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Table of Contents

1. Components ................................ 3
2. Terms ................................................. 4
3. Scale ................................................. 6
4. Sequence of Play ............ 6
5. The player impulse ....... 7
6. Movement...................................... 8
7. Stacking ......................................... 9
8. Combat ............................................. 9
9. Assault combat ............... 12
10. combat results .............. 12
11. Rally ............................................. 13
12. Line of sight ......................... 13
13. Vehicle combat ................ 14
14. Walkers and Kaiju....... 15
15. Card actions ........................ 17
16. Abilities ....................................... 19
17. Powers ........................................ 20
18. Scenarios.................................. 21
19. The skirmish game ....... 27
20. Credits ..................................... 28
21. Designer notes ............. 28

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The year 2034. They appeared in our solar system without warning. Humanitys attempts to communicate with
the massive fleet drew static. The alien fleet closed Earth. Humanitys exhilaration at first contact quickly turned to
fear and panic. Then the Aliens attacked.

Earths military and population centers were quickly overwhelmed by kinetic strikes that wiped out billions in
a matter of days. Men. Women. Children. The aliens ruthless tactics and unrelenting use of force earned them their
name Killers.

Three years after the initial invasion. Humanitys darkest hours. Yet the human spirit still endured. Slowly but
surely, we learned to fight the Killers. This was our home, not theirs. Small groups of militias harnessed every weapon
at their disposal to make the Killers pay. The human resistance dusted off aging tanks, and adapted new technology
for their purposes.

As time wore on, humans evolved. Some, who could harness the power of their minds in strange new ways,
were dubbed Mentals. They could control minds, move metal, and throw energy as a weapon. The Mentals allied
with humanitys resistance and amidst the cities of rubble and the oceans of blood, they made the only stand they
could their last stand.

Together, the militias, their weapons, and the powerful Mentals, strove to pull humanity from its darkness.
Night of Man is a tactical, game board and counter, card-driven game that recounts Earths struggle against the in-
vading Killers, our struggle to emerge from the Night of Man.

Night of Man
Night of Man (NoM) is a card-driven game that recreates humanitys battles against the invading aliens, the Killers.

1. Components
Each copy of NoM includes the following components:

1. Four Maps. These regulate movement and give you and your
friends something to fight over.

2. Five Counter Sheets. Counters representing the alien Killers and


humans fighting them. Also included are administrative markers used for
signifying actions taken, combat results, and other functions.

3. 54 Playing Cards. These cards activate the Killers and Human units
in the game.

4. Players Aid Card (PAC). Provides various information used to play


the game.

5. Rulebook. Its in your hands right now.


6. Eight scenarios. (Part of the rulebook).

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2. Terms

The following terms are used throughout the rules.

Unit. Units are the fighters in NoM. For example, the humans Abrams tank, the Killers MECA infantry, the Han-
dler, and Jack. In short, any counter placed on the board and used to fight against the
enemy. The numbers and icons on a unit represent the following. Note that with all
these numbers, larger numbers represent a greater proficiency.

a. Hard Target: Any unit with an Armor Factor (AF), even a negative AF. These are almost
always vehicles or Walkers. Hard Targets normally have one step. The flip side of the counter
displays a vehicle wreck.
b. Soft Target: Any unit with an asterisk for an AF. Note that although trucks are vehicles,
they are also soft targets. Infantry are the predominant form of Soft Targets. The term Infantry
is frequently used in the rules and scenarios. The terms Infantry and Leg (6.1) units are used interchangeably
throughout the rules. They are:
Units that depict, in an overhead view, soldiers or civilians (including the Killers MECA).

A Character. A unit whose portrait is on the counter.

A Leg movement class. At least so far.

Infantry normally have two steps, the side of the counter with a gray band is the reduced
unit.

c. Targeting Modifier: The top left. This number represents the units ability to target vehicles with armor piercing
(AP) ammunition.
d. Armor Factor (AF): The bottom left. This number represents the units ability to survive a hit by AP ammunition.

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An asterisk indicates that the unit is a soft target and cannot be targeted by AP ammunition.
e. Armor Piercing Factor (APF): The top right. The APF factor represents the units ability to destroy vehicles with
Armor Piercing (AP) ammunition.
f. High Explosive Factor (HEF): The middle right. Represents the units ability to damage enemy units that do not
have armor. These are referred to as soft targets.
g. Movement Factor (MF): Represents the number of movement points the unit is allocated per impulse.
h. Powers and Abilities. In addition to the above factors, some units may have Powers and Abilities.
Powers: This is located in the bottom center of the counter. May be activated when a card which reads
Power is played by the units owner. Whenever a unit uses a power, it is marked Ops Complete.

