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Alternative Civil War: 1861 is a 28mm scale miniature wargame set in an alternate background where impossible science collides with ancient magicks. The rulebook will be freel and full downloadable, and during this!eta stage, we would like to receive comments, ideas and suggestions from everone.
Alternative Civil War: 1861 is a 28mm scale miniature wargame set in an alternate background where impossible science collides with ancient magicks. The rulebook will be freel and full downloadable, and during this!eta stage, we would like to receive comments, ideas and suggestions from everone.
Alternative Civil War: 1861 is a 28mm scale miniature wargame set in an alternate background where impossible science collides with ancient magicks. The rulebook will be freel and full downloadable, and during this!eta stage, we would like to receive comments, ideas and suggestions from everone.
ENGLISH VERSION www.ghosttr!"g#$s.%o# htt&s:''www.(%$)oo*.%o#'GhostTr!"G#$s ghosttr!"g#$s+g#!,.%o# @GhostTrainGames (Twitter) Intellectual property of Ghost Train Games Depository: Csar Librn Moreno, Juan Carlos Gonzlez omero ! Ghost Train Games " #afe$C No"-&ro(!t .!str!)/t!o" !s ,,ow$. ". w$,%o#$.0 Alternative Civil War: 1861 is a 28mm scale miniature wargame set in an alternate background where impossible science collides with ancient magicks and weird beings clash with courageous soldiers on the American Civil War battlegrounds. In Ghost Train Games, we strive for making fans who join us in our fascinating world feel the same passion, fun and emotion than we do creating this game. The rulebook will be freel and full downloadable, and during this !eta stage, we would like to receive comments, ideas and suggestions from everone. "ur creative process will be open (although we have the foundations and direction of the game ver clear). #o ou have in mind some concept ou would like to see in game$ #efinitel contact us% &e want to stud ever idea, we look forward to hearing our thoughts. &e are arranging the launch with a crowdfunding campaign. &e will keep ou informed as the appointed date comes closer. 'ou can check our news and updates at www.ghosttraingames.com or at our social profiles on (acebook (https)**www.facebook.com*GhostTrainGames ) and Twitter (@GhostTrainGames). 'ou can give us our feedback or contact us for an matter on these social profiles or on our email ghosttraingames@gmail.com. Not$: 1o/ w!,, "ot!%$ ($w Rules Polls !" th!s t$2t. W$ wo/,. s&$%!,,3 ,!*$ to r$. 3o/r o&!"!o" )o/t thos$. Th$3 #!ght go !"to th$ (!", &hs$ o( th$ r/,$s4 )$ .!s%r.$. or )$ *$&t s o&t!o", r/,$s. Th!s stg$ o( th$ r/,$s !s #$"t 5/st (or t$st!"g ". .!s%/ss!o"4 so so#$ s$%t!o"s r$ .$,!)$rt$,3 short$"$. ". %o"t!" ,$ss r/,$s th" !"t$".$. !" th$ (!", .o%/#$"t. A,so4 !t !s s/!t$. (or two &,3$r g#$s4 )/t !" (/t/r$ r$,$s$s w$ w!,, %%o##o.t$ r/,$s (or thr$$ ". (o/r &,3$r g#$s. CRE6ITS Game Created by +,sar -ibr.n / 0uan +arlos Gon1.le1 Graphic Design & Art Concept 0uan +arlos Gon1.le1 / 2lfonso "t3n Cover Illustration Toni "wen / Tomas 4ora Illustrations & Artwork +lara 5avas 4ario 2. -3pe1 2ntonio !olar6n 4arc +urto Miniature ketch & Design 0uan +arlos Gon1.le1 Miniature culpting Tercio +reativo (www.terciocreativo.com) 4anuel "lmedo Creative !riting 0uan +arlos Gon1.le1 +,sar -ibr.n Tancr,de !ougl7 Proo"#reading & tyle Check 8ric 9ussell GA7E ELE7ENTS: THE LITTLE HEROES There are a few elements that comprise the game) 7O6ELS: The miniature of a soldier or a might beast is called a model. 8ach one is uni:ue and represents one actor in the battlefield. 4iniature;s pose is onl representative, as the;re active and dnamic, bobbing and weaving their wa through the battle. A,, #$s/r$#$"ts ". ,!"$s o( s!ght w!,, )$ tr%$. /s!"g o",3 th$!r bases. BASES: 2ll models will be fitted on a st".r.-s!8$. )s$. These will be <= mm diameter for human>si1ed models and larger ones will have correspondingl larger bases. &hen ou have to take an measurement alwas do it from the edge of the model;s base. 9IEL6 O9 VISION : LINE O9 SIGHT: The frontal ?@=A (the frontal half) of ever base is the model;s Field o !ision (ou can paint this angle or its limits on the base border to alwas have a clear view of it). (rom this (oB ou can trace the "ine o #ight of the model) what it can see and attack. 2 foe model on a straight line that doesnCt cross an o)str/%t!"g t$rr!" $,$#$"t or a (o$ )s$ o( $;/, or ,rg$r s!8$ th" th$ trg$t #o.$, will be on the model;s -oD and thus susceptible to attack. OTHER USE9UL STU99: "ther stuff ou will use for the game is) Th$ #o.$,s< %r.s4 which contains their attributes and special rules. These can be downloaded from our website (www.ghosttraingames.com) and are also provided with the miniatures . Impulses and Reactions $ist, which will help ou to :uickl check an impulse or reaction in case ou need to. This will be provided with the rule>set and rulebook. Two or #or$ =0-s!.$. .!%$ of different colors. To*$"s o( two .!(($r$"t %o,ors, to keep track of $ersonal and %actical &mpulses. 'ou will need E>< per model in our arm list for the $ersonal &mpulses and around ?= for the %actical &mpulses. 'ou can also use different tokens to keep track of man conditions (such as 'nloaded or (nocked) during the game.'ou can ad:uire tokens especiall designed for 2+& from our catalogue. 7$s/r!"g t&$ in inches, as ou will need to measure movements and ranges. A g#!"g s&%$. 2n large table will do the trick, but ou might want to pla on our own customi1ed board full of beautiful and detailed scener. (or a better gaming eFperience, ou will need some terrain elements representing forests or houses. If ou donCt have those hand, ou can alwas improvise them with books (hills), cups (buildings) and stuff (use our imagination%) ou have around. RULERS AN6 NU7BERS: >H1SICS O9 A WORL6 THAT 6E9IES THE7 4easurements will alwas be in inches. Galf an inch is fine, other decimals are not. If an calculation brings ou to a number different to H, round it up to the closest .= or .I (whole of half inch). 6ICE ROLLING: CHEC?S AN6 TESTS The game sstem relies on E=>sided dice (dE= from now on). &hen a model tries to do something, it adds to a relevant value (skill) the result of rolling one or more dE=. The resulting number gets compared against a target value. If it meets or surpasses this target value the action (impulse) succeeds, achieving different results. +ompleF conditions allow bonuses and penalties to impact a model;s success due to various effects in pla. (riendl, foe or neutral influences all stack on the model;s roll as it copes with such things as high morale, a curse, a marked target or a one standing behind cover. %ests: &hen this roll comes from making an impulse against a target (usuall a model) such as attacking a foe, where we will get the target number from the relevant skill of the target. It is called a test and noted as @r$,$v"t s*!,,A vs @r$,$v"t s*!,,A. As an e&le' (ohnny the Rebel wants to put a new hole on )illy the )lue* so (ohnny will roll a RC vs D+, test -Ranged Combat vs De"ense./ 0e will roll one d12 and add his RC value' i" the result is e3ual or higher than )illy4s De"ense* the poor 5ankee will be hit/ Checks: 2 check will usuall be an impulse done against no target such as summoning a creature or changing the weather, where the target number is a fiFed number given b the impulse. This is noted as @r$,$v"t s*!,,A vs @trg$t "/#)$rA. 6n a hill nearby* %enkswatawa the Medicine#man is eagerly calling "orth a !endigo spirit "rom the snowy mountains to bring them both down/ 0e will do a C07 vs 12 check -Channeling vs target number 12. to determine the success or "ailure o" his ritual* rolling a d12 and adding his Channeling skill/ AR71 BUIL6ING: WE 9EW4 WE BRAVE 9EW 9ORCE LIST BUIL6ING: (irst thing ou need to do to pla is to build an arm force to face our opponent. To make it fair game both of ou will be using the same amount of Force $oints. (orce points are an abstract measurement of the inherent prowess of a force) stronger warriors, powerful individuals or eFpensive technologies are worth more points. 