Sie sind auf Seite 1von 105

:LOGUH

V 1.1
By
Greg Saunders
Playtest Advice Phil Davies
FireRuby Designs, 2008
Art: Gary Dupuis
Colourised by Greg Saunders
Miniatures by Ground Zero
Games and Old Crow, painted
by Greg Saunders
Thanks to Dan Parkington, Neil
Egerton and everyone else from the
Fire Ruby forums for their helpful
comments

:LOGILUH
Contents
Introduction
Quick Overview
What do you Need to Play?
Fire Teams
Counters
Dice
Paper
Playing Surface
A Note on the Background
Setting up the game
Selecting Starting Forces
Selecting and Deploying Scenery
Deploying Forces
Playing with More than Two
Anatomy of a Fire Team
Quality
Points Cost
Statistics
Choosing and placing Actions
Performing Actions
Reacting
Combining
Phases and Actions
Actions
Nerve
Deadly and Suppressive Fire
Move (MV)
Fire! (F!)
Assault! (A!)
Rally (RA)
Dig In (DI)
Mobilise (MB)
Move and Fire (M/F)
Opportunity Fire (OF)
Reaction Fire (RF)
Mobility and Vision
Jump Troops
Line of Sight

7
7
7
7
8
9
9
10
10
11
11
11
12
12
13
14
14
14
17
17
18
18
19
19
19
20
21
21
22
23
23
25
26
26
28
30
30
30

:LOGILUH
Full and Partial Cover
Woods
Buildings
Ranged Combat
Range
Resolving Ranged Combat
Multiple Weapons
Area of Effect
Indirect Fire
Melee Combat
5DOO\LQJUHWHDPV 


Combined actions
Combined Fire attacks
Combined Ranged Attacks and Area
and Indirect Fire Weapons
Combined Melee
Combined Rallying
Designing Infantry Fire Teams
Concept
Points
Choosing Quality
Nerve and Strength
Move Allowance
Selecting Firepower
Selecting Range
Selecting Ranged Damage
Selecting Assault Strength
Selecting Assault Damage
Selecting Resilience
Vehicles
Vehicle Fire teams
Vehicle Quality
Vehicle Actions
Vehicle Facing
Vehicle Movement
Vehicle Movement
Speed
Acceleration
Manoeuvrability
Crashing
Movement Types
Max Speed and Terrain

31
32
32
33
33
34
37
37
38
40
3
44
44
44
46
48
49
49
49
49
50
50
50
51
52
52
53
54
56
56
56
56
58
59
59
59
59
60
61
61
61

:LOGILUH
Walker Movement
VTOL Movement
Transporting Fire Teams
Vehicles in Combat
Infantry and Vehicle Weapons
Firing Arcs
Relative Movement
VTOLs Versus Ground Forces
Assault! Actions Against Vehicles
Vehicle Strength
Running Down Infantry
Designing Vehicles
Vehicle Concept
Points Cost for Vehicles
Choosing Vehicle Quality
Selecting Movement Type
Selecting Vehicle Max Speed
Selecting Manoeuvrability
Acceleration
Nerve and Vehicles
Selecting Vehicle Strength
Selecting Vehicle Resilience
Capacity
Vehicle Weapons
Selecting Anti-Vehicle Range
Ranged Damage
The Second Sphere
The Golden Age
The Separatists
The First Separatist War
The Instability Plot
The Age of Isolation
Recovery
A New Dawn
All at Any Cost
The Second Separatist war
:LOGUH



Fire, Storm and Steel
Fire
Separatists

63
63
64
65
65
66
66
67
67
67
68
70
70
70
70
70
71
71
71
72
72
72
72
73
74
74
75
75
76
76
77
79
79
79
80
81
2
82
83
88

:LOGILUH
Vespers Separatist World in the
334/221 Sector of the Boundary
Ecosphere
Populace
Government
Military
Accord Activities on Vespers
The Skalde
:LOGUHRQ9HVSHUV 

Sheets to photocopy

89

90
90
90
91
95
95
1
102

:LOGILUH

:LOGILUH
Introduction
:LOGUHLVDIDVWSDFHGPLQLDWXUHVVNLUPLVKFRPEDWJDPHGHVLJQHG
WRFRYHUWKHPRGHUQDQGVFLHQFHFWLRQJHQUHV7KHJDPHLVEDVHG
around the actions of Fire Teams, small two or three man groups
WKDWDFWDVDWHDPFRYHULQJHDFKRWKHUDQGHIIHFWLYHO\JKWLQJDV
DVLQJOHXQLW:LOGUHLVGHVLJQHGWRFRYHUVPDOOVFDOHDFWLRQVZLWK
DSSUR[LPDWHO\WHQ)LUH7HDPVRQHDFKVLGH9HKLFOHVDUHFRYHUHGin
WKHUXOHVas appropriate for small scale skirmish games:LOGUHLV
GHVLJQHGIRUWZRSOD\HUVEXWFDQEHSOD\HGZLWKPRUHLIZLVKHG

Quick Overview
,QDJDPHRI:LOGUHHDFKSOD\HUKDVDQXPEHURI)LUH7HDPVDWKLV
RUKHUFRPPDQGW\SLFDOO\DURXQGWHQ*DPHSOD\LVVSOLWLQWRSKDVHV
GXULQJZKLFKERWKSOD\HUVJHWWRFRPPDQGDOORIWKHLUWURRSV$WWKH
start of each phase both players lay markers face-down next to
HDFK RI WKHLU )LUH 7HDPV 7KHVH PDUNHUV GHVFULEH WKH $FWLRQ HDFK
)LUH7HDPZLOOSHUIRUPWKDWSKDVH([DPSOH$FWLRQVLQFOXGHPRYLQJ
HQJDJLQJRWKHU)LUH7HDPVLQUDQJHGFRPEDWRUDVVDXOWLQJSRVLWLRQV
Players then reveal their markers, carrying out the Actions as they
DUH UHYHDOHG 2QFH DOO WKH PDUNHUV KDYH EHHQ UHYHDOHG DQG DFWHG
RQWKHFXUHQWSKDVHHQGV$QHZSKDVHEHJLQVZKHQQHZPDUNHUV
are placed by surviving Fire Teams, and the game continues until
RQHVLGHLVYLFWRULRXV

What do you Need to Play?


7R SOD\ :LOGUH \RX QHHG VHYHUDO WKLQJV  VRPHWKLQJ WR UHSUHVHQW
the Fire Teams that are the basic unit of the game, some counters,
some ten-sided dice (usually referred to as D10), a playing surface
DQGVRPHSDSHU

Fire Teams
,Q:LOGUHWKHWHUP)LUH7HDPLVXVHGWRGHVFULEHDWHDPRIWZRRU
WKUHHVROGLHUVWKDWDFWWRJHWKHUDVDWHDP)LUH7HDPVDUHUHSUHVHQWHG
in play by a circular base about an inch across, around the size of a
%ULWLVKWZRSHQFHSLHFHRUDQ$PHULFDQGLPH7KHH[DFWVL]HGRHVQW

:LOGILUH
PDWWHUDVORQJDVDOO)LUH7HDPVXVHEDVHVRIWKHVDPHVL]H7KHEDVH
LVFLUFXODUEHFDXVHWKHUHDUHQRIDFLQJVLQ:LOGUHHDFK)LUH7HDP
LVFDSDEOHRIDFWLQJLQDQ\GLUHFWLRQ7ZRPPPLQLDWXUHVWTXLWH
nicely on bases of this size and so 15mm is the scale used in the
JDPH:LOGUHZRUNVZHOOZLWKDURXQGWHQ)LUH7HDPVRQHDFKVLGH
$Q\VXLWDEO\EDVHGPPJXUHVFRXOGEHXVHGWRSOD\:LOGUHRU
HYHQ MXVW URXQG FRXQWHUV DORQH 7KH LPDJHV XVHG IRU H[DPSOHV LQ
WKLV UXOHERRN DUH RI WKH H[FHOOHQW VFLHQFH FWLRQ PLQLDWXUHV IURP
*URXQG=HUR*DPHV,VXJJHVW\RXFKHFNWKHPRXWDWKWWSZZZ
JURXQG]HURJDPHVQHW

The Fire Team


You can use any markers
approximately the size of a
two pence piece as a Fire Team
- these 15mm gures are from
Gound Zero Games

Counters
:LOGUH XVHV FRXQWHUV WR LQGLFDWH WKH $FWLRQV RI )LUH 7HDPV LQ WKH
EDWWOH7KHVHPDUNHUVKDYHRQHVLGHZKLFKLVEODQNDQGRQHVLGHWKDW
KDVDV\PERORUWH[WWRLQGLFDWHWKH$FWLRQWKHPDUNHUUHSUHVHQWV<RX
can use any sort of counters, but the small plastic 15mm diameter
FRXQWHUVXVHGLQDORWRIIDPLO\JDPHVDUHLGHDO<RXFDQEX\WKHVH
IURPDQ\HGXFDWLRQDOVWRUHRURQH%D\ MXVWVHDUFKIRUFRXQWHUV 
7KHQXPEHURIFRXQWHUV\RXQHHGGHSHQGRQWKHVL]HRI\RXUIRUFHV
There are ten different counters used in play, so a maximum of
one hundred counters per side would cover all eventualities for ten
)LUH 7HDPV ,W VRXQGV OLNH D ORW EXW RQH KXQGUHG FRXQWHUV FDQ EH
SXUFKDVHG TXLWH FKHDSO\ DQG PDUNLQJ WKHP XS ZLWK D IHOWWLS SHQ
WDNHV DERXW WKLUW\ PLQXWHV ,QFUHDVLQJ WKH QXPEHU RI )LUH 7HDPV
PHDQVPRUHPDUNHUVPD\EHUHTXLUHG7KHPDUNHUV\RXOOQHHGZLOO
EH)LUH$VVDXOW0RYH0RYHDQG)LUH2SSRUWXQLW\UH5HDFWLRQ
UH'LJLQ0RELOLVH5DOO\DQG*RQHWRJURXQG$WWKHEDFNRIWKLV
ERRN\RXOOQGDVKHHWRIV\PEROVWKDW\RXFDQSKRWRFRS\DQGVWLFN

:LOGILUH
RQWRFRXQWHUVWRPDNHXS\RXU$FWLRQPDUNHUV

Move

Mobilise

Fire!

Move and Fire

Assault!

Opportunity Fire

Rally

Reaction Fire

Dig In

Gone to Ground

$OORIWKH$FWLRQPDUNHUVXVHGLQ:LOGUH7KHUHVDSDJHRIPDUNHUV
IRUSKRWRFRS\LQJDWWKHEDFNRIWKLVERRN

Dice
:LOGUH XVHV WHQVLGHG GLFH FRPPRQO\ UHIHUUHG WR DV D ' <RX
FRXOG JHW DZD\ ZLWK D VLQJOH GLH EXW RQH SHU SOD\HU LV LGHDO <RX
FDQ JHW WKHVH IURP KREE\ VKRSV RU IURP H%D\ DQG WKH\UH SUHWW\
FKHDS

Paper
<RXOOQHHGVRPHSDSHUWRPDUNRXWWKHVWDWLVWLFVRI\RXU)LUH7HDPV
<RXFDQXVHDQ\WKLQJIURPVFUDSVRISDSHUDQGDSHQWRQLFHO\SULQWHG
FDUGVLQSODVWLFZDOOHWVIRUXVHZLWKQRQSHUPDQHQWIHOWWLSSHQV

:LOGILUH
Playing Surface
)LQDOO\ :LOGUH QHHGV D SOD\LQJ VXUIDFH <RX FDQ XVH SUHWW\ PXFK
DQ\VL]HEXWIRXUIRRWE\IRXUIRRWLVLGHDO3OHQW\RIVFHQHU\KHOSVWR
make the game interesting - you can use sketches on paper to mark
RXWKLOOVDQGZRRGVEXLOGLQJVDQGRWKHUREMHFWVRQWKHEDWWOHHOG
but there are plenty of manufacturers who make beautiful scenery
IRUWDEOHWRSJDPHV7KHPRUHVFHQHU\\RXKDYHWKHORQJHUWKHJDPH
will last as scenery acts to block line of sight between Fire Teams
PRUHRQDOORIWKLVODWHU 

$OO\RXQHHGWRSOD\GLFHDUXOHU)LUH7HDPV$FWLRQPDUNHUVDQG
DSOD\LQJVXUIDFH

A Note on the Background


7KHUHLVQRVHWEDFNJURXQGWR:LOGUHWKHUXOHVDUHGHVLJQHGWRDOORZ
DQ\W\SHRIUHODWLYHO\KDUGVFLHQFHFWLRQVNLUPLVKWREHSOD\HG<RX
ZLOOQGKRZHYHUQHDUWKHEDFNRIWKLVERRNDQRSWLRQDOEDFNJURXQG
\RXFDQXVHIRU\RXUJDPHVRI:LOGUH7KLVEDFNJURXQGZLOOEHXVHG
IRUWKHH[DPSOH)LUH7HDPVWKDWDUHGHVFULEHG

10

:LOGILUH
Setting up the game
6RKRZGR\RXVHWXSWRSOD\:LOGUH"<RXDQG\RXURSSRQHQWZLOO
QHHGWRGRWKUHHWKLQJV'HFLGHRQVWDUWLQJIRUFHVVHOHFWDQGSODFH
VFHQHU\DQGQDOO\GHSOR\IRUFHV

Selecting Starting Forces


Before you can play a game you need to decide on the composition
RIWKHVWDUWLQJIRUFHV7KLVLVUHDOO\GHSHQGHQWRQWKHW\SHRIJDPH
\RXZDQWWRSOD\DQGWKHEDFNJURXQG\RXZDQWWRXVHIRU\RXUJDPH
What you will need to do is sit down with your opponent and design
the Fire Teams you will be using bearing in mind the guidelines on
YDOXHVDSSURSULDWHWR)LUH7HDPVPHQWLRQHGLQWKLVERRN$WWKHEDFN
of this book are some examples of different kinds of Fire Team to act
DVLQVSLUDWLRQ
:LOGUH WDNHV DURXQG WZR KRXUV WR SOD\ ZLWK WZR VLGHV RI DURXQG
WHQ)LUH7HDPV5DLVLQJWKHQXPEHURI)LUH7HDPVRUWKHQXPEHURI
SOD\HUVZLOOLQFUHDVHWKHJDPHWLPH

Selecting and Deploying Scenery


6FHQHU\DQGWHUUDLQLVLPSRUWDQWWRDJDPHRI:LOGUH6FHQHU\DFWV
WREUHDNXSOLQHVRIUHDQGFDQVLJQLFDQWO\OHQJWKHQDJDPHDV
ZHOODVLQWURGXFLQJDVWUDWHJLFHOHPHQWWRSOD\:HVXJJHVWXVLQJD
ORWRIVFHQHU\WRPDNHIRUDQLQWHUHVWLQJJDPH,I\RXDUHSOD\LQJ
D JDPH EDVHG RQ D ERRN RU OP \RX FDQ VHOHFW DQG VHW RXW \RXU
VFHQHU\EDVHGRQWKHVFHQH\RXDUHUHFUHDWLQJ,IQRWWKHQ\RXDQG
your opponent should agree on the amount of scenery you will be
XVLQJ<RXFDQWKHQWDNHWXUQVSODFLQJWKHVFHQHU\RQWKHERDUGD
SLHFHDWDWLPH2QFHDOOWKHVFHQHU\KDVEHHQSODFHGUROODGLFHWR
GHWHUPLQH ZKR VWDUWV DW ZKLFK VLGH RI WKH JDPH ERDUG 7KDW ZD\
SOD\HUVZRQWQHFHVVDULO\EHQHWIURPSODFLQJDOOWKHVFHQHU\DWRQH
side of the board!

11

:LOGILUH

)RUFHVGHSOR\HGDQGUHDG\IRUDFWLRQ

Deploying Forces
Once the board is set up and the starting sides selected, the players
GHSOR\WKHLUIRUFHVZLWKLQLQFKHVRIWKHLUVLGHRIWKHERDUG<RXFDQ
SXWWKHPDQ\ZKHUHZLWKLQWKLVVSDFHWKH\GRQWKDYHWREHJURXSHG
WRJHWKHUDQG\RXFDQSODFHWKHPRQVFHQHU\ZLWKLQEXLOGLQJVHWF
2QFHWKLVLVGRQH\RXFDQVWDUWWKHUVWSKDVH

Playing with More than Two


<RXFDQSOD\:LOGUHZLWKPRUHWKDQWZRVLGHVLQWKLVFDVHPRYH
around the table from player to player allowing each to perform
DQ $FWLRQ 6KRXOG RQH RI WKH SOD\HUV ZLVK WR SDVV RQ WKHLU WXUQ
following the rules outlined later, play passes to the next player in
WKHVHTXHQFH

12

:LOGILUH
Anatomy of a Fire Team
Fire Teams are described by a number of statistics that indicate how
capable they are of performing different actions and by a term called
TXDOLW\7KHVHDUHOOHGLQRQWKHLQIRUPDWLRQFDUGIRUWKH)LUH7HDP
and example of which is shown below (for a blank example take a
ORRNDWWKHEDFNRIWKHERRN 

Name: __________
Quality:_________

Total points cost:_______

Move allowance: _______


Jump Move allowance:___ (Image of unit)
Resilience:_____________
Guts:_________________
Strength:______________
Nerve:________________
Weapons.........
Type (V/I): (1)_____(2)______(3)______
Fire Power: (1)_____(2)______(3)______
Range: (1)_____(2)______(3)______
Ranged Damage: (1)_____(2)______(3)______
Area?: (1)_____(2)______(3)______
Indirect?: (1)_____(2)______(3)______
Assault Strength: (1)_____(2)______(3)______
Assault Damage: (1)_____(2)______(3)______
Other info:

7KH )LUH 7HDP FDUG VKRZLQJ DOO WKH UHOHYDQW LQIRUPDWLRQ IRU
:LOGUH

13

:LOGILUH
Quality
%DVLFDOO\WKHTXDOLW\RID)LUH7HDPWHOOV\RXKRZJRRGWKHPHPEHUV
RIWKHWHDPDUH7KHUHDUHWKUHHOHYHOVRITXDOLW\(OLWH5HJXODUDQG
5HFUXLW4XDOLW\UHHFWVKRZZHOOWKHWHDPPHPEHUVKDYHEHHQWUDLQHG
IRUEDWWOHDQGKRZIDPLOLDUWKH\DUHZLWKWKHFRPEDWHQYLURQPHQW
Recruits no or very little real combat experience, troops straight
IURP ERRW FDPS 7KHVH JX\V DUH JRLQJ WR EH TXLWH OLPLWHG RQ WKH
EDWWOHHOGDQGZLOOFUXPEOHLQWKHIDFHRIVWHUQRSSRVLWLRQ
Regulars your common soldier with some real experience of the
EDWWOHHOGDQGDUHDVRQDEOHDPRXQWRIWUDLQLQJ7KHEXONRIDW\SLFDO
SURIHVVLRQDODUP\
Elites the best of the best, Special Forces with highly specialised
WUDLQLQJ RU WURRSV ZLWK YHWHUDQ VWDWXV 7KHVH VROGLHUV DUH KLJKO\
H[LEOHDQGUHVRXUFHIXOLQWKHFRPEDWDUHQD
7KHTXDOLW\RID)LUH7HDPLQXHQFHVWKHW\SHVRI$FWLRQWKH\PD\
perform the more advanced combat options are only available to
)LUH7HDPVZLWKKLJKHUTXDOLW\

Points Cost
Every Fire Team has a cost that allows it to be compared to others
IRUWKHSXUSRVHVRIEDODQFLQJRSSRVLQJIRUFHV'HWDLOVRIWKHSRLQWV
V\VWHPDUHJLYHQODWHULQWKLVERRN

Statistics
(DFK)LUHWHDPLVWKHQIXUWKHUGHVFULEHGE\DQXPEHURIVWDWLVWLFV
These statistics each have a value, dependent on either the type of
)LUH7HDPEHLQJGHVFULEHGRUWKHLUTXDOLW\(DFKVWDWLVWLFLVIROORZHG
E\DWZROHWWHUFRGHWKDWFDQ\RXFDQXVHIRUVKRUWKDQGQRWDWLRQ
For some typical values for these statistics, see the examples at the
back of the book
Move allowance (M) a measure of the abilty of the Fire Team
WRPRYHRQWKHEDWWOHHOG:KHQPRYLQJRQRSHQFOHDUWHUUDLQRQH
SRLQWRI0RYHDOORZDQFHDOORZVD)LUH7HDPWRPRYHRQHLQFK7\SLFDO
0RYHDOORZDQFHVIRUDKXPDQ)LUH7HDPUDQJHEHWZHHQDQG

14

:LOGILUH
6RPH)LUH7HDPVKDYHMXPSPRYHPHQWFDSDELOLW\7KLVPHDQVWKH\
are may peform jump movement, effectively hopping across the
EDWWOHHOG7KHGHWDLOVRIMXPSPRYHPHQWVKDOOEHGLVFXVVHGODWHU
but Fire Teams that are capable of jump have two values listed for
their their jump movement - a jump Move allowance followed by
the number of times the Fire Team may use the jump device in any
JDPHRI:LOGUH
Firepower (FP)  WKH HIIHFWLYHQHVV RI WKH )LUH 7HDPV UDQJHG
FRPEDWFDSDELOLWLHVDQGZHDSRQU\7KLVYDOXHUHHFWVWKHTXDOLW\RI
WKHHTXLSPHQWWKH\KDYHDWWKHLUGLVSRVDODQGDOVRKRZHIIHFWLYHWKH
)LUH7HDPLVDWXVLQJWKHP)RUH[DPSOHDXWRPDWLFZHDSRQVKDYH
KLJK)LUHSRZHUVGXHWRWKHQXPEHURIURXQGVWKH\UHUHJDUGOHVV
RI ZKRV FDUU\LQJ WKHP 6QLSHU ULHV ZRXOG KDYH D ORZHU LQKHUHQW
ability to hit a target, but the Firepower of Fire Teams that carry
WKHPDUHRIWHQIDLUO\KLJKUHHFWLQJWKHVNLOORIWKHVSHFLDOLVWVROGLHUV
WKDWFDUU\WKHP
)LUH7HDPVFDQFDUU\PRUHWKDQRQHZHDSRQ,IVRWKH\OOKDYHPRUH
WKDQRQH)LUHSRZHUYDOXH7KHVDPHLVWUXHRIWKH5DQJHGGDPDJH
DQG5DQJHYDOXHV
Range (R) the medium range of the weapon carried by the Fire
7HDP7KLVPHDVXUHPHQWLVLQLQFKHV2QO\DVLQJOHUDQJHYDOXHLV
listed, short range is considered up to half of the listed range value
URXQGHGGRZQORQJUDQJHXSWRGRXEOHWKHYDOXH
Ranges are measured from the centre of the base of the attacking
)LUH7HDPWRWKHQHDUHVWYLVLEOHHGJHRIWKHWDUJHW)LUH7HDPVEDVH
Ranges should only be measured after the appropriate ranged
FRPEDW$FWLRQKDVEHHQUHYHDOHG
Ranged Damage (RD)WKHGDPDJHLQLFWHGE\WKH)LUHWHDPV
UDQJHGDWWDFNV2QFHWKH)LUH7HDPKLWVDWDUJHWKRZPXFKFDUQDJH
do they cause?
Assault Strength (AS)WKHFORVHFRPEDWHTXLYDOHQWRI)LUHSRZHU
D PHDVXUH RI WKH HIIHFWLYHQHVV RI WKH )LUH 7HDPV PHOHH FRPEDW
FDSDELOLWLHV $JDLQ WKLV YDOXH UHHFWV WKH TXDOLW\ RI WKH HTXLSPHQW

