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Phoenix Command

The Revolution Evolution

This is the cover

Not Leading Edge Games

Phoenix Command Original Design


Barry Nakazono
Phoenix Command Original Help
Irene
Dave
Ray
Mike
Nadir

Phoenix Command Revolution Evolution


Keith Meyer
Walker Aumann
Scott Shicoff
So on and so forth

This is the credit page

Introduction
This is the intro page.
Hell if I know what I am going to write.

Contents
1.

Concepts and Set up ............................................................................................................................. 5

2.

Sequence of Play ................................................................................................................................... 6

3.

Actions / Special Actions / Reactions .................................................................................................... 6

4.

Detection............................................................................................................................................... 8

5.

Definitions ............................................................................................................................................. 9

6.

Examples of Play ................................................................................................................................. 10

7.

Scenarios ............................................................................................................................................. 11

8.

Designers Notes .................................................................................................................................. 12

1. Concepts and Set up


A basic grasp of the original rules is a prerequisite to these rules. While it is hoped to turn this into a
standalone rule set and it is hoped that all action can be carried out with the rules presented here, a
basic understanding of Phoenix Command is probably needed as well as access to the source books
(weapon data, charts, etc). It should be noted that rules here supersede any PC rules and any references
should be pointed as to what source material is used/needed.
The basic idea behind this system is that players get a set number of actions they can perform on their
turn (Combat Actions) and they use the CA to move, shoot and perform needed actions. It is turned
based, but the players are allowed some reaction. Action/Reaction cards are not only used to track
players actions, but also note relevant rules and if needed sequencing. Example: the Aim and Shoot card
tells people what charts to look at and what ALM modifiers to use.
Set up should be according to the specifics of the scenario or at GM discretion. Each player should have
a deck of Action/Reaction cards. Most of the cards are the same, but some are unique to players. Action
cards may be used freely, but Reaction cards are queued up face down. The players are allowed to
determine the initial queue of reactions as well as select any stance tokens as needed unless prohibited
by scenario rules.
Every player should get a number of Combat Action (CA) and Maximum Speed (MS) tokens up to their
respective CA and MS numbers on their character sheet.
Before the game starts Base Initiative (BI) is determined for each character (or group for NPC). A d10 roll
(0-9), a players Initiative Skill Factor (ISF) and Leadership Skill (LDR) from the highest rank player are all
factored in.

BI = d10 + ISF + LDR

In case of any ties roll a d10 to determine a decimal tie breaker. Example: 2 players are tied at 26. One
rolls a 6 to go to 26.6 the other rolls a 7 and goes to 26.7. Keep rolling an extra decimal place until all ties
are broken. All BI numbers should be noted.
If a tie occurs during game play, roll for a tie breaker at that time.
Groups of NPCs are allowed to be tied with themselves (usually outlined in the scenario), but single
NPCS should not be tied.

2. Sequence of Play
Play is broken down into a series of actions carried over 2 different phases. There is the Maintenance
Phase and the Action Phase. There is only one Phasing player at a given time, but other players may
perform Reaction to those players Actions.
Sequence of Play
Maintenance Phase (Everyone)

Each player refills their CA and MS tokens


Adjust Initiative Order (if needed)
Remove or Add tokens that are affected by Phase Maintenance (smoke, incapacitation effects,
etc)

Action Phase (Phasing Player)

Player with the highest BI goes first and is the Phasing Player
Phasing Player performs Actions based on the cards he plays
Reacting player(s) play reactions
When the Phasing Player is finished play moves on the to the player with the next highest BI
When all players are finished play goes to the maintenance phase

3. Actions / Special Actions / Reactions


Resolving Actions
When a player plays an Action card they simply execute what is on the card. Most cards cost CA and/or
MS tokens, simply deduct them from the player as they perform the action. Actions need not be
completed before selecting another action, but selecting another action OR reaction cancels the current
action. Should the player not have enough CA to complete an action, simply put the spent CA tokens on
the current action card. That represents the number of CA currently toward that action.
Each Action card also lists which reactions can be played in response to it. After any action card is played
an appropriate Reaction Card made be play. Also, if a movement card is played, a reaction card may be
played after each new hex the player enters, but only id in Line of Sight (LOS) of an enemy.
Reactions
Anytime a PP performs an action with a card that indicates a possible reaction any enemy within
detection range (Seeing or Hearing) that player may reveal the top card in their RC queue and perform
that action. One RC card is played per action card. No reaction card needs to be played, but the cards
must be played in the determined order. That order can only be switched in the maintenance phase.

Resolving Actions vs Reactions


If one or more players reveal a RC in response to a players reaction you determine the order the
actions/reacting takes place. The person with the most number of CA tokens remaining after paying for
the respective Actions/Reaction goes first. If the number is tied the person with the highest ISF goes
first. If that is tied, then the actions are simultaneous. Note: how to shoot when other person is a hint
faster?