'ou can pla an number of points ou like, but we recommend <00-600 &ts. 2+&) ?@J? is intended to be plaed at a skirmish level at I== pts, but ou can have some smaller games to get hold of the rules. 'ou must add the cost of ever model ouCre fielding and that total can;t eFceed the agreed arm points between the plaers. This collection of models will be called Force "ist. The point tier ou pla will determine the amount and strength of the models ou will field, but also our %actical &mpulse $ool (check %actical &mpulse $ool section for more info). 4odels in the same (orce -ist are considered Friendl) models, while an enemies on an opponent;s (orce -ist are Foe models. There are other restrictions ou must follow) *ank Coherenc) / 'ni+ue $ersonalit). 8ach model has an associated rank) ,icer, #ub-oicer, *egular or &rregular. ,icer and #ub-oicer represent the higher echelons on the arm, often related to rank but not alwas. It represents the personal leadership, influence and responsibilit in command, not strictl a chain of command in an organi1ation. ,icer is superior to #ub-oicer, of course. 'ou must include o"$ ". o",3 o"$ ,icer and /& to o"$ #ub-oicer in our arm. In the future, this limit will increase for larger games. 2lso, not ever soldier is an anonmous 0ohnn or !ill, some are renowned personalities and the deserve a uni:ue profile and representation. Those models are called Characters and onl one can be present in our (orce list (i.e. ou can onl have one Dtonewall 0ackson in our arm). 5ote that our opponent can field another cop of this same model) these are dark times and nothing is as it seems% 4an impostors ma rise and weird dreams come true. The Character condition is stated in the model;s card. The ,icer in our force list is considered to be the Force "eader. If it is removed from the game and there;s a #ub- oicer present, it will be considered as the Force "eader. 9ORCES: #ifferent factions collide over the battlefields of 5orth 2merica in a worldwide clash amongst man countries and peoples. &e have @ different forces planned but our first release will onl include some of them. 4ore factions will be joining the conflict as we do more releases and the stor unfolds. &hen ou make a force list it will belong to one of these forces. 8ach faction has a uni:ue flavor in their armies, technologies and magicks, along with different strengths and weaknesses. This will be reflected in the models each arm can field, but also in special rules for the force, but also comes reflected in the Force .ilitar) /ualit) ((orce 4K). Force ./ is a measurement of the reconnaissance and militar intelligence of the force that allows them to choose their favored ground for the battle, as well as their skill to deplo :uickl and effectivel. It also represents the eagerness of the soldiers to enter action and their disposition to eFecute commands. This will be used to determine the deploment order and which plaer initiates the action on the battlefield. 8nited tates/ The Lnion, the (ederal 2rm, the 5orth, the 'ankees. &hatever ou call them, the Lnion is firm in their purpose of :uickl resolve the rebellion that threatens her unit and focus in fighting back the wild, unnatural menaces that have arisen all over the continent and siege her most valuable asset) her people. Gector Dtockburn leads the #epartment of &ar;s ultra>secret &ar Dcience !ureau, where he develops fringe technologies based on electricit and electromagnetism, creating deadl weaponr. The Lnion eFcels in its superior e:uipment and have the support of the (reemasonr !rotherhood, which brings hermetic practices and even better weapons into the battlefield. 9or%$ 7B C=. Con"ederates tates o" America/ The +onfederac, the 9ebels, the Douth, the #iFie... The have a variet of nicknames, too. The +onfederates won;t allow the (ederal government to impose their laws in their countr b the force. Their borders are under grave danger from man forces too, but the wonCt allow anone to con:uer their most beloved land, especiall the 5orth. #octor 2tticus 0. &eintraub provide the Douth with his bold inventions, giving the +onfederates a much needed militar boost. The Douth eFcels in the number of proven soldiers, veterans hardened in the recent wars, and as the conflict advances it will be gathering an eclectic arra of resources to make up for its smaller numbers and lacking industr. 9or%$ 7B CD. pain/ (rom her stronghold in -a (lorida, the Dpanish +rown reclaims their old possession of -ousiana and the +aribbean Gulf. Dpain doesnCt count with a large number or troops or armament so advanced as the 5orth and Douth, but the forces garrisoned at -a (lorida prove their 1eal and resolve in combat. (rom "ld Dpain come ships wrapped in mster, with reports of weird lights and unnatural growls and screams landing before them. Dpain holds control the legendar (ountain of 'outh, whose magical waters heal, rejuvenate and alter the ver nature of those who drink them. The Dpanish territorial claims are supported b the dreaded Gol "ffice of the In:uisition, which is rumoured to use even their greatest evils against their enemies. 9or%$ 7B C=. 7orth American 7atives/ 2lthough the don;t openl support their cause, man bands of warriors from the (ive +ivili1ed Tribes have joined their brother from the +onfederac of 5atives in their skirmishes against the white man. 5orth 2merican 5atives are famed warriors even beond the shores of the continent, for their great braver and cunning are famous abroad. Those who follow the "ld &as, skillfull bear the traditional weapons of their people, hold an especiall high place of reverence and respect among fighters from regions all around the world. -ong divided and fre:uentl engaged in intertribal conflicts, 5ative 2mericans have largel united in two grand alliances) the +onfederac of 5atives in the 5orth and the +ivilised Tribes in the Douth. The Great Dpirit have blessed the tribes which have taken the "ld &as so the ver beasts of the lands walk the &arpath with them. Mowerful ancestors and immaterial spirits capable of endowing wood and stone with life accompan their people in battle, making up for their inferior numbers and armament. 9or%$ 7B CD. 7O6EL >RO9ILE: 7O6EL CAR6 4odel profiles will come on individual cards for easier reference. Mrofile consists of four parts) a %ags section, a #kill line, a &eaponr) proile and a section of #pecial &mpulses and *ules (and a nice artwork, of course). The %ags will be used to build and organi1e the arm ou will use to pla, incorporating things such as nationalit, which arm do the belong to, militar rank, or if the are of mundane or supernatural origin. &hen a Dpecial 9ule re:uires a specific model or tpe, check both the model;s name and tags for that particular reference, such as N*egularO or N,ld Wa)s 0raveO. Ev$r3 #o.$, !s %o"s!.$r$. $iving /",$ss "3 o( !ts tgs stt$s oth$rw!s$. This aspect of the rules will be more deep and detailed in later phases as the game develops. !e prepared for new twists and intriguing options. The kill line shows the numeric value of the modelCs abilities. These skills indicate several different aspects of the model and will be used as a measurement of the success of the impulses the model takes while others are static target numbers used as difficult for others; impulses affecting the model. The Dkill line will look as follows) $ersonal &mpulses $ool (MIM)) The number of impulses the model possesses to spend performing actions, as &mpulses or *eactions. .ovement (4"B)) The distance (in inches) the model travels when it takes a movement impulse. This value might be modified b the impulse itself or other circumstances, such as cross>countr terrain. Close Combat (++)) The model;s skill in hand>to>hand combat and use of melee weapons. This skill will usuall be assessed against #efense to test if the attack hits its target. *anged Combat (9+)) The model;s skill to hit properl with ranged weapons. This skill will usuall be assessed against #efense to test if the attack hits its target. Channeling (+G5)) The model;s magical skill, used both as an offensive value for magical attacks and as non>offensive value for the eFecution of rituals and spells. 