15

:LOGILUH
XVHGE\WKH)LUH7HDPDQGDOVRKRZHIIHFWLYHWKH\DUHDWXVLQJLW
Assault Damage (AD)WKHGDPDJHLQLFWHGE\WKH)LUH7HDPV
PHOHHDWWDFNV2QFHWKH)LUH7HDPKLWVWKHWDUJHWKRZPXFKRID
EDWWHULQJGRWKH\LQLFW"
Resilience (Res) a measure of the ability of the Fire Team to resist
damage, including the protection given by forms of armour and the
JHQHUDODZDUHQHVVRIWKHGDQJHUVRIWKHEDWWOHHOG6RPHWLPHVLWV
QRW DERXW WKH DUPRXU \RXUH ZHDULQJ EXW PRUH DERXW KRZ DZDUH
\RXDUHRIWKHGDQJHUVWKDWVXUURXQG\RX
Guts (G)WKH)LUH7HDPVDELOLW\WRUHPDLQFRRODQGDFWUDWLRQDOO\
XQGHU WKH VWUHVV RI FRPEDW 7KLV VWDWLVWLF GHVFULEHV WKH FRQFHSW RI
FRROQHVVXQGHUUHVRLPSRUWDQWRQWKHEDWWOHHOG7KHYDOXHRID
KXPDQ)LUH7HDPV*XWVGHSHQGVRQWKHLUTXDOLW\
5HFUXLWVKDYHD*XWVYDOXHRI
5HJXODUVKDYHD*XWVYDOXHRI
(OLWHVKDYHD*XWVYDOXHRI
$OLHQ)LUH7HDPVPLJKWKDYHGLIIHUHQWYDOXHV

Strength (Str) an indication of how long the Fire Team can


UHPDLQHIIHFWLYHDVDJKWLQJXQLWEHIRUHEHLQJHOLPLQDWHGLQRWKHU
words how much damage they can take before they are rendered
LQHIIHFWLYHDQGUHPRYHGIURPWKHJDPH6WUHQJWKLVORVWDVWKH)LUH
Team is damaged in combat action - once it reaches zero, the Fire
7HDPLVUHPRYHGIURPWKHJDPH
$OO KXPDQV VWDUW WKH JDPH ZLWK D 6WUHQJWK RI  $OLHQ )LUH 7HDPV
PD\VWDUWZLWKDKLJKHURUORZHUYDOXH
Nerve (N) an indication of the willingness of the Fire Team to
FRQWLQXH JKWLQJ XQGHU VWUHVVIXO VLWXDWLRQV 1HUYH RIWHQ FKDQJHV
during the game, representing the psychological effects of combat
RQDVROGLHUVPLQG

16

:LOGILUH
All human Fire Teams start with a Nerve value of 4, regardless of
TXDOLW\$OLHQ)LUH7HDPVPD\VWDUWZLWKDKLJKHURUORZHUYDOXH
$OO )LUH 7HDPV DUH GHVFULEHG E\ WKHVH VWDWLVWLFV 6R QRZ ZHYH
GHVFULEHGKRZD)LUH7HDPLVGHQHGZKDWH[DFWO\FDQWKH\GR"

Choosing and placing Actions


At the beginning of each phase players gets to choose actions for
WKH)LUH7HDPVXQGHUWKHLUFRQWURO$FWLRQPDUNHUVDUHVHOHFWHGDQG
placed upside down by the side of each Fire Team as previously
GHFULEHG2QFHHYHU\)LUH7HDPKDVDPDUNHUWKHSKDVHLVUHDG\WR
EHJLQ

Performing Actions
$GLHUROOLVXVHGWRGHWHUPLQHZKLFKSOD\HUUHYHDOVWKHLUUVW$FWLRQ
WKHKLJKHVWUROOHUJHWWLQJWRFKRRVH LQWKHFDVHRIDGUDZUROODJDLQ 
If the forces are composed of different numbers of Fire Teams, the
player controlling the least number of Fire Teams adds the difference
EHWZHHQWKHRSSRVLQJIRUFHVDVDERQXVWRWKHLUUROO3OD\HUVWKHQ
DOWHUQDWHWXUQVLSSLQJRYHUDQ$FWLRQPDUNHUIRURQHRIWKHLU)LUH
Teams and resolving it until all the markers have been revealed and
DFWHGXSRQ
$IWHUD)LUH7HDPKDVSHUIRUPHGLWV$FWLRQWKHPDUNHUEHVLGHLWLV
UHPRYHGIURPSOD\ IRUDQH[FHSWLRQWRWKLVUXOHVHHUHDFWLQJDQG
WKH 'LJ ,Q $FWLRQ ODWHU  ,I DW DQ\ SRLQW D SOD\HU KDV OHVV $FWLRQ
markers left on the game board than his opponent, he may skip his
turn and force his opponent to reveal another of their unresolved
$FWLRQV
After all the Action markers have been revealed and acted on, the
SKDVH HQGV (DFK SOD\HU VHOHFWV DQG SODFHV D QHZ VHW RI $FWLRQ
markers face down next to their remaining Fire Teams and a new
SKDVHLVUHDG\WREHJLQ
Fire Teams can always choose not to carry out all or part of their

17

:LOGILUH
UHYHDOHG$FWLRQVVXFKDVQRWULQJZKHQD)LUH$FWLRQLVVKRZQRU
only using part of their Move allowance when a Move Action marker
LVUHYHDOHG7KH\PD\QRWKRZHYHUSHUIRUPDGLIIHUHQW$FWLRQWRWKH
one selected at the start of the phase unless it is a result of an Action
WDNHQDJDLQVWWKHP$Q\)LUH7HDPWKDWGHFLGHVQRWWRSHUIRUPDQ
$FWLRQVLPSO\GLVFDUGVWKH$FWLRQPDUNHUZKHQLWLVUHYHDOHG

Reacting
7ZR$FWLRQVDYDLODEOHWR)LUH7HDPVPD\EHSHUIRUPHGRXWRIVHTXHQFH
GXULQJ WKH SKDVH LQWHUUXSWLQJ WKH \RX JR , JR VHTXHQFH 7KHVH
DUH WKH 2SSRUWXQLW\ UH DQG 5HDFWLRQ UH $FWLRQV 7KHVH $FWLRQV
PD\EHUHYHDOHGDWDQ\WLPHWKDWWKHLUDFWLYDWLQJUHTXLUHPHQWVDUH
PHW )RU H[DPSOH D )LUH 7HDP ZLWK D IDFHGRZQ 2SSRUWXQLW\ UH
Action may reveal and perform that Action as soon as an enemy Fire
Team moves into their line of sight, even if it is in the middle of the
RSSRQHQWVDFWLYDWLRQ7KDWVWKHSRLQWRIWKHVH$FWLRQV
+RZHYHU DV SDUW RI WKH QRUPDO VHTXHQFH RI $FWLRQV SOD\HUV PD\
KDYH WR UHYHDO 2SSRUWXQLW\ DQG 5HDFWLRQ UH $FWLRQV ZLWKRXW WKHLU
DFWLYDWLQJ UHTXLUHPHQWV EHLQJ PHW IRU H[DPSOH D SOD\HU PD\ EH
IRUFHG WR UHYHDO D 5HDFWLRQ UH $FWLRQ EHIRUH WKHLU )LUH 7HDP KDV
EHHQ UHG XSRQ 7KLV FDQ KDSSHQ LI WKH SOD\HU GRHVQW KDYH DQ\
other Actions to reveal in the phase or has chosen not to reveal
$FWLRQVIRUVRPHRIWKHLURWKHU)LUH7HDPVDWWKDWSRLQWLQWKHSKDVH
In this case, the marker remains by the Fire Team until it is either
DFWHG XSRQ LH WKH DFWLYDWLQJ FRQGLWLRQV DUH PHW  RU WKH FXUUHQW
SKDVHHQGVDWZKLFKSRLQWWKHPDUNHULVGLVFDUGHGXQXVHG

Combining
&HUWDLQ$FWLRQVFDQEHFRRUGLQDWHGZLWKRWKHUIULHQGO\)LUH7HDPV
This is known as combining Actions and is covered in more detail
ODWHU

18

:LOGILUH
Phases and Actions
'XULQJ HDFK SKDVH RI SOD\ )LUH 7HDPV FDUU\ RXW YDULRXV $FWLRQV
These Actions are chosen in advance at the start of the phase by
each player, and counters describing the chosen Action are placed
QH[WWRHDFKRIWKH)LUH7HDPVRQWKHJDPLQJVXUIDFH7KHQDVWKH
SKDVHSURJUHVVHVWKHVH$FWLRQVDUHUHYHDOHGDQGDFWHGRQ7KHUH
DUHDWRWDORIQLQH$FWLRQVWKDWFDQEHFDUULHGRXWLQDSKDVH

Actions

Flip the marker,


perform the Action
3HUIRUPLQJ$FWLRQVUHTXLUHVWKHXVHRIWKH$FWLRQPDUNHUV
5HPHPEHUWKHUHDUHQRIDFLQJVLQ:LOGUH)LUH7HDPVPD\SHUIRUP
$FWLRQVLQDQ\GLUHFWLRQUHJDUGOHVVRIWKHZD\WKDWWKHJXUHVXVHG
WRUHSUHVHQWWKHPDUHIDFLQJ

Actions
7KHUHIROORZVDGHVFULSWLRQRIHDFKRIWKHQLQH$FWLRQV7KHWZRRU
three characters that follow the name of each Action are examples
RI ZKDW \RX PD\ ZLVK WR SXW RQ \RXU RZQ $FWLRQ PDUNHUV :HOO
GHVFULEHKRZWKHVHWKHVH$FWLRQVDUHUHVROYHGODWHU<RXOOVHHWKDW
WKHTXDOLW\RID)LUH7HDPDIIHFWVWKHKRZVRPHRIWKH$FWLRQVDUH
SHUIRUPHG$OVRVRPH$FWLRQVFDQEHFRPELQHGDJDLQWKLVZLOOEH
GHVFULEHGODWHU

Nerve
)LUH7HDPVXQGHUKHDY\UHRUVXIIHULQJORVVHVDUHXQOLNHO\WRSHUIRUP
DW WKHLU EHVW RQ WKH EDWWOHHOG (YHQ WKH PRVW EDWWOHKDUGHQHG
veteran is going to be more worried about his own skin than following
RUGHUV LQ WKH PLGVW RI D UH JKW ,Q :LOGUH WKLV LV UHSUHVHQWHG
E\WKH1HUYHVWDWLVWLF$V)LUH7HDPVVXIIHUSV\FKRORJLFDOVWUHVVRQ

19

:LOGILUH
WKH EDWWOHHOG WKH\ ORVH 1HUYH VHYHUHO\ OLPLWLQJ WKHLU RSWLRQV 7R
VLPXODWHWKLVHYHU\$FWLRQKDVD1HUYHYDOXH7RFDUU\RXWDQ$FWLRQ
QRUPDOO\D)LUH7HDPV1HUYHVWDWLVWLFPXVWEHHTXDORUJUHDWHUWKDQ
WKH 1HUYH YDOXH RI WKH $FWLRQ ,I WKH )LUH 7HDPV 1HUYH LV ORZHU
WKDQWKDWUHTXLUHGWRSHUIRUPWKH$FWLRQDYDULHQWRIWKH$FWLRQLV
SHUIRUPHG LQVWHDG NQRZQ DV D 6KDNHQ $FWLRQ 7KH ORVV RI 1HUYH
DIIHFWV DOO VXEVHTXHQW SKDVHV XQOHVV WKH )LUH 7HDP VXFFHVVIXOO\
SHUIRUPVD5DOO\$FWLRQ

To perform an Action normally:


Nerve value of
Nerve value of
>/=
Fire Team
Action
If Nerve value of Fire Team is less
than the Nerve value of the Action,
the Shaken equivalent of the Action
is performed
,W LV SRVVLEOH WKDW D )LUH 7HDP VXIIHUV D ORVV RI 1HUYH EHIRUH LWV
$FWLRQ LV UHYHDOHG VXFK WKDW LWV 1HUYH YDOXH LV QRZ OHVV WKDQ WKDW
UHTXLUHGWRSHUIRUPWKH$FWLRQ,QWKLVFDVHWKH)LUH7HDPSHUIRUPV
WKH6KDNHQHTXLYDOHQWRIWKH$FWLRQZKHQLWLVUHYHDOHG
Generally, the more perceived danger an Action involves, the higher
WKH1HUYHFRVW

Deadly and Suppressive Fire


6RPHRIWKH$FWLRQVWKDWIROORZDOORZVXSSUHVVLYHUHGHDGO\UH
RU ERWK WR EH SHUIRUPHG DJDLQVW WDUJHW )LUH 7HDPV 'HDGO\ UH
represents an attempt to damage and eliminate members of a Fire
7HDP 6XSSUHVVLYH UH UHSUHVHQWV DQ DWWHPSW WR PDNH RSSRVLQJ
Fire Teams to lose their Nerve, restricting their capabilities on the
EDWWOHHOG 6RPH $FWLRQV DOORZ )LUH 7HDPV RI GLIIHUHQW TXDOLW\ WR
VHOHFWZKHWKHUWKH\SHUIRUPGHDGO\RUVXSSUHVVLYHUH2WKHU$FWLRQV
UHVWULFWWKHFKRLFH

20

:LOGILUH
The Actions available to Fire Teams are Move, Fire!, Assault!, Rally,
'LJ,Q0RELOLVH0RYHDQGUH2SSRUWXQLW\UHDQG5HDFWLRQUH
7KHVHDUHGHWDLOHGEHORZ

Move

Move (MV)

The Fire Team that uses this Action may spend their Move allowance
GXULQJWKH3KDVHWRPRYHDFURVVWKHEDWWOHHOG2QHSRLQWRI0RYH
allowance can be spent each phase to move one inch across clear,
OHYHOJURXQG$VVLPSOHDVLWVRXQGV
1HUYH9DOXH
5HFUXLWV$VDERYH
5HJXODUV$VDERYH
(OLWHV$VDERYH
&RPELQH"1R
6KDNHQ(TXLYDOHQW7KH)LUH7HDPPD\QRWDGYDQFHEXWPD\PRYH
away from enemies, or this Action may be replaced with a Dig In
$FWLRQIRUIUHHZKHQLWLVUHYHDOHG

Fire! (F!)

Fire!

Shooting things, the bread and butter of warfare! When this Action
is revealed, the Fire Team initiates ranged combat during the Phase
DJDLQVW RQH HQHP\ )LUH 7HDP WKDW LV ZLWKLQ OLQH RI VLJKW :HOO JR
WKURXJKWKHUXOHVIRUUDQJHGFRPEDWLQDOLWWOHZKLOH7KH)LUH7HDP
PD\SHUIRUPGHDGO\RUVXSSUHVVLYHUHDWWKHSOD\HUVGLVFUHWLRQ

21

:LOGILUH
1HUYH9DOXH6XSSUHVLYHUH'HDGO\UH
5HFUXLWV$VDERYH
5HJXODUV$VDERYH
(OLWHV$VDERYH
&RPELQH"<HV
6KDNHQ(TXLYDOHQW7KH)LUH7HDPPD\QRWHQJDJHLQUDQJHGFRPEDW
but instead may either perform a Dig In Action for free, or a Move
Action providing all movement is away from enemy Fire Teams in
OLQHRIVLJKW

Assault! (A!)

Assault!

The Fire Team rushes to engage an enemy Fire Team in hand-to-hand


PHOHH FRPEDW 7KH )LUH 7HDP XVHV WKHLU HQWLUH 0RYH DOORZDQFH WR
PRYHDFURVVWKHEDWWOHHOGEHIRUHFDUU\LQJRXWWKH$VVDXOWPRYLQJ
WKH VKRUWHVW GLVWDQFH SRVVLEOH WR WKH WDUJHW 7R HQJDJH WKH WDUJHW
in melee combat, the attacking Fire Team must end their move in
EDVHWREDVHFRQWDFWZLWKWKHWDUJHW)DLOXUHWRGRVRUHVXOWVLQWKH
)LUH 7HDP HIIHFWLYHO\ SHUIRUPLQJ D 0RYH $FWLRQ 0HOHH FRPEDW LV
GLVFXVVHGIXOO\ODWHU
1HUYH9DOXH
5HFUXLW$VDERYH
5HJXODU$VDERYH
(OLWH$VDERYH
&RPELQH"<HV
6KDNHQ(TXLYDOHQW7KH)LUH7HDPPD\QRW$VVDXOWEXWLQVWHDGPD\
either perform a Dig In Action for free, or a Move Action providing all

22

:LOGILUH
PRYHPHQWLVDZD\IURPHQHP\)LUH7HDPVLQOLQHRIVLJKW

Rally (RA)

Rally

7KH)LUH7HDPWULHVWRUDLVHLWV1HUYHYDOXHEDFNXSWRWKHRUJLQDO
YDOXH1HUYHLVORVWWKURXJKWKHHIIHFWVRIVXSSUHVVLYHUHDQGORVW
1HUYHVHYHUHO\DIIHFWVWKH$FWLRQVWKDWD)LUH7HDPPD\SHUIRUP7KH
Fire Team may spend up to half their Move allowance to move across
WKHEDWWOHHOGDVSDUWRIWKH5DOO\$FWLRQ$5DOO\$FWLRQLQFUHDVHVWKH
1HUYHRIWKH)LUH7HDPE\
1HUYH9DOXH
5HFUXLW$VDERYH
5HJXODU$VDERYH
(OLWH$VDERYH
&RPELQH"<HV
6KDNHQ(TXLYDOHQW7KH1HUYH9DOXHRIWKLV$FWLRQLV]HUR)LUH7HDPV
PD\DOZD\VSHUIRUP5DOO\$FWLRQV

Dig In (DI)

Dig In

The Fire Team tries to settle into a defensible position, making use
RI DOO DYDLODEOH FRYHU KXJJLQJ WKH JURXQG HWF 'LJJLQJ LQ PDNHV D
Fire Team harder to hit while at the same time making their attacks
PRUHOLNHO\WREHVXFFHVVIXO7KLV$FWLRQLVWKHRQO\RQHWKDWDIIHFWV
VXEVHTXHQWSKDVHVQRWMXVWWKHRQHLQZKLFKLWLVSOD\HG7RLQGLFDWH
WKLVD)LUH7HDPSHUIRUPLQJD'LJ,Q$FWLRQJDLQVD*RQHWRJURXQG
marker which is placed face up next to them (this is only marker
QHHGHGWKDWGRHVQWUHSUHVHQWDQ$FWLRQ 7KH\WKHQFDQQRWSHUIRUP
any Action with a movement element (such as the Move or Move and

23

:LOGILUH
)LUH$FWLRQV ZLWKRXWVSHQGLQJD3KDVH0RELOLVLQJ VHHEHORZ ,WPD\
VWLOO KRZHYHU SHUIRUP RWKHU QRQPRYHPHQW DFWLRQV LQ VXEVHTXHQW
SKDVHV

Gone to Ground
All ranged combat Attack totals for the Fire Team are at +2 and all
enemy Attack totals against the Fire Team are at 4 while the Gone
WRJURXQGPDUNHULVLQSODFH ZHOOH[SODLQODWHUZKDWWKHVHQXPEHUV
PHDQ  7KH )LUH 7HDP FDQ DOVR DFW DV D VSRWWHU IRU IULHQGO\ )LUH
7HDPV LQ OLQH RI VLJKW FDSDEOH RI SHUIRUPLQJ LQGLUHFW UH 7KH )LUH
Team must perform a Mobilise Action to remove the Gone to ground
PDUNHU

$IWHUSHUIRUPLQJD'LJLQ$FWLRQWKLV)LUH7HDPJDLQVWKH*RQHWR
JURXQGPDUNHU
7KHUHLVDQRWKHUZD\WKDWD)LUH7HDPFDQORVHD*RQHWRJURXQG
PDUNHU,IWKH)LUH7HDPLVVXFFHVVIXOO\GDPDJHGE\GHDGO\UH EXW
QRWVXSSUHVVLYHUH ZLWKWKHPDUNHULQSODFHWKH\LPPHGLDWHO\ORVH

24

:LOGILUH
WKH *RQH WR JURXQG PDUNHU DQG PXVW UHWUHDW WRZDUG WKH QHDUHVW
cover at their full movement allowance, losing any unactivated
$FWLRQ PDUNHUV IRU WKH FXUUHQW SKDVH 'XULQJ WKH QH[W SKDVH WKH\
PD\FDUU\RXW$FWLRQVDVQRUPDO
1HUYH9DOXH
5HFUXLW$VDERYH
5HJXODU$VDERYH
(OLWH$VDERYH
&RPELQH"1R
6KDNHQ(TXLYDOHQW7KH1HUYHFRVWRIWKLV$FWLRQLV]HUR)LUH7HDPV
PD\DOZD\VSHUIRUP'LJ,Q$FWLRQV

Mobilise (MB)

