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Rules
Version 1.3
Choosing a Model
Each Hero and Follower is represented on
the table by a Macrocosm model. You are
free to choose any model to represent
each character, but make sure your
opponent knows which one is which. The
easiest way to do that is to use the model
that most closely represents the character
in question. The main rule is to have fun,
so dont get too caught up on whether the
models are 100% correct or not.
Facing on Models
Unlike some other games you may play,
Macrocosm assumes that, while your
model is static, the character it represents
is constantly in motion, checking their
surroundings and preparing for an attack.
As such we do not use facing in this game
and your model is considered to be able to
see in all directions regardless of the
direction the model is actually facing.
Therefore they may draw a line of sight in
360.
Resilience:
Health:
Requisitioning Forces
In the full rulebook it will be possible to craft your own individual forces from a list of available soldiers
and heroes. For now, youll have the contents of the Starter Set, but feel free to play with any of the
Macrocosm models youve purchased and give us feedback at our Facebook Page.
Setting up a Game
Exceptional Results
When a player makes a roll and more than
one of their dice beats the highest result of
their opponent, they have achieved an
exceptional result.
This means that the level of success is
more impressive than a simple success
would warrant. The effect of an exceptional
result is listed under the specific action.
Measuring Ranges
During the game, you will be required to
measure ranges for movement and
weapon range. You can measure range at
any time, just try to make sure you dont
interrupt your opponent or disrupt the
game too much.
All ranges are measured in inches.
Scatter Dice
Sometimes a weapon will have the
potential to scatter, even if it misses its
target. If you use such a weapon, one of
your dice must be considered a Scatter
Dice. This dice will indicate both the
distance and direction a weapon will
scatter, by the number of the dice and the
direction the top point of the dice indicates.
When using a scatter weapon, if all attack
dice miss the target, then move any blast
marker, a number of inches indicated on
the scatter die and in the direction it is
pointing. If the blast marker lands on top of
any models (friendly or enemy) they each
take a Damage roll of 1D8 per of
Special Dice
Some weapons have additional effects in
addition (or perhaps instead of) damage.
When using such a weapon, you will be
informed to use a number of special dice
(these may be bonus dice). It is probably
best to use a different colour of dice or to
roll them separately, if these dice hit, then
they will have a specific effect, as indicated
on their description. If the dice misses, the
effect will not trigger.
Movement
Each model that activates in a turn may move.
There are various types of movement that can be
selected, including some special types that will be
described either in Special Rules, or on the models
description.
Rough Terrain
This type of terrain represents
areas of ground that are broken
or otherwise difficult, but not
impossible to cross (i.e. a river). A
model can Hustle across Rough
Terrain, but cannot Sprint across
it.
Damaging Terrain
This type of terrain represents
terrain that may hurt anyone
trying to cross it (i.e. lava flows,
pools of acid). This terrain acts as
Rough Terrain, but a model takes
a number of Damage dice
depending on how dangerous the
terrain is (generally 1-3).
When crossing this terrain, a
player can use a models Speed
or Resilience to resist the
damage of the terrain.
Deadly Terrain
This type of terrain is so
dangerous that it will instantly kill
any model that fails to cross it
(e.g. a chasm). This terrain acts
as Rough Terrain, but a model
takes a number of Damage dice
depending on how deadly the
terrain is (generally 1-3).
When crossing this terrain, a
player uses a models Speed to
resist the damage. If they fail and
take any damage, the model is
removed from play, regardless of
how much Health they have
remaining.
Impassable Terrain
This type of terrain cannot be
traversed by normal means. It
serves to block a models
movement and to make the
battlefield less regular.
Linear Obstacles
These are walls, fences, rock
piles etc. essentially any terrain
that has height and is laid out in a
line. In order to traverse this
terrain a model must climb (see
below) provided the obstacle is
more than 2 in height. In general,
Linear Obstacles grant Heavy
Cover. However, hedges and
vegetation will usually only grant
Light Cover (see below).
Buildings
This terrain represents habitation
cubicles and bunkers, which the
civilisations of Macrocosm use to
live in or to protect themselves. In
general Buildings will be
impassable terrain. However, you
may be able to climb onto the
roof, or indeed get inside the
building, should your model allow.
Ruins
The battlefields of Macrocosm are
littered with the remnants of
previous settlements or the
evidence of recent conflict. As
such ruins are common. A ruin is
generally considered to be a
collection of Linear Obstacles,
typically in close proximity and
perhaps with one or two floors.
Ruins provide Heavy cover.
Climb
When trying to cross a section of linear
terrain or a wall, the model must climb. A
climbing model must roll their Speed,
resisted by the height of the obstacle/wall.
The wall resists with 1 Dice per 1 over 2,
up to a maximum of 3 Dice. If a model fails
in their climb roll, they fall. To make things
easier, the distance they fall is considered
to be half the total height of the structure
they failed to climb. However, they must
always roll a minimum of 1 Dice of
damage.
Leap/Fall
When a model tries to descend from a
height, they must leap down (or fall). A
model can descend up to 2 without a roll.
However, if they descend any greater
distance, they take a damage roll of 1 Dice
per 1 over the 2 allowed, up to a
maximum of 3 Dice.