1eense (#8()) The measurement of the model;s abilit to dodge incoming phsical attacks, given b its natural speed of movement and refleFes, its si1e and other factors, such as being especiall nimble dodging or capable of deflecting supernaturall attacks. Will (&I-)) The model;s magical and mental resistance composed of arcane warding, sheer willpower and no small amount of stubbornness. &hile #efense is used to evade phsical attacks, &ill is used to evade mental or spiritual attacks. *esilience (98D)) Gow resistant the model is to injur based on his natural toughness and an armor or protective enchantments it wears. This will be used to determine if a successful attack manages to hurt its target. The attacks; damage will be assessed against this skill to see if it causes damage to its target. Command (+"4)) 4easurement of the model;s eFperience on the battlefield, its capacit to follow and issue orders, its courage in combat and fighting spirit in general. &ill be used to perform special impulses, to measure how far can it give orders and unif troops and to check if it holds its ground when facing fear. 2ealth (G)) Gow man injuries the model ma sustain before going P". This will be ? in most cases, but some great heroes or dire monsters will have more. &hen a model;s Gealth is reduced to = due to received wounds it is removed from the game. .ilitar) /ualit) (4K)) Lsed onl b leaders, determines their tactical knowledge, strategical instinct and leadership, and will be used to determine initiative in battle and order of deploment. The !eaponry pro"ile will have whatever weapons or attacks the model can use and their numerical values, much like the stat line. &eapons and attacks have their own section in the rule>set, where this is eFplained in depth. Impulses are the actions a model can take. 8verone can choose from the 0asic &mpulses list, such as .ove or Fire, but some models will be able to take #pecial &mpulses, which will be noted here. pecial rules are not impulses, but personal traits that allow the model options not available to everone, such as being fearless or fling. GA7E SET-U>: THE LITTLE BATTLE9IEL6 2fter ou and our opponent have our arm lists read (see Arm) 0uilding section) ou can set up our gaming board. 2+& is designed for pla on a Q@OFQ@O table. 9andoml place I>@ scener elements such as buildings, trees or rock crops up to @OF@O in si1e. &e recommend that ou figurativel divide the board into ?= sections and roll a dE= to place each element) a roll of ?>E for the first section, <>Q for the second etcR but ou can use whatever method ou prefer. If ou;re using smaller elements place a higher number and smaller number for larger elements. 'ou can customi1e this to our personal taste adding or removing elements > these numbers are our recommendation. +ertain models have rules that will be used in this moment, after the random deploment, to modif this set>up displacing, adding or removing elements. 2fter setting the terrain on the board ou must designate each Mlaer Dide of the board. (or this, ou and our opponent will make a 1eplo)ment test (a pla)er-made roll)) both of ou will roll 1.=0 C 9or%$ 7B C 9or%$ L$.$r<s 7B. &hoever rolls highest chooses wh!%h h,( o( th$ )or. w!,, )$ h!s (EQO from one of the four edges) OR wh!%h &,3$r .$&,o3s h!s r#3 (!rst (the plaer deploing second will have the advantage using skills that redeplo models). The opposing plaer takes the opposite half for most scenarios. In the case of a tie roll again. 2fter the sides are set each plaer places one eFtra terrain element that grants Cover on his 1eplo) 3one as the see fit. &hen all of this is read the selected plaer places a model of his choice from his arm up to JO from his board edge > this JO wide 1one in the board edge is called 1eplo) 3one. Then, his opponent will place a model on his own in his 1eplo) 3one > JO along the opposite edge. Then the first plaer will place a second model, the second plaer a second model, the first plaer a third model, and so on. If a plaer can;t place a model because he has placed them all, just skip him. Dome models will have rules to be deploed in a different was) place them according their own rules. &hen both sides have such rules, resolve them in the same order as deploment. Rules Poll' would you rather place terrain elements in a "i&ed way9 In e&le* players taking turns placing them/ GA7E STRUCTURE: OR6ER IN THE CHAOS &ith arm lists read, the battleground set and the forces deploed, ou can start plaing. Mlaers alternate activating one model at a time with lots of interruptions to make the sstem even more dnamic. &e aim for a thrilling and vertiginous gamepla that keeps all the plaers on the edge at ever moment. The activation of each individual model is called .odel %urn, while the activation of the whole of them through both plaers is called $la)er *ound. >LA1ER ROUN6: ?.> Maintenance phase: Det an activated model as available. 'ou can mark if a model has activated b tapping his character card S=A) untap all cards in this phase. 8ver model replenishes his $&$ (replenish an tokens ou are using). E.> Initiative phase: #etermines which plaer will take the first turn. !oth plaers will do an &nitiative test (this is a plaer>made roll) rolling one .=0 C 9or%$ 7B C L$.$r 7B. &hoever gets the higher total chooses which plaer makes the first model turn. Rules Poll' should the winner choose who goes "irst or :ust take the "irst turn9 <.> Activation phase: The selected plaer will activate a model of his choice in his force and go though its .odel %urn. Q.> Gis opponent will do the same returning to phase <. !oth plaers keep alternating .odel4s %urns until one of them is out of available models. Gis opponent finishes activating an remaining model until he is out of them too. I.> $la)er *ound ends. Go )%* to &hs$ 1 g!". 7O6EL TURN: &hen a model activates, go through the following steps) ?.> +heck an effect or situation that triggers on the beginning of the turn. E.> 2s controlling plaer, spend $&$ to take impulses and resolve them until ou decide ou;ve done all ou want. 9eserve an remaining impulses to take reactions later. 4odel;s turn will be over) mark it as activated (tap its card S=A degrees). 5ote: Dome Dpecial 9ules ma grant additional Mersonal Impulses to be spend !##$.!t$,3 T these are ineligible for reserve or delaed use. <.> +heck an effect or situation that triggers at the end of the turn. I7>ULSES AN6 REACTIONS: >ERSONAL I7>ULSES >OOL $ersonal &mpulses ($&) are the measurement of how man things a model can do during its .odel %urn. 8ach impulse has a cost associated and the active model will consume impulses from his $ersonal &mpulses $ool (MIM) as it acts. This pool represents the skill, phsical condition and general prowess of the soldier*creature and will be E in most cases > although eFceptionall powerful, strong or :uick individuals might have more. 'ou can use tokens to keep track of a model;s $ersonal &mpulses, placing them on the model;s card or neFt to the miniature. There is a list of 0asic &mpulses that anone can take and other #pecial &mpulses, restricted to some model and indicated on their card. The acting model doesnCt need to spend all its $ersonal &mpulses > it can end its .odel %urn with an number of $ersonal &mpulses remaining. If the model has alread activated and has $ersonal &mpulses remaining, it can spend them to take reactions during an situation out of its turn the reaction is eligible (i.e.) it can take a shooting reaction whenever it sees a foe model, and so on). "nce again, there is a 0asic *eactions list open to everone and a #pecial *eactions list restricted to a few. 1o/ %"<t React to Reaction. I7>ULSE LISTS: !asic impulses and reactions are available to everone. Dpecial impulses and reactions can onl be made b certain models and are indicated in the 4odel Mrofile. (or a model to make an of those, it must spend the number of $ersonal &mpulses indicated in brackets. 