Mobilise

7KH)LUH7HDPXVLQJWKLV$FWLRQLPPHGLDWHO\ORVHVLWV*RQHWRJURXQG
PDUNHUDQGWKHDVVRFLDWHGPRGLHUVGHVFULEHGDERYH7KH)LUH7HDP
can then immediately use up to half its Move allowance, rounded
XSWRPRYHDFURVVWKHEDWWOHHOG2EYLRXVO\LI\RXKDYHQW*RQHWR
JURXQGWKHUHVQRWPXFKXVHLQSHUIRUPLQJWKLV$FWLRQ
1HUYH9DOXH
5HFUXLW$VDERYH
5HJXODU$VDERYH
(OLWH$VDERYH
&RPELQH"<HV
6KDNHQ(TXLYDOHQW7KH)LUH7HDPPD\QRW0RELOLVH,QVWHDGWKH\PD\
FKDQJHWKLV$FWLRQWRD5DOO\$FWLRQIRUIUHHZKHQLWLVUHYHDOHG

25

:LOGILUH
Move and Fire

Move and Fire (M/F)

The Fire Team using this Action uses the phase to move across the
EDWWOHHOGDQGHQJDJHDQHQHP\)LUH7HDPLQUHFRPEDW7KH)LUH
Team may spend up to half (rounded up) of their Move allowance to
PRYHDQGPD\UHDWDVLQJOHXQLWWKDWFRPHVZLWKLQOLQHRIVLJKW
GXULQJ WKH PRYHPHQW ([DFWO\ KRZ WKLV KDSSHQV GHSHQGV RQ WKH
TXDOLW\RIWKH)LUH7HDP
1HUYH9DOXH
5HFUXLWV 0D\ QRW SHUIRUP WKLV $FWLRQ WKHVH JX\V MXVW GRQW KDYH
WKHGLVFLSOLQH
5HJXODUV0XVWUHDWEHJLQQLQJRUHQGRIPRYHPHQWWKH\FDQHLWKHU
PRYHWKHQUHRUUHWKHQPRYH7KH)LUH7HDPFDQXVHVXSSUHVVLYH
UHRQO\WKH\ODFNWKHVNLOOWRUHDOO\GDPDJHRSSRQHQWV
(OLWHV 0D\ UH RQFH DW DQ\ SRLQW GXULQJ PRYHPHQW HLWKHU DW WKH
VWDUWDWWKHHQGRUVRPHZKHUHLQEHWZHHQ7KHVHJX\VDUHQDVW\
WKH\FDQFDUU\RXWGHDGO\DVZHOODVVXSSUHVVLYHUH
&RPELQH"1R
6KDNHQ(TXLYDOHQW7KH)LUH7HDPPD\QRW0RYHDQGUHEXWPD\
instead either perform a Dig In Action for free, or a Move Action
providing all movement is away from enemy Fire Teams in line of
VLJKW

Opportunity Fire (OF)

Opportunity Fire

7KH)LUH7HDPZDLWVLQSRVLWLRQREVHUYLQJWKHEDWWOHHOGUHDG\WRUH
at a single enemy Fire Team that passes through their line of sight in
WKHSKDVH7KLV$FWLRQLVGLIIHUHQWWRWKH)LUH$FWLRQDVWKH)LUH7HDP
XVLQJ WKLV $FWLRQ PD\ QRW UH DW DQ\ HQHP\ )LUH 7HDPV WKDW DUH

26

:LOGILUH
already in line of sight when the phase begins, even if that enemy
)LUH7HDPUHVXSRQWKHPGXULQJWKHSKDVH+RZHYHU2SSRUWXQLW\
UHOHWVWKH)LUH7HDPEUHDNWKHVHTXHQFHRIWKHSKDVHDQGLQWHUUXSW
an Action performed by an enemy Fire Team, such as Move or Move
DQG)LUH2SSRUWXQLW\UHLVUHVROYHGDVVRRQDVWKHWDUJHWPRYHV
LQWROLQHRIVLJKW

7KLV )LUH 7HDP LV XVLQJ 2SSRUWXQLW\ UH WR HQJDJH DQ HQHP\ )LUH
7HDPPRYLQJWKURXJKWWKHLUOLQHRIVLJKW
1HUYH9DOXH6XSSUHVVLYHUH'HDGO\)LUH
5HFUXLWV0D\QRWSHUIRUPWKLVDFWLRQWKH\GRQWKDYHWKHH[SHULHQFH
WRSXOOLWRII
5HJXODUV0D\SHUIRUP2SSRUWXQLW\UHEXWRQO\XVLQJVXSSUHVVLYH
UHWKH\ODFNWKHGLVFLSOLQHWRUHDOO\KXUWWKHLURSSRQHQWV
(OLWHV $UH H[LEOH XQLWV WKH\ PD\ SHUIRUP 2SSRUWXQLW\ UH XVLQJ
HLWKHUVXSSUHVVLYHRUGHDGO\UH

27

:LOGILUH
&RPELQH"1R
6KDNHQ(TXLYDOHQW7KHUHJXODURUHOLWH)LUH7HDP UHPHPEHUUHFUXLWV
FDQW VHOHFW WKLV $FWLRQ  FDQQRW SHUIRUP 2SSRUWXQLW\ UH LQVWHDG
the may either perform a Dig In Action for free, or a Move Action
providing all movement is away from enemy Fire Teams in line of
VLJKW

Reaction Fire

Reaction Fire (RF)

7KH)LUH7HDPXVLQJWKLV$FWLRQPD\UHWXUQUHRQDQ\QXPEHURI
HQHP\)LUH7HDPVWKDWUHXSRQWKHPZKHWKHUWKH\VXFFHVVIXOO\KLW
RUQRWEXWPD\QRWDWWDFNRWKHUHQHPLHVLQOLQHRIVLJKW5HDFWLRQ
UHLVWKHRQO\$FWLRQWKDWOHWVD)LUH7HDPHQJDJHPRUHWKDQRQH
HQHP\)LUH7HDPLQDVLQJOHSKDVH5HDFWLRQUHLVSHUIRUPHGDIWHU
WKHHIIHFWVRIWKHLQLWLDODWWDFNKDYHWDNHQDIIHFW2QO\WKH)LUH7HDPV
SULPDU\ZHDSRQPD\EHXVHGLQ5HDFWLRQUH

7KLV)LUH7HDPLVXVLQJ5HDFWLRQUHWRHQJDJHLQUDQJHGFRPEDWWKH
WKUHH)LUH7HDPVWKDWUHGXSRQLWGXULQJWKHSKDVH

28

:LOGILUH
1RWHWKDWLID)LUH7HDPXVLQJ5HDFWLRQUHLVDWWDFNHGE\DFRPELQHG
)LUH$FWLRQ WKLVLVH[SODLQHGODWHU WKH\PD\RQO\UHWXUQUHDJDLQVW
one of the attacking Fire Teams as the attacks are considered to
RFFXUVLPXOWDQHRXVO\
1HUYH9DOXH
5HFUXLWV0D\QRWSHUIRUPWKLVDFWLRQWKH\GRQWUHDFWIDVWHQRXJK
5HJXODU 0D\ QRW SHUIRUP WKLV DFWLRQ WKH\ VWLOO ODFN WKH UHTXLUHG
FRPEDWH[SHULHQFH
(OLWH0D\SHUIRUP5HDFWLRQUHXVLQJVXSSUHVVLYHUH
&RPELQH"1R
6KDNHQ (TXLYDOHQW 7KH HOLWH )LUH 7HDP UHPHPEHU UHFUXLWV DQG
UHJXODUV FDQW VHOHFW WKLV $FWLRQ  PD\ QRW SHUIRUP 5HDFWLRQ UH
Instead they may either perform a Dig In Action for free, or a Move
Action providing all movement is away from enemy Fire Teams in
OLQHRIVLJKW
2NQRZZHYHGHVFULEHGWKH$FWLRQVWKDWDUHDYDLODEOHWR)LUH7HDPV
OHWVORRNDWKRZWKH\DUHUHVROYHGGXULQJDJDPHRI:LOGUH

29

:LOGILUH
Mobility and Vision
:KHQ )LUH 7HDPV SHUIRUP 0RYH $VVDXOW 5DOO\ RU 0RYH DQG UH
$FWLRQVWKH\PD\PRYHDFURVVWKHEDWWOHHOG)LUH7HDPVPRYHE\
VSHQGLQJWKHLU0RYHDOORZDQFH2QDWDQGFOHDUJURXQGRQHSRLQW
RI0RYHDOORZDQFHDOORZVD)LUH7HDPWRPRYHRQHLQFK+RZHYHU
rough ground such as a steep hill, a swamp or the shattered remains
RI D EXLOGLQJ ZLOO UHGXFH WKH DPRXQW RI PRYHPHQW DOORZHG 7KHVH
DUHDV DUH NQRZQ DV URXJK JURXQG 2Q URXJK JURXQG RQH SRLQW RI
0RYHDOORZDQFHZLOOEX\RQO\DKDOIDQLQFKRIPRYHPHQW%HIRUHWKH
JDPHEHJLQVIROORZLQJWKHVHWXSRIWKHEDWWOHHOGLWVDJRRGLGHD
for players to agree what constitutes rough ground on the playing
DUHD$VZHOODVQRUPDODQGURXJKJURXQGWHUUDLQRQWKHEDWWOHHOG
FDQEHFODVVHGDVLPSDVVDEOHJURXQG,PSDVVDEOHJURXQGLVH[DFWO\
WKDWLPSDVVDEOHLWFDQQRWEHPRYHGDFURVV,PSDVVDEOHWHUUDLQIRU
QRUPDO)LUH7HDPVLQFOXGHVVXFKIHDWXUHVDVFOLIIVDQGGHHSODNHV

Jump Troops
Some Fire Teams may have a jump capability and an associated
MXPS0RYHDOORZDQFH7KLVDOORZVWKHPWRHQJDJHMXPSGHYLFHVWR
PRYH RYHU REVWDFOHV HIIHFWLYHO\ KRSSLQJ DFURVV WKH EDWWOHHOG ,I
Fire Teams have a jump device they will have a further two values
listed on their Fire Team card, a Jump Move allowance followed by
a backslash and a value that indicates how many times the jump
GHYLFHFDQEHXVHGLQDVLQJOHJDPHRI:LOGUH:KHQDMXPSGULYH
is engaged, the Fire Team may move forward spending their jump
Move allowance as normal, but at the same time may use up to half
their Jump Move allowance (rounded up) to move vertically upwards,
DOORZLQJWKHPWRFOHDUREVWDFOHVLQWKHLUSDWK%RWKSOD\HUVVKRXOG
MXGJH LI WKLV LV VXIFLHQW WR FOHDU EORFNLQJ WHUUDLQ )LUH 7HDPV PD\
LJQRUHURXJKDQGLPSDVVDEOHJURXQGXVLQJ-XPSPRYHPHQW

Line of Sight
For a Fire Team to target an enemy Fire Team, they must be in line of
VLJKW7KLVPHDQVWKDWWKHUHPXVWEHDQXQREVWUXFWHGOLQHRIYLVLRQ
EHWZHHQWKHWZR)LUH7HDPV/LQHRIVLJKWUXQVIURPWKHFHQWUHRI
the base of the observing Fire Team to the centre of the base of the
WDUJHW)LUH7HDP,IDFOHDUOLQHRIVLJKWFDQEHGUDZQIURPFHQWUHWR
FHQWUHWKHQERWK)LUH7HDPVKDYHOLQHRIVLJKWDQGQHLWKHUWHDPLV

30

:LOGILUH
FRQVLGHUHGLQFRYHU
If less than half of the target Fire Team is visible from the centre of
the base of the observing Fire Team, the target is said to be in partial
FRYHU,IDFOHDUOLQHRIVLJKWFDQQRWEHGUDZQEHWZHHQWKHFHQWUHRI
WKHREVHUYLQJ)LUH7HDPWRDQ\SDUWRIWKHWDUJHW)LUH7HDPVEDVH
due to intervening terrain then the target is in full cover and may not
EHUHGXSRQ1RWHWKDW5DQJHVDUHPHDVXUHGWRWKHQHDUHVWSDUW
of the enemy base, whereas line of sight is calculated to the centre
RIWKHEDVH&RYHUDIIHFWWKHFKDQFHVRIDVXFFHVVIXOKLWLQUDQJHG
FRPEDWDVGHVFULEHGEHORZ

)LUH 7HDP  KDV FOHDU OLQH RI VLJKW WR WKH WDUJHW )LUH 7HDP ZKLFK
UHFHLYHVQRFRYHU)LUH7HDPKDVOLQHRIVLJKWWRWKHHQHP\EXW
WKHWDUJHWLVLQSDUWLDOFRYHU)LUHWHDPGRHVQRWKDYHOLQHRIWKH
VLJKWWRWKHWDUJHW
Players must use their common sense when determining what
REVWDFOHVEORFNOLQHRIVLJKWRQWKHEDWWOHHOGVXFKDVWUHHVZDOOV
RUEXLOGLQJV1RWHWKDWLQWHUYHQLQJ)LUH7HDPV IULHQGO\RURWKHUZLVH 
EORFNOLQHRIVLJKW

Full and Partial Cover


$)LUH7HDPLQSDUWLDOFRYHUZLWKLPSRVHVDPRGLHUWRWKHUDQJHG
FRPEDWUROORIWKHDWWDFNLQJ)LUH7HDP$Q\)LUH7HDPLQIXOOFRYHU

31

:LOGILUH
FDQQRWEHWDUJHWHGE\DUDQJHGDWWDFN

Woods
:RRGHGDUHDVJLYHFRYHUWR)LUH7HDPVZLWKLQWKHLUERXQGDULHV$Q\
Fire Teams within a wood that have part of their base within an inch
of the edge of the wooded area are considered in partial cover to Fire
7HDPVRXWVLGHWKHZRRG$Q\)LUHWHDPIXUWKHUZLWKLQWKHZRRGDUH
FRQVLGHUHGLQIXOOFRYHUWR)LUH7HDPVRXWVLGHWKHZRRG

Buildings
$GGLQJEXLOGLQJVWRDJDPHRI:LOGUHJUHDWO\LPSURYHVWKHJDPLQJ
H[SHULHQFH%XLOGLQJVSURYLGHIXOOFRYHUWR)LUH7HDPVKLGGHQZLWKLQ
DQG SDUWLDO FRYHU WR )LUH 7HDPV ULQJ RXW RI ZLQGRZV GRRUV HWF
(QWHULQJDQGH[LWLQJDEXLOGLQJFRVWVWZRSRLQWVRI0RYHDOORZDQFH

32

:LOGILUH
Ranged Combat
:KHQ RQH )LUH 7HDP SHUIRUPV D )LUH 0RYH DQG UH 2SSRUWXQLW\
UHRU5HDFWLRQUH$FWLRQHLWKHUVXSSUHVVLYHRUGHDGO\LWPD\UH
XSRQ DQ\ RQH HQHP\ )LUH 7HDP ZLWKLQ UDQJH DQG LQ OLQH RI VLJKW
5HPHPEHU WKDW )LUH 7HDPV FDQ DFW LQ DQ\ GLUHFWLRQ WKHUH DUH QR
IDFLQJVLQ:LOGUH

7KHDWWDFNLQJ)LUH7HDPHQJDJHVDQHQHP\)LUH7HDPLQOLQHRIVLJKW
LQUDQJHGFRPEDWWKHVHFRQG)LUH7HDPLVRXWRIOLQHRIVLJKWDQG
FDQQRWEHDWWDFNHG

Range
(DFK )LUH 7HDPV ZHDSRQU\ KDV WKUHH UDQJHV VKRUW PHGLXP DQG
ORQJ7KHGLVWDQFHWRWKHHQHP\)LUH7HDPDIIHFWVWKHHDVHZLWKZKLFK
WKH)LUH7HDPFDQEHKLW5HPHPEHUUDQJHFDQRQO\EHPHDVXUHG
ZKHQWKHUDQJHGFRPEDWDWWDFNLVGHFODUHG

33

:LOGILUH
Resolving Ranged Combat
The outcome of ranged combat attempts is determined as shown
EHORZ

To perform fire combat use the Fire!, Move and fire,


Opportunity fire or Reaction fire Actions
Then compare the following:
Attacker: 1D10 + Firepower + range modifier + other modifiers
Range modifier: +3 for short, 0 for medium and -3 for long
Other modifiers: +2 if Gone to ground, -4 if target Gone to
ground, -3 if target is in partial cover, plus
any modifiers from the chosen Action
Defender: 1D10 + Resilience if deadly fire or Guts if
suppressive fire
If Attacker total is greater than Defender total, Defender is hit
If Attacker total is greater than twice Defender total, Defender
is hit twice
Attacking total greater than three times Defender total,
Defender hit three times, etc.
If the target is hit, damage is resolved as shown on the opposite
SDJH

34

:LOGILUH
For each hit, the target suffers damage dependent on the type
of ranged attack.
For deadly fire: target suffers loss of Strength equal to the
Ranged damage of the attacking Fire Team
For suppressive fire: target suffers loss of one point of Nerve
If the Strength of the target Fire Team is reduced to zero at any
time, the Fire Team is destroyed

7KHUHDUHIXUWKHUFRQVHTXHQFHVWREHLQJKLWE\GHDGO\RUVXSSUHVVLYH
UH
'HDGO\ UH  D )LUH 7HDP VXFFHVVIXOO\ GDPDJHG E\ GHDGO\ UH
immediately must either use their full Move allowance to move away
IURP WKH HQHP\ ZKR UHG XSRQ WKHP RU UHPDLQ LQ SRVLWLRQ DQG
SHUIRUPDIUHH'LJLQ ', $FWLRQ7KLVLVLQDGGLWLRQWRDQ\$FWLRQ
already performed in the phase, but replaces any Action yet to be
SHUIRUPHG
A Fire Team with a Gone to ground marker immediately loses the
marker and must use their Move full allowance to move away from
WKHHQHP\ZKRUHGXSRQWKHPDVDIUHH$FWLRQ
6XSSUHVVLYH UH - a Fire Team suffering a loss of Nerve from
VXSSUHVVLYH UH PXVW LPPHGLDWHO\ KDOW DQ\ PRYHPHQW WKH\ DUH
SHUIRUPLQJ,IWKH)LUH7HDPKDV\HWWRUHYHDODQ$FWLRQWKDWSKDVH
they may instead remove their Action marker and perform a Dig
LQ ',  $FWLRQ DV D UHSODFHPHQW+RZHYHU WKH\ FDQ VWLOO FKRRVH WR
SHUIRUPWKHLURULJLQDO$FWLRQDVQRUPDOLIWKH\GHVLUH
,ID)LUH7HDPV1HUYHLVUHGXFHGWR]HURWKURXJKVXSSUHVVVLYH)LUH
Actions, their Resilience is halved until their Nerve is raised above
]HUR

35

:LOGILUH

7KLV)LUH7HDPKDVEHHQVXFFHVVIXOO\KLWZKLOVWGLVSOD\LQJD*RQHWR
JURXQGPDUNHU

7KH)LUH7HDPORVHVWKH*RQHWRJURXQGPDUNHUDQGPXVWLPPHGLDWHO\
UHWUHDWWRZDUGFRYHU

36

:LOGILUH
Multiple Weapons
Some Fire Teams will be kitted out with multiple weapons, for instance
D ODVHU ULH DQG DQ LQIDQWU\ VXSSRUW ZHDSRQ VXFK DV D JUHQDGH
ODXQFKHU $ VLQJOH UDQJHG DWWDFN XVLQJ WKH )LUH 0RYH DQG UH RU
2SSRUWXQLW\UH$FWLRQVFDQRQO\XVHRQHRIWKHZHDSRQVDYDLODEOH
WRWKH)LUH7HDPWKHSOD\HUFRQWUROOLQJWKH)LUH7HDPPXVWFKRRVH
ZKLFKLVEHLQJHPSOR\HGLQWKHDWWDFN)RUWKH5HDFWLRQUH$FWLRQ
which allows multiple ranged combat attacks, only the primary
ZHDSRQPD\EHXVHG WKHUVWOLVWHGRQWKH)LUH7HDPFDUG 

Area of Effect
Some weapons such as grenade launchers or rockets have an area
of effect, that is to say they potentially damage anything within a
ZLGHDUHD(DFKZHDSRQRIWKLVNLQGZLOOKDYHDQ$UHDYDOXH:KHQ
WKH ZHDSRQ LV UHG XSRQ D WDUJHW ZKLFK FRXOG EH D )LUH 7HDP RU
D SRLQW RQ WKH EDWWOHHOG  WKH $UHD YDOXH RI WKH ZHDSRQ WHOOV \RX
the distance from the point of impact over which the weapon can
FDXVH GDPDJH 0HDVXUH WKH $UHD YDOXH IURP WKH SRLQW RI LPSDFW
DQG DQ\ HQHP\ )LUH 7HDPV ZLWKLQ WKLV GLVWDQFH DUH SRWHQWLDOO\ KLW
The attacker determines his attack total in the normal way and that
YDOXHLVDSSOLHGDJDLQVWHDFKHQHP\)LUH7HDPLQWXUQ5HPHPEHU
if the weapon is aimed at a target Fire Team, just because they
DYRLGHGEHLQJKLWGRHVQWPHDQWKDWWKHVKHOOGLGQWKLWLQWKHULJKW
place, it just indicates that the members of the Fire Team managed
WRWKURZWKHPVHOYHVRXWRIKDUPVZD\2WKHU)LUH7HDPVZLWKLQWKH
$UHDFDQVWLOOEHKLW
1RWHWKDWJUHQDGHVFDQEHXVHGIRUGHDGO\RUVXSSUHVVLYHUH)LUH
Teams armed with grenades are considered to have a selection of
GLIIHUHQWW\SHVIRUXVHLQGLIIHUHQWVLWXDWLRQV
7\SLFDO$UHDYDOXHVRIZHDSRQV
Grenade 1
Infantry support weapon 2
Mortar 3

37

:LOGILUH

7KHDWWDFNLQJ)LUH7HDPKDVDQDUHDDIIHFWZHDSRQDOORZLQJWKHPWR
DWWDFNVHYHUDO)LUH7HDPVFOXVWHUHGFORVHWRJHWKHUZLWKRQHVKRW

Indirect Fire
6RPHLQIDQWU\VXSSRUWZHDSRQVDUHFDSDEOHRILQGLUHFWUHW\SLFDOO\
WKRVH WKDW UH VKHOOV LQ DQ DUF 7R SHUIRUP LQGLUHFW UH LW PXVW EH
possible to hit the opposing Fire Team from above and they must
also be within line of sight of a friendly Fire Team that has a Gone to
JURXQGPDUNHUDOUHDG\LQSODFH,QGLUHFWUHFDQRQO\EHSHUIRUPHG
with a Fire! Action and can only ever be suppressive (a Fire Team
MXVWFDQWDLPDFFXUDWHO\HQRXJKIRUGHDGO\UH 
7\SLFDO,QGLUHFWUHZHDSRQV*UHQDGHODXQFKHUVDQGPRUWDUV

38

:LOGILUH

7KHDWWDFNLQJ)LUH7HDPFDQPDNHDQLQGLUHFW)LUHDWWDFNDJDLQVWWKH
WDUJHWDVDIULHQGO\)LUH7HDPZLWKDJRQHWRJURXQGPDUNHULVZLWKLQ
OLQHRIVLJKW

39

:LOGILUH
Melee Combat
Fire Teams may engage in melee combat at any time by performing
DQ$VVDXOW$FWLRQ7RGRVRWKH\PXVWEHLQEDVHWREDVHFRQWDFW
with an enemy Fire team, either through a prior Move Action on
a previous phase or through their movement during the Assault!
$FWLRQLWVHOI,WLVQRWSRVVLEOHWRWDUJHWHQHP\)LUH7HDPVLQPHOHH
FRPEDWZLWKUDQJHGDWWDFNVQRUPD\)LUH7HDPVUHRXWRIPHOHH
FRPEDW

7KHDWWDFNLQJ)LUH7HDPVFKDUJHLQWRPHOHHFRPEDWXVLQJDQ$VVDXOW
$FWLRQ
Once melee combat is engaged both the Fire Team using the Asssault!
Action and the defending Fire Team get to perform a melee attack
VLPXOWDQHRXVO\DQGWKHHIIHFWVDUHUHVROYHGDWWKHVDPHWLPH$Q\
Action marker the defending Fire Team possesses that has yet to be
XVHGLQWKHSKDVHLVLPPHGLDWHO\ORVW
7KHPHOHHDWWDFNDUHUHVROYHGDVVKRZQRQWKHRSSRVLWHSDJH)LUH
7HDPVLQYROYHGLQDQ$VVDXOW$FWLRQFDQQRWEHLQFRYHU

40

:LOGILUH
To perform melee combat use the Assault! Action
Then compare the following:
Attacker: 1D10 + Assault strength + other modifiers
Other modifiers: +2 if Gone to ground, -4 if target Gone to
ground
Defender: 1D10 + Resilience
If Attacker total is greater than Defender total, Defender is hit
If Attacker total is greater than twice Defender total, Defender
is hit twice
If Attacker total is greater than three times the Defender total,
Defender is hit three times, etc.

