the Grenade special rule is thrown exactly the same as described in the grenades section. Guided A weapon with the Guided special rule has the ability to be fired without direct line of sight from the wielder. Instead of firing at a target in line of sight, the weapon can be fired at an enemy unit that has been successfully hit by a weapon with the Targeting special rule within the same turn. In this case the target unit does not suffer the -2 modifier to their Defense, but also does not receive any benefits from cover for this shot. Heavy If a unit forfeits its movement, a weapon with the Heavy special rule will have its RoF doubled. Ignores Armour A weapon with the Ignores Armour special rule will not reduce its Strength by the Armour of the target.

WEAPON SPECIAL RULES


Aimed Shot When firing a weapon with this special rule, take the Margin of Success of the Ranged Attack and divide it by two (rounding down). The result is added to the Strength of the weapon, to a maximum of +3. Beam (#) A weapon with the Beam special rule has the ability to hit a target and continue straight through to the next one. To fire this weapon draw a straight 1mm thick line that starts touching the weapon on the firing model, and goes until it hits a wall, impassable terrain, or leaves the board edge. Every model (note model and not unit) that the line passes through is a potential target. A model is affected if the line passes over the base of the model, but no higher than the models head. Starting with the closest model that is touching the line, resolve a normal Ranged Attack using this weapons profile. If the model is not hit, continue on to the next model (if there is one). If the model is hit, only continue on to the next model if the total number of models hit by this attack is less than the number in brackets (e.g. a Beam (2) weapon can only hit two models). Charged Shot (#) A weapon with this special rule can be fired in one of two modes, declared by the controlling player before any rolls are made. It can be fired normal, in which case the shot is resolved as normal, or it can be resolved as a Charged Shot.

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Minimum Range (#) A weapon with this special rule cannot target models within the range specified in brackets. Move or Shoot A unit must forfeit its Movement in order to fire this weapon. This counts as having moved 0, and does not skip the movement phase of the units activation. Multiple Wounds (d#) If a weapon with the Multiple Wounds special rule inflicts a wound on a model with multiple wounds, it will inflict d# (the # is specified in the Special Rule of the weapon) wounds instead of just one. If more than one wound was inflicted, then each wound will inflict d# wounds. No Deviation (AOE weapons only) An AOE weapon with the No Deviation special rule that misses its target will have no further affect, and does not deviate. Remains in Play (AOE #, St #) AOE Weapons Only After resolving the attack and damage from this weapon place an AOE the size of the # in the AOE # part of the special rule. Any models that move into or end their Movement in this AOE will receive an automatic Strength # hit, the # being the one specified in the special rule. This AOE lasts until the Clean Up Phase of the controlling players next turn. Semi-Automatic A weapon with this special rule can be fired faster at the cost of accuracy. Before rolling to hit, the controlling player can choose to add up to 2 to the RoF of this weapon. For each point added the Range of the weapon will be reduced by 1.

Sustained Beam A weapon with this special rule can sacrifice RoF in exchange for a higher Strength. Before rolling to hit, the controlling player can declare that he is sacrificing RoF. For every point of RoF sacrificed (down to a minimum of 1) the Strength of the weapon receives a +1 bonus. Additionally, if at least 2 RoF are sacrificed the weapon also receives the Multiple Wounds (d3) special rule. If at least 4 RoF are sacrificed, the weapon instead receives the Multiple Wounds (d6) special rule. Targeting When a unit is hit by a weapon with the Targeting special rule, their Defense receives a -2 modifier until the Clean Up Phase of the player who owns the unit that fired the weapon. A unit can only be affected by Targeting once per round. Weapon Platform A weapon with this special rule is represented on the battlefield as a model that is part of the unit that is carrying it (in addition to the other members of the unit, and not replacing any). This model cannot be targeted, destroyed, moved, or affected in any way except for the owning player moving it with his unit (at their Movement speed). A unit can fire the Weapon Platform as long as at least one model is in base contact with the Platform. Firing the weapon with the Weapon Platform counts as firing any other weapon, with each participating member of the unit adding a +1 to the Ranged Attack as normal.

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Weapons and Equipment


CLOSE COMBAT WEAPONS
Petrov-Morales Corporation Weapon Combat Knife Vibro Knife XLanthos Armored Fists Subatomic Destabilizing Blade Reclaimers Exoskeleton St +2 +3 +2 +3 +2 Type Standard Energy Standard Energy Standard Special Rules