The damage from Leaping/Falling can be
resisted with Speed, or Resilience.
Hiding
If a model ends its turn in base contact
with a section of terrain that covers more
than 25% of the miniature, it can elect to
hide. A hidden model cannot move or take
out of turn actions, but enemy models
cannot draw a line of sight to the hidden
model if their line of sight passes through
the piece of terrain that is hiding the
model. This means that enemy models
cannot shoot the hidden model, use
special abilities or powers that require line
of sight against it, or charge into hand-tohand combat with it, while it remains
hidden.
A hidden model may elect to shoot,
charge, use a special rule or power against
an enemy model during its activation. If it
does so, the enemy is considered to be
ambushed (see below). If a model shoots,
charges, uses a special rule or power or
moves out of cover, it is no longer
considered to be hidden.
o Spotting Hidden Models
In order to spot a hidden model,
an enemy needs to make a roll of
1D8 + 1 bonus dice for each of
Accuracy, opposed by the
number of dice the terrain grants
for difficulty (1-3) + any bonus
dice for Poor Visibility. If the
spotter wins the roll, the model is
no longer considered to be
hidden. This applies to all enemy
models, as the spotter is
assumed to relay the position of
the discovered model to their
allies.
Scarper
Scarper is an out of turn move action that
can be taken by a model that has not
activated during a players turn.
If an enemy model finishes a movement
action within the line of sight of a model
that has not activated the model that as
not activated can elect to Scarper. This
allows the model to make a normal Hustle
move in any direction, to escape detection.
The model may not climb or jump during
this movement, but they may elect to Hide
(see above).
If a model makes a Scarper move, they
cannot be activated during the players
next turn.
Exceptional Results
When rolling to traverse terrain, it is
possible to obtain an Exceptional Result.
For each success rolled, over and above
the 1 required for success, the model may
Dodging a Shot
When being shot at, it is assumed that a
target is going to dodge. This is not always
the case. If the target is ambushed, they
will find it harder to Dodge, the player may
also choose for the character to Hunker
Down, where they simply take the hit and
hope their innate toughness and amour
can ignore the damage.
Ambush
Sometimes it is possible to
ambush a target. If a model
begins its activation completely
out of sight of an enemy, or they
were Hidden (see above) then
they have ambushed their target.
It is much harder for a target
enemy to dodge an attack when
they are ambushed. As such they
may only roll 1D8 when making
their dodge roll.
Aimed Shots
A model can elect to make an aimed shot.
In order to make an aimed shot, the model
cannot also move during its activation (it is
too busy taking aim). If the model does not
move and shoots with an aimed shot, it
makes a single attack roll (i.e. no
additional attacks due to special rules) and
can reroll results of a 1 when making the
attack roll.
A model can only make an Aimed Shot
during their activation; they cannot apply
the Aimed Shot bonus to Pot Shots or any
other type of out of action shooting.
Exceptional Results
When rolling to hit with a ranged weapon,
it is possible to achieve an exceptional
result. For each additional success rolled
(above the one required to hit) the
attacking model gets to roll an additional
Damage Dice when making their damage
roll they have obviously hit with multiple
shots or even a particularly vulnerable
spot.
Pot Shots
If a model has not activated during a
players turn, it can declare an out of action
Pot Shot, at any enemy model that ends its
movement action within line of sight that is
not also hidden.
When a model makes a Pot Shot, they
make a normal attack roll, exactly as
above, but they may only ever fire a single
shot (i.e. Burst Fire and Rapid Fire have
no affect).
A model that makes a Pot Shot, cannot
then be activated during the controlling
players next turn.
Firing into Hand-to-Hand Combat
A shooter is able to fire into a melee
combat, in which they have allied models.
However, this is dangerous. Calculate the
dice as normal, however, if the shooter
rolls a 1, then their ally must take a dice of
damage (which is resisted normally but
increased by +1 for each of Power the
weapon has).
Counter Attack
If a character decides to Counter
Attack, then they oppose the
incoming attack, using 1D8 plus a
bonus dice for each of their
Ferocity with an additional bonus
dice for each point of Quality their
weapon possesses. If they
succeed, they damage their
attacker, exactly as if they had
instigated the combat.
Ambush
Just like a ranged attack, if a
model begins its activation
completely out of sight of an
enemy, or they were Hidden (see
above) then they have ambushed
their target.
It is much harder for a target
enemy to dodge an attack when
they are ambushed. As such they
may only roll 1D8 when making
their dodge roll.
Exceptional Results
It is possible to achieve and exceptional
result with an attack roll, dodge roll or
counter attack roll. In the case of an attack
or counter attack, exceptional results add
an additional damage dice for each
success over and above the one required
to hit. For the dodge roll, the model can be
moved an additional 1 out of combat, for
each additional success.
Taking Damage
The ultimate purpose of combat is to injure or kill
your opponent. As such, we must have a way to
determine who if anyone is not going back to their
loved ones after this battle.
Exceptional Results
It is possible to achieve an exceptional
result with a damage roll. For each
success, over and above the one required
to succeed, the attacker reduces the
Health of their target by one additional .