0HOHHGDPDJHLVUHVROYHGDVVKRZQEHORZ

For each hit: target suffers loss of Strength equal to the


Assault damage of the attacking Fire Team
If the Strength of the target Fire Team is reduced to zero at any
time, the Fire Team is destroyed

The effects of damage is determined simultaneously for each Fire


7HDPDVVKRZQ

41

:LOGILUH
If only one of the Fire Teams involved in the Assault! Action is
damaged, they immediately lose one point of Nerve and must use
their Move allowance to move directly away from the enemy Fire
7HDP ZKHUHSRVVLEOH 7KLVWDNHVSODFHUHJDUGOHVVRIZKHWKHUWKH
)LUH7HDPKDVDOUHDG\EHHQDFWLYDWHGLQWKHSKDVH7KH\DOVRORVH
DQ\ *RQH WR JURXQG PDUNHU WKH\ PD\ KDYH 7KH VXFFHVVIXO )LUH
Team may then either follow up by spending their Move allowance
to pursue their enemy, or may immediately perform a free Dig In
$FWLRQ
If both Fire teams take damage or both escape unharmed, a second
round of simultaneous melee combat takes place, performed in the
VDPH PDQQHU DV DERYH 7KLV FRQWLQXHV XQWLO RQO\ RQH RI WKH )LUH
7HDPVLVGDPDJHGRUGHVWUR\HG

42

:LOGILUH
Rallying fire teams
Fire teams may Rally to regain Nerve lost through either suppressive
UHDWWDFNVRUDVDUHVXOWRI$VVDXOW$FWLRQV$5DOO\$FWLRQUHVWRUHV
two points of lost Nerve as well as allowing the Fire Team to spend
KDOI WKHLU 0RYH DOORZDQFH WR PRYH DFURVV WKH EDWWOHHOG 1R )LUH
7HDPPD\LQFUHDVHWKHLU1HUYHDERYHWKHRULJLQDOYDOXHLQWKLVZD\
,I D )LUH 7HDPV 1HUYH LV HYHU UHGXFHG WR ]HUR WKHLU 5HVLOLHQFH LV
halved (rounded down) until their Nerve is increased through a Rally
$FWLRQ
Any Fire team successfully Rallied may then act normally during the
QH[WSKDVH

7KH )LUH 7HDP XVHV D 5DOO\ $FWLRQ LQ DQ WR DWWHPSW WR UDLVH WKHLU
1HUYH

43

:LOGILUH
Combined actions
The Fire!, Assault! and Rally Actions may be combined, allowing
SOD\HUVWRUHYHDOPRUHWKDQRQHPDUNHUVLPXOWDQHRXVO\7RSHUIRUP
a combined Action, the player reveals the markers of all of the Fire
7HDPV FRPELQLQJ WKHLU $FWLRQV ,PSRUWDQWO\ FRPELQHG $FWLRQV DUH
only allowed if the Fire Teams involved are performing the same kind
RI$FWLRQDQGDOOWKH$FWLRQVWDUJHWWKHVDPHWDUJHW)LUH7HDP7KH
combined Action is resolved, and the markers are removed when the
FRPELQHG$FWLRQLVFRPSOHWHG1RQHRIWKH)LUH7HDPVLQYROYHGPD\
WKHQSHUIRUPDQRWKHU$FWLRQGXULQJWKDWSKDVH
Combined Actions are ideal for attacking tough units, but restrict the
RSWLRQVRIWKHDWWDFNLQJSOD\HU

Combined Fire attacks


A player may use a combined Fire! Action with two or more Fire Teams
WRVLPXOWDQHRXVO\DWWDFNWKHVDPHWDUJHW$FRPELQHG)LUH$FWLRQLV
UHVROYHGDVVKRZQRQWKHRSSRVLWHSDJH,IWKHWDUJHW)LUH7HDPLVLQ
partial cover with respect to an attacking Fire Team involved in the
&RPELQHG)LUH$FWLRQWKHQRUPDOSHQDOW\WR)LUHSRZHULVDSSOLHG
This affects the Firepower of every Fire Team in the Combined Fire!
DWWDFN WR ZKLFK SDUWLDO FRYHU DSSOLHV +RZHYHU XQOLNH WKH QRUPDO
Fire! Action, if the Firepower of a Fire Team would be reduced to zero
or below by cover effects then their effective Firepower is considered
WREHIRUWKHSXUSRVHVRIWKH&RPELQHG)LUH$FWLRQ
'DPDJHLVUHVROYHGDVVKRZQRYHUOHDI
Other effects of ranged combat remain the same for combined
DWWDFNVDVIRUQRUPDODWWDFNV

Combined Ranged Attacks and Area and


Indirect Fire Weapons
$UHDRIHIIHFWZHDSRQVDQGWKRVHSHUIRUPLQJ,QGLUHFWUHFDQQRWEH
LQYROYHGLQ&RPELQHG)LUH$FWLRQV,QVWHDGLQGLYLGXDO)LUH$FWLRQV
PXVWEHXVHGZLWKWKHVHZHDSRQV,QGLUHFWUHZHDSRQVDWWDFNLQJ
Fire Teams in their line of sight may take part in Combined Fire!
$FWLRQVEXWRQO\LIWKH\KDYHQR$UHDRIHIIHFW

44

:LOGILUH
To perform combined fire combat use the Fire! Action
Then compare the following:
Attackers: 1D10 + Total Firepower for each Fire Team involved
+ range modifier of the Fire Team at longest range
+ other modifiers
Range modifier: +3 for short, 0 for medium and -3 for long
Other modifiers: +2 if Gone to ground, -4 if target Gone to
ground, -3 if target is in partial cover, plus
any modifiers from the chosen Action
Defender: 1D10 + Resilience if deadly fire or Guts if
suppressive fire
If Attackers total is greater than Defender total, Defender is hit
If Attackers total is greater than twice Defender total, Defender
is hit twice
If Attackers total is greater than three times the Defender total,
Defender is hit three times, etc.

45

:LOGILUH
For each hit, the target suffers damage dependent on the type
of ranged attack.
For deadly fire: target suffers loss of Strength equal to the
Ranged damage of the attacking Fire Team
that inflicts the greatest damage
For suppressive fire: target suffers loss of one point of Nerve
If the Strength of the target Fire Team is reduced to zero at any
time, the Fire Team is destroyed

All other effects of ranged combat are the same as for the normal
)LUH$FWLRQ

Combined Melee
$VVDXOW$FWLRQVFDQEHFRPELQHG,QWKLVFDVHDOORIWKH)LUH7HDPV
LQYROYHGPXVWDWWDFNWKHVDPHWDUJHW
Combined melee attacks are resolved as shown on the opposite
SDJH
As in the normal melee attack, both the attacker and defender get to
SHUIRUPPHOHHFRPEDW,QWKHFDVHRIWKHGHIHQGHU WKH)LUH7HDP
on the receiving end of the Assault! Action), they get to choose
which of the attacking Fire Teams they potentially damage with their
FRXQWHUDWWDFN
'DPDJHLVLQLFWHGDVVKRZQRQWKHRSSRVLWHSDJH7KHRWKHUHIIHFWV
RIWKHVXFFHVVIXODWWDFNDUHUHVROYHGLQWKHQRUPDOZD\

46

:LOGILUH
To perform melee combat use the Assault! Action
Then compare the following:
Attacker: 1D10 + total Assault strength total of the Fire Teams
involved + other modifiers
Other modifiers: +2 if Gone to ground, -4 if target Gone to
ground
Defender: 1D10 + Resilience
If Attacker total is greater than Defender total, Defender is hit
If Attacker total is greater than twice Defender total, Defender
is hit twice
If Attacker total is greater than three times the Defender total,
Defender is hit three times, etc.

For each hit: target suffers loss of Strength equal to the


Assault damage of the Fire Team that inflicts
the most damage
If the Strength of the target Fire Team is reduced to zero at any
time, the Fire Team is destroyed

47

:LOGILUH
Combined Rallying
It is possible for Fire Teams to perform a combined Rally action to
OHQGVXSSRUWWRD)LUH7HDPDWWHPSWLQJWRUHJDLQORVW1HUYH,QWKLV
FDVHDOOWKH)LUH7HDPVLQYROYHGPXVWEHLQEDVHWREDVHFRQWDFW
Only one of the Fire Teams involved will regain lost Nerve, the other
)LUH7HDPVDUHPHUHO\DVVLVWLQJ
During a Combined Rally Action, the Fire Team that is the target of
the Action gains an extra point of Nerve on top of the normal two for
every Fire Team combining in the Action, so three points if one Fire
7HDPFRPELQHVIRXULIWZR)LUH7HDPVFRPELQHHWF
Any Fire team successfully Rallied may then act normally on the next
SKDVH

48

:LOGILUH
Designing Infantry Fire Teams
Selecting the Fire Teams you want to use in your games is an important
SDUWRI:LOGUH 'HSHQGLQJRQWKHW\SHRIJDPH\RXZLVK WR SOD\
\RXOOHLWKHUEH XVLQJ WKH EDFNJURXQGDQG )LUH 7HDPVGHVFULEHGDW
WKHEDFNRIWKLVERRNRU\RXOOZDQWPDNHXS\RXURZQ)LUH7HDPVWR
UHSUHVHQWWKHIRUFHVIURP\RXUIDYRULWHERRNRUOP,I\RXFKRRVH
WRFUHDWH\RXURZQIRUFHVWKHUHDUHVHYHUDONH\GHFLVLRQVWKDW\RXOO
QHHGWRPDNH

Concept
)LUVW WKLQJV UVW LI \RXUH GHVLJQLQJ \RXU RZQ )LUH 7HDPV WKH UVW
WKLQJ WR FRQVLGHU LV WKH FRQFHSW $UH \RX WU\LQJ WR FUHDWH D )LUH
7HDPEDVHGRQDOPRUDERRN",IVRZKDWZHUHWKHVWUHQJWKVDQG
ZHDNQHVVHVRIWKHWURRSVFRPSDUHGWRWKHLURSSRQHQWV"<RXVKRXOG
always work with the basic concept for your forces in mind when you
FUHDWH)LUH7HDPVWKHWHPSODWHWRZKLFK\RXQHHGWRDGKHUH

Points
$OO )LUH 7HDPV KDYH D SRLQWV YDOXH WKDW UHHFWV WKHLU DELOLWLHV 7KH
KLJKHUWKHLUSRLQWVYDOXHWKHPRUHHIIHFWLYHWKH\DUHRQWKHEDWWOHHOG
Using points allows players to balance opposing forces making for a
IDLUHUFRPSHWLWLYHJDPH2IFRXUVH\RXFDQLJQRUHWKHSRLQWVYDOXHV
of your forces if you are designing them to recreate your favorite
VNLUPLVK IURP D ERRN RU OP MXVW DV ORQJ DV ERWK SOD\HUV DJUHH
EHIRUH KDQG (DFK RI WKH RSWLRQV IRU )LUH 7HDPV GHVFULEHG EHORZ
FRQWULEXWHVWRWKHWRWDOSRLQWVFRVWIRUWKH)LUH7HDP7RZRUNRXWWKH
total points cost for a Fire Team, simply add the values from all the
FRQWULEXWLRQVWRJHWKHULQWKHRUGHUWKH\DUHGHVFULEHGEHORZ

Choosing Quality
)LUVWO\IRUDQ\)LUH7HDP\RXQHHGWRGHFLGHRQWKHTXDOLW\RIWKH
PHQ $UH WKH\ UDZ UHFUXLWV IUHVK IURP WKH DFDGDP\" +DUGHQHG
YHWHUDQV IURP D GR]HQ ELWWHU FRQLFWV" 2U DUH WKH\ MXVW UHJXODU
soldiers? Of course any type of troop (apart from special forces) can
EHRIDQ\TXDOLW\\RXQHHGWRGHFLGHMXVWZKDWVXLWV\RXUJDPHDQG
WKH VFHQDULR \RX ZDQW WR SOD\ 7KH YDOXH RI *XWV GHSHQGV RQ WKH
TXDOLW\RIWKH)LUH7HDPHLWKHURUGHSHQGLQJRQZKHWKHUWKH
)LUH7HDPDUHUHFUXLWVUHJXODUVRUHOLWH<RXFDQLQFUHDVHWKH*XWV

49

:LOGILUH
value of alien Fire Teams above 3, but it is not recommended to raise
WKH*XWVRIKXPDQIRUFHVEH\RQGWKDWRIHOLWHTXDOLW\WURRSV
3RLQWVFRQWULEXWLRQ7KHFRVWRIDUHFUXLW)LUH7HDPLVDUHJXODU
)LUH7HDPLVDQGDQHOLWH)LUH7HDPLVSRLQWV

Nerve and Strength


)RUKXPDQ)LUH7HDPV\RXGRQWKDYHWRSD\IRUWKHVHYDOXHVWKH\
DUHDOHDG\SDLGIRULQWKHLQLWLDOFRVWGHVFULEHGDERYH)RUKXPDQV
WKHYDOXHVRI1HUYHDQG6WUHQJWKDUHDWSUHVHWYDOXHVRIDQG
For alien Fire Teams you might want to consider raising or lowering
these values - are they mentally or physically tougher or weaker than
humans? Reducing the values of Nerve and Strength reduces the
total cost of the Fire Team by 2 points per point of reduction, raising
these values increases the total points cost by 2 points per point of
LQFUHDVH 7KH FRVW RI )LUH 7HDPV FDQQRW EH UHGXFHG EHORZ KDOI RU
LQFUHDVHGRYHUGRXEOHWKHYDOXHFDOFXODWHGDERYHLQWKLVZD\

Move Allowance
7KH VWDQGDUG 0RYH DOORZDQFH RI D )LUH 7HDP LV VL[ )RU DOLHQ RU
particularly fast or heavily armoured Fire Teams you might want to
FRQVLGHUUDLVLQJRUORZHULQJWKLVYDOXH5HGXFLQJWKH0RYHDOORZDQFH
of a Fire Team reduces the total points cost by 2 points per point
of reduction, raising the value increases the total points cost by 2
SRLQWVSHUSRLQWRILQFUHDVH-XPSPRYHPHQWFRVWVSRLQWIRUHYHU\
point of Jump Move allowance, multiplied by the number of times
MXPSPRYHPHQWPD\EHXVHGLQWKHJDPH

Selecting Firepower
Firepower represents the ability of a Fire Team to strike a target, and
LQFOXGHVWKHWUDLQLQJRIWKH)LUH7HDPDQGWKHLUJHDU)RUH[DPSOH
consider the following as a good guideline for designing your own
IRUFHV7KHVHUXOHVDUHIRUWKHFUHDWLRQRILQIDQWU\ZHDSRQVWKDDUH
GHQRWHGRQWKH)LUH7HDPFDUGZLWKDQ,IRUZHDSRQVGHVLJQHGWR
GDPDJHYHKLFOHVVHHWKHYHKLFOHUXOHVODWHULQWKLVERRN
7\SLFDOFRQWULEXWLRQVWR)LUHSRZHUYDOXHV
6NLOORIWKHVROGLHUV
Untrained 1

50

:LOGILUH
Trained 2
Highly Trained 3
Expert 4
7KHOHYHORIWUDLQLQJZLOORIFRXUVHUHHFWWKHTXDOLW\RIWKH)LUH7HDP
to some extent you are unlikely to get elites who are untrained in
WKHZHDSRQVWKH\FDUU\
:KHQ FRQVLGHULQJ \RXU RZQ IRUFHV LWV FRQYHQLHQW WR VSOLW WKHLU
ZHDSRQV LQWR VL[ JHQHUDO W\SHV 5HPHPEHU RI FRXUVH WKDW WKH
actual description of the weaponry (laser, slug thrower, blaster etc)
GHSHQGV RQ WKH EDFNJURXQG RI WKH JDPH \RX DUH SOD\LQJ 7KHVH
are guidelines, so feel free to alter these values up and down to
GLIIHUHQWLDWHZHDSRQU\
+LWSRWHQWLDORIWKHLUZHDSRQU\
Archaic (bows, javelins) +1
Small arms +2
5LHV
Assault weapons +4
5DSLGUHZHDSRQV
Infantry support +5
3RLQWVFRQWULEXWLRQ(DFKSRLQWRI)LUHSRZHUFRQWULEXWHVSRLQWVWR
WKHSRLQWVWRWDOIRUWKH)LUH7HDP$ZHDSRQZLWKDQ$UHDRIHIIHFW
FRVWVDGGLWLRQDOSRLQWVSHUSRLQWRI$UHD:HDSRQVZLWK,QGLUHFW
UHFDSDELOLWLHVFRVWDIXUWKHUSRLQWV(DFK)LUH7HDPPXVWDGGLQ
WKHFRQWULEXWLRQVIURPDOOWKHZHDSRQVWKH\FDUU\

Selecting Range
7KH5DQJHYDOXHRIZHDSRQVFDQYDU\ZLOGO\5HPHPEHURIFRXUVH
WKDW ZHUH WDNLQJ D VOLJKWO\ XQUHDOLVWLF YLHZ RI ZHDSRQV DV PDQ\
PRGHUQZHDSRQVDUHHIIHFWLYHRYHUYHU\ODUJHGLVWDQFHV+RZHYHU
for the sake of making a playable game consider the following Range
YDOXHVDVJXLGHOLQHV
7\SLFDO5DQJHVRIZHDSRQV
Archaic or thrown (bows, javelins) 4
Small arms 4

51

:LOGILUH
5LHV
Assault weapons 6
5DSLGUHZHDSRQV
Infantry support 7
3RLQWV FRQWULEXWLRQ (DFK SRLQW RI 5DQJH FRQWULEXWHV  SRLQW WR
WKHSRLQWVWRWDOIRUWKH)LUH7HDP(DFK)LUH7HDPPXVWDGGLQWKH
FRQWULEXWLRQVIURPDOOWKHZHDSRQVWKH\FDUU\
Again these values are only guidelines, feel free to alter them to suit
WKHFRQFHSWRI\RXU)LUH7HDP

Selecting Ranged Damage


7KHDPRXQWRIGDPDJHWKDWDUDQJHGZHDSRQLQLFWV.HHSLQPLQG
your concept when considering this value, and resist the temptation
to make your Fire Teams as nasty as you can!
7\SLFDO5DQJHG'DPDJHYDOXHVRIZHDSRQV
Archaic (bows, javelins) 2
Small arms 2
5LHV
Assault weapons 4
5DSLGUHZHDSRQV
Infantry support 5
3RLQWV FRQWULEXWLRQ (DFK SRLQW RI 5DQJHG GDPDJH FRQWULEXWHV 
SRLQWVWRWKHSRLQWVWRWDOIRUWKH)LUH7HDP(DFK)LUH7HDPPXVWDGG
LQWKHFRQWULEXWLRQVIURPDOOWKHZHDSRQVWKH\FDUU\

Selecting Assault Strength


Like Firepower, Assault strength represents just how nasty your
)LUH7HDPLVLQFORVHFRPEDW/LNH)LUHSRZHUWKLVYDOXHUHSUHVHQWVD
FRPELQDWLRQRIWUDLQLQJDQGJHDU

7\SLFDOFRQWULEXWLRQVWR$VVDXOWVWUHQJWKYDOXHV
6NLOORIWKHVROGLHUV
Untrained 1

52

:LOGILUH
Trained 2
Highly Trained 3
Expert 4
7KHOHYHORIWUDLQLQJZLOORIFRXUVHUHHFWWKHTXDOLW\RIWKH)LUH7HDP
to some extend you are unlikely to get elites who are untrained in
WKHZHDSRQVWKH\FDUU\
Similarly to ranged combat weapons, when thinking of melee combat
ZHDSRQV ZH FDQ VSOLW WKHP LQWR YH JHQHUDO W\SHV 7KH DFWXDO
description of the weaponry (knife, sword, power axe etc) depends
RQWKHEDFNJURXQGRIWKHJDPH\RXDUHSOD\LQJ
+LWSRWHQWLDORIZHDSRQU\
Unarmed +0
Small hand weapons +1
Hand weapons +2
Large hand weapons +3
Powered hand weapons +5
3RLQWV FRQWULEXWLRQ (DFK SRLQW RI $VVDXOW VWUHQJWK FRQWULEXWHV 
SRLQWWRWKHSRLQWVWRWDOIRUWKH)LUH7HDP(DFK)LUH7HDPPXVWDGG
LQWKHFRQWULEXWLRQVIURPDOOWKHZHDSRQVWKH\FDUU\

