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Fallen

Frontiers Alpha v0.3


INTRO

Hello, and welcome to the Fallen Frontiers Alpha!



The rules provided here are an early look at what
the gameplay in Fallen Frontiers will be like, and
they cover all of the core elements of the game.

This alpha is going to provide you with a set of
rules, units and cards for you to print & play, which
should be enough to get you started.

The final game will contain additional rules, units
and a full background of the Final Frontiers world,
some of which you might get a glimpse of during
our Kickstarter. For now we just wanted to give
you a chance to try out the core mechanics of the
game and gather some feedback.

Note that these rules are still in development and
some things may change in the final version of the
game. Please send us all feedback and comments
at gaetano@scale75.com.

WHAT YOU NEED

If you want to give these rules a try you are going


to need the following:

Playing Area A flat 4x4 surface.
Terrain At least 4 large pieces of terrain such as
buildings and shipping containers, and a few
groups of smaller pieces of terrain such as crates
and barrels. You may place these on the table
however you prefer.
Dice Around half a dozen six-sided dice or more
per player.
Objective Markers A set of 5 round 25mm bases,
of which 4 should be marked with a K (Krithium)
and 1 should be marked with an O (Objective).
Other Markers A variety of different markers
which you can find at the end of this document for
you to cut out.
Cards A (reduced) set of 18 cards per player,
which you can find at the end of this document for
you to print twice and cut out.
Models A set of 31 models. Any models can be
used, as long as they are on round 25mm bases
and you know who they represent. You will need:
Riff: 10x Trooper, 5x Assault Trooper, 1x
Heavy Machinegunner, 1x Officer, 1x
Sihlas Fenn (Hero)
Ares: 10x Soldier, 1x Gauss Gunner, 1x
Sergeant, 1x Bitsie (Hero)



GENERAL PRINCIPLES

There are some things that you have to take into


account when playing, which are listed here.

MEASURING DISTANCES
The distance between two models is measured
from the closest point of their bases, and the
distance between two units is measured from the
two closest models in the units.

DICE ROLLS
D6 The six-sided dice you are going to be using
will be referred to as D6.
X+ Whenever a rule tells you to roll an X+, you
must roll equal to or higher than X. For example
when asked to roll a 4+ you must roll a 4, 5 or 6 to
succeed.
Re-rolls Whenever a rule tells you to re-roll,
simple pick up the dice you are allowed to re-roll
and roll them again. The second result is the final
one, even if worse than the first.
Roll-off Whenever a rule tells you to roll-off,
both players roll a D6 and compare results. The
player with the highest result wins, and the players
must re-roll if tied.

UNITS & COHERENCY
Infantry units are groups of models that act as a
single entity. In this alpha you are going to use
units of 5 models each. The models in a unit must
form an uninterrupted chain where each model is
within 1 of another model from the same unit.
Models may not move within 2 of other units
unless joining or assaulting the target. If a model
breaks coherency for any reason then the unit
must spend its next activation to move back into
coherency.

SUPPORT UNITS
Heroes, Leaders and Specialists all count as
Support Units and may be deployed as part of
Infantry units at the start of the game by being
placed in coherency. Support Units may also join
Infantry units by moving into coherency with them
and declaring that they are being joined, after
which neither unit may move for the rest of the
Phase. Support Units may also leave Infantry units
by moving out of coherency and declaring that
they are leaving, but only if the unit had not
already moved or is pinned.





UNIT STATS
All models have a name, type and a series of
statistics which define their abilities. These are:
Training: The score the enemy needs to
hit the model.
Attacks: The number of dice the model
rolls when attacking in melee.
Strength: The score that targets need to
block attacks in melee.
Defense: The die type the model rolls to
block hits.
Equipment: Any weapons or other
equipment the unit carrying.
Special: Any special rules that the unit
has.

Example:

Trooper [Infantry]
Training
Attacks
Strength
Defense
3+
2
5
D6
Weapons: Carbine
Special: -

WEAPON STATS
All weapons have a name and a series of statistics
which define their effectiveness. These are:
Range: How far enemies can be targeted
with it.
Attacks: The number of dice the model
rolls when attacking with it.
Strength: The score that targets need to
block attacks from this weapon.
Special: Any special rules that the weapon
has.