If a damage resistance roll gains an
exceptional result, it is possible to use the
additional successes to remove existing ill
effects, or prevent additional effects from
the resisted attack. As the target gains a
sudden adrenalin burst. For each success
over and above the one required, the
model may remove one ongoing effect
they are suffering from, or may stand up if
knocked down.
Unable to Activate
Sometimes a model will be affected by an
attack or effect that stops them activating.
In this case, the models activation
immediately ends and it cannot be
selected for a normal activation, until the
required duration is up, or in the case of
injury, it receives healing.
When a model is unable to activate
normally, it can still select to use the Gotta
Keep Fighting action (see below).
o Injured
When a models Health drops to
zero, they are injured. Theyre not
dead (at least not yet), but they
are Unable to Activate and
Knocked Down (see above) for
the rest of the game, or until they
receive some form of treatment or
healing. Those that can provide
healing have this noted on their
character descriptions. In any
case, an injured model can still
receive an activation, but the only
action it can take is Gotta Keep
Fighting!
Becoming a Casualty
This is the most decisive effect a model
can suffer from during a game of
Macrocosm. If an injured model is attacked
and damaged again, it is removed as a
casualty.
In a campaign, the exact result of what
happens to the model is determined
randomly. However, in the case of a oneoff or skirmish battle, the model is
considered to be dead.
Exceptional Results
It is possible to get an exceptional result
when rolling for Gotta Keep Fighting. For
each success over and above the one
required, the model can be moved 1 from
its starting position, potentially getting it
into some lifesaving cover.
Secondary Objectives
These are much more nebulous and overarching
reasons to battle. They represent the motivations
and ultimate goals of your faction. Completing
Failure Conditions
As well as being able to complete your Objectives,
there are ways that your opponent can foil your
plans. If your opponent completes the Failure
Conditions on your Primary Objective, you have
failed and cannot score a victory unless you also foil
your opponent (by completing their Failure
Conditions) and score more MPs for your
Secondary Objectives in other words
recovering from a failure is more difficult that simply
succeeding in the first place!
Primary Objective
Rescue Mission
One of your team has become separated and pinned down. They have vital information, relevant to your overall
goals. You must to rescue them in order to continue.
Requirements For this Objective, you require a piece of terrain that grants hard cover outside of both your
and your enemys deployment zone. If this requirement is not met, reroll this Objective. Select one of your
models. Your opponent may place this model within the selected area of hard cover. This model is considered
to be pinned down and afraid. They may not move and are considered to be hidden. They are allowed to make
Pot Shots, but if they do, they are no longer considered to be hidden, until they choose to hide again. Once a
friendly model has approached within 6 of the model to be rescued, it can activate normally.
Victory Conditions Once it can activate normally, the model to be rescued must be returned to your
Deployment Zone. If you get them there, you win.
Failure Conditions The model to be rescued is removed from the table.
Patrol Route
You need to secure a safe route through the area.
Requirements None
Victory Conditions You must get your models from your deployment zone to the enemy deployment zone
and at least one of them must leave the table via the enemy table edge.
Failure Conditions The enemy removes 2 or more of your models from the table while they are in the enemy
deployment zone.
Equipment Drop
Your allies are dropping or have hidden some useful supplies in the local area. You need to find them and get
them back to your base.
Requirements A suitable marker to indicate the supply crate. Place the marker for the supply crate in the
centre of the table. Your opponent then rolls to scatter the marker twice. It must end up at least 6 from its
starting position. The supply crate is a (size ) object.
Victory Conditions One of your models must pick up the supply crate and take it off the edge of the table via
your deployment zone. If you get the crate off the table, you win.
Failure Conditions Your opponent can destroy the supply crate. It is hit automatically by hand-to-hand
attacks and avoids ranged attacks with . It also uses to resist damage. If it is damaged, it is destroyed.
Enemy Contact
You have encountered the enemy now you must drive them back or eliminate them.
Requirements None
Victory Conditions You have removed 50% or more of your enemys models from the table or they have
chosen to retreat.
Failure Conditions 50% or more of your faction have been removed from the table, or you have chosen to
retreat.
Fighting Retreat
Trapped outside your normal deployment zone, you need to fight your way back to safety.
Requirements For this objective, you need a relatively large terrain piece (at least 6 in diameter). If such a
terrain piece does not exist, then reroll this Objective.
Victory Conditions Choose a suitable terrain piece at the start of the battle. You must deploy at least 50% of
your Faction inside the chosen terrain. You need to get at least one of the models deployed in the chosen
terrain off your table edge, via your deployment zone. If you do, you have won.
Failure Conditions All of the models deployed within the chosen terrain piece are removed from the table or
inactive at the end of any turn.
Kill or Be Killed
Its time for revenge! You are hunting an enemy commander and nothing short of death will do for victory
Requirements None
Victory Conditions You remove an enemy commander from the table.
Failure Conditions Your commander is removed from the table.
Macrocosm the Game, the Macrocosm logo are trademarks of Macrocosm Games.
The exclusive copyright in the contents of this package is the copyright of Macrocosm Games 2015
All rights reserved.