Ignores Armour

RANGED WEAPONS
Petrov-Morales Corporation Weapon Corp Rifle Flame Launcher -fired as launcher -fired as spray Laser Rifle Pistol Portable Machine Gun Sniper Rifle Targeting Scanners Various Small Arms XLanthos Weapon Electron Masser Phase Rifle Plasma Discharger Plasma Emitter Plasma Projector Targeting Scanners Viral Injector Vortex Cannon Rn 8 8 8 6 8 12 8 6 Rn 6 10 6 8 8 6 6 St 5 7/5 6 6 5 6 6 5 St 7/5 8 6 6 6 3/3 6/4 AOE 3 AOE 4 3 3 Rof 1 1 3 1 2 1 2 Rof 1 1 2 Type Ballistic Flame Flame Energy Ballistic Ballistic Ballistic Energy Ballistic Type Energy Ballistic Energy Energy Energy Energy Ballistic Energy Special Rules Semi-Automatic Remains in Play (AOE 3, St 5) Spray Sustained Beam Heavy, Demoralizing Multiple Wounds (d3), Move or Shoot, Aimed Shot, Demoralizing Targeting

Special Rules No Deviation, Demoralizing Phased Ammo, Demoralizing Spray Targeting Ignores Armour, Contagious Attractor, Move or Shoot

Phased Ammo Can be fired through terrain, but with a -1 modifier to Strength for each piece of terrain or wall passed through. Attractor After determining the final placement of the AOE, but before determining who is hit, each model within 3 of the centre of the AOE is moved d3 directly towards the centre (roll once for all models affected, not individually). 31

Reclaimers Weapon Det Pack Harasser Airburst Cannon Heavy Lancer Beam Laser Pistol Particle Beam Particle Rifle Repulser Blaster Stalker Missile Launcher

Rn 10 8 6 6 6 8

St 7/5 8/6 8 6 6 6 6 7/5

AOE 3 4 3

Rof 1 2 1 2 -

Type Ballistic Ballistic Energy Energy Energy Energy Energy Ballistic

Special Rules Grenade Move or Shoot, Guided, Demoralizing, Weapon Platform Multiple Wounds (d3), Beam (3), Weapon Platform Multiple Wounds (d3), Charged Shot (2), Beam (2) Charged Shot (1) Spray Move or Shoot, Guided

32

PETROV-MORALES CORPORATION
COMMANDERS
Director
Mv 6 Df 5 Ar 3 St 3 At 2 RA 14 CC 13 Pr 9 Mr 9 Wo 5 CP 5

Points: 90 Equipment Combat Knife Pistol Laser Rifle Special Rules Commander

Limit: 1 Upgrades Exchange Combat Knife for Vibro Knife Add Gravity Mines Add Smoke Grenades +1 Command Points Cost 10 5 5 25

Recruiter
Mv 6 Df 5 Ar 3 St 3 At 2 RA 14 CC 13 Pr 8 Mr 8 Wo 3 CP 3

Points: 40 Equipment Combat Knife Corp Rifle Special Rules Commander

Limit: 2 Upgrades Exchange Combat Knife for Vibro Knife Add Smoke Grenades Cost 5 5

Arbitrator
Mv 6 Df 5 Ar 3 St 3 At 3 RA 12 CC 15 Pr 8 Mr 8 Wo 3 CP 3

Points: 60 Equipment Vibro Knife Pistol Special Rules Commander

Limit: 2 Upgrades Add Smoke Grenades Add Gravity Mines Cost 5 5

33

SQUADS
Recruits
Mv 6 Df 4 Ar 2 St 3 At 1 RA 11 CC 10 Pr 7 Mr 6 Wo 1 CP 1

Points: 30 for 4 Squad Size: 4 - 8 Equipment Combat Knife Various Small Arms

Limit: Unlimited

Upgrades Add Squad Member Add Smoke Grenades

Cost 5 each 5

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

Points: 40 for 3 Squad Size: 3 - 6 Equipment Combat Knife Corp Rifle Special Rules Dug-In

Limit: Unlimited

Upgrades Add Squad Member Add Smoke Grenades Exchange Combat Knife for Vibro Blade

Cost 10 each 5 3 each

34

SOLOS
Sniper
Mv 6 Df 5 Ar 1 St 3 At 1 RA 14 CC 11 Pr 10 Mr 8 Wo 3 CP 2

Points: 50 Equipment Combat Knife Pistol Sniper Rifle Special Rules Dug-In Loner

Limit: 2 Upgrades Add Grav Pack Add Smoke Grenades Cost 5 5

Heavy Weapon Specialist


Mv 5 Df 4 Ar 2 St 3 At 1 RA 14 CC 12 Pr 7 Mr 6 Wo 3 CP 1

Points: 40 Equipment Combat Knife Pistol Flame Launcher

Limit: 3 Upgrades Replace Flame Launcher with Portable Machine Gun free

Medic
Mv 6 Df 4 Ar 1 St 3 At 1 RA 13 CC 10 Pr 7 Mr 7 Wo 3 CP 1

Points: 25 Equipment Combat Knife Pistol Special Rules Healing (8) Immunity

Limit: 2 Upgrades Upgrade to Veteran Medic (Healing (9)) Cost 10

35

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

Points: 40 Equipment Vibro Knife Pistol Special Rules Stealth (2) Dug-In Agile Pistol Expert Point Blank Recon