Special Actions
These are Actions that are special
Cover Fire
Each action puts fire into a hex or hexes. This represents 1 impulse covering fire. Any person that moves
into that hex for the rest of the phase has a 25% chance to be affected. This increases by +25% per
Cover Fire applied to the area. So a hex with 4 Cover Fire Actions means someone has 100% to be
affected by the Cover Fire. A player affected by Cover Fire has 16% for single shot weapons to be hit or if
auto fire is used, consult the table for ROF vs 1 hex (or more). Take the base number and modify for
target cover.
Spawn Concealment
This is a special action where a player creates a concealment marker on themselves as well as creating a
clone that also has a concealment marker. The player may have up to 2 clones as well as his own
marker at any given time. The clones perform the same action as the player reveals, but need not do
the exact action specifically. So for example the player could reveal a Run card and move 3 hexes. The
clones could move up to 3 hexes as well, but need not move to the same location. A clone is instantly
removed when any enemy player has line of sight.
Game Plan
This special action should allow leaders or even regular people perform actions better.

4. Detection
There are 2 types of detection; spotting and hearing. Both are automatic and are based on the range
from the source to the target.
Hearing detection occurs when a player triggers an action or reaction. The played card will have 3
columns of hearing detection followed by a number. The number is the distant in hexes. If there is no
numbers, then the action is silent and cannot be heard. Each column represents 1 of 3 factors: Optimal,
Normal, and Blocked. Optimal = no back ground noise and no issues with hearing the action. Normal =
either background noise or blocking cover in the way. Blocked = background noise and blocking cover in
the way. Hearing takes no actions.
Spotting detection occurs when a player moves or does an action within LOS of another player. The
player doing the spotting should roll a d10 and halve it (FRU). This is modified by the spotting modifier
on the action card that was played. This is the number of actions it costs to spot the player.
A detected player has his concealment marker removed and he may be targeted by an action.
An undetected player may not be targeted by any action. (Note, you are still allowed to play Covering
Fire on an undetected player).

5. Definitions
Combat Actions (CA) these are used to perform any action by the characters. Actions sometimes also
cost MS to reflect the difficulty of performing an action and moving.
Maximum Speed (MS) these are used to move your character on the map. Note movement can
sometimes use MS and CA to reflect difficulty of moving and doing actions at the same time.
Phase a time from where all players will conduct their turn.
Phasing Player (PP) this is the character that is actively moving during a phase.
Reacting Player (RP) this is the character(s) that are reacting to a PP movement or action.
Reaction Card (RC) this is a card played in response to a PP action.

6. Examples of Play

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7. Scenarios
Scenario 1
Blam! Stop! Blam! Blam! Police!
Officer Axly has come upon 2 crooks breaking into a store. He must arrest both by any means necessary.
Side 1
Officer Axly
CA 8
KV 24
IT 8
ISF 18
Gun combat Level 4
Light Flex body armor PF 4 BPF 1
M9F2S Pistol w/ 3 clips
Handcuffs
Side 2
Robbers
CA 4
KV 5
IT 8
ISF 14
Gun Combat Level 1
M9F2S Pistol w/ 2 clips
Setup:
Axly starts in hex xxyy facing xxx
Robbers start in hexs xxyy and xxzz facing xxx yyyy
Everyone has guns drawn and everyone is spotted.
Special actions:
Freeze! Police! = 2 CA / 1 MS
If this action is executed, the robber must roll on his reaction chart
Handcuff robber = 24 CA / 24 MS

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8. Designers Notes
The reason behind an Evolution is that over the many, many years that PC has been played
it always has been a touchy feely game, more like an RPG than a tactical combat game. With so many
rule sets there was no hard and fast guide of which optional or advanced rules were being used for a
given fight. What version of the basic rules? How is spotting and hearing working? Which movement
modifiers are we using? With all the confusing rule issues it practically forced no one else to learn a
cohesive set of rules and never allowed me to actually play to see which rules were working or to simply
not have to worry about running a scenario. So the time has come for PC to grow up and become an
easy to use, easy to learn game that was capable of either being run as a cooperative game or as a team
vs team.
Several things I had in mind while designing this. 1) Game had to speed up play. Taking 8
hours to do 16 phases was too much. It kills the flow of combat and prevents from more than a few
people to play. 2) Keeping the tactical decisions of the player. PC gets its fun from stalking and shooting
people like no other game. It was born with double blind in mind, that tactical maneuvers like flanking,
sneaking, suppressing fire mattered and were more important than the gun. Skill will win the fightthe
gun is simply a tool. (Yes we all know a better gun helps, but shooting a guy that is looking the other way
will win the daythat and an 12 CA). 3) Card games for all their wacky mechanics do one thing very well
(normally), they dole out rules to the players in a bite sized format. Typically just reading the card will let
you know all the rules you need to do. So, keeping that in mind the Evolution takes the form of cards.
One of the casualties is the idea of simultaneous movement and combat. While it all well and
good to know that on MPC 60 you are shooting and the target is ducking back on MPC 61, it takes way
too long to determine that. So out is the concept of simultaneous movement and in is the tried and true
turn based movement. Though it must be noted that the rules reflect what is going on over the 2
second time frame. I think this works as the normal ebb and flow of combat usually means someone has
the initiative, someone is reacting instead of acting and the team that can keep the pressure on should
(and will) have the advantage. People will have to pay attention what their reactions are and to be
aware of what they expose them too after they have moved, but this isnt much different some
computer games that are based on PC, like Xcom.

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