2 *epeatable impulse (9) can be done several times a turn (as long as ou can spend the re:uired $ersonal &mpulses), while a 5on-*epeatable impulse (59) can be onl taken once per .odel %urn. BASIC I7>ULSES: .ove U?V) 9. The model ma travel up to his 4"B in inches > including =O > and face an direction at the end of this movement. This movement can be in an direction and going backwards and*or a non> straight line is acceptable. A #o.$, %"Et go thro/gh "oth$r #o.$,Es )s$ /",$ss so#$ r/,$ ,,ows !t. 2lso, a model can;t change facing without making a .ove impulse. 2 model $rone will onl .ove ?O. 2 model (nocked canCt .ove. If ou;re engaged b a foe model close combat ou cannot move out of its range. I( th$ #o.$, !s $"gg!"g )/t "ot $"gg$. !t %" #ov$ (r$$,3. Attack U?V) 9. This impulse is used for attacking with an tpe of weapon, whether it be firing a musket at range or hacking in melee with a tomahawk. &ith a single Attack impulse the model can attack with one 2-handed weapon OR with two #ingle-handed weapons, and ..!t!o",,3 with one 5on-handed weapon. It is not compulsor to use ever weapon possible with the 2ttack impulse (i.e.) if ou have two Dingle>handed weapons, ou can use onl one of them on the attack). These attacks can be made against different targets. 2n weapon used in the attack impulse is activated, thus triggering an special rules it ma have (such as #low-loading). 1o/ %"<t #*$ Ranged Att%* th$ s#$ t/r" 3o/ #*$ Close Combat Att%* ". v!%$v$rs. *eload U?V) 9. 4an weapons in this era are single>shot. &ith this impulse, the model unmarks o"$ 'nloaded boF from one of its weapons that had it checked. If none of its weapons is 'nloaded, this impulse does nothing. 'ou can take account of the 'nloaded condition with a token instead of checking the card;s boF, for easier tracking. Aim U?V) 59. The model will receive a WE bonus on his neFt attack and damage, be it *anged or .elee. If the model;s neFt impulse is not an 2ttack impulse this bonus will be lost. 5otice th!s (($%ts th$ "$2t Att%* !#&/,s$, done the same .odel %urn or outside it. Charge6 UEV) 59. The model can rush ?.I times its 4"B in the shortest straight line towards a target foe model and perform an 2ttack impulse after the movement. 2n attack made using a *anged weapon after this movement will incur in a >Q penalt to the attack test and can be made against an foe model even if engaged > as an eFception to the rule, as it is assumed the model fires as he runs. +lose +ombat attacks can be made onl against the charged model. 2 $rone or (nocked model can;t Charge6 R/,$s >o,,: Wht .o 3o/ th!"* o( #*!"g r"g$. tt%* (t$r %hrg$F So,.!$rs %hrg!"g .ow"h!,, to (!r$ th$!r #/s*$ts. Th$ %hrg$0 I#&/,s$ %o/,. )$ r$./%$. to #*$ Close Combat tt%*. %ake position UEV) 9. The model ma displace up to his 4"B in inches > including =O > and face an direction at the end of this movement. If this movement begins and ends in a position that grants a Cover bonus, the model will retain the !"!t!, Cover bonus on ever part of this movement. #tand up U?V) 9. If the model is (nocked or $rone it will stand up, removing an of those conditions. If the model is alread on its feet, having none of those conditions, this impulse will have no effect. Crawl U?V) 9. The model goes to the ground, gaining the $rone condition. This impulse can be taken if the model is standing up or (nocked, but if it was alread $rone, this impulse will have no effect. 1isengage 728: 9. 9esolve one Close Combat attack test with a weapon of the acting model;s choice against each foe model engaging it, who responds with one Close Combat attack of theirs. Dhould an foe Close Combat attack test be successful and higher than the acting model;s total, resolve the corresponding damage test. 2fter resolving an foe damage tests, the acting model ma travel up to his 4"B in inches (including =O) and face an direction at the end of this movement. This movement can be in an direction (going backwards is acceptable) and it doesn;t need to be in a straight line. 2 model canCt go through another modelCs base unless some rule allows it. 2lso, a model can;t change facing without making a .ove impulse. 2 model $rone will onl 1isengage ?O. 2 model (nocked can;t 1isengage. In other words' resolve a Close Combat attack between the acting model and any "oe models engaging it/ Any model success"ully rolling higher than the Disengaging model will resolve a damage test/ A"ter all the damage tests have been resolved* make the Disengage movement/ BASIC REACTIONS: 2it the 9round6 U?V) 9. If the model is subject to an 2o8 attack, such as an :;plosive weapon it can drop to the ground to gain the $rone condition immediatel T s/)s$;/$"t,3 #o.!(3!"g th$ tr!gg$r!"g tt%*. 2 model alread $rone or (nocked can;t take this reaction. ,pportunit) #hot UEV) 59. If a foe moves in or within -oD of the reacting model, it can take an 2ttack impulse and the target will ..!t!o",,3 )$ s/)5$%t to Pinning %h$%*. This attack can be made at an point of the triggering model;s movement) interrupt this movement while resolving this attack and resume it afterward > if the model is still around. Dome Dpecial impulses and reactions ma re:uire the spending of %actical &mpulses in addition to an $ersonal &mpulses, representing the eFtra difficult or coordination re:uired. This will be represented b the bold value in parenthesis. 5ote: ,k... #pecial impulses and reactions lists will keep growing as we release more and more models. Although we are going to keep them +uick and simple< and this is onl) a reerence guide< it can potentiall) grow a lot. #ince we will distribute or ree an) updates on the rule-set< there won4t be a risk o =getting let behind>< &t could< however< become an issue or those who like to have their rulebooks printed. We are aware o this matter and we will address it to our best - these lists will become a separate document rom the *ulebook< so )ou can download the newest versions and print them at an) time. S>ECIAL I7>ULSES: #pellcasting U?V) 9. The model channels its arcane powers to conjure a #pell or Attack #pell. 8ach time a model takes this impulse, it can use o"$ (and onl one) of its Dpells OR 2ttack Dpells. Dpells usuall will be supportive or affect the enviroment, while 2ttack Dpells will be offensive and used against the foe. To be successful the ma need a +G2 roll, which will be indicated in the standard wa T +G2 vs (target number) for checks and +G2 vs (target skill) for tests. "eap ?@2A U?V) 59. The model moves up his 4"B to a valid space ignoring Cross-countr) terrain and other models on this movement. The model can;t jump over terrain elements with a 2eight !alue higher than X. Galve the modelCs 4"B if the "eap destination is in a higher 2eight value (lower or e:ual than X) than the starting point. 5ote) 2eight is a rule that will come in the future with the :nviromental Combat Accesor) *ules. (or now, ou can simpl ignore references to it. .agnetic Field U?V) 59. U"t!, th!s #o.$, t*$s "oth$r !#&/,s$, an *anged attack tests against this model receives a >Q penalt. 2dditionall, an *anged attack tests against (riendl models within <O receives a >E penalt. .akeshit 0reastwork U?V. 9. The model marks the .akeshit breastwork boF in its card. &hile this boF is marked, the model has the benefit of "ight Cover. If the model makes a movement impulse unmark the boF. 'ou can use a token to track this condition. %rust to the 0a)onet UEV. 59. The model can rush ?.I times its 4"B in the shortest straight line towards a target foe and, after the movement, perform an 2ttack impulse with a *anged weapon targeting an foe model even if attacking model is engaged. This *anged attack incurs in a >Q penalt to the attack test. 2fter this 2ttack, if engaged with the charged foe it can also make an 2ttack impulse with a Close Combat weapon against it. This is a Charge6 impulse for effects that modif it. 2 $rone or (nocked model can;t Charge6 5ote) %rust to the 0a)onet is an eFception to both Ncan;t combine ranged with close combat in the same 2ttackO and Ncan;t shoot if engangedO rules, as it is assumed the models fires as he closes for the kill. !olle) Fire U?V@1A. 9. Delect an number of friendl models within IO that possess this special impulse. 