Limit: 2 Upgrades Add Smoke Grenades Cost 5

Surveyor
Mv 7 Df 4 Ar 1 St 3 At 1 RA 14 CC 10 Pr 9 Mr 8 Wo 3 CP 1

Points: 20 Equipment Combat Knife Targeting Scanners Pistol Special Rules Dug-In Recon

Limit: 2 Upgrades Add Smoke Grenades Cost 5

36

Technician
Mv 5 Df 3 Ar 1 St 3 At 1 RA 13 CC 10 Pr 7 Mr 6 Wo 3 CP 1

Points: 10 Equipment Combat Knife Pistol Special Rules Repair (8) Emplacement Controller

Limit: 3 Upgrades Add Machine Gun Emplacement Cost 15 each (max. 3)

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

Machine Gun Emplacement


Mv 0 Df 2 Ar 4 St At RA 14 CC Pr Mr Wo 3 CP -

Equipment Portable Machine Gun

Special Rules Mechanical Immobile Loner Drone

37

XLANTHOS
FACTION SPECIAL RULES / EQUIPMENT
Controlled Contagion This model does not take any hits from the Contagious special rule, and can choose to not infect other models with its own Contagious special rule (this does not affect any weapons it might fire). Phased Vision - Can draw Line of Sight through terrain and AOE effects, but with a -1 modifier to Ranged Attack and Perception tests for each piece of terrain, AOE effect, or wall passed through. XLanthos Vision - When the unit activates it can declare that it is using its second set of eyes. If it does this, it gains the Infrared Vision Special Rule, but receives a -2 penalty to its Ranged Attack attribute. Both of these effects end at the end of its activation. Dark Manipulator - As an Action, choose one: 1. Gravitic Crusher: Rn 6, AOE 3, St = Ar of Target, Ignores Armour. AOE 3 becomes a Gravity Mine AOE. 2. Gravity Manipulation: Place up to 3 X'Lanthos Gravitic Mines, as per standard rules. 3. Force Manipulation: Target model or squad within 12" in LOS. Target moves 1d6" directly towards or away from Manipulator. Dark Shield Generator - Activated anytime during activation. Choose one: +3 Ar vs Ballistic, or +3 Ar vs Energy, until wargear is activated again. This wargear is also activated before the first turn of the game, but after deployment. Phase Field Generator - Activated before movement. The model can pass through anything during its movement, as long as it fully finishes its movement outside of any objects. While activated the model ignores any non-gravity induced difficult terrain. XLanthos Gravitic Mine This works exactly like a normal Gravity Mine, except that if the model opts to throw the mine, it can be thrown up to 20 instead of 12. However, if it is thrown further than 12, roll an additional d6 for the deviation distance.

38

COMMANDERS
Commander
Mv 5 Df 4 Ar 4 St 2 At 1 RA 15 CC 11 Pr 10 Mr 9 Wo 5 CP 5

Points: 100 Equipment Armoured Fists Electron Masser Special Rules Commander XLanthos Vision

Limit: 1 Upgrades Add Gravity Mines Add XLanthos Gravitic Mine Cost 5 10

Manipulator
Mv 7 Df 4 Ar 2 St 2 At 1 RA 15 CC 10 Pr 8 Mr 8 Wo 3 CP 3

Points: 50 Equipment Armoured Fists Dark Manipulator Special Rules Commander XLanthos Vision

Limit: 2 Upgrades Add Dark Shield Generator Cost 10

39

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

Points: 60 for 4 Squad Size: 4 - 8 Equipment Armoured Fists Plasma Projector Special Rules XLanthos Vision

Limit: U

Upgrades Add Squad Member Add Gravity Mines

Cost 10 each 5

Shock Troops
Mv 7 Df 4 Ar 2 St 3 At 2 RA 13 CC 11 Pr 7 Mr 7 Wo 1 CP 1

Points: 50 for 3 Squad Size: 3 - 6 Equipment Armoured Fists Plasma Discharger Grav Pack Special Rules XLanthos Vision

Limit: U

Upgrades Add Squad Member Add Gravity Mines

Cost 10 each 5

40

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

Points: 70 for 3 Squad Size: 3 - 6 Equipment Phase Rifle Special Rules Phased Vision

Limit: 2

Upgrades Add Squad Member

Cost 20 each

Lurkers
Mv 7 Df 5 Ar 2 St 2 At 1 RA 12 CC 8 Pr 9 Mr 7 Wo 1 CP 2

Points: 40 for 2 Squad Size: 2 - 4 Equipment Armoured Fists Plasma Emitter Targeting Scanners Special Rules XLanthos Vision Dug-In Stealth (2) Loner Recon