Example:

Heavy Machinegun
Range
Attacks
Strength
Special
24
3
5
Suppressing
Fire

LINE OF SIGHT
All models occupy a volume of space above the
bottom of their base. In this alpha all models count
as occupying a volume of 1,5 in height. To
determine LOS draw a straight line from any point
of the attackers volume to any part of the targets
volume. If the line reaches the target without
passing through any terrain or the volume of
another model, then it has LOS.

SEIZING OBJECTIVE MARKERS
If a unit is within 3 of an objective marker whilst
there are no enemy units within 3 of the same

marker, then the unit and its controlling player


counts having seized it.

DECKS
Each player has two decks that he uses during
play, your Main deck and your Armory deck. For
this alpha the Main deck is made of 12 cards,
whilst the Armory deck is made of 6 cards. The
Main deck is made of all types of cards except for
Equipment cards, whilst the Armory deck is only
made of Equipment cards. Note that you may only
have up to 2 copies of the same card in a deck.

CARDS
All cards have a name, a cost, a type and one or
more effects. Here is an example of a card:


0 Take cover!









Tactics


Requirements: You cannot play any other
cards until the end of the round.

Effect 1: All enemy units get -1 to their shoo
ting rolls.




CARD TYPES
Cards have different types that dictate when and
how they are played:
Action: Can be played during your phase and is
immediately resolved, then it is placed in your
discard pile.
Reaction: Can be played during the opponents
phase and is immediately resolved, then it is
placed in your discard pile.
Action/Reaction: Can be played as either an
Action or a Reaction card, but not both.
Tactic: Can be played during your phase and
remains in play until the end of the round, after
which it is placed in your discard pile.
Equipment: Can be played during your phase and
is attached to a Support Unit. If the unit is killed
place the card in your discard pile.

PLAYING CARDS
To play an Equipment card search your Armory for
the card you want and pay its cost. Other type of
cards can only be played from your hand after

paying their cost. Players may only play 1 card of


any type per phase.

RECYCLING
You may discard 1 card from your hand during
your phase and place it in your discard pile to gain
as many Command points as its Cost.

PREPARATION

In this section we are going to go over and how to


set up your table for the alpha game.

KRITHIUM & OBJECTIVES
Place the 25mm base marked with O as close to
the table center as possible, and then place one
25mm base marked with K as close to the center
of each table quarter as possible.

DEPLOYMENT
The players roll-off and the winner may decide if
he wants to deploy first or second. The player that
deploys first may choose on which table edge to
deploy. The players then alternate in placing one
unit each within 6 of opposing table edges.

DECK & CARDS
Before the game begins the players shuffle their
decks and draw 5 cards from their Main deck.


PLAYING THE GAME


VICTORY
For this alpha we are going to use a very simple
capture & hold mission. At the end of each round if
a player has seized the Objective marker, then he
scores 1VP. At the end of 5 rounds the game ends,
and both player sum up their VPs. The player with
most VPs wins the game.

SEQUENCE OF PLAY
The game is broken down into rounds, each
consisting of four phases during which units are
activated. After four phases have been played the
round ends and a new one begins. The game
sequence goes like this:
1. Round 1
a. Beginning of the round
b. Phase 1
i. Beginning of the Phase
ii. Unit Activation
iii. End of the Phase
c. Phase 2
d. Phase 3
e. Phase 4
f. End of the Round
2. Round 2

BEGINNING OF THE ROUND


At the beginning of the round resolve all cards and
special rules that have at the beginning of the
round.

BEGINNING OF THE PHASE
At the beginning of the phase resolve all cards and
special rules that have at the beginning of the
phase.

INITIATIVE
At the beginning of the phase the players roll-off,
and the winner may decide who has the Initiative
for that phase. The player that has Initiative may
activate all of his units once, however each player
may only have Initiative up to 2 times per round,
regardless of the roll-off result.

FATIGUE
There are some situations in which a player may
end up having the Initiative more than two times
in a row, in which case his units will suffer
penalties. If a player has the Initiative for the third
time in a row his units will suffer a -1 penalty to all
melee and shooting rolls, and they reduce their
movement by 1. If a player has the Initiative for
the fourth time in a row his units will suffer a -2
penalty to all melee and shooting rolls, and they
reduce their movement by 2.

ACTIONS
Each activation allows units to use one of the
following actions:
Move
Shoot
Assault

MOVE
The unit may move by up to 6 whilst maintaining
unit coherency. Note that models may not move
within 2 of other units unless assaulting.