Selecting Assault Damage


$PHDVXUHRIMXVWKRZPXFKGDPDJHD)LUH7HDPFDQLQLFWRQWKHLU
RSSRQHQWV$JDLQWKH)LUH7HDPFRQFHSWVKRXOGEHNH\WRVHOHFWLQJ
WKLVYDOXH
7\SLFDO$VVDXOW'DPDJHYDOXHVRIZHDSRQV
Unarmed 1
Small hand weapons 2
Hand weapons 3
Large hand weapons 4
Powered hand weapons 5
These values can be adjusted up or down to represent different
ZHDSRQV

53

:LOGILUH
3RLQWVFRVW(DFKSRLQWRI$VVDXOWGDPDJHDGGVSRLQWWRWKHSRLQWV
WRWDOIRUWKH)LUH7HDP(DFK)LUH7HDPPXVWDGGLQWKHFRQWULEXWLRQV
IURPDOOWKHZHDSRQVWKH\FDUU\

Selecting Resilience
Values of Resilience represent how good the Fire Team is at keeping
LWVKHDGGRZQDVZHOODVKRZJRRGWKHLUDUPRXULV$UPRXULVXVXDOO\
IDLUO\HDV\WRGHFLGHRQDVPRVWVFLHQFHFWLRQIRUFHVKDYHDUPRXURI
GLVWLQFWLYHGHVLJQDQGTXDOLW\LQWKHLUVHWWLQJ+RZJRRGWKHVROGLHUV
DUH DW NHHSLQJ WKHLU KHDGV GRZQ LV UHHFWHG LQ WKH TXDLOW\ RI WKH
VROGLHUV
7\SLFDOFRQWULEXWLRQVWR5HVLOLHQFHYDOXHVRIKXPDQ)LUH7HDPV
)DPLODULW\RIWKHVROGLHUVZLWKWKHGDQJHUVRIWKHEDWWOHHOG
Recruits 1
Regulars 2
Elites 3
7KHOHYHORIIDPLODULW\ZLOORIFRXUVHUHHFWWKHTXDOLW\RIWKH)LUH7HDP
to some extend you are unlikely to get elites who are unfamiliar
ZLWKWKHEDWWOHHOG
Like Firepower and Assault strength, we can categorise armour into
YH JHQHUDO W\SHV 7KH DFWXDO GHVFULSWLRQ RI WKH DUPRXU FHUDPLF
plastisteel, power-suit etc) depends on the background of the game
\RX DUH SOD\LQJ $V XVXDO WKHVH YDOXHV DUH JXLGHOLQHV QRWKLQJ
PRUH
$UPRXU
Unarmoured +0
Light armour +1
Medium armour +2
Heavy armour +3
Powered armour +5
3RLQWVFRQWULEXWLRQ(DFKSRLQWRI5HVLOLHQFHFRQWULEXWHVSRLQWVWR
WKHSRLQWVWRWDOIRUWKH)LUH7HDP
The following section describes an example background for your

54

:LOGILUH
:LOGUH JDPHV 7R LOOXVWUDWH KRZ WKH V\VWHP ZRUNV HDFK RI WKH
forces described has some example Fire Teams with total points
FRVWVZRUNHGRXWIRU\RX<RXFDQXVHWKHEDFNJURXQGDVLVDQGSOD\
LQWKH:LOGUHXQLYHUVHRU\RXFDQXVHWKHH[DPSOHIRUFHVWRKHOS
\RXGHVLJQ\RXURZQ5HPHPEHULWV\RXUJDPHVRIHHOIUHHWRPHVV
ZLWKWKHEDFNJURXQGDVPXFKDV\RXOLNH

55

:LOGILUH
Vehicles
:LOGUH LV D VPDOO VFDOH VNLUPLVK JDPH DQG DV VXFK LW LV QRW
GHVLJQHGIRUFRQLFWVLQYROYLQJODUJHQXPEHUVRIYHKLFOHV+RZHYHU
the addition of a few vehicles on either side can really make for an
H[FLWLQJJDPH7KHIROORZLQJUXOHVGHVFULEHKRZWRGHDOZLWKYHKLFOHV
LQ:LOGUHDQGKRZWRGHVLJQWKHPIRUSOD\0RVWRIWKHVHUXOHVDUH
additions and amendments to the main rules system however, the
FRUHRIWKHJDPHV\VWHPUHPDLQVWKHVDPH

Vehicle Fire teams


,Q:LOGUHYHKLFOHVDQGWKHLUFUHZVDUHWUHDWHGDVDVLQJOH)LUH7HDP
and are considered inseparable - the crew cannot act outside of
WKHYHKLFOH7KHVDPH$FWLRQPDUNHUVDUHXVHGIRUYHKLFOHVDVZLWK
LQIDQWU\9HKLFOHVDUHGHVFULEHGLQWKHVDPHZD\DVRWKHU)LUH7HDPV
DQG KDYH IRU H[DPSOH 6WUHQJWK DQG 5HVLOLHQFH YDOXHV +RZHYHU
XQOLNH LQIDQWU\ YHKLFOHV GR QRW KDYH *XWV RU 1HUYH YDOXHV 7KH\
cannot be suppressed and do not lose Nerve as a result of Assault!
$FWLRQV

Vehicle Quality
Vehicles, like other Fire Teams, are described as either recruit,
UHJXODURUHOLWHTXDOLW\)RULQIDQWU\TXDOLW\GHVFULEHVKRZIDPLOLDU
WKH)LUH7HDPLVZLWKWKHEDWWOHHOGDQGWKHLUOHYHORIWUDLQLQJ)RU
YHKLFOHVTXDOLW\GHVFULEHVWKHVL]HRIWKHFUHZDQGWKHFDSDELOLWLHVRI
WKHYHKLFOH)RUH[DPSOHDWDQNZLWKWXUUHWDQGVHSDUDWHSLORWDQG
JXQQHUZRXOGEHRIHOLWHTXDOLW\ZKHUHDVDIDVWVFRXWYHKLFOHZLWKD
SLORWEXWQRJXQQHUPLJKWEHRIUHJXODUTXDOLW\

Vehicle Actions
9HKLFOHVFDQQRWSHUIRUP5DOO\$VVDXOW'LJ,QRU0RELOLVH$FWLRQV
7KH UHPDLQLQJ $FWLRQV GHVFULEHG LQ WKH :LOGUH UXOHV PD\ EH
SHUIRUPHG GHSHQGLQJ RQ WKH TXDOLW\ RI WKH YHKLFOH DV ZLWK QRUPDO
LQIDQWU\9HKLFOHVFDQQRWSHUIRUPFRPELQHG$FWLRQVRIDQ\NLQG

56

:LOGILUH
Name: __________
Quality:_________

Total points cost:_______

Movement type:__________
Acceleration:____________
Manoeuvrability:_________
Max Speed: _____________
Rough ground:___________
Capacity:______Fire Teams
Resilience:_____________
Strength:______________

(Image of unit)

Weapons.........
Type (V/I) ?: (1)_______(2)________
Fire Power: (1)_______(2)________
Range: (1)_______(2)________
Ranged Damage: (1)_______(2)________
Area?: (1)_______(2)________
Indirect?: (1)_______(2)________
Assault Strength: (1)_______(2)________
Assault Damage: (1)_______(2)________
Arcs (F, RS, LS, R): (1)_______(2)________
Other info:

$ YHKLFOH )LUH 7HDP FDUG VKRZLQJ DOO WKH UHOHYDQW LQIRUPDWLRQ IRU
:LOGUH

57

:LOGILUH
Vehicle Facing
8QOLNHLQIDQWU\YHKLFOHVKDYHDGHQLWHIURQWWZRVLGHVDQGUHDUDQG
VRDUHVDLGWRKDYHDIDFLQJ0RVWYHKLFOHVPRYHWKURXJKWKHLUIURQW
facing but can reverse through their rear facing at half their Max
6SHHG WKLVLVGHVFULEHGODWHU )DFLQJVDUHDOVRXVHGWRGHWHUPLQH
DUFV RI UH $ YHKLFOHV IDFLQJV FDQ EH IRXQG E\ PHDVXULQJ RXW LQ
DVWUDLJKWOLQHIURPWKHYHKLFOHVFHQWUHWKURXJKWKHFRUQHUVRIWKH
YHKLFOH7KLVZLOOGLYLGHWKHYHKLFOHLQWRIRXUIDFHVDVVKRZQLQWKH
LOOXVWUDWLRQEHORZ

Front (F)

Left
Side (LS)

Right
Side (RS)

Rear (R)
7\SLFDOIDFLQJVIRUDYHKLFXODU)LUH7HDPGHWHUPLQHGIURPWKHFHQWUH
WRWKHFRUQHUVRIWKHPRGHOUHSUHVHQWLQJWKHYHKLFOH

58

:LOGILUH
Vehicle Movement
7KHZD\DYHKLFOHPRYHVLVNH\WRLWVYHUVDWLOLW\RQWKHEDWWOHHOG
Describing vehicle movement is considerably more complex than the
method XVHG IRU LQIDQWU\ PRYHPHQW EXW LWV VWLOO WKH VDPH EDVLF
V\VWHP <RX ZLOO QRWLFH WKDW DOWKRXJK YHKLFOHV VKDUH VRPH RI WKH
6WDWLVWLFV XVHG ZLWK LQIDQWU\ WKHUH DUH VRPH WKDW WKH\ GRQW DQG
others WKDWDUeXQLTXHWRYHKLFOHV7KHVHKHOSGHVFULEHZD\sWKDWa
YHKLFOHmay PRYH andDUHGiscussedIXOO\EHORZ

Vehicle Movement
One of the major differences between infantry and vehicles is in the
ZD\PRYHPHQWLVSHUIRUPHG,QIDQWU\)LUHTHDPVRQO\PRYHZKHQ
WKH\XVHDQ$FWLRQVXFKDV0RYH0RYHDQG)LUHRUVLPLODU9HKLFOHV
on the other hand will move even when an Action marker with a move
FRPSRQHQWLVQRWSOD\HG)RUYHKLFOHV0RYHDQG0RYHDQGUH$FWLRQV
DUHQHHGHGRQO\WRFKDQJHVSHHGQRWWRPRYHIRUZDUG(VVHQWLDOO\
unless a vehicle plays a movement Action, it will continue to travel
DFURVVWKHZKROHEDWWOHHOGWKURXJKFRQVHFXWLYHWXUQVUHJDUGOHVVRI
DQ\ RWKHU $FWLRQV WKDW DUH SOD\HG 0RYHPHQW FDQ RFFXU EHIRUH RU
DIWHURWKHU$FWLRQVsuch as Fire! WKDWDUHSHUIRUPHG

Speed
)RUHDFKYHKLFOHWKH\DUHHOGLQJSOD\HUVPXVWVWDWHKRZIDVWWKH\
DUHPRYLQJIRUWKHUVWSKDVH7KLVLVWKHLU6SHHGKRZIDUWKHYHKLFOH
ZLOOPRYHHDFKSKDVHLQLQFKHV(DFKYHKLFOHKDVD0D[6SHHGUDWLQJ
WKHIDVWHVW6SHHGWKDWWKHYHKLFOHPD\PRYHLQDSKDVH3OD\HUVPD\
select any Speed up to the Max Speed value for their vehicles but the
0D[6SHHGFDQQRWEHH[FHHGHGDWDQ\WLPH2QFHDYDOXHKDVEHHQ
selected for a vehicle it will continue to move at that Speed each and
HYHU\ SKDVH HYHQ LI LW GRHV QRW GHFODUH D 0RYH $FWLRQ &KDQJLQJ
6SHHGUHTXLUHVD0RYHRUD0RYHDQG)LUH$FWLRQDVGLVFXVVHGODWHU
Be sure to keep a note of the Speed of vehicles as they change
GXULQJWKHJDPH

Acceleration
As well as a Max Move allowance, all vehicles also have a Acceleration
YDOXHJLYHQDVWZRJXUHVVHSDUDWHGE\DVODVK IRUH[DPSOH 

59

:LOGILUH
The first value indicates how much Speed can be raised, the second
YDOXH LQGLFDWHV KRZ PXFK WKH 6SHHG PD\ GHFUHDVHG &KDQJHV WR
6SHHG WDNH SODFH LPPHGLDWHO\ LQ WKH SKDVH WKDW WKH\ DUH SOD\HG
For example, a vehicle has a current Speed of 10, a Max Speed of
DQGDQ$FFHOHUDWLRQYDOXHRI%\SOD\LQJD0RYH$FWLRQWKH
SLORWPD\LQFUHDVHWKH6SHHGXSWRRUGRZQWR7KHSLORWPD\
QRWKRZHYHULQFUHDVHWKH6SHHGRIWKHYHKLFOHDERYH

Manoeuvrability
Unlike changing speed, a vehicle may change direction for free
ZLWKRXW XVLQJ D 0RYH $FWLRQ )RU H[DPSOH D YHKLFOH PD\ WDNH D
)LUH$FWLRQDQGVWLOOVWHHUDURXQGREVWDFOHV(DFKYHKLFOHKDVDOLVWHG
0DQRHXYUDELOLW\ 7KLV LV WKH QXPEHU RI WXUQV RI XS WR  GHJUHHV
WKDWWKHYHKLFOHPD\PDNHLQDSKDVH)RUH[DPSOHDFXPEHUVRPH
tank might have a Manoeuvrability of 1 allowing it to make only
a single turn in a phase, whereas a bike may have a value of 3,
DOORZLQJ LW WR VWHHU DURXQG PRVW REVWDFOHV Ln LWV SDWK 7XUQV PD\
EHPDGHDWDQ\SRLQWLQWKHYHKLFOHVPRYHPHQWIRUWKDWSKDVHEXW
the Manoeuvrability value may not be exceeded even if the vehicle
FUDVKHVDVDUHVXOWRIQRWEHLQJDEOHWRDYRLGREVWDFOHV

$VFRXWFDUXVHVRQHSRLQWRIPDQRHXYUDELOLW\WRVWHHUDURXQGVRPH
trees

60

:LOGILUH
Crashing
Should a vehicle crash into any solid obstruction, it immediately halts
DQG VXIIHUV WKH HTXLYDOHQW RI DQ DWWDFN RI )LUHSRZHU DQG 'DPDJH
HTXDOWRWKHYHKLFOHV6SHHGSULRUWRWKHFROOLVLRQLQLFWLQJWKHVDPH
DWWDFNRQWKHREMHFWVWUXFN$Q\SDVVHQJHUVLQVLGHWKHYHKLFOHDOVR
VXIIHUWKHVDPHKLW6KRXOGWZRYHKLFOHVFROOLGHKHDGRQWKHLUFXUUHQW
6SHHGVDUHFRPELQHGZKHQGHWHUPLQLQJWKHGDPDJH972/YHKLFOHV
crashing from tree line altitude have their current Speed doubled for
WKHVDNHRIGHWHUPLQLQJGDPDJHZLWKDPLQLPXPYDOXHRIYHDQG
from blue sky altitude the Speed is trebled with a minimum value of
WHQ 972/VDUHGHVFULEHGIXOO\ODWHU 

Movement Types
,QDJDPHRI:LOGUHWKHLUDUHPDQ\GLIIHUHQWZD\VLQZKLFKYHKLFOHV
FDQ PRYH DFURVV WKH EDWWOHHOG DV GHVFULEHG E\ WKHLU PRYHPHQW
W\SH(DFKPRYHPHQWW\SHKDVDGLIIHUHQW0D[6SHHGWUHDWVGLIIHUHQW
types of terrain as rough or impassable ground and can travel over
rough ground safely at different Speeds, as shown in the table
RSSRVLWH DQG RYHUOHDI 1RWH WKDW ZDONHU DQG 972/ PRYHPHQW DUH
KDQGOHGVOLJKWO\GLIIHUHQWO\7KHVHYDOXHVVKRXOGQRWEHFRQVLGHUHG
set in stone, but give a good indication of how various vehicle types
ZLOOSHUIRUPRQWKHEDWWOHHOG

Max Speed and Terrain


5RXJK JURXQG DIIHFWV YHKLFOHV GLIIHUHQWO\ WR LQIDQWU\ 9HKLFOHV PD\
move as normal over rough ground and do not need to spend two
SRLQWV RI 6SHHG WR PRYH RQH LQFK +RZHYHU DOO YHKLFOHV KDYH D
URXJK JURXQG YDOXH OLVWHG IRU WKHLU PRYHPHQW W\SH 7KLV LV WKH
maximum safe Speed that the vehicle can use in a phase where it
FRPHVLQWRFRQWDFWZLWKWHUUDLQGHVLJQDWHGDVURXJKJURXQGIRULWV
PRYHPHQWW\SH$VORQJDVWKHYHKLFOHLVWUDYHOOLQJDWWKLV6SHHGRU
OHVVLWSDVVHVRYHUWKHURXJKJURXQGZLWKRXWSHQDOW\+RZHYHULIWKH
vehicle attempts to cross rough ground at a higher Speed than the
maximum value for rough ground, it immediately slows to the rough
JURXQG YDOXH DQG VXIIHUV WKH HTXLYDOHQW RI DQ DWWDFN RI )LUHSRZHU
DQG 'DPDJH HTXDO WR WKH GLIIHUHQFH EHWZHHQ WKH YHKLFOHV LQLWLDO
6SHHGDQGWKHPD[LPXPURXJKJURXQGYDOXH)RUH[DPSOHDYHKLFOH
with a rough ground value of 5 attempts to cross rough ground while
WUDYHOOLQJDWD6SHHGRI$VVRRQDVLWUHDFKHVWKHURXJKJURXQG
LWV6SHHGLVUHGXFHGWR5DQGLWVXIIHUVDKLWRI)LUHSRZHURI5DQG

61

:LOGILUH
'DPDJHRI5
Impassable ground for any given movement type is just that LPSDVVDEOH6KRXOGDYHKLFOHDWWHPSWWRFURVVLPSDVVDEOHJURXQGLW
FUDVKHV7KHYHKLFOHLVDOVRFRQVLGHUHGVWXFNDQGXQDEOHWRPRYHIRU
WKHUHPDLQGHURIWKHJDPH

Movement type

Rough ground

Impassable

Walker

Hills, steep hills


marsh, streams

Woods, cliffs

Light wheeled
(i.e. car)

Off road, Hills

Woods, steep hills


marsh, streams

Heavy wheeled
(i.e. hummer)

Hills

Woods, steep hills


marsh, streams

Hover craft

-NA-

Woods, steep hills

Light tracked
(i.e. APC)

Steep hills

Woods, streams,
marsh

Heavy tracked
(i.e. tank)

Steep hills, streams

Woods, marsh

Antigrav

Steeps hills

Woods

VTOL

-NA-

-NA-

Bikes: small vehicles such as bikes of any movement type count


woods as rough ground

62

:LOGILUH
Movement type

Max Speed

Rough ground

Walker

Light wheeled

40

Heavy wheeled

30

15

Hover craft

25

10

Light tracked

25

10

Heavy tracked

20

10

Antigrav

30

20

VTOL

30

-NA-

Note: all speeds are in inches

Walker Movement
Vehicles classed as walkers are the exception to the vehicle movement
UXOHVGHVFULEHGDERYH,QVWHDGZDONHUVDUHYHKLFOHVWKDWPRYHLQWKH
VDPHZD\DVLQIDQWU\7KH\UHTXLUHWKHXVHRIDQ$FWLRQZLWKD0RYH
FRPSRQHQW VXFK DV 0RYH RU 0RYH DQG UH  WR WUDYHO DFURVV WKH
EDWWOHHOGDQGWKH\WUHDWURXJKJURXQGLQWKHVDPHZD\DVLQIDQWU\
Also, they do not suffer damage for crossing rough ground at speed
DVRWKHUYHKLFOHVGR

VTOL Movement
9HKLFOHVPD\KDYHYHUWLFDOWDNHRIIDQGODQGLQJ 972/ PRYHPHQW
7KLVZRUNVMXVWOLNHQRUPDOPRYHPHQWEXWZLWKVRPHH[FHSWLRQV7R
land safely a VTOL craft must have a Speed of zero, otherwise it will

63

:LOGILUH
FUDVK 7KHUH DUH WZR DOWLWXGHV IRU 972/s, known as WUHH OLQH DQG
EOXH VN\ 7UHH OLQH UHIHUV WR PRYHPHQW MXVW DERYH WKH KHLJKW RI
WUHHVRUVPDOOEXLOGLQJVEOXHVN\UHIHUVWRWUDYHODERYHWKLVKHLJKW
Increasing altitude level by one (ground to tree line, tree line to
EOXHVN\ UHTXLUHVD0RYHRU0RYHDQGUH$FWLRQ'HVFHQGLQJGRHV
QRWUHTXLUHWKHVH$FWLRQV7KHVHYHKLFOHVPD\KDOWPRYHPHQWDQG
KRYHULQPLGDLU972/PRYHPHQWGRHVQRWKDYHURXJKRULPSDVVDEOH
WHUUDLQW\SHVWKH\\RYHULW

Transporting Fire Teams


6RPH YHKLFOHVhave the capacity WR FDUU\ )LUH 7HDPV 7KHVH XQLWV
PD\EHWUDQVSRUWHGDFURVVWKHEDWWOHHOGDOORZLQJUDSLGGHSOR\PHQW
DWWKHIURQWOLQH7KHQXPEHURI)LUH7HDPVDYHKLFOHPD\FDUU\LV
OLVWHGDVWKHFDSDFLW\IRUWKHYHKLFOH
Fire Teams may enter a vehicle as long as it has a Speed value of
WKUHHRUOHVV7KH\GRVRE\PRYLQJLQWREDVHWREDVHFRQWDFWZLWK
WKHYHKLFOHXVLQJD0RYHRU0RYHDQGUH$FWLRQ:KLOHRQERDUG)LUH
Teams may not act and do not need to have Action markers placed
E\WKHPXQOHVVWKH\ZLVKWRH[LWWKHYHKLFOHWKDWSKDVH)LUH7HDPV
may exit vehicles with Speed values of three or less by using a Move
RU0RYHDQGUH$FWLRQDQGDUHSODFHGLQEDVHWREDVHFRQWDFWZLWK
WKHYHKLFOH
If passengers are present in a vehicle that is destroyed, they suffer a
KLWDVLIWKHYHKLFOHKDGFUDVKHGDWLWVFXUUHQW6SHHG6XUYLYRUVDUH
placed in base to base contact with the destroyed vehicle by their
SOD\HU,IDYHKLFOHKDGD6SHHGRI]HURZKHQLWZDVGHVWUR\HGWKHQ
the passengers are assumed to have escaped the vehicle to safety in
WKHQLFNRIWLPH'HVWUR\HGYHKLFOHVVKRXOGEHOHIWRQWKHEDWWOHHOG
DVWKH\PD\SURYLGHFRYHU

64

:LOGILUH
Vehicles in Combat
Combat between vehicles and infantry and between two vehicles
ZRUNV LQ DQ LGHQWLFDO PDQQHU WR LQIDQWU\ FRPEDW )LUH 0RYH DQG
UH2SSRUWXQLW\UHDQG5HDFWLRQUH$FWLRQVPD\EHVHOHFWHGIRU
XVHLQFRPEDWLQYROYLQJYHKLFOHV9HKLFOHVPD\QRWHQJDJHLQ$VVDXOW
$FWLRQVDOWKRXJKWKH\PD\EHWDUJHWHGE\WKHP9HKLFOHVDUHQHYHU
forced to retreat or otherwise move as a result of combat, and never
SHUIRUP'LJ,Q$FWLRQV

Infantry and Vehicle Weapons


,Q:LOGUHYHKLFOHZHDSRQVDUHGHVFULEHGLQWKHVDPHZD\DVLQIDQWU\
weapons (by Firepower, Range and Ranged damage value) but are
QRWHGZLWKD99HKLFOHZHDSRQVFDQKDYH$UHDYDOXHVDQGPD\EH
UHGLQGLUHFWO\
Infantry weapons can be used against vehicles and vehicle weapons
PD\EHXVHGDJDLQVWLQIDQWU\ZLWKWKHIROORZLQJPRGLHUV

Vehicle weapons against infantry: -5 to Firepower, +3 to


Ranged damage
Infantry weapons against Vehicles: +3 to Firepower or Assault
strength, -3 to Ranged or Assault
damage
If the Ranged damage of an infantry weapon is reduced to zero
or below by this modifier, then a value of 1 is used. However,
higher multiples of damage do not apply in this case - the
maximum damage that may be applied to the vehicle is 1
regardless of the attackers Firepower roll.