Limit: 2

Upgrades Add Squad Member Add Gravity Mines

Cost 15 each 5

41

SOLOS
Assassin
Mv 8 Df 7 Ar 1 St 2 At 3 RA 14 CC 14 Pr 9 Mr 8 Wo 3 CP 2

Points: 40 Equipment Subatomic Destabilizing Blade Special Rules XLanthos Vision Stealth (3) Overrun Loner

Limit: 2 Upgrades Add Gravity Mines Add Phase Field Generator Cost 5 10

Infector
Mv 6 Df 3 Ar 3 St 2 At 1 RA 14 CC 10 Pr 8 Mr 7 Wo 3 CP 1

Points: 45 Equipment Armoured Fists Viral Injector Special Rules XLanthos Vision Contagious Healing (7) Controlled Contagion

Limit: 2 Upgrades Add Gravity Mines Add Plasma Discharger Upgrade to Extra Contagious Cost 5 5 5

42

Guardian
Mv 5 Df 2 Ar 4 St 2 At 1 RA 14 CC 10 Pr 8 Mr 6 Wo 3 CP 1

Points: 50 Equipment Armoured Fists Vortex Cannon Special Rules XLanthos Vision

Limit: 2 Upgrades Add Gravity Mines Cost 5

43

RECLAIMERS
FACTION SPECIAL RULES / EQUIPMENT
Repulser - A model equipped with a Repulser has a +4 Df and +1 Ar against free strikes. Distortion Field Generator - If a hostile unit attempts to fire past a unit with Distortion Field Generators and would thus suffer a Units In The Way penalty, they suffer a -4 to their Ranged Attack instead of the normal -1. Grav Jetpack When a model with a Grav Jetpack opts to run, it gains the Fly special rule for the duration of its activation.

44

COMMANDERS
Captain
Mv 7 Df 3 Ar 3 St 2 At 2 RA 14 CC 10 Pr 8 Mr 9 Wo 5 CP 5

Points: 100 Equipment Exoskeleton Laser Pistol Particle Beam Repulser Special Rules Commander

Limit: 1 Upgrades Add Grav Pack Add Gravity Mines Add Flash Grenades Cost 5 5 5

Warden
Mv 6 Df 3 Ar 4 St 1 At 1 RA 14 CC 10 Pr 8 Mr 8 Wo 3 CP 3

Points: 40 Equipment Exoskeleton Repulser Blaster Special Rules Commander

Limit: 2 Upgrades Add Flash Grenades Add Repulser Cost 5 5

45

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

Points: 40 for 3 Squad Size: 3 - 6 Equipment Exoskeleton Particle Rifle Repulser

Limit: U

Upgrades Add Squad Member Add Grav Packs Add Flash Grenades

Cost 15 each 5 5

Drop Guard
Mv 7 Df 4 Ar 2 St 1 At 1 RA 13 CC 9 Pr 7 Mr 8 Wo 1 CP 1

Points: 60 for 3 Squad Size: 3 - 6 Equipment Exoskeleton Repulser Blaster Repulser Grav Jetpack Special Rules Recon

Limit: 2

Upgrades Add Squad Member Add Grav Packs Add Flash Grenades

Cost 20 each 10 10

46

Aegis Guard
Mv 6 Df 2 Ar 4 St 1 At 1 RA 13 CC 9 Pr 7 Mr 7 Wo 1 CP 1

Points: 50 for 3 Squad Size: 3 - 6 Equipment Exoskeleton Repulser Blaster Distortion Field Generator

Limit: 2

Upgrades Add Squad Member

Cost 15 each

Field Platform Team


Mv 4 Df 3 Ar 2 St 1 At 1 RA 13 CC 8 Pr 7 Mr 5 Wo 1 CP 1

Points: 40 for 2 Squad Size: 2 - 3 Equipment Exoskeleton Laser Pistol Heavy Lancer Platform

Limit: 3

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

Cost 15 free

47

SOLOS
Forward Observer
Mv 7 Df 4 Ar 2 St 1 At 1 RA 13 CC 9 Pr 9 Mr 8 Wo 3 CP 2

Points: 30 Equipment Exoskeleton Laser Pistol Targeting Scanners Repulser

Limit: 2 Upgrades Add Grav Pack Cost 5

Redeemer
Mv 6 Df 2 Ar 3 St 1 At 1 RA 13 CC 9 Pr 7 Mr 7 Wo 3 CP 1

Points: 50 Equipment Exoskeleton Laser Pistol Stalker Missile Launcher

Limit: 2

Spectre
Mv 8 Df 5 Ar 1 St 1 At 2 RA 14 CC 10 Pr 8 Mr 7 Wo 3 CP 2

Points: 50 Equipment Exoskeleton Laser Pistol Det Pack Special Rules Stealth (4) Loner Grenade Expert

Limit: 2

48

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