8ach of these models must have the target of the attack in the same range step of at least one of its *anged weapons (#hort, :icient or :;treme) and "o# to it. These models will spend U?V $ersonal &mpulse to assist the active model in this attack. The active model will make an 2ttack impulse with a WE to its attack test per ever assisting model. A..!t!o",,34 th$ trg$t w!,, )$ s/)5$%t to Pinning %h$%*. 2n weapon used to attack or assist is 'nloaded (if #low-loading). %rample ?1A.@A UEV) 59. The model can rush ?.I times its 4"B in the shortest straight line towards a foe and topples it with its momentum. If the foe model has an e:ual or smaller base than the Trampling model and is contacted base>to>base with this movement, it is (nocked and receives a #24 X damage test. This is a Charge6 impulse for effects that modif it. 2 Mrone or Pnocked model can;t Charge6 *oar ?@>< vs BA U?V) No"-6utwordly foe models within XO must succeed a +"4 vs ' check or be $inned. #weep U?V) +hoose one of this model;s Close Combat weapons. 4ake one Close Combat attack with this weapon against an model (including friendl) within the weapon;s maFimum range. S#,,$r )s$ #o.$,s %"<t r$t,!t$ against this impulse, even if it;s a Close Combat attack. #natch U?V) This impulse can onl be used against smaller base models. 4ake a Close Combat attack test. If it;s successful, the target model is natched )/t s/(($rs "o .#g$ t$st. 2 #natched model is immediatel moved in base>to>base contact with the #natching model and can;t .ove or be moved from this base>to>base contact eFcept b the 1isengange impulse. If the #natching model 4oves, after the movement is complete place the #natched model in base>to>base contact anwhere within its Fo!. 5either #natched or #natching models can make attacks eFcept for Close Combat attacks against each other. If the #natching model takes a Dnatch impulse against another foe the previous will no be longer #natched. #hot C Charge UEV. 59. Merform an 2ttack impulse with a *anged weapon and then the model can rush ?.I times its 4"B in the shortest straight line towards a target foe and if engaged with if after this movement, it can take an 2ttack impulse with a Close Combat weapon against it. This is a Charge6 impulse for effects that modif it. 2 Mrone or Pnocked model can;t Charge6 S>ECIAL REACTIONS: :vasion U?V@1A. 59. &hen the model is targeted b a Charge6 impulse, after the (oe model has made its movement the reacting model can move up to half his 4"B awa (i.e.) not getting closer to an enem model), even if it was engaged. Countercharge UEV. 59. If the model is subject to a charge, it can take a Charge6 impulse in response. !oth charging models will make their movements up to ?.I times their 4"B meeting halfwa if this distance is sufficient. !oth will take their 2ttack impulses simultaneousl > resolve one attack each time remembering the wounds and effects resulting for each model and appl them afterwards. These attacks are subject to the usual Charge6 2ttacks rules. This is a Charge6 impulse for effects that modif it. 2 Mrone or Pnocked model can;t Charge6 CO77AN6ER<S O>TIONS: TACTICAL I7>ULSE >OOL +omplementar to the $&$, the %actical &mpulses $ool (%&$D belong to the arm rather than an individual and can be spent b an of the plaer;s models. This pool wo"<t r$&,$"!sh during the game, forcing the decision of using them soon for a :uick rush or saving them for some unforseeable life>or>death moment. 'ou can use tokens of a different color than the $&$ for this pool, having them on our side of the table, in a small cup or even speciall designed terrain element as some plaers like to do. %&$ is formed up b a number of %actical &mpulses (or %&) be given b the points tier ou;re plaing at, as follows) Ar#3 >o!"ts TI> E== or less Q E=?><== J <=?>Q== @ Q=?>I== ?= Rules Poll' !ould you increase or decrease those numbers9 Dome models can also grant eFtra %actical &mpulses. I( th$s$ #o.$,s r$ r$#ov$. (ro# th$ g#$4 3o/ .o "ot ,os$ th!s gr"t$. )o"/s. %&$ can be spent in several was. 9emember that once spent %actical &mpulses are gone for all the game. Lse them wisel% A,,ow #o.$, to t*$ pecial Impulses tht hv$ %actical Impulse %ost. 1o/ &3 th!s %ost wh$" th$ #o.$, t*$s th$ !#&/,s$ in the same wa it pas the $ersonal &mpulse cost. If ou donCt have the %actical &mpulses to pa for the impulse, ou can;t take it. Gr"t C= )o"/s to o"$ .!$ #o.$, ro,,s. 1o/ #/st .$%,r$ th!s ". s&$". th$ %IP )$(or$ th$ ro,, !s .o"$. This bonus can onl be applied to dice rolled with modelsR ou can;t use this for a roll ou make as a plaer (such as an &nitiative test). 5ote this bonus is for one die) when ou roll more than one die at a time (such as when attacking) ou can onl appl this bonus to one of them. 'ou can;t stack this bonus with itself (i.e.) ou can onl use one %actical &mpulse on one die in this manner). Gowever, 3o/ %" s&$". #/,t!&,$ %actical Impulses to )oost #/,t!&,$ .!%$. R$-ro,, o"$ .!$ #o.$, hs 5/st ro,,$.. 'ou must declare this and spend the %&$ just after the roll is done. This bonus can onl be applied to dice rolled with modelsR ou can;t use this for a roll ou make as a plaer (such as an &nitiative test). 5ote this bonus is for one die) when ou roll more than one a roll (such as when attacking) ou can onl gain the bonus to one of them. 'ou can;t stack this bonus with itself (i.e.) ou can onl use one %actical &mpulse to re>roll one die once), however, 3o/ %" s&$". #/,t!&,$ %actical Impulse to )oost #/,t!&,$ .!%$. 1o/ #/st *$$& th$ r$-ro,, even if the result is worse than the first roll. G!v$ #o.$, o"$ Personal Impulse. 'ou can immediatel turn a %actical &mpulse into a $ersonal &mpulse during a model;s turn. 2 model can onl receive one $ersonal &mpulse in this wa per turn, but it %" go ov$r !ts #2!#/#. W!" o"$ Initiative roll. !efore making the &nitiative roll for the round, ou can spend one or more %actical &mpulses to automaticall win it. 'our opponent can answer b spending one or more of his own %actical &mpulses and successivel. The plaer who spends the most impulses this wa wins the roll. In the case of a draw in this bid, resolve b rolling as usual. WEA>ONR1 : ATTAC?S: TOOLS O9 WAR WEA>ON >RO9ILE: &eapons have a simple profile line stating their characteristics) Weapon t)pe: *anged weapons are meant for combat over a relativel long distance, Close Combat weapons or close, hand>to>hand combat and Assault weapons can perform as both. 2 *anged weapon will generate a *anged attack and can be used onl if the model has no foe models engaged or engaging it. "n the other hand, Close Combat weapons will generate Close Combat attacks and can be used onl against foe models within the weapon reach (engaged). 2n Assault weapon will perform both was, generating a Close Combat attack if used against a foe in base>to>base contact or a *anged attack against a foe at distance. Wh!,$ $"gg$. " Assault w$&o" %"<t )$ /s$. to #*$ Ranged tt%*. Weapon name) Dtandard e:uipment is hard to find during the +ivil &ar, conse:uentl most regiments and battalions can count do1ens of calibers and models in their muskets and guns. &e;re simplifing this b simpl assigning one generic name although it can represent a wide range of weapons. *ange #teps) &eapons are more or less effective depending on how far the target is as represented b these range intervals. 2 *anged T or Assault attacking at a range E weapon will usuall have < range steps) Dhort, 8icient and 8;treme. &hen ou perform an attack with the weapon on a model over a distance e:ual or less than the indicated number, the attack will be considered in that range step. Close Combat T or Assault in close combat > weapons won;t usuall have range steps, although there are eFceptions like spears or whips. These weapons will have range steps but their attacks will alwas be considered Close Combat attacks, even when done at a distance. These range steps will be ver short, of course, and one of them will usuall be =O, representing base-to-base contact. 2 model is engaging an foe within one of its Close Combat weapons range and is engaged if it;s within a foe;s Close Combat weapon range. Assault weapons have E different range steps sets) one for *anged and another for .elee. ,or e&le* a Ri"led Musket has range steps o" ;<=>?