65

:LOGILUH
Firing Arcs
)LULQJDUFVFRYHUWKHYHKLFOHIDFLQJV:HDSRQVPRXQWHGLQVSHFLF
ULQJDUFVPD\RQO\UHDWWDUJHWVLQWKDWDUF

Relative Movement
Engaging in ranged combat from a moving platform or targetting a
PRYLQJYHKLFOHLPSDUWVDSHQDOW\WRWKH)LUHSRZHURIWKHDWWDFNHU
The value of the penalty is dependent on the relative speeds of the
DWWDFNHUDQGWKHWDUJHW

To determine the relative speeds of the attacker and target:


If the attacker and target are moving directly away from each
other, add their Speeds together.
If the attacker and target are moving directly toward each
other, subtract the lower Speed from the largest Speed.
If the attacker and target are moving parallel to each other, use
the largest Speed.
Note: infantry that are not using a Move and fire Action have
a Speed of zero, otherwise Speed equals their expended Move
allowance.
Then adjust the Firepower of the attacker based on the relative
speed:
Relative speed 0 - 6: no penalty to Firepower
Relative speed 7 - 14: -3 to attackers Firepower
Realtive speed 15 - 21: -6 to attackers Firepower

66

:LOGILUH
VTOLs Versus Ground Forces
972/VPD\EHHQJDJHGE\JURXQGIRUFHVZKLOHLQWKHDLU,IWKH972/
LVDWWUHHOLQHDOWLWXGHFRPEDWSURFHHGVDVQRUPDO+RZHYHULIWKH
VTOL is at blue sky altitude both the ground forces and the VTOL
VXIIHUDSHQDOW\RIWRWKHLU)LUHSRZHU

Assault! Actions Against Vehicles


Assault! Actions against vehicles can only be performed if the vehicle
KDVD6SHHGequal to RUOHVVInWKH$VVDXOW$FWLRQDWWDFNHUVUROO
a single round of their attack using the normal Assault! rules and
WDNLQJLQWRDFFRXQWWKHPRGLHUIRUXVLQJLQIDQWU\ZHDSRQVDJDLQVWD
YHKLFOH+RZHYHUWKHYHKLFOHGRHVQRWPDNHDQDWWDFNLQUHWXUQDQG
LIGDPDJHGLVQRWUHTXLUHGWRUHWUHDWIURPWKHDWWDFNHURUSHUIRUPD
'LJ,Q ', $FWLRQ7KH$VVDXOW$FWLRQHQGVDWWKLVSRLQWEXWPD\
EHUHSHDWHGQH[WSKDVHXQOHVVWKHYHKLFOHDFFHOHUDWHV6KRXOGWKH
Speed of the vehicle increase above 4 all Assault! Actions must stop
DQGDWWDFNLQJ)LUH7HDPVDUHSODFHGGLUHFWO\EHKLQGWKHYHKLFOH

Vehicle Strength
Vehicles have a Strength value just like infantry that indicates how
PXFK GDPDJH WKH\ FDQ WDNH EHIRUH WKH\ DUH GHVWUR\HG +RZHYHU
vehicles also suffer critical hits that may restrict their capabilities on
WKHEDWWOHHOG7KHFULWLFDOGDPDJHYDOXHIRUDYHKLFOHLVHTXDOWRKDOI
the FXUUHQW6WUHQJWKvalue URXQGHGXSIf theYHKLFOHtakesGDPDJH
HTXDORUJUHDWHUWKDQtheFULWLFDOGDPDJHYDOXHLQRQHDWWDFNit will
VXIIHUDFULWLFDOKLWWRDVSHFLFFRPSRQHQW7RGHWHUPLQHWKHHIIHFW
RIWKHFULWLFDODUROOLVPDGHRQWKHFULWLFDOKLWWDEOHRSSRVLWH6KRXOG
the vehicle suffer a second critical, a second roll is made with a
PRGLHURIWRWKHUROO(DFKIXUWKHUFULWLFDOKLWPRGLHVWKHUROOE\
+5 (so +5 for the second critical hit, +10 for the third, +15 for the
IRUWKHWF 
Should a roll produce a result that cannot be applied (either because
the described component does not exist or has already been damaged
E\DSUHYLRXVFULWLFDO WKHUROOVKRXOGEHPDGHDJDLQ

67

:LOGILUH
Roll one ten sided dice. Modify a 2nd roll by +5, 3rd by +10 etc.
Roll

Result

Effect

1-3

No effect

The critical has no effect

4-5

Engine

Vehicle Max Move allowance is halved


(round up), current movement slows to
new maximum if exceeded

6-7

Weapon

One weapon is rendered inoperative

8-9

Steering

Manoeuverability is reduced to 1

10-11 Passengers

One Fire Team on board is killed

12-13 Steering

The vehicle continues in a straight line


and crashes unless movement is halted

14-15 Crew

The vehicle crew is killed, if moving over


6 the vehicle crashes, otherwise halts

16-17 Engine

Engine destroyed, Speed drops to zero


and vehicle suffers damage equal to
one third (round down) of Max Speed

18+

The vehicle is destroyed

Destroyed!

Running Down Infantry


9HKLFOHVFDQEHXVHGWRUXQGRZQLQIDQWU\WKDWJHWLQWKHLUZD\7R
GR VR WKH YHKLFOH VLPSO\ PRYHV RYHU WKH )LUH 7HDP 7KH UHVXOW RI
running down an enemy Fire Team is dependent on the state of the

68

:LOGILUH
WDUJHW
,IWKHWDUJHWKDVD*RQHWRJURXQGPDUNHUWKH\LPPHGLDWHO\ORVHLW
However they do not lose any unresolved Action markers they may
KDYHDQGGRQRWWDNHDQ\GDPDJH,IWKHWDUJHWGRHVQRWKDYHD*RQH
WRJURXQGPDUNHUEXWGRHVKDYHDQXQUHVROYHG$FWLRQmDUNHUWKH\
immediately lose that marker and therefore do not act in that phase,
KRZHYHUWKH\DUHQRWGDPDJHG,IWKHWDUJHWGRHVQRWKDYHD*RQH
WR JURXQG PDUNHU DQG KDV DOUHDG\ WDNHQ DQ $FWLRQ LQ WKDW SKDVH
they are unable to get out of the way and are struck by the vehicle,
VXIIHULQJWKHHTXLYDOHQWRIDQDWWDFNRI)LUHSRZHUDQG'DPDJHHTXDO
WRWKHKDOIWKH6SHHGRIWKHYHKLFOH,URXQGHGXS

69

:LOGILUH
Designing Vehicles
The design of vehicles follows a similar process to that of infantry
Fire THDPV ZLWKsomekey GLIIHUHQFHV +RZHYHUyou must EHDU LQ
mind that if you include vehicles on one side of your skirmish but
QRWWKHRWKHULWFRXOGOHDGWRDVHULRXVO\XQEDODQFHGJDPH,GHDOO\
award both forces a certain amount of points expenditure purely for
purchasing vehicles or at least ensure that infantry are carrying one
or two anti-vehicle weapons!
$V ZLWK infantry )LUH 7HDPV WKH UVW WKLQJ WR FRQVLGHU LV WKH
vehicle cRQFHSW

Vehicle Concept
:KHWKHU GHVLJQLQJ D YHKLFOH IURP D OP RI D ERRN RU FUHDWLQJ D
machine from your imagination, consider not just how the vehicle
ORRNV EXW KRZ LW WV ZLWK WKH UHVW RI \RXU IRUFHV ,V LW SRZHUIXO"
Does it have a weakness? Is it fast and manoeuvrable or slow
DQG FXPEHUVRPH" .HHS WKH YHKLFOH LPDJH LQ PLQG WKURXJKRXW WKH
FUHDWLRQSURFHVV

Points Cost for Vehicles


9HKLFOHVKDYHDSRLQWVFRVWMXVWOLNH)LUH7HDPV7KHPRUHSRZHUIXO
WKHYHKLFOHWKHKLJKHUWKHFRVW

Choosing Vehicle Quality


$VSUHYLRXVO\GHVFULEHGYHKLFOHVKDYHDTXDOLW\WKDWGHVFULEHVWKH
FDSDELOLW\ RI WKH FUDIW LH ZKDW $FWLRQV DUH DYDLODEOH IRU VHOHFWLRQ
5HPHPEHUWKDWXQOLNHLQIDQWU\YHKLFOHVGRQRWKDYH*XWVYDOXHV
3RLQWVFRQWULEXWLRQ7KHEDVHFRVWRIDYHKLFOHLVGHSHQGHQWRQLWV
TXDOLW\$YHKLFOHRIUHFUXLWTXDOLW\FRVWVSRLQWV5HJXODUTXDOLW\
FRVWVSRLQWVZKLOHHOLWHTXDOLW\FRVWVSRLQWV

Selecting Movement Type


The movement type for a vehicle describes the manner in which
LW PRYHV DFURVV WKH EDWWOHHOG 'LIIHUHQW PRYHPHQW W\SHV FRXQW
GLIIHUHQWWHUUDLQW\SHVDVURXJKDQGLPSDVVDEOHJURXQG

70

:LOGILUH
3RLQWVFRQWULEXWLRQ7KHSRLQWVFRQWULEXWLRQRIHDFKPRYHPHQWW\SH
WRWKHSRLQWVWRWDOIRUWKHYHKLFOHDUHOLVWHGEHORZ
Light wheeled 5
Heavy wheeled 15
Hover craft 30
Light tracked 20
Heavy tracked 30
Antigrav 50
VTOL 75
Walker 15

Selecting Vehicle Max Speed


7KH0D[6SHHGIRUDYHKLFOHLVGHWHUPLQHGE\thePRYHPHQWW\SH
Max Speed may be altered above or below these values if desired,
however the Max Speed of a vehicle cannot be increased above double
RUUHGXFHGEHORZKDOIWKHOLVWHGYDOXHIRUthePRYHPHQWW\SH
3RLQWV FRQWULEXWLRQ (DFK SRLQW RI LQFUHDVH WR WKH 0D[ 6SHHG RI D
YHKLFOHFRQWULEXWHVSRLQWVWRWKHSRLQWVWRWDO(DFKSRLQWRIGHFUHDVH
UHGXFHVWKHSRLQWVWRWDOIRUWKHYHKLFOHE\

Selecting Manoeuvrability
The Manoeuvrability of a vehicle describes how easily it can move
DURXQGWKHEDWWOHHOG0DQRHXYUDELOLW\LVPHDVXUHGDVWKHQXPEHURI
WLPHVWKHYHKLFOHFDQVWHHUWKURXJKGHJUHHVLQDVLQJOHSKDVH
3RLQWVFRQWULEXWLRQ(DFKSRLQWRI0DQRHXYUDELOLW\FRQWULEXWHVWR
WKHWRWDOSRLQWVFRVWRIWKHYHKLFOH

Acceleration
The Acceleration of a vehicle describes how fast the vehicle can
VSHHGXSRUVORZGRZQLQDSKDVH$FFHOHUDWLRQLVGHVFULEHGE\WZR
QXPEHUVVHSDUDWHGE\DVODVK
3RLQWVFRQWULEXWLRQ(DFKSRLQWEHIRUHWKHVODVK KRZIDVWWKHYHKLFOH
may speed up in a phase) contributes 5 points to the total points
FRVWRIWKHYHKLFOH(DFKSRLQWDIWHUWKHVODVK KRZIDVWWKHYHKLFOH
PD\VORZGRZQLQDSKDVH FRQWULEXWHVSRLQWV

71

:LOGILUH
Nerve and Vehicles
9HKLFOHVGRQWKDYHD1HUYHYDOXH RUD*XWVYDOXHIRUWKDWPDWWHU 
VRWKLVFDQEHLJQRUHG

Selecting Vehicle Strength


The Strength of the vehicle describes how sturdy the chassis is, with
higher values representing tougher machines that can take a lot of
GDPDJHEHIRUHIDLOLQJ7\SLFDOYDOXHVIRUGLIIHUHQWYHKLFOHW\SHVDUH
OLVWHGEHORZ
Bike 1
Small civilian vehicle 3
APC 5
Light tank 8
Heavy tank 12
3RLQWV FRQWULEXWLRQ (DFK SRLQW RI 6WUHQJWK FRQWULEXWHV  SRLQWV WR
WKHSRLQWVWRWDOIRUWKHYHKLFOH

Selecting Vehicle Resilience


Resilience indicates how resistant to damage a vehicle is, mainly
GXHWRDUPRXU XQOLNHLQIDQWU\YHKLFOHVDUHTXLWHHDV\WRKLW 7KH
following list may be used a guide for appropriate Resilience values
IRUGLIIHUHQWYHKLFOHW\SHV
Bike 3
Small civilian vehicle 3
APC 5
Light tank 8
Heavy tank 12
3RLQWVFRQWULEXWLRQ(DFKSRLQWRI5HVLOLHQFHFRQWULEXWHVSRLQWVWR
WKHSRLQWVWRWDOIRUWKHYHKLFOH

Capacity
Some vehicles are capable of transporting Fire Teams across the
EDWWOHHOG 7\SLFDOO\ WURRS FDUULHUV FDQ WUDQVSRUW EHWZHHQ RQH DQG
WKUHH)LUH7HDPVGHSHQGLQJXSRQWKHLUVL]H
3RLQWVFRQWULEXWLRQ&DSDFLW\WRWUDQVSRUWRQH)LUH7HDPFRQWULEXWHV

72

:LOGILUH
SRLQWVWRWKHWRWDOSRLQWVFRVWRIWKHYHKLFOH&DSDFLW\IRUWZR)LUH
7HDPVFRQWULEXWHVSRLQWVDQGIRUWKUHHFRQWULEXWHVSRLQWV
(YHU\DGGLWLRQDO)LUH7HDPEH\RQGWKHWKLUGFRQWULEXWHVSRLQWV

Vehicle Weapons
Vehicles can carry anti-personnel and anti-vehicle weapons; infantry
FDQ DOVR FDUU\ ZHDSRQV HIIHFWLYH DJDLQVW YHKLFOHV 7KH IROORZLQJ
UXOHVGHVFULEHKRZYHKLFOHZHDSRQVDUHGHVLJQHGLQ:LOGUHYHKLFOH
ZHDSRQVDUHGHQRWHGZLWKD9RQWKH)LUH7HDPFDUGGHVFULSWLRQ
Anti-personnel weapons mounted on vehicles are costed in exactly
the same way as infantry weapons as described in the section
'HVLJQLQJ )LUH 7HDPV 7KH IROORZLQJ UXOHV describe WKH GHVLJQ
of anti-vHKLFXODUZHDSRQV
Some anti-personnel and vehicle weapons mounted on vehicles are
RQO\HIIHFWLYHWKURXJKOLPLWHGULQJDUFV,QWKLVFDVHWKHWRWDOSRLQWV
FRVWRIWKHZHDSRQLVUHGXFHGDVVKRZQEHORZ URXQGLQJXS 1RWH
that selected arcs for a single weapon must be next to each other
\RX FDQQRW KDYH D VLQJOH ZHDSRQ WKDW RQO\ UHV LQ WKH IURQW DQG
UHDUDUFVIRUH[DPSOH 
DUFTXDUWHUFRVW
2 arcs - half cost
3 arcs - two thirds cost
4 arcs - full cost

Selecting Anti-Vehicle Firepower


Firepower for an anti-vehicle weapons describes how likely the
weapon is to hit and damage a vehicle, and has contributions from
WKHSRZHURIWKHZHDSRQDQGWKHTXDOLW\RIWKHUHFRQWUROV\VWHPV
RQWKHYHKLFOH7KHIROORZLQJYDOXHVIRUVRPHW\SLFDOYHKLFOHZHDSRQV
PD\EHXVHGDVJXLGHOLQHVIRUDVVLJQLQJDQDSSURSULDWH)LUHSRZHU
+LWWLQJSRZHURIZHDSRQ
Low power (small solid projectile, grenade) 1
0HGLXPSRZHU H[SORVLYHURXQGULHSURSHOOHGJUHQDGH 
High power (fusion round, focused energy beam) 4
Very high power (antimatter round, grazer beam) 6

73

:LOGILUH
)LUHFRQWURORIWKHYHKLFOH
Poor +1
Reasonable +2
Quality +3
Cutting edge +4
A weapon with an Area of effect costs 10 additional points per point
RI $UHD :HDSRQV ZLWK ,QGLUHFW UH FDSDELOLWLHV FRVW D IXUWKHU 
SRLQWV
3RLQWVFRQWULEXWLRQ(DFKSRLQWRI)LUHSRZHUFRQWULEXWHVSRLQWVWR
WKHWRWDOSRLQWVFRVWRIWKHYHKLFOH

Selecting Anti-Vehicle Range


5DQJHVIRUDQWLYHKLFXODUZHDSRQVWHQGWREHTXLWHORQJFRPSDUHGWR
LQIDQWU\ZHDSRQVEXWUHPHPEHUWKDWZHUHWDNLQJDUDWKHUXQUHDOLVWLF
DSSURDFKWRUDQJHGZHDSRQVIRUWKHVDNHRIJDPHSOD\*HQHUDOO\
most weapons will have a Range of around 15 (remembering that
ZHDSRQVFDQEHUHGDWXSWRWZLFHWKDWYDOXH 
3RLQWVFRQWULEXWLRQ(DFKSRLQWRI5DQJHFRQWULEXWHVSRLQWWRWKH
WRWDOSRLQWVFRVWRIWKHYHKLFOH

Ranged Damage
5DQJHGGDPDJHLQGLFDWHVZKDWVRUWRIGDPDJHWKHZHDSRQZLOOLQLFW
XSRQWDUJHWYHKLFOHV.HHSLQPLQGWKHFRQFHSWRIWKHYHKLFOHZKHQ
assigning Ranged damage - think about just how effective it would
EHDJDLQVWRSSRVLQJYHKLFOHV
7\SLFDO5DQJHGGDPDJHYDOXHVRIZHDSRQV
Archaic 2
Solid slug 3
Explosive round 4
Medium powered laser beam 5
Fusion round 7
Antimatter slug 8
3RLQWV FRQWULEXWLRQ (DFK SRLQW RI 5DQJHG 'DPDJH FRQWULEXWHV 
SRLQWVWRWKHWRWDOSRLQWVFRVWRIWKHYHKLFOH

74

:LOGILUH
The Second Sphere
7KLV LV WKH GHIDXOW EDFNJURXQG IRU :LOGUH DQG FDQ EH XVHG DV D
VHWWLQJ IRU \RXU JDPHV LI \RX ZLVK $OWHUQDWLYHO\ IHHO IUHH WR FKRS
DQGFKDQJHDQ\WKLQJ\RXOLNHWRPDNH:LOGUHWKHJDPH\RXZDQW
WRSOD\

The Golden Age


7KH *ROGHQ $JH RI PDQNLQG ODVWHG MXVW RYHU RQH WKRXVDQG \HDUV
Opening the galaxy through the use of Faultliners, ships that could
traverse faults in the membranes of hyperdimensional space and
WUDYHO YDVW GLVWDQFHV LQ D IHZ PRPHQWV KXPDQLW\ KDG FRQTXHUHG
WKHVWDUV

$ )DXOWOLQHU D VKLS FDSDEOH RI WUDYHUVLQJ WKH ERXQGDULHV EHWZHHQ


dimensions

75

:LOGILUH
The Faults threaded their precarious paths away from Sol in all
directions, seeding new worlds and creating the Sphere, a vast
EXEEOH RI KXPDQ LQXHQFH HQFRPSDVVLQJ LQQXPHUDEOH VWDUV 7KH
Sphere grew to contain many thousands of worlds, a growing bubble
of human civilisation swelling in the galaxy and an amazing place of
ZRQGHUDQGGLVFRYHU\+XPDQLW\KDGWKHXQLYHUVHDWWKHLUGLVSRVDO
DQGUHDFKHGRXWZLWKERWKKDQGV
%XWDOOJRRGWKLQJVPXVWHQG'HVSLWHWKHSRVVLELOLW\RIIDVWHUWKDQ
OLJKWWUDQVSRUWWKHIDXOWVRQO\FRQQHFWHGZRUOGVLQFORVHSUR[LPLW\
Over hundreds of years the Sphere grew so vast that the edge of
FLYLOLVDWLRQWKH%RXQGDU\EHFDPHLPPHQVHO\GLVWDQWIURPWKH&RUH
2YHUVXFKGLVWDQFHVWKHORJLVWLFVRIWUDYHOEHFDPHGLIFXOWWRPDQDJH
DQG WKH %RXQGDU\ ZRUOGV EHFDPH HVWUDQJHG IURP 6RO (YHQWXDOO\
such was the size of the Sphere and the distended nature of the
%RXQGDU\WKDWJURZWKVORZHGDQGHIIHFWLYHO\VWRSSHG7KLVLVZKHQ
WKHWURXEOHVEHJDQ