Abilities: Located along the left side of a unit. Most Abilities are always on, but a handful, such as Sup-
pression or the Spiderbots Combined Fire, may be used at the owners discretion.

Mark says: Powers do not always represent special powers, but rather a capability
that the unit possesses. For example, a unit with the Explosive Rounds power has the
capability to fire explosive rounds that are more effective against soft targets. With
tanks, this might represent high explosive rounds; with infantry, this might represent
rifle grenades.

i. Characters: Characters are units, but they are much more. They represent special he-
roes, Mentals (humans with enhanced abilities), or individuals that can turn the tide of
battle. A character is represented with a portrait on the counter. For example, Larkin or
the Handler.

j. Cover Factor (CF): Most of the terrain has a Cover Factor that represents the amount of protection that the
terrain offers. This CF is found on the Terrain Effects Chart (TEC).

k. Impulse. The playing of card or cards to activate unit or units to perform actions. Players alternate impulses
until the turn ends.

l. Phasing Player. The player whose impulse it is.

m. Turn. A turn consists of numerous impulses and ends when the scenario-designated number of End Turn cards
are drawn (Usually three).

n. Markers. These are the administrative markers that assist in tracking game functions and signifying the status
of units. Examples are the Turn marker, Fired Marker, Moved marker, etc.

o. Cards. These are the playing cards used to activate a players units, enhance
their abilities, or denigrate an opponents actions. Each card has the following
components:

Upper and lower Action Blocks: These contain the text and denote actions that
your units may take or enhancements to actions taken. Three colors code these
actions: green, yellow, and red.

The green blocks denote an action only played in the players impulse. Unless
modified by the text on a card, only one action may be played in the players im-
pulse. For example, a player may play a card with a Move action in the lower Ac-
tion Block, to move one unit.

The red blocks denote an action to be played during the opposing players

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turn, in reaction to an action that he has taken. For example, a Glancing Shot may be played in reaction to a Fire
Action that results in a hit.

Yellow blocks support an Action. For example, a player could play Bullet Storm to support, i.e. enhance,
an attack on an enemy soft target.

If the block contains the word Power, the selected unit may activate a power in addition to firing or in
lieu of firing.

p. Targeting Number (TN). This is located in the lower left block and this number (-2 to 10 and Miss) is used to
determine whether or not the target of Armor Piercing (AP) fire is hit. There are also three other pieces of infor-
mation sometimes found in this block.

Turret Hit: This means that the vehicles turret, or heavily armored section, has been hit, increasing the
targeted units AF by one.

MF: When this card is drawn, a vehicle using moving fire automatically misses its target.

Miss: The shot misses its intended target.

q. APF Bonus: This number is added to the attacking units APF and compared to
the targets AF to determine if the target is destroyed. This number is either the
sole number in the lower right block or the number in the lower half of the
block. There are four other results located in the APF Bonus block. They are ei-
ther located in the lower half of the block or are the sole result in the block.
Shake, Dud, and Destroy apply to the targeted Hard Target. Hit or *Hit applies
to a Soft Target.

Shake!: The target is shaken.

Dud!: There is no effect on the target.

Destroy!: The target is destroyed.

Hit or *Hit: See below.

r. HE Result: This is located in the top half of the lower right block. If the word
"Hit" is present, the target suffers a hit (see Combat). If the Hit is preceded by an asterisk, the result only applies in
Assault Combat (10.0).
s. Pass. When a player doesnt draw, play, or discard a card, he has passed. If both players pass consecutively, the
turn moves to the Reserve Phase.

3. Scale
Units represent individual tanks, walkers, heroes, and infantry teams, such as squads or gun teams. The squares are
approximately 50 meters wide and each turn represents a few minutes of time.