<=@1<* so an attack against a model at a distance o" ;< or less will be in the short step* between ;*>< and >?< away will be in the e""icient step and any attack greater than >?*>< up to @1< will be in the e&treme range step/ Accurac) FACCD and 1amage F1A.D) To represent how different weapons perform on different ranges, each range step has two associated values separated b a slash. -eft of the slash will be the Accurac) value, which modifies the attack test. 9ight of the slash will be the 1amage value, which will be used to determine if a successful attack manages to hurt its target. Close Combat weapons usuall will have onl one of these ACC*1A. entries, as the don;t have range steps. 2 weapon with a #24 of N>O will never make damage tests, although it could have other effects. 6n the Ri"led Musket e&le* this will look like' RI9LE6 7US?ET @O ?JO YEO WE*?Q W=*?E >Q*?= A shot on the short range step will have a A1 modi"ier to its attack and will test a Damage o" >B against the target4s Resilience/ 6n the e""icient range a shot will have no modi"ier and a Damage o" >1 and while attacking at e&treme range it will grant a #B penalty and do a Damage o" >2/ A kni"e will look like' )owie Cni"e -Melee* >#handed. A2=>2 !hile a spear will be' LONG S>EAR =O EO >E*?Q W=*?Q #pecial rules) Dome weapons might have special rules. Dome of them, being the most common, will be eFplained here to save space on the model card) W$&o"r3 S&$%!, R/,$s: 1amage source) Dome weapons or attacks deal damage based on Fire, :lectricit)< $oison or other sources. This will be indicated here, as some models might be speciall resistant or vulnerable to specific damage sources (such as a (8! being insulated and thus impervious to electricit or a wooden monster being flammable and susceptible to flames). #low-loading) 2lthough the technolog is :uickl replacing these, man firearms still used are 4u11le> loaded. 2fter firing, these cumbersome weapons must be reloaded feeding gunpowder and bullet into the barrel, and primed to be read to fire again. There will be other slow>loading weapons that will use the same rule, even if the mechanical eFplanation is different. &eapons with this rule will have a number of 'nloaded boFes to be checked once the fire T generall one. &hile an of these boFes is checked, attacks with this weapons are not possible (ou are free to use an other weapons the model has). 'ou can unmark one boF using a *eload impulse. If ou;re using tokens to mark the 'nloaded condition, simpl put one per each boF neFt to the model and remove one with each *eload impulse. %)pe o Attack: The weapon or attack has several was of causing havoc. &hen ou make an Attack impulse, ou must choose one of the options given. *emains in $la): The attack lingers causing some after effect. Templates of attacks with this Dpecial 9ule will remain on the gameboard causing some effect, stated in the weapon or attack, until the neFt .aintenance phase. :;plosive ?@>A) some ammunition will eFplode upon impact, releasing a blast of destruction around the point of impact. This Area o :ect will be represented b QO, IO and JO diameter templates, from now on XO Ao:. #etermine the hit normall. If the attack successfull hits its target, center the 2o8 over it. If it misses, determine Deviation and center the 2o8 on that point. 2n models under the 2o8 ()oth $"$#3 ". (r!$".,3) will be hit with no further attack test needed and subject to the damage test. Lse the 2o8 center to determine where the attack comes from instead of the attacking model, so an 2o8 landing on the opposite side of protective cover from a model will likel ignore it. #pra)) Dome attacks or weapons produce a ?=O long and QO diameter tear>shaped 2o8 that we will call #pra). These attacks donCt have range steps. &hen ou use such a weapon, place the #pra) template with its narrow end touching the attacking model;s (oB and the other end over an models ou want to attack. 2n models under the #pra) @)oth $"$#3 ". (r!$".,3A will be subject to the attack. Dpras do not deviate, even if the miss their target. Rules Poll' some attacks might use an inverted pray template -burst.* such as a power"ul punch that resonates with arcane energy or a piercing shriek/ 0ere* the spray template would be placed with its broad side in base#to# base contact and the narrow end away/ !hat do you think about that 9 0arrage) "ften created b attacks or weapons that generate a large number of shots or impacts over an area, like a Gatling carpeting bullets over a 1one. This is a rectangular QOFJO template that will be placed differentl depending in the weapon generating it. This template has two Moints of "rigin (Mo") marked on the template, which will be used for placement. 2n models under the 0arrage @)oth $"$#3 ". (r!$".,3A will be subject to the attack. !arrages do not deviate, even if the miss their target. 6EVIATION: 2o8 attacks are dangerous even if the miss the target, as the eFplosive blast can land anwhere and damage unintended models. To resolve deviations we will roll a dE= (this is a plaer>made roll). #E= dice faces are triangular. &hen ou read the numbers, two of the corners form the base and the third one hovers over it, forming an triangle*arrow shape. This arrow will point the .$v!t!o" .!r$%t!o". (or the .$v!t!o" .!st"%$ we will take half the rightmost digit (the units) of this roll. ?= and E= means IO. 9emember half an inch is a valid measure. 2n 2o8 can deviate half the distance from the attacker to the target as maFimum. &e recommend ou roll this dice close to the action to make it easier to carr over the direction. ,or e&le* a deviation roll like this would indicate B< towards the direction marked by the arrow/ Clari)ing: the numeral G represents the number 1G. %hus< dividing the ones place unit or both 1G and 2G results in a deviation o H>. Rules Poll' do you like this way o" resolving deviation or would you pre"er one based in random radial numbers* in a clock dial "ashion9 ATTAC? S>ELLS: WHEN 7AGIC HURTS 2ttack spells work as an other weapon and are used taking the #pellcasting impulse. The are alwas considered .agical and %" )$ /s$. $v$" wh!,$ $"gg$., ou can cast a model;s offensive magic e:uall well against a model in close combat or at range. 2lthough the alwas use +G2 as offensive skill, due to their different natures the can target #8( T for phsical portents such as a flaming bolt T or &I-- T in the case or more metaphsical powers such as mind>control. This will be stated in the spell;s stats line. 2ttack spells ma be categorised as Close Combat, *anged or uncategorised, reflecting their nature and manifestations. This is reflected in the attack spell stat line and usual modifiers for these attacks appl. Dpells don;t use a hand number > ou can onl cast one per #pellcasting impulse. As e&le* let4s see a magical bolt' ,laming )olt -Ranged* C0A vs D+,. 10G =HG D6G C='1H C0'1= -='10 As "3 w$&o"4 !t hs !ts ACC'6A7 v,/$s .$&$".!"g o" th$ r"g$ st$&. As !t !s Ranged tt%* s&$,,4 !t w,, )$ (($%t$. )3 #o.!(!$rs s/%h s +levation or Magnetic "ield. A .!(($r$"t tt%* s&$,, tht .o$s"<t r$,3 o" th$ (,!ght o( &ro5$%t!,$ or w!th /"/s/, &ro&$rt!$s4 s/%h s th$ Raging torm &r$s$"t$. )$,ow4 wo"<t )$ (($%t$. )3 thos$ )o"/s$s or &$",t!$s to Ranged tt%*s4 s !t !s /"%t$gor!s$.4 )/t %o/,. )$ (($%t$. )3 oth$r s&$%!(!%s #o.!(!$rs. Raging torm -C0A vs D+,. I=G -H'1H CO7BAT: THE ANCIENT ART 4ost of the game will consist of people tring to kill each other > this would be wh it;s called a wargame. 2ttacks will be generated b the Attack (or e:uivalent) impulse. 9or (o$ to )$ v,!. trg$t o( " tt%*4 th$ tt%*!"g #o.$, #/st hv$ LoS. 2s described before, a model has -oD to another if ou can draw from the (oB of the former to an part of the target;s base a line uninterrupted b impassable scener element or a foe base of e:ual or larger si1e than the target model. 1o/ %"<t #*$ Ranged Att%* th$ s#$ t/r" 3o/ #*$ Close Co#)t Att%* ". v!%$%$rs. 'ou can;t attack friendl models (not even Charge6 them, as ou wouldn;t be able to attack after the movement). To eFecute an attack, roll two different colored dE=) one designated the attack test die and the other one designated as the damage test die (plaer rolling chooses, but make it clear to our opponents). *anged and Close Combat attacks will be resolved with their own rules. 