The Separatists
:LWK VWDJQDWLRQ FRPHV GLVFRQWHQW 6RPH RI WKH %RXQGDU\ ZRUOGV
ZHUHMHDORXVRIWKHULFKHVRIWKH&RUH7KH\IHOWWKDWWKHORJLVWLFDO
GLIFXOWLHV RI VKLSSLQJ WHFKQRORJLHV IURP &RUH WR %RXQGDU\ PHDQW
that they suffered a poorer standard of living than their Core-ward
SHHUV7KH\JUHZPLOLWDQWDQGVRPHGHPDQGHGVHSDUDWLRQIURPWKH
6SKHUHDVXJJHVWLRQWKDWZDVVFRIIHGRQ6RO7KHVHSHRSOHEHFDPH
NQRZDV6HSDUDWLVWV:KDWVWDUWHGDVDPLQRUSROLWLFDOGLVDJUHHPHQW
took on darker shades when some Separatist worlds tried to forcibly
HMHFW6SKHUHFRQWURODQXSULVLQJWKDWWKH6SKHUHFUXVKHGPHUFLOHVVO\
%XWWKH&RUHVDWWHPSWVWRVWDELOLVHWKH6SKHUHEDFNUHGWKHLUKHDY\
handed tactics with the Boundary worlds causing an escalation in
GLVFRQWHQWWKDWQDOO\VSLUDOOHGLQWRFLYLOZDU7KH6HSDUDWLVWZDUKDG
EHJXQ

The First Separatist War


The war rumbled on for nearly one hundred years before reaching
DYLUWXDOVWDOHPDWH7KHWHFKQRORJLHVRIWKH&RUHZHUHIDUVXSHULRU
WR WKRVH IRXQG DW WKH %RXQGDU\ EXW WKH %RXQGDU\ ZDV GLIFXOW WR
reach and the combatants more determined than their Core-ward
NLQ 6WLOO IRU PRVW LQ WKH 6SKHUH WKH ZDU ZDV LQVLJQLFDQW EHLQJ
IRXJKWFRXQWOHVVOLJKW\HDUVIURPWKHP%XWZDUVDUHLQVLGLRXVWKLQJV

76

:LOGILUH
WKH\DUHIRXJKWLQPLQGVDVZHOODVRQEDWWOHHOGV$IHZRIWKH
governments on the Core-ward worlds began to sympathise with the
Separatists, recognising the Boundary worlds desire for freedom as
a mirror image of what they saw as their own suffering under the
EXUJHRQLQJEXUHDXFUDF\RIWKH6SKHUH7KH\IHOWDNLQVKLSZLWKWKHLU
GLVWDQWFRXVLQVDQGVRPHGHFLGHGWRVWULNHDEORZIRUIUHHGRP2Q
one of these Core worlds, Nexbakar, a plan was hatched that would
UHPRYHWKHLQXHQFHRIWKH6SKHUH

6HSDUDWLVWFRQLFWVUDJLQJDFURVVWKH%RXQGDU\

The Instability Plot


The exact nature of the device is not known, but somehow the
Separatists managed to send an unstable construct through the local
IDXOW 7KH WUDYHUVH GHWRQDWHG WKH GHYLFH VHQGLQJ D KXJH SXOVH RI
energy down the fault and destroying the terminal structure at the
IDXOWVRSHQLQJEUHDNLQJWKHOLQNEHWZHHQ1H[EDNDUDQGWKHUHVWRI
WKH6SKHUHDQGDFKLHYLQJWKH6HSDUDWLVWVDLPV

77

:LOGILUH
%XWWKH6HSDUDWLVWVDFWLRQVKDGIDUUHDFKLQJFRQVHTXHQFHV7KHSXOVH
RI GHVWUXFWLRQ GLGQW VWRS DW 1H[EDNDU EXW ZDV LQVWHDG PDJQLHG
E\ WKH HQHUJLHV LQKHUHQW LQ WKH IDXOWV 7KH VXUJH UXVKHG WKURXJK
IDXOWDIWHUIDXOWDWRPLVLQJWHUPLQDOVWUXFWXUHVDORQJWKHZD\$OPRVW
instantaneously the entire system of faults collapsed, isolating every
ZRUOGRIWKH6SKHUH:RUVHVWLOOLQWKH6ROV\VWHPZKHUHWKHJUHDWHVW
concentration of terminal structures girdled the Earth, the ensuing
GHVWUXFWLRQ VZDWKHG WKH VXUIDFH RI WKH ZRUOG ZLWK KXJH TXDQWLWLHV
RI UDGLDWLRQ FRPSOHWHO\ VWHULOLVLQJ WKH SODQHW :LWK WKH WUDQVSRUW
network destroyed the Separatists had achieved their aims and
separated themselves from the Sphere, but they had brought down
WKH6SKHUHDQGGHVWUR\HGWKHKRPHRIKXPDQLW\LQWKHSURFHVV

7KHDUFDQHJHRPHWULHVRIDWHUPLQDOVWUXFWXUHNH\WR)DXOWWUDYHO

78

:LOGILUH
The Age of Isolation
Attempts to reopen the Sphere failed, the excess of energies at play
KDGVHHPLQJO\VHDOHGWKHIDXOWVSHUPDQHQWO\:LWKWKHIDXOWVFORVHG
each world was isolated in space, and without the Sphere every
KXPDQSODQHWHYROYHGDORQH6RPHVXFFXPEHGWRWKHLURZQLQWHUQDO
ZDUV DQG ZHUH UHGXFHG WR EDUEDULVP VRPH RXULVKHG XQGHU WKHLU
RZQUXOH*RYHUQPHQWVURVHDQGIHOO%XWRQHWKLQJZDVLQHYLWDEOH
 WKH ROG WHFKQRORJLHV ZHUH ORVW 7KH $JH RI ,VRODWLRQ ODVWHG RYHU
four hundred years, a dark age for humanity, a return to pre-Sphere
OHYHOV RI WHFKQRORJ\ DQG HQOLJKWHQPHQW 0RUH RPLQRXV VWLOO VRPH
worlds discovered that although they had lost all contact with the
6SKHUHWKH\ZHUHQRWDORQH:LWKWKHFROODSVHRIKXPDQFLYLOLVDWLRQ
RWKHU UDFHV PRYHG WR OO WKH SRZHU YDFXXP FODLPLQJ ZRUOGV DQG
resources they had previously looked on with greedy eyes but dared
QRWWRXFK

Recovery
Near the end of the age of isolation, some worlds recovered portions of
WKHLUORVWNQRZOHGJHDVVFLHQWLFEUHDNWKURXJKVDFFRPSDQLHGSROLWLFDO
VWDELOLW\ 2Q VRPH ZRUOGV XQFRYHUHG KLGGHQ FDFKHV RI WHFKQRORJ\
were uncovered, remnants of the era immediately after the fall of
WKH IDXOWV 2QH RI WKHVH ZRUOGV 0LODQD PDGH WKH PRVW LPSRUWDQW
GLVFRYHU\RIDOO2QWKHRUELWLQJPRRQRI0LODQDZDVGLVFRYHUHGWKH
remains of a damaged Faultliner that had escaped destruction when
WKHIDXOWVFORVHGDVKLSWKDWFRQWDLQHGDQLQWDFWPDSRIWKH6SKHUH
Using this discovery Milana began performing tentative experiments
LQIDXOWWHFKQRORJ\

A New Dawn
)RUWKHQH[WVL[W\\HDUV0LODQDZRUNHGWRXQGHUVWDQGIDXOWWHFKQRORJ\
An early discovery was that what ever forces had sealed the faults
had relaxed presumably, the energies involved in the Instability
3ORW KDG GLVVLSDWHG 8VLQJ WHFKQRORJ\ IURP WKH )DXOWOLQHU 0LODQD
EHJDQSDLQVWDNLQJO\DWWHPSWLQJWRFRQVWUXFWDWHUPLQDOVWUXFWXUH
(YHQWXDOO\ WKH\ ZHUH VXFFHVVIXO $ QHZ )DXOWOLQHU FRQVWUXFWHG
following details recovered from the ancient vessel successfully
WUDYHOOHG EHWZHHQ 0LODQD DQG WKH QHLJKERXULQJ ZRUOG +\GUD 7KH
Hydrans welcomed the appearance of their neighbours, and it
VHHPHG WKDW DW ODVW WKH JDOD[\ KDG EHHQ UHRSHQHG +RZHYHU WKH

79

:LOGILUH
UHFUHDWLQJRIWKH6SKHUHZRXOGQRWEHWKDWVLPSOH0LODQDQUHVHDUFK
discovered that faults could only be travelled away from a terminal
VWUXFWXUH,IDWWKHHQGRIWKHIDXOWDVHFRQGWHUPLQDOVWUXFWXUHZDV
LQQRWLQSODFHDUHWXUQMRXUQH\ZDVQRWSRVVLEOH7KHJRYHUQPHQWRI
0LODQDXQGHUVWDQGLQJWKLVOLPLWDWLRQVHQWVXIFLHQWPDWHULDOWKURXJK
the fault to construct a terminal structure at Hydra, but those faults
that linked Hydra to other neighbouring systems were one-way
WLFNHWVLQWRWKHXQNQRZQ$OWKRXJKVRPXFKKDGEHHQJDLQHGE\WKH
introduction of Milanan technology, it seemed that recreation of the
6SKHUHZDVQRWSRVVLEOH
Hydra and Milana reviewed their discoveries and made an historic
GHFLVLRQ7KH\IRUPHGDQ$FFRUGWKDWVWDWHGWKDWWKHFLYLOLVDWLRQRI
mankind was destined rise from the ashes or disaster the Sphere
PXVWEHUHERUQ7KH0LODQDQVDQG+\GUDQVZRXOGWUDYHOWKHIDXOWV
they discovered and create new terminal structures, reconnecting
WKHORVWZRUOGVRIWKH)LUVW6SKHUH7KH\HDUZDVGHFODUHG\HDURI
WKH$FFRUGDQHZGDZQIRUPDQNLQG

All at Any Cost


The Lords of Accord as the rulers of Hydra and Milana named
WKHPVHOYHVTXLFNO\UHDOLVHGWKDWLIWKH6HFRQG6SKHUHZDVWRUHDFK
WKH VL]H RI WKH UVW DFFHVV PXVW EH PDGH WR DOO WKH ZRUOGV WKDW
were once members, as the short range of the faults meant that
RQO\ QHLJKERXULQJ ZRUOGV FRXOG EH FRQQHFWHG GLUHFWO\ ,Q HVVHQFH
the doctrine was simple for the Second Sphere to grow, all the
ZRUOGVRIPDQNLQGPXVWMRLQWKH$FFRUG7KLVEHFDPHWKHPRWWRRI
WKH$FFRUGDOODWDQ\FRVW
7KH$FFRUGVHWRXWWREULQJRWKHUORVWZRUOGVEDFNLQWRWKHIROG)RU
many worlds the chance to re-connect with the neighbours was well
received, and they aided the Accord technologists in constructing
WHUPLQDO VWUXFWXUHV 2WKHUV KRZHYHU GLG QRW VHH WKH $FFRUG LQ WKH
same light, preferring their isolation to what they saw as aggressive
HPSLUH EXLOGLQJ E\ WKHVH QHZFRPHUV 7KHVH ZRUOGV UHVLVWHG WKH
Accord, refusing to cooperate in allowing the Accord to build terminal
VWUXFWXUHV8QIRUWXQDWHO\WKHVHZRUOGVVRRQIRXQGWKDWEHKLQGWKH
ZHOFRPLQJKDQGRIWKH$FFRUGOD\DQLURQVW

80

:LOGILUH
The Second Separatist war
The Accord named those worlds that resisted joining them and the
growing Second Sphere as Separatist, raising spectres of the past
WKDWKDXQWHGPDQNLQGDVDQH[FXVHWRZDJHZDU,QLWLDOO\WKH$FFRUG
attempted to overthrow Separatist governments and instil their own
puppets by direct force, paving the way for the construction of a
WHUPLQDO VWUXFWXUH EXW WKLV ZDV FRVWO\ DQG GLIFXOW HVSHFLDOO\ DV
forces sent through one-way faults had no way of communicating
ZLWKWKHUHVWRIWKH6HFRQG6SKHUH7KLVOHGWRWKHGHYHORSPHQWRID
WZRVWDJHSODQLQOWUDWLRQWKHQLQYDVLRQ

&RQLFW UDJHV EHWZHHQ 6HSDUDWLVW IRUFHV DQG DWWDFNLQJ )LUH


Warriors
,QOWUDWLRQ LQYROYHG VHQGLQJ LQ VPDOO GHWDFKPHQWV RI ZDUULRUV WR
destroy strategic sites, resources and individuals within the Separatist
UHJLPH 0HDQZKLOH UHVRXUFHV DQG GURSVKLSV ZHUH IHUULHG RQ WKH
RQHZD\ MRXUQH\ DFURVV WKH IDXOW E\ $FFRUG )DXOWOLQHUV $VVXPLQJ

81

:LOGILUH
WKH6HSDUDWLVWJRYHUQPHQWGLGQRWIDOOWKHLQOWUDWLRQVWDJHZRXOG
be followed by a full-scale invasion, with dropships reigning down
RQ WKH WDUJHW ZRUOG (YHQWXDOO\ WKH 6HSDUDWLVW ZRUOG ZRXOG IDOO WR
WKHPLJKWRIWKH$FFRUGDQGEHZHOFRPHGLQWRWKH6HFRQG6SKHUH$
terminal structure would be built, and the process of growth would
EHJLQDJDLQ

Wildfire!
:HOFRPH WR ZDUIDUH LQ WKH \HDU  $FFRUG )ODPH :DUULRUV DQG
6HSDUDWLVWV ZDJH FODQGHVWLQH ZDUV RQ LQQXPHUDEOH ZRUOGV 7KH
)ODPH:DUULRUVJKWIRUWKHJURZWKRIWKH6SKHUHZKLOH6HSDUDWLVWV
JKWIRUWKHLUIUHHGRP$QGVRPHZKHUHLQWKHPLGGOHDOLHQIRUFHV
JKWWRPDLQWDLQWHUULWRU\WKH\KDYHVHL]HGDIWHUWKHFROODSVHRIWKH
)LUVW6SKHUH7KHJDOD[\LVRSHQLQJWRKXPDQLW\DQGRQFHDJDLQWKH
DPHVRIZDUVSUHDGOLNHZLOGUH

Fire, Storm and Steel


The military forces of the Accord across the Boundary are known as
)LUH6WRUPDQG6WHHO)LUHLVWKHQDPHJLYHQWRWKHLQIDQWU\IRUFHV
RI WKH &RUH HVSHFLDOO\ WKRVH 6SHFLDO )RUFHV WKDW UVW SHQHWUDWH
6HSDUDWLVWZRUOGVLQDQDWWHPSWWRGHVWDELOLVHWKHSUHVLGLQJUHJLPH
7KH XVXDO )LUH LQOWUDWLRQ WDFWLF LV WR HQWHU D V\VWHP WKURXJK D
RQHZD\IDXOWXVLQJDVSHFLDOO\DGDSWHG)DXOWOLQHU6\VWHPHQWU\LV
typically made far out from the target world at ninety-degrees to the
SODQHRIWKHSODQHWDU\GLVFPLQLPLVLQJWKHSRVVLELOLW\RIGHWHFWLRQ
As the Faultliner makes its silent entry into the system a search
is carried out for a rocky world near the target planet, to act as a
EDVHRIRSHUDWLRQV7KH)DXOWOLQHUGHSRVLWVLWVORDGRIGURSVKLSVDQG
WUDQVSRUWVDQGKHDGVEDFNRXWV\VWHP$EDVHLVFRQVWUXFWHGIURP
ZKLFKLQOWUDWLRQUXQVFDQEHPDGHWRWKHWDUJHW)URPWKLVEDVH)LUH
Warriors are used to perform small, contained operations against
the Separatist regime, striking at key resources or personnel and
SDYLQJWKHZD\IRU6WRUPWKHVSDFHVXSHULRULW\IRUFHRIWKH$FFRUG
By weakening resolve and removing key military targets, especially
spaceports and other defences that could pose a threat to Storm,
)LUHSHUIRUPVDQLQYDOXDEOHVHUYLFHIRUWKH$FFRUG
Storm performs three main tasks neutralising Separatist space

82

:LOGILUH
forces, constructing and maintaining the terminal structure that will
RSHQWKHZRUOGWRWKH$FFRUGDQGVKLSSLQJLQ6WHHO7KHDSSHDUDQFH
of Steel, the combined infantry and armoured ground force of the
$FFRUGPDUNVWKHQDOSKDVHRI$FFRUGRSHUDWLRQV6WHHOLVWDVNHG
ZLWKEULQJLQJWKH6HSDUDWLVWZRUOGWRKHHO)LUH6WRUPDQG6WHHOLV
WKHPRVWZHOORLOHGPLOLWDU\PDFKLQHNQRZQWRKXPDQLW\

$W\SLFDO$FFRUGEDVHRIRSHUDWLRQVKLGGHQGHHSZLWKLQD6HSDUDWLVW
V\VWHP
:LOGUHGHDOVZLWKVPDOOVFDOHPLOLWDU\DFWLRQSULQFLSDOO\LQYROYLQJWKH
UVW)LUHDQGWKHLQFXUVLRQRI$FFRUG)ODPH:DUULRUVLQWRD6HSDUDWLVW
UHJLPH)XUWKHUH[SDQVLRQVRI:LOGUHZLOOGHDOZLWKWKH6WRUPDQG
6WHHODVSHFWVRI6HSDUDWLVWVXSSUHVVLRQ

Fire
The Accord military has at its command the technologies of the

83

:LOGILUH
HQWLUH&RUHDQG)LUHLVULJKWO\FRQVLGHUHGWKHEHVWHTXLSSHGJKWLQJ
PDFKLQHLQWKH6SKHUH7HFKQRORJLHVVXFKDV6KDUGULHVDQG6KDUG
grenades, Photonic weapons such as the long-range glow guns and
close assault acoustic weapons make up common Accord military
HTXLSPHQW 3RZHU DUPRXU LV SOHQWLIXO DQG PRVW VROGLHUV ZHDU
FHUDPLF SODWH -XPS GHYLVHV DUH DOVR FRPPRQ RQ WKH EDWWOHHOG
JLYLQJ)ODPH:DUULRUVUDSLGPRYHPHQWFDSDELOLWLHV

7KH)LUH:DUULRUEDVWLRQRIWKH$FFRUG)LUHDUPRIWKHPLOLWDU\
Flame Warriors are fairly uniform across the massive expanse of the
%RXQGDU\ZRUOGVZLWKRQO\VPDOOVFDOHORFDOYDULDWLRQVLQPDNHXS
Flame Warriors are also predominantly human, as non-humans are
considered non-native to the Sphere (despite where their home
worlds may be located), which is considered human space by
ULJKW RI WKH OHJDF\ RI WKH )LUVW 6SKHUH 0RVW )ODPH :DUULRUV WHQG
WR EH VSHFLDOLVWV 'HGLFDWHG UDQJHG DQG DVVDXOW FRPEDW WURRSV DUH
FRPPRQRIWHQDFFRPSDQLHGE\LQIDQWU\VXSSRUWZHDSRQU\+HDY\
power-armoured troops are also fairly common where hitting a target
KDUGDQGIDVWLVDSULPDU\UHTXLUHPHQW

84

:LOGILUH
There follows some examples of a variety of Flame Warriors employed
RQWKH%RXQGDU\ZRUOGV 

Name: _Fire Warrior


Quality:_Elite_____

Total points cost:_152___

Move allowance: _6_____


Jump Move allowance:_6/2 (Image of unit)
Resilience:_5___________
Guts:_3_______________
Strength:_6____________
Nerve:_4______________
Weapons.........
Type (V/I): (1)_I___(2)_V_____(3)_I____
Fire Power: (1)_5___(2)_4____(3)______
Range: (1)_6___(2)_2____(3)______
Ranged Damage: (1)_3___(2)_4____(3)______
Area?: (1)_NA__(2)_1____(3)______
Indirect?: (1)_NA__(2)_Y____(3)______
Assault Strength: (1)_____(2)______(3)_4____
Assault Damage: (1)_____(2)______(3)_3____
Other info: Weapons (in order) - Shard
carbine, Photonic grenades, blade, Ceramic
armour

$W\SLFDO)LUH:DUULRU)LUH7HDPZHOOWUDLQHGZHOODUPHGDQGZHOO
SURWHFWHG

85

:LOGILUH
Name: _Fire Warrior
Quality:_Elite_____

Total points cost:_132__

Move allowance: _6_____


Jump Move allowance:_NA (Image of unit)
Resilience:_8___________
Guts:_3_______________
Strength:_6____________
Nerve:_4______________
Weapons.........
Type (V/I): (1)_I___(2)_I_____(3)______
Fire Power: (1)_5___(2)______(3)______
Range: (1)_6___(2)______(3)______
Ranged Damage: (1)_3___(2)______(3)______
Area?: (1)_NA__(2)______(3)______
Indirect?: (1)_NA__(2)______(3)______
Assault Strength: (1)_____(2)_5____(3)______
Assault Damage: (1)_____(2)_5____(3)______
Other info: Weapons (in order) - Shard pistol,
Power blade, Powered armour

$W\SLFDO)LUH:DUULRU)LUH7HDPDGDSWHGIRUPHOHHFRPEDWZHDULQJ
KHDY\SRZHUHGDUPRXU
)LUH :DUULRUV PDNH XVH RI D YDULHW\ RI YHKLFOHV RQ WKH EDWWOHHOG
PDLQO\ GHVLJQHG IRU WKH UDSLG GHSOR\PHQW RI WURRSV 972/V DUH D
FRPPRQFRPSRQHQWRI$FFRUGIRUFHV