4. Sequence of Play
1. Deal Cards. At the beginning of each turn, each player receives up to four cards. A player may not possess
more than four cards in his hand at any given time.
2. Determine Initiative. Do this at the beginning of each turn. Each player selects a card and places it face down in
front of himself. The players reveal the cards and compare the TN. The player with the higher number gains the initi-

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ative for the turn, and discards his card. The player that loses the initiative returns his card to his hand. A word, such
as Miss in the TN box is less than any, even a negative, number. If the Targeting Numbers tie, refer to the Armor
Piercing Factor bonus (APFB). The player with the higher APFB wins. If even those numbers tie (a rare occurrence,
really) the players must choose and reveal another card from their hand. In this event the winner must only discard
one card (his choice), the loser keeps both.
3. Beginning with the player who won the initiative, the players alternate impulses. In each impulse, a player
may draw cards, play cards, activate units, discard, or the player can do nothing and pass. See 5.0 the Player Impulse
for details.
When the scenario-prescribed number of End Turn cards have been laid down or when both players pass consecu-
tively, the turn moves to the Reserve Phase. If the final End Turn is drawn while resolving combat (8.0), complete the
resolution before moving to the Reserve Phase.
4. Reserve Phase. The player with the turn initiative moves first in the reserve phase.
a. In the Reserve Phase, the player with the initiative moves all his units, and then the other player moves
all of hers.
b. Only Eligible (5.1) units may move in the Reserve Phase. This includes units not currently on the map.
c. Eligible units that begin the Reserve Phase no closer than three squares (exclusive) to an enemy unit may
move as follows: Armored units may expend three movement points, infantry units may expend two, but
both types of units must stop immediately upon entering a square within three squares of an enemy
unit. Shaken units may only spend 1/2 of this movement allowance, fractions rounded down.
d. Eligible units that begin the Reserve Phase within three squares (inclusive) of an enemy unit, may move
one square, but may not enter an enemy units square. Shaken units that begin the Reserve Phase within
three squares (inclusive) of an enemy unit may not move.
5. Clean Up Phase. After the Reserve Phase is over, the players remove all markers except Damage and Shaken
Markers and discard all but one card from their hand. Begin again as per step 4.1 (Deal Cards) by dealing cards.

5. The Player Impulse


The player draws up to four cards. During each impulse, the player can
play one action card and an appropriate supporting card to go with it.

Once the card is played, the owner designates the unit the card will ac-
tivate. For example, the American player could play a card with the Fire
action on it to activate an eligible Abrams to fire or play a Rally Action to
remove a Shaken Marker or bolster a reduced unit.

The player may also play one supporting card that modifies his current
action. For example, a Fire Action is supported by an Aimed Shot.

Some cards do not activate a unit. For example, discarding a Command


Ops card allows the player to take two additional actions, Artillery exe-
cutes an artillery strike, and Reinforcements allow a player to discard
the card in order to draw another.

Some cards activate more than one unit. For example, Lets Get Em
allows the player to move two infantry units.
5.1 Units Eligible for Activation
Any unit not marked with a Fire, Ops Complete, or Moved Marker is eligible for activation. Such units are Eligible
Units (EU). Two exceptions are the Reload/Fire and Second Wind Actions. Units marked Fired may use the Reload/
Fire card, and units marked Fired or Moved may use the Second Wind action.

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5.2 Discarding
At the end of their impulse, a player may discard up to two cards. Discarding a card with a Reinforcements or Com-
mand Ops action earlier in your impulse does not count against this end-of-impulse two card limit.

6.0 Movement
To move, an EU must be activated by a Move, Fast Move, Lets Get Em card, or be activated in
the Reserve Phase. Units move square to square paying the movement costs delineated on the
Terrain Effects chart to enter the terrain. Units may move orthogonally or diagonally. The
movement costs are the same.

Units may pass through another friendly units square, but cannot violate stacking limitations
(7.0). Units may enter an enemy units square but must conduct assault combat as described
under 9.0 Assault Combat.
6.1 Movement Classes
There are six movement classes in Night of Man, and each has its designation letter next to its movement factor on
the counter.

1. Leg (L). Units that use their legs for propulsion.


2. Wheel (W). Units that use wheels for propulsion.
3. Off-road (O). Wheeled vehicles specifically designed for off-road movement.
4. Tracked (T). Units that commonly use tracks for propulsion.
5. Hover (H). Units that ride on air cushions.
6. Walker (K). The big, biped weapon platform method of locomotion.
6.2 Transporting Units
Units with a circled MF can transport Leg movement class units. The unit transporting the Leg
class unit is called the carrier. The transported unit is called the passenger. When halving MF
always round up in instances cited in 6.2.

1. If the carrier and passenger begin an impulse in separate squares, the owning player can
play a Move action to move either 1/2 of its MF, into the other's square and load.