1amage has its own section below, too. RANGE6 CO7BAT: 9anged attacks are determined b a 9+ vs #8( test, so if the tt%* .!$ ro,, C tt%*!"g #o.$,<s RC C "3 #o.!(!$rs manages to e:ual or surpass the target model;s #8(, the attack will connect and ou will need to test damage. ,riendly ,ire' 2 model can;t target with a ranged attack a foe model engaged with a friendl model on an e:ual or larger base. (ohnny the Reb once again meets his old "riend )illy the )lue/ %his time (ohnny wants to end it* so bellowing a mighty Rebel yell* charges the 5ank/ )illy is aware o" the Di&ie4s ill intentions and "ires a preemptive bullet/ )illy4s RC is ; and his ri"led musket is in short range* so he gets a A1/ 0e rolls two dice' one white -attack. and one red-damage./ %he white -attack. totals 12 DRCE;F A hortEA1F A Roll E>2FG* "alling :ust under (ohnny4s D+, 1>/ 0ad he rolled :ust one point higher -1>. he would have hit the Reb/ As he has missed* the red damage die is ignored/ CLOSE CO7BAT: +lose combat is a dangerous and heart>stopping endeavor where an of the fighters can find themselves struck down in the blink of an ee. Duccess will be calculated b a ++ vs #8( test, adding .!$ ro,, C #o.$,<s CC C #o.!(!$rs as usual. The model attacked b the acting model will retaliate with one of his Close Combat or Assault weapons, at his controller;s choice. A" tt%*$. #o.$, %" o",3 r$t,!t$ Close Combat tt%*s o"%$ w!th $%h o( th$s$ w$&o"s or tt%*s !t &oss$ss$s !" r$s&o"s$ to $%h Attack. !oth the attacking and the attacked models roll their dice simultaneousl. +heck which attack roll is higher (die roll W model;s ++ W modifiers) and resolve it first, determining if the result is high enough to hit the other model;s #8( and testing the damage if it is. If the other model has survived this, use the same se:uence to hit the first model and test the damage if applicable. )illy desperately tries to club (ohnny with the stock o" his musket as the Di&ie closes in "or the kill* bayonet at the ready/ )illy4s CC is @ while (ohnny4s* being a bold southerner* is ;/ %hey both roll their dice' white "or attack and red "or damage/ )illy gets a >; and a ?* and (ohnny gets an >B and a >1/ %aking account only o" their attack tests* )illy got a 1H and (ohnny a 11/ As )illy4s total s higher* his attack will be resolved "irst/ A 1H is enough to hit (ohnny4s D+, 1>* so we need to test "or damage -ne&t section./ I" (ohnny were standing a"ter this* we would resolve his attack test* comparing his 11 to )illy4s D+,/ CRITICAL HITS: If an attack test results in a natural E= (a roll of E= in the attack dice) it becomes a +ritical hit. 2 critical hit automaticall hits and alwas deals a minimum of ? wound. If the damage test results in a higher number of wounds, use this higher number. BAC?STRI?ES: If an attack test comes from a model whose base is completel out of the Field o !ision of the targeted model the attack will be considered a 0ackstrike. 2 backtrike receives a WE bonus to the attack test and a model targeted b a !ackstrike in Close Combat can;t retaliate. NU7ERICAL SU>ERIORIT1: "verwhelming a foe is often an effective tactic. &hen attacking a foe, each friendl model after the first during the same Mlaer 9ound receives a WE bonus beond the preceding model. i/e/' A1 "or the second model* AB "or the third* etc/// 6A7AGE: #amage is determined b a #24 vs 98D test, according to the usual formula) damage roll W attacking weapon;s #24 W an modifiers vs 98D. (or ever Q points of success, the target model will receive ? wound. 'ou can easil calculate this subtracting the 98D from the total roll and looking into the following table) 6A7-RES Wo/".s %$& ' ($) * +$'' & '*$', ( 2nd so on. Dubtract an received wounds from the model;s total G (usuall ?). If the G goes to = or below, the model is P" and immediatel removed from the game. %he Di&ie has been hitI )illy4s musket has connected a solid :ab into (ohnny4s ribs* showing the Reb a new world o" pain/ I" we consult )illy4s card* his Close Combat weaponry consists in a DAM >1 bayonet only* being the stock a mere dramatic resource/ Re"erring to the previous e&le* )illy4s roll had a damage die o" ?* "or a total o" >; -DAM >1 A dice roll ?.* that e&ceeds the Grey4s R+ >@* so he receives one wound ->;#>@J>K which is > wound* as per table./ I" )illy had rolled a >2 in his damage die* (ohnny would have taken 1 wounds -11#>@JH.* and so on/ (ohnny lies on the ground and will miss the rest o" the "ight* maybe much more/ CO77AN64 CONTROL : 9EAR: O9 7ICE AN6 7EN 4ost soldiers and warriors receive their orders from their leaders in the battle. ,icers and #ub-oicers models project a ?JO area around them (i.e.) an model within ?JO is in) called +ontrol / +ommand (+/+). Regular #o.$,s g!" CH C76 wh!,$ w!th!" C&C. Daving compleF morale rules for a larger, more developed 2+&, we;re keeping +ommand and +ontrol basic in this phase. Mhchological warfare and manipulation will pla important parts in later releases of the rules. 2ll these conditions are considered Fear. 9ight now, we will use onl $inning. Pinning) Duppressed b enem fire, the model keeps its head down and close to cover. &hen subject to a $inning effect, the model must make a +"4 vs E= check or be $inned. In his neFt turn, a $inned model can onl and must make .ove impulses to move into a position that blocks (,bstacle or :levation) or grants Cover against the closest enem with a *anged attack. &hile benefiting from an of these protective terrain element preventing -oD or prviding Cover against the closest enem with a *anged attack, the model can act normall. +heck which enem model is closest at the beginning of the $inned model turn. Pinned #o.$,s hv$ -= &$",t3 to "3 Ranged Attack t$st. If the model ends his turn fulfilling this condition, it can make a +4# vs E= check) a success indicates the model gathers its guts and recovers from the $inned condition. 'ou can find more info about terrain in the #cener) :lements section. ,or e&le' (ohnny the Reb must go "or a run to get past the enemy lines/ !hile e&posed* he receives an 6pportunity hot "rom )illy the )lue* who was hiding in the woods nearby/ $uckily "or (ohnny the lead misses him* but he is still sub:ect to Pinning* so he must test his CMD vs 12 / 0aving had his share o" impulse* his morale is good and his CMD ;* but the die crosses him and shows a B/ A total o" ;ABJ>1 isn4t enough* so (ohnny is Pinned/ 6n his ne&t turn* (ohnny takes a Move impulse towards a nearby house* so he must use another one* which now su""ices to get him behind the house* hiding his base completely "rom )illy4s $o/ 0aving "ully spent his PIP* his turn ends and* as he is properly protected* he makes another CMD vs 12 check to recover "rom Pinning/ %he die rolls ends being a L* which is still not enough -;ALJ>@. so he remains Pinned/ !hat will the "uture hold "or (ohnny9 As he hides "rom )illy4s $o -his closest enemy. he can act normally/ 0e could move somewhere else -as long as he still "ul"ills the Pinned conditions. or even show a little bit and try to bring )illy down* provided he avoids any nast new surprises and manages to stick around "or another turn -As long as his base is partially obscured by the house* he has Cover* thus "ul"illing the Pinned re3uirements./ CON6ITIONS: STATES O9 BEING #uring battle, a soldier can be hindered b with much more than phsical injur. (ear effects and their conditions have alread been covered in the previous chapterR here we will cover other conditions with the potential to affect a model. Prone' !hile $rone a model receives WE #8( against ranged attacks and WE 98D against 2o8 attacks (both against 9anged 2o8 attacks). 2n Close Combat attack test against a $rone a model receives WJ bonus and an Close Combat attack it makes suffers a >E penalt. If a model takes a .ove impulse while $rone, its 4"B will be reduced to ?O (appl modifiers afterwards). 