SHOOT

To Hit Pick a target unit that is within LOS and
weapon Range of at least one of your models. For
every model that is within LOS and weapon range
roll as many dice as their weapons Attacks. Every
die that scores the targets Training value or higher
counts as a hit.

Modifiers There are several modifiers that affect
a units shooting roll, which are listed here:
+1 [Optimal Range]: The target is within
half range of the majority of shooters.

-1 [Cover]: The majority of models in the


target unit are in cover (see below).
Note that any attack result of 1 always count as
failed, regardless of modifiers.

Cover If the majority of models in the target unit
that are in LOS are within 1 of a piece of terrain
that obscures part of their volumes from the
attacker, then the unit counts as being in cover.

Mixed Weapons All attacks are rolled together,
even when attacking with a unit that has several
types of weapons. Simply use different colored
dice or roll on different areas of the table to know
which weapon hit.

To Block After rolling to hit the defender rolls as
many dice of the Defense type of most models
within LOS of the attackers as hits, trying to score
the weapons Strength value. For each
unsuccessful defense roll the unit takes 1 wound,
and for each wound you must remove 1 model in
the target unit that is in LOS of the attacker, with
the defender freely picking which one. If all models
in LOS are removed and there are still wounds left,
those wounds are lost and are not applied to
models that are not in LOS.

Morale Tests If a unit kills at least half as many
models as the unit had before the attack (rounding
down), then it must test the targets morale. Roll
one die, trying to score the highest Training value
of any models in the unit. If you succeed the target
unit counts as Pinned.

Pinned Units Units that are Pinned get -1 to their
melee rolls. When activating Pinned units they
must take another Morale Test, if failed the unit
stops being Pinned. If passed the unit flees the
battle, and you must remove all models from the
table as casualties.

ASSAULT

Assault Move The unit may move by up to 6
whilst maintaining unit coherency, ending its
movement with at least one model in base contact
with an enemy model, and all other models as
close as possible to enemy models. Then enemy
models that are not in base contact with any
attacker must move by up to 3 in order to get into
base contact with an attacker, or else to move as
close as possible to any attacker.

Combat For every assaulting model that is in
base contact with at least on enemy roll as many
dice as their Attack stat. Every die that scores the

targets Training value or higher counts as a hit.


Resolve hits from melee just like you would with
shooting, and once all wounds have been resolved
the target unit gets to strike back.
Combat Resolution After both units have had a
chance to attack, compare the amount of wounds
each unit caused. If one unit caused more wounds
than the other it wins the combat. The loser must
then take a morale test. Note that in close combat
only the loser takes the test, regardless of
casualties.

Pushed Back If neither unit is destroyed or flees
then the attacking models are moved back by 1,
separating the units. Both units then count as
Disordered until the end of their next activation,
and they may not use Shoot actions when
Disordered.

Follow-Up Move If one of the units is destroyed
and the other one survives, then the surviving unit
may immediately move up to 3 in any direction.
Note that models may not move within 2 of other
units during this move.

END OF THE PHASE
At the end of the phase resolve all cards and
special rules that have at the end of the phase.
Then a new phase starts, and this continues until 4
full phases have been played, after which the
round ends.

END OF THE ROUND
At the end of the round resolve all cards and
special rules that have at the end of the round.
The players then both:
Receive 2 Command points + 2 more for
each Hero or Leader model in their force.
Receive 1 Krithium point + 2 more for
each Krithium point they seized.
Receive 1 VP if they have seized the
objective.
Draw 1 card from their Main deck.

Unused Command and Krithium carries on
between rounds, however the players may only
have up to 6 of each at a time (you can use a D6 to
track this value). The players may also only have
up to 6 cards in their hand at a time, and if they
exceed this number at any point they must
immediately discard a card until they only have 6
cards in their hand.

COMMAND
Command may be spent in one of these ways:

1 Command = Modify a single die you


rolled by +1/-1 or re-roll a single die you
rolled.
3 Command = Draw a card from your
Main deck.


UNITS & SPECIAL RULES

In the final game all units will come with their own
card so that you can quickly reference their special
rules. For this alpha we are putting all information
that would be on the cards here for reference.

HARDENED (X)
This unit may accumulate up to X wounds before
being removed as a casualty. If a unit with this
special rule is part of a unit without it, then you
must either accumulate wounds until all models
with this special rule have been removed as
casualties, or remove regular models as casualties
before you start accumulating wounds. Note that
you must first accumulate wounds on a single
model with this special rule until it is killed before
you start accumulating them on another model.