86

:LOGILUH
Name: _Accord Transport_ Total points cost:_329__
Quality:_Elite_
Movement type:__VTOL___
Acceleration:__3/6_______
Manoeuvrability:__2_____
Max Speed: __30_________
Rough ground:__-NA-_____
Capacity:__2___Fire Teams
Resilience:__5__________
Strength:__5___________

(Image of unit)

Weapons.........
Type (V/I) ?: (1)__V_____(2)__I_____
Fire Power: (1)__2_____(2)__6_____
Range: (1)__10____(2)__6_____
Ranged Damage: (1)__3_____(2)__4_____
Area?: (1)__N_____(2)__N____
Indirect?: (1)__N_____(2)__N____
Assault Strength: (1)________(2)________
Assault Damage: (1)________(2)________
Arcs (F, RS, LS, R): (1)_F,RS.LS__(2)F,RS.LS, R
Other info:

$Q$FFRUG972/GHVLJQHGWRGHSOR\)LUH:DUULRUVULJKWLQWKHPLGVW
of the action

87

:LOGILUH
Separatists
The Boundary covers a vast area of space and the forces of the
regimes labelled Separatists by the Accord are as many and varied
DVWKHZRUOGVWKH\LQKDELW7KHIDXOWVRQFHOLQNLQJ6HSDUDWLVWZRUOGV
in the First Sphere have been closed for hundreds of years, with the
HQIRUFHGLVRODWLRQUHVXOWLQJLQH[WUHPHO\GLYHUVHSHRSOHV+RZHYHU
VRPH JHQHUDOLVDWLRQV DUH SRVVLEOH 6HSDUDWLVW IRUFHV DUH OHVV ZHOO
HTXLSSHG WKDQ WKH )ODPH :DUULRUV RI WKH $FFRUG KDYLQJ VXIIHUHG
WHFKQRORJLFDO GHWHULRUDWLRQ LQ WKH \HDUV RI LVRODWLRQ +XPDQV VWLOO
dominate the worlds that made up the First Sphere, but aliens are
PRUHZLGHVSUHDGWKDQLQWKH*ROGHQ$JHRIPDQNLQG6RPHZRUOGV
have completely fallen to other races, whereas in others humans and
DOLHQVDUHLQFRQLFWRUOLYHLQXQHDV\SHDFH7RWKH$FFRUGWKHUDFLDO
PDNHXSRIDZRUOGLVLUUHOHYDQW6HSDUDWLVWVDUH6HSDUDWLVWV
Examples of Separatist forces shall be presented when we look at
9HVSHUV6HSDUDWLVWZRUOGRIWKH%RXQGDU\RIWKH6HFRQG6SKHUH

88

:LOGILUH
Vespers Separatist World in the
334/221 Sector of the Boundary
The world known as Vespers was once a powerful and technologically
DGYDQFHGPHPEHURIWKH)LUVW6SKHUH$ZDWHUZRUOGUHPLQLVFHQWRI
the original earth, Vespers is a beautiful planet with a rice ecosphere
that has survived biological and radioactive contamination remarkably
ZHOO2QFHDSRZHUIXODQGSURVSHURXVZRUOG9HVSHUVVXIIHUHGEDGO\
after the collapse of the original fault lines, soon falling to barbarism
WKURXJK D VHULHV RI EORRG\ VXFFHVVRU ZDUV +RZHYHU RYHU UHFHQW
decades Vespers has dragged itself out of the mire of degeneracy
to regain some small token of its former glory, mainly through the
WHDFKLQJVRIDKDUVKDQGXQIRUJLYLQJUHOLJLRQ

9HVSHUVDZRUOGUHFRYHULQJIURPWKHUDYDJHVRILVRODWLRQ

89

:LOGILUH
Ecosphere
Vespers is a geologically complex world, with an active core and a
ZDWHUEHDULQJDWPRVSKHUHJLYLQJWKHSODQHWDG\QDPLFHQYLURQPHQW
Smaller than Earth, Vespers has a similar atmosphere and climate
ZLWK WURSLFDO VXEWURSLFDO WHPSHUDWH DQG DUFWLF ]RQHV /LIH IRUPV
are many and varied, and have survived well despite the widespread
H[WLQFWLRQVWKDWRFFXUUHGGXULQJWKHVXFFHVVRUZDUV2QO\WKHVWHULOH
areas on the largest continent are devoid of life, having never
UHFRYHUHGIURPELRZHDSRQGHSOR\PHQWVGXULQJWKH\HDUVRILVRODWLRQ
Most cities are positioned in the temperate and tropical zones well
away from enduring bioagents, the arctic zones being considered too
LQKRVSLWDEOHIRUKXPDQOLIH

Populace
7KHSHRSOHVRI9HVSHUVDUHKXPDQDOEHLWVLJQLFDQWO\GLYHUJHQWIURP
WKH$FFRUGQRUP*HQHWLFLVRODWLRQDQGWKHUHPQDQWVRIFKURPRVRPDO
manipulation from the early years of isolation have left their mark many men are sterile, and shortened lifetimes and mental instability
DUH VDGO\ FRPPRQSODFH DPRQJVW IHPDOHV 6RPH XSOLIWHG DQLPDOV
from the technological ages of Vespers survive in normal society, but
PDQ\KDYHHGWRWKH&RPPXQHVGXHWRSHUVHFXWLRQDVDUHVXOWRI
WKHLUSHUFHLYHGOLQNVZLWKWKH6NDOGH7KHPDMRULW\RISHRSOHRI9HVSHUV
are deeply religious, following the teachings of Zerce, a prophetess
who preached her ascetic mesasage just under one hundred years
DJR7KHFDQRQRI=HUFHDGYRFDWHVGHYRWLRQRIVRFLHW\WKURXJKJUHDW
SHUVRQDOVDFULFHDQGLVFRQVLGHUHGDKDUVKDQGXQ\LHOGLQJPHVVDJH
FRPSDUHGWRRWKHU6HSDUDWLVWUHOLJLRQVHQFRXQWHUHGE\WKH$FFRUG
2QO\WKH/DWKHULWHFRPPXQLVWVGHQRXQFHWKHVHWHDFKLQJV

Government
Vespers has had many forms of government since the collapse of
the First Sphere, but the current system has proved to be the most
HQGXULQJ 7KH PDMRULW\ RI 9HVSHUV LV JRYHUQHG E\ D PDWULDUFKDO
WKHRFUDWLF W\UDQQ\ 7KH $EEHVVHV RI WKHVH UXOLQJ 6LVWHUKRRGV
maintain their position through religious authority and their access
WR SUHGHJHQHUDWLRQ WHFKQRORJ\ *RYHUQLQJ WKH PDMRU FRQWLQHQWV
of the world through secretive Holy Councils, the Abbesses have
steered their people through the dark years and re-established
9HVSHUV DV D WHFKQRORJLFDOO\ DGYDQFHG ZRUOG ,QWHUQHFLQH FRQLFW
does occur between the Sisterhoods, usually relating to schisms

90

:LOGILUH
in religious doctrine, but these actions are highly ritualised and
FDUHIXOO\FRQWUROOHGE\WKH+RO\&RXQFLOV7KH6LVWHUKRRGVRI9HVSHUV
legitimise their authority through their possession of relics relating
to the life of Zerce, to the masses the possession of these relics is an
XQTXHVWLRQDEOHOLFHQVHWRUXOH7KHRQO\GLVVHQWLRQWR6LVWHUKRRGUXOH
FRPHVLQWKHIRUPRIWKH/DWKHULWH&RPPXQHVHTXDOULJKWVHQFODYHV
ORFDWHGRQVRPHRIWKHKHDYLO\GHIHQGHGLVODQGVWKDWGRWWKHZRUOG
These areas have resisted the attention of the Abbesses due to the
large caches of First Sphere technology that have been found hidden
RQWKHVHLVODQGV

$PHPEHURIWKH6LVWHUKRRGDQGKHUSHUVRQDOJXDUGD3HQLWHQW

Military
Each of the Sisterhoods of Vespers has their own private army
FRQVLVWLQJRI+RO\0DUW\UV RIFHUV FRPPDQGLQJ3HQLWHQWVFRQYLFWHG
IHORQVWKDWVHUYHDVVROGLHUVLQUHWXUQIRUHYHQWXDOIUHHGRP3HQLWHQWV
DUHRIWHQSRRUO\HTXLSSHGE\$FFRUGVWDQGDUGVZLWKRQO\WKH0DUW\UV
DQGWKHEHVWRIWKHFRQYLFWHGZDUULRUVDZDUGHGHTXLSPHQWIURPWKH

91

:LOGILUH
6LVWHUKRRGVSHUVRQDODUPRXULHVVXFKDVVKDUGSURMHFWRUVDQGSRZHU
ZHDSRQV,QWKHIHZGLUHFWFRQLFWVWKDWKDYHWDNHQSODFHRQ9HVSHUV
WKHVHIRUFHVKDYHUHVSRQGHGZHOOWRWKHLQOWUDWLRQRIWKH$FFRUG7KH
Latherite communes have few soldiers, instead depending on their
FDFKHVRIDGYDQFHGZHDSRQU\IRUSURWHFWLRQ7KHIROORZLQJH[DPSOHV
RIW\SLFDO9HVSHUVIRUFHVLOOXVWUDWHWKHFDSDELOLWLHVRIWKHVHZDUULRUV

Name: _Martyr___
Quality:_Regular__

Total points cost:_90___

Move allowance: _6_____


Jump Move allowance:_NA (Image of unit)
Resilience:_5___________
Guts:_2_______________
Strength:_6____________
Nerve:_4______________
Weapons.........
Type (V/I): (1)_I___(2)_I_____(3)______
Fire Power: (1)_7___(2)______(3)______
Range: (1)_5___(2)______(3)______
Ranged Damage: (1)_4___(2)______(3)______
Area?: (1)_NA__(2)______(3)______
Indirect?: (1)_NA__(2)______(3)______
Assault Strength: (1)_____(2)_4____(3)______
Assault Damage: (1)_____(2)_4____(3)______
Other info: Weapons (in order) - Shard
assault rifle, Relic blade, Heavy ceramic
armour

$0DUW\UKHDYLO\DUPRXUHGDQGEHDULQJWKHEHVWDUPRXUDYDLODEOH
LQKHUFLYLOLVDWLRQ

92

:LOGILUH
Name: _Penitent__
Quality:_Regular__

Total points cost:_105___

Move allowance: _6_____


Jump Move allowance:_NA (Image of unit)
Resilience:_3___________
Guts:_2_______________
Strength:_6____________
Nerve:_4______________
Weapons.........
Type (V/I): (1)_I___(2)_V_____(3)_I____
Fire Power: (1)_4___(2)_5____(3)______
Range: (1)_5___(2)_2____(3)______
Ranged Damage: (1)_3___(2)_3____(3)______
Area?: (1)_NA__(2)_1____(3)______
Indirect?: (1)_NA__(2)_Y____(3)______
Assault Strength: (1)_____(2)______(3)_2____
Assault Damage: (1)_____(2)______(3)_1____
Other info: Weapons (in order) - Grazer rifle,
Cluster grenades, small blade, Plate armour

7KHSHQLWHQWVSRRUO\DUPRXUHGEXWSDFNLQJFRQVLGHUDEOHUHSRZHU
7KH 6LVWHUKRRG PDNH XVH RI D UDQJH RI YHKLFOHV RQ WKH EDWWHHOG
PDLQO\XVLQJROGEXWUHOLDEOHWHFKQRORJLHV'HVSLWHWKHLUDJHWKHVH
PDFKLQHVFDQEHTXLWHGHDGO\

93

:LOGILUH
Name: _Sisterhood tank_ Total points cost:_350__
Quality:_Elite_
Movement type:__Hv. track_
Acceleration:__3/10_______
Manoeuvrability:__1_____
Max Speed: __20_________
Rough ground:__10______
Capacity:__1___Fire Teams
Resilience:__12_________
Strength:__12__________

(Image of unit)

Weapons.........
Type (V/I) ?: (1)__V_____(2)__I_____
Fire Power: (1)__8_____(2)__5_____
Range: (1)__15____(2)__8_____
Ranged Damage: (1)__5_____(2)__3_____
Area?: (1)__N_____(2)__N____
Indirect?: (1)__N_____(2)__N____
Assault Strength: (1)________(2)________
Assault Damage: (1)________(2)________
Arcs (F, RS, LS, R): (1)F,RS.LS, R_(2)F,RS.LS, R
Other info:

$6LVWHUKRRGWDQNSDFNLQJTXLWHDSXQFKRQWKHEDWWOHHOG

94

:LOGILUH
Accord Activities on Vespers
7KH)ODPH:DUULRUVRIWKH$FFRUGDUHFXUUHQWO\HQJDJHGLQLQOWUDWLRQ
WKHUVWVWHSRIIXOO$FFRUGLQYDVLRQ7KH\HPSOR\DGXDOVWUDWHJ\WR
GHVWDELOLVHVRFLHW\RQ9HVSHUV7KH$FFRUGFRYHUWO\DWWDFNKRO\VLWHV
and lay blame at the feet of rival Sisterhoods, in the hope that these
WHUURULVW DFWLYLWLHV ZLOO FDXVH D JURXQGVZHOO RI XQUHVW WKDW FRXOG
IHDVLEO\ VSLOO RYHU LQWR FLYLO ZDU 7KH 6LVWHUKRRGV WKHPVHOYHV KDYH
recognised this strategy and are aware of Accord forces, but are
unwilling to release the knowledge for fear of causing widespread
SDQLF )ODPH :DUULRUV DUH DOVR VXSSOHPHQWLQJ WKLV FDPSDLJQ E\
making clandestine attacks against major military and political
installations, laying the preparations to eliminate these resources at
WKHDSSHDUDQFHRI6WRUP

1RWDOOHQHPLHVRIWKH$FFRUGDUHKXPDQ

The Skalde
Considerably complicating activities on Vespers has been the
DSSHDUDQFHRIWKH6NDOGH7KLVUDFHRIVHPLDTXDWLFDOLHQVDSSHDUHG

95

:LOGILUH
on Vespers some thirty years previous to the arrival of the Accord,
DQGKDVEHHQDWWDFNLQJWKHHGJHVRI9HVSHUVVRFLHW\VLQFHWKDWWLPH
The origin of the Skalde is unknown, although none of the worlds
in the system appear capable of supporting their biology, leading
WR WKH FRQFOXVLRQ WKDW WKH\ RULJLQDWHG RXWV\VWHP 5HODWLYHO\ IHZ
in number, the Skalde use uplifted animals as their shock troops,
genetically manipulating native species for their own purposes
XVLQJLPSUHVVLYHELRHFKQRORJLHV2Q9HVSHUVWKHPDLQIRFXVRIWKHLU
genetic work has been the primates originally introduced into the
SODQHWVHFRV\VWHPE\KXPDQFRORQLVWVGXULQJWKHHDUO\)LUVW6SKHUH
Skalde is the name that the uplifted soldiers use when referring
WR WKH DOLHQV WKH PHDQLQJ RI WKH QDPH UHPDLQV XQFOHDU 6NDOGH
genetic creations closely resemble the pre isolation-era uplifted
species that were created at the height of the First Sphere, leading
WRVHYHUHSHUVHFXWLRQRIWKHUHPDLQLQJHQFODYHVRIQDWLYHXSOLIWVE\
WKH6LVWHUKRRGV

7KH 6NDOGH DQG WKHLU SDZQV WKH XSOLIWV DUH GDQJHURXV DQG
XQSUHGLFWDEOHHQHPLHVRIERWKWKH6LVWHUKRRGVDQGWKH$FFRUG

96

:LOGILUH
6NDOGHDFWLYLWLHVVHHPWRWDOO\UDQGRPWRWKH6LVWHUKRRGV6LQFHWKHLU
appearance the Skalde have been making concentrated attacks in
YHU\VSHFLFORFDWLRQVDWWHPSWLQJWRFDSWXUHDQGKROGVPDOODUHDV
RIODQGWKDWRIWHQVHHPWRKDYHQRVWUDWHJLFDGYDQWDJH2QFHWKH\
KDYHRYHUUXQDQDUHDWKH\JKWELWWHUO\WRPDLQWDLQWKHLUIRRWKROGV
breeding uplifted soldiers on-site at prodigious rates to secure their
JDLQV'XULQJWKHVHDFWLRQVWKH6NDOGHKDYHHQFRXQWHUHGERWK9HVSHUV
DQG$FFRUGIRUFHVDQGVHHPZLOOLQJWRDWWDFNERWKSRZHUV$FFRUG
strategic analyses have determined that the Skalde are attempting
to control the sources of various rare elements on the planet for their
XQNQRZQUHDVRQV
6NDOGH HTXLSPHQW LV DGYDQFHG 7KHLU RZQ ZDUULRUV ZLHOG KLJKO\
advanced projectile weapons operating on obscure principles of
PDVHUWHFKQRORJ\7KHLUXSOLIWHGWURRSVDUHDUPHGZLWKELRDGDSWHG
power weapons and projectile weapons, favouring crude destructive
SRZHU RYHU JUDFH 9HKLFOHV IDYRXUHG E\ WKH 6NDOGH WHQG DUH IDVW
transports caable of dropping of their Uplift slaves right at the front
OLQH
The following examples of Skalde and uplift troopers might be
HQFRXQWHUHGRQ9HVSHUV

97

:LOGILUH
Name: _Skalde____
Quality:_Recruit___

Total points cost:_70___

Move allowance: _8_____


Jump Move allowance:_NA (Image of unit)
Resilience:_4___________
Guts:_1_______________
Strength:_6____________
Nerve:_4______________
Weapons.........
Type (V/I): (1)_I___(2)_I_____(3)______
Fire Power: (1)_7___(2)______(3)______
Range: (1)_6___(2)______(3)______
Ranged Damage: (1)_4___(2)______(3)______
Area?: (1)_1___(2)______(3)______
Indirect?: (1)_NA__(2)______(3)______
Assault Strength: (1)_____(2)_1____(3)______
Assault Damage: (1)_____(2)_1____(3)______
Other info: Weapons (in order) - Plasma
caster, Heavy enviromental suit

6NDOGHZDUULRUVDUHIDVWEXWZHDNSRRUO\DGDSWHGWRFRPEDW

98

:LOGILUH
Name: _Uplift_____
Quality:_Regular___

Total points cost:_85___

Move allowance: _6_____


Jump Move allowance:_NA (Image of unit)
Resilience:_4___________
Guts:_2_______________
Strength:_6____________
Nerve:_4______________
Weapons.........
Type (V/I): (1)_I___(2)_I_____(3)______
Fire Power: (1)_5___(2)______(3)______
Range: (1)_5___(2)______(3)______
Ranged Damage: (1)_4___(2)______(3)______
Area?: (1)_NA__(2)______(3)______
Indirect?: (1)_NA__(2)______(3)______
Assault Strength: (1)_____(2)_7____(3)______
Assault Damage: (1)_____(2)_5____(3)______
Other info: Weapons (in order) - Sonic
assault rifle, Powered blade, Metallic alloy
armour

%XWWKHLUXSOLIWVODYHVDUHDJJUHVVLYHDQGGHDGO\LQFORVHFRPEDW

99

:LOGILUH
Name: _Skalde APC___ Total points cost:_314__
Quality:_Elite_
Movement type:__Hover___
Acceleration:__3/8________
Manoeuvrability:__2_____
Max Speed: __25_________
Rough ground:__10______
Capacity:__3___Fire Teams
Resilience:__5_________
Strength:__5__________

(Image of unit)

Weapons.........
Type (V/I) ?: (1)__V_____(2)__I_____
Fire Power: (1)__4_____(2)__3_____
Range: (1)__10____(2)__6_____
Ranged Damage: (1)__3_____(2)__2_____
Area?: (1)__1_____(2)__N____
Indirect?: (1)__N_____(2)__N____
Assault Strength: (1)________(2)________
Assault Damage: (1)________(2)________
Arcs (F, RS, LS, R): (1)_F,RS.LS_(2)_F,RS.LS__
Other info:

6NDOGH WUDQVSRUWV DUH XVHG WR GHSOR\ WKHLU 8SOLIW VKRFN WURRSV DV
FORVHWRWKHDFWLRQDVSRVVLEOH

100

:LOGILUH
Wildfire on Vespers
8VLQJWKHWURRSVGHWDLOHGKHUHDVWHPSODWHV\RXFDQJKWRXWWKH
covert war of the Accord on Vespers, against Separatists and Skalde
DOLNH)HHOIUHHWRDOWHUWKHYDOXHVJLYHQIRUWKHWURRSVHVSHFLDOO\WKHLU
TXDOLW\WRFUHDWHP\ULDGWKHIRUFHVWKDWEDWWOHDFURVVWKHSODQHW

101

:LOGILUH
Name: __________
Quality:_________

Total points cost:_______

Move allowance: _______


Jump Move allowance:___ (Image of unit)
Resilience:_____________
Guts:_________________
Strength:______________
Nerve:________________
Weapons.........
Type (V/I): (1)_____(2)______(3)______
Fire Power: (1)_____(2)______(3)______
Range: (1)_____(2)______(3)______
Ranged Damage: (1)_____(2)______(3)______
Area?: (1)_____(2)______(3)______
Indirect?: (1)_____(2)______(3)______
Assault Strength: (1)_____(2)______(3)______
Assault Damage: (1)_____(2)______(3)______
Other info:

$ EODQN )LUH 7HDP UHFRUG FDUG IRU \RX WR SKRWRFRS\ IRU \RXU RZQ
forces

102

:LOGILUH
Name: __________
Quality:_________

Total points cost:_______

Movement type:__________
Acceleration:____________
Manoeuvrability:_________
Max Speed: _____________
Rough ground:___________
Capacity:______Fire Teams
Resilience:_____________
Strength:______________

(Image of unit)

Weapons.........
Type (V/I) ?: (1)_______(2)________
Fire Power: (1)_______(2)________
Range: (1)_______(2)________
Ranged Damage: (1)_______(2)________
Area?: (1)_______(2)________
Indirect?: (1)_______(2)________
Assault Strength: (1)_______(2)________
Assault Damage: (1)_______(2)________
Arcs (F, RS, LS, R): (1)_______(2)________
Other info:

$ EODQN )LUH 7HDP UHFRUG FDUG IRU \RX WR SKRWRFRS\ IRU \RXU RZQ
forces

103

:LOGILUH

$FWLRQVPDUNHUVIRU\RXWRSKRWRFRS\IRU\RXUJDPHV

104

:LOGILUH
Notes:

105

Das könnte Ihnen auch gefallen