2 model canCt be targeted b a *anged attack that crosses a 2eav) cover element while $rone adjacent to it, nor can it target foe models across this element. Cnocked' an attack test against a (nocked a model receives WJ bonus. &hile (nocked, a model canCt take .ove impulses and receives a >E penalt to "3 attack it makes. 2 model canCt be targeted b a *anged attack that crosses a 2eav) cover element while (nocked adjacent to it, nor can it target across this element. TERRAIN ELE7ENTS : BATTLE CON6ITIONS: WAR IS HELL Gere we introduce the rules for the scener elements, such as defensive modifiers and movement penalties. &e have additional details to present in future updates of the rules, but for now we will stick to these) > Cover: 2 cover element is one that partiall hides and protects a model, making it harder to be hit. &hen a model standing adjacent to a terrain element offering Cover receives a 9anged attack across this same element, the model gains a bonus to its #8( against that attack. Ag!"st " AoE tt%* @s/%h s w$&o" w!th +&plosiveA th!s )o"/s !s gr"t$. ..!t!o",,3 to !ts RES. 9emember an 2o8 attack comes from the template center, not from the attacking model, when determining if it crosses or not the element. If an part of the targeted modelCs base is in cover (an attack line crosses the element), the whole model is in cover. +over elements don;t interfere with .ove but crossing them costs ?O of the distance. The cover bonus depends on the densit, hardness and general protective value of the element. "ight cover such as tall grass, brushes or fences grants a W? bonus. .edium cover such as gravestones, tree trunks, wooden breastworks or walls (granted theCre large enough to hide the whole model), wagons or barrels grants a WE bonus. 2eav) cover such as low stone*brick walls, rocks or fort palisades grants a WQ bonus. 2 model canCt be targeted b a *anged attack that crosses a 2eav) cover element while $rone adjacent to it, nor can it target across this element. 4odels with bases larger than <=mm reduce this cover bonus b >E, effectivel onl receiving a WE bonus when under 2eav) cover. &e recommend ou use mostl these, roughl J=Z of our total elements. Rules Poll' !ould you pre"er a simple cover or a M#grade tier -light* medium and heavy. with increasing bonuses9 > Cross#country: 2n movement that crosses a Cross-countr) terrain will be halved (i.e.) a model would need QO of its 4"B to cross EO of Cross-countr) terrain). This harsh terrain can be found in shallow waters or marshes, underbrush or dense foliage, rock plains or mud puddles. &e recommend a few of these, around E=Z of our total. > Protective Cross#country' (orest of various foliage densit, cornfields and the like are harsh to move through though granting some protection to those crossing it. Terrains such as these are at the same time Cover and Cross-countr) elements, so a model will have its 4"B halved while moving within and receive a bonus based on the densit of the element. &e recommend "ight cover for light forests or cornfields or .edium cover for heavier woods. > Protective $ow#%errain' +over elements of short height, such as railroad embankments, sandbags, piled rocks or tree stumps re:uire the model to activel hide behind to benefit from the protection. &hen a model receives a *anged attack that crosses a $rotective "ow %errain element while $rone adjacent to it, the targeted model receives a WE bonus to its #8( against that attack/ This bonus is cumulative with the $rone bonuses. > 6bstacles: These terrain elements prevent (block) both movement, attack and -oD. If ou can establish -oD to an part of a modelCs base but not to its whole, the model will benefit from 2eav) Cover against that attack. If ou can;t establish an -oD without crossing the element, the attack is not possible as the model is hidden b the ,bstacle. 2n obstacle will hide models whose baseCs diameter is e:ual or lower than the obstacleCs height. If ou need to check if a model is visible over a terrain element, place the model on its side near the obstacle or use an empt base of the same diameter. Gigh walls or large rocks eFemplif this. > +levation' Gills, slopes and ridges above ground level but with a gentle inclination. #ownhill movement is not hindered T this is, moving awa from the center of the terrain element > while an other within an elevation is considered Cross-Countr). This kind of terrain block -oD across it, but models situated with the whole base upon an :levated element ignore )s$s when determining -oD and receive a WE #8( bonus against *anged attacks from models outside the :levation. > !ater' Treat superficial, shallow bodies of water as Cross#country. Traversing a deeper current b swimming is no eas task while burdened with combat gear and being eFposed to enem fire, so soldiers usuall won;t risk their lives going for a swim. !odies of water deeper than a stream can;t be crossed b conventional .ove impulses, in the same wa as obstacles, but the don;t block "o#. &here there is water there are often bridges. Lsuall bridges will be treated as open terrain, but stone handrails could provide Cover. In upcoming updates we will include a 0eight Nalue concept "or elevations with a steep increase in altitude such as "orti"ications* buildings or pit "alls/ &e provide guidelines here but ou and our opponent can (and should) agree on the nature of all the terrain elements as well as the base si1e capable of finding Cover behind &mpassable elements. There will also be optional rules to use weather conditions, providing further bonuses or penalties board>wide, as well as rules for some models to dabble with them. 9ain #ance anone$ 7ISSIONS: WHAT WE 9IGHT 9OR 'ou can alwas pla just to obliterate our opponents, but 2+& is designed to be plaed according tactical goals and maps, which are called .issions. There are a few concepts that need to be eFplained before detailing the missions. ! understanding a few general guidelines ou;ll be able to get grip of the .issions easil. coring and trategical Points' 4issions are won b scoring ?= #trategical $oints. #trategical $oints measure the success of the predetermined mission objectives and identifies the prevailing force on the battlefield. Dome models have Dpecial 9ules modifing the amount of DM scored. "ne plaer can onl benefit from one of these rules per 9ound and the model possessing it must be the one operating the scoring conditiong (or one of them). 4issions are plaed for a fiFed number of $la)er *ounds If the time runs out go to the 4ission tiebreaker. If an plaer completel destros the forces of all his opponents, he automaticall wins. 6perating' #ifferent missions have different was of obtaining DM. #ifferent objectives have different conditions to score DM from them. 2chieving these conditions successfull (thus scoring DM) is called ,perating. cenarios' Dcenarios are special 1ones of the gaming table determined b the .ission. 9or #o.$, to 6perate scenario !ts who,$ )s$ #/st )$ w!th!" th$ cenario r$. T3&$s: 4issions are categorised b tpes, which will be used to organi1e them and to appl different Dpecial 9ules. (ing o the 2ill T3&$: +apture 4ark or place a ?=O scenario diameter in the center of the table (EQO from each table side to the center of the scenario). This scenario is considered an :levation element. 2t the end of each $la)er *ound, an plaer with models operating in the scenario score ? DM. If the onl models operating the scenario belong to the same plaer, this plaer scores < DM. 1 st T!$)r$*$r: If none of the plaers have achieved ?= #$ b the end of >,3$r Ro/". 8, the plaer with the most #$ is the winner. = ". T!$)r$*$r: The plaer with the most models operating the #cenario is the winner. 9ight now we are presenting ou onl one first mission. &e will be incorporating more missions and covering them to a greater depth in future updates. Gere are the names for some missions that cross our minds. Dome of these should be familiar for veteran wargames, while others strive to give a Ndramatic war feelO to the game. 0od) Count $endulum *ailwa) #abotage %elegraph Cut 0low the 0ridge 1epot *aid Assassinate Capture the Flag $risoner4s :;change Armor) Assault 2arass the routing arm) 1uel at dawn #uppl) :scort 1ocument 1eliver) *earguard