SLOW
This unit moves up to 4 when using Move or
Assault actions.

SUPPRESSING FIRE
Whenever this unit inflicts hits with this weapon
the target must take a Morale Test, regardless of
casualties.

RIFF UNITS


Trooper [Infantry]
Training
Attacks
Strength
3+
2
5
Weapons: Carbine
Special: -


Assault Trooper [Infantry]
Training
Attacks
Strength
4+
2
5
Weapons: Carbine
Special: -


Heavy Machinegunner [Specialist]
Training
Attacks
Strength
3+
2
5
Weapons: Heavy Machinegun
Special: -

Defense
D6

Defense
D6

Defense
D6


Officer [Leader]
Training
Attacks
Strength
Defense
3+
2
5
D6
Weapons: Carbine
Special: -
Sihlas Fenn [Hero]
Training
Attacks
Strength
Defense
4+
3
6
D6
Weapons: -
Special: Hardened(3)
Hero Boost: The hero and his unit move +D3
when using Move and Assault actions.

RIFF WEAPONS

Carbine
Range
Attacks
18
1


Heavy Machinegun
Range
Attacks
24
3

Strength
5

Strength
5

Special
-

Special
Suppressing
Fire

UNITS & SPECIAL RULES

In the final game all units will come with their own
card so that you can quickly reference their special
rules. For this alpha we are putting all information
that would be on the cards here for reference.

FAST
This unit moves up to 8 when using Move or
Assault actions.

HARDENED (X)
This unit may accumulate up to X wounds before
being removed as a casualty. If a unit with this
special rule is part of a unit without it, then you
must either accumulate wounds until all models
with this special rule have been removed as
casualties, or remove regular models as casualties
before you start accumulating wounds. Note that
you must first accumulate wounds on a single
model with this special rule until it is killed before
you start accumulating them on another model.

ARES UNITS


Soldier [Infantry]
Training
Attacks
Strength
Defense
5+
1
5
D6+1
Weapons: Assault Rifle
Special: -


Gauss Gunner [Specialist]
Training
Attacks
Strength
Defense
5+
1
5
D6+1
Weapons: Gauss Cannon
Special: -


Sergeant [Leader]
Training
Attacks
Strength
Defense
5+
1
5
D6+1
Weapons: Assault Rifle
Special: -



Bitsie [Hero]
Training
Attacks
Strength
Defense
5+
2
5
D6+1
Weapons: 2x Pistol
Special: Fast, Hardened(2)
Hero Boost: Add +1 to all your Initiative rolls as
long as the Hero is alive.

ARES WEAPONS

Pistol
Range
Attacks
12
1


Assault Rifle
Range
Attacks
24
1


Gauss Cannon
Range
Attacks
36
3





Strength
6

Special
-

Strength
6

Special
-

Strength
7

Special
-

Take cover!

Tactics
Requirements: You cannot play any other
cards until the end of the round.
Effect 1: All enemy units get -1 to their shooting rolls.

Suppression fire

Logistics

Tactic
Effect 1: At the end of the round get +2
Command points and draw +1 card from
your Main deck.

Cyber Hack

Action/Reaction

Action/Reaction

Effect 1: Action: Target enemy unit that has taken at


least one hit is immediately Pinned.

Effect 1: Action/Reaction: Ignore all effects of


target Action or Reaction card.

Effect 2: Spend 2 Command. Target friendly unit may


shoot ignoring Cover modifiers

Effect 2: Action: Spend 2 Command. Discard


target Tactics card.

Aimed shot

Action
Effect 1: Target friendly unit gets +1 to its die
rolls when shooting.
Effect 2: Spend 3 Command. Target enemy
unit gets -1 to its Defense when defending
against shooting attacks.

Sprint

Holo sight

Equipment
Effect 1: The equipped unit may re-roll one failed
hit roll when shooting.
Effect 2: Spend 1 Krithium. The equipped unit
may re-roll all failed hits when shooting.

Active camo

Equipment/Camo
Effect 1: The equipped units may only be
targeted by units within 6.

Superposed weapons

Action

Equipment/Action

Effect 1: Target friendly unit moves +4 when


using Move or Assault actions

Effect 1: The equipped unit always counts as


being in Optimal Range when shooting.

Effect 2: Spend 1 Command. All friendly move


+1 when using Move or Assault actions.

Effect 2: Spend 1 Krithium. The equipped unit


gets +1 Strength when shooting.

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