2. If both the passenger and carrier begin their impulse in the same square, but unloaded, the owning player can
play a Move action to load the passenger and then move the two units 1/2 of the carrier's MF.

3. If carrier and passenger begin their impulse loaded they may either:
a. Move 1/2 the carrier's MF and unload.
b. Move the carrier's entire MF.
c. Unload and each move 1/2 of their MF.
4. Place a loaded passenger underneath its carrier.

5. Passengers unload into the same square as the carrier.

6. A loaded carrier may fire normally. The passenger may not fire.

7. If a carrier is destroyed while loaded, Inflict two hits on the passenger. If the carrier is destroyed in Assault, sur-
viving passengers retreat to an adjacent square.

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8. If a carrier is Shaken, so is its passenger. If a Shaken vehicle is rallied, so is the passenger.

9. Shaken passengers may unload, but neither passenger nor carrier can do more in the same impulse.
10. A Shaken carrier or passenger cannot load.
11. In all instances, if either passenger or carrier is activated by a Fast Move Action, the
extra 2 MPs are added to the total MP available before halving due to loading or unload-
ing.

12. A Lets Get em Action may be played to move and load up to two passengers, move
two loaded passenger and their carriers, or move and then unload two passengers from
their carriers.
6.3 Reverse Movement
Vehicles and Walkers face a squares vertices, as described in 13.3. The corner of the vehicle or Walker counter con-
taining the TM is considered the front of the vehicle or Walker. These types of units may only move into their frontal
squares (see 13.3). It costs them 1 MP for each vertices pivoted. They may however reverse into their flank squares.
See 13.3 for a complete explanation.
6.4 Minimum Movement
An EU given a Move action may always move at least 1 square, unless the movement would be into prohibited ter-
rain.

7.0 Stacking
Up to two units per side may stack in a square. Stacking limitations apply at all times.

8.0 Combat
There are two types of Combat in the Night of Man, ranged combat and assault combat.
Ranged combat occurs when one unit attacks another that isnt in its square. Assault combat
occurs when a unit moves into an enemy units square and conducts combat. Below we will cover non-vehicular com-
bat. We cover vehicle combat in a later section.

Mark says: Night of Man isnt a complex game, but I still want to prune the rules until we get to the minimum num-
ber needed to throw the counters on the board and get playing. We can learn about the vehicles later.
8.1 Ranged Combat
To conduct ranged combat an EU (5.1) must have a Line of Sight (LOS) (12.0) to its target, and the owning player
must play a card that allows the unit to fire (Fire, Reload/Fire, or in some cases, First Fire).
8.1.1 Fire against Soft Targets
Soft targets are targets that have an asterisk for an AF (2.d). Typically, these are units such as the Earth Militia Infan-
try, MG, and Dragon, the Killers MECA, as well as Characters, and belong to the Leg movement class (6.1). Use the
following procedure to resolve fire against soft targets.

Mark says: The Killers Mechanically Enhanced Combat Armor (MECA) soldiers are wearing exoskeleton suits. Those
suits do provide some protection and additional strength, which allows the Killers infantry to carry larger caliber
weapons than their Earth counterparts, but the suits do not have enough armor to be categorized as armored. They
do get the Difficult Target ability, which in their case, represents the difficulty in hitting a vulnerable area of the ar-
mor.

1. Designate the firing unit and the target.


2. Play an appropriate card. For example, Fire.

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3. Calculate the HEF firing, and modify as appropriate.
4. Execute the attack, by drawing the number of cards equal to the modified HEF calculated in step 3, and con-
sulting the HE Result (2.r).
To designate the target the attacking player designates a target in the LOS and range of the firing unit. For HE attacks
see the HE Range Modifiers table for limits on range.
Count the square the target is in, but not the square
that the firer occupies. It makes no difference if you
trace the range orthogonally, diagonally or both.

Example: The range from 4C3 to 4D5 is 2.

Play a Fire, Move and Fire, First Fire (in reaction to


an enemy attack on a Hard Target only), or Reload/
Fire Action.

To calculate the HEF, take the firing units HEF, modi-


fy it by any appropriate powers, range, abilities, and
the CF of the square the target occupies as described
on the Player Aid Card (PAC). This is the number of
cards the attacker player draws. On each card drawn,
the player consults the box in the lower right of the
card. If the word Hit appears (not *Hit), a hit has
been inflicted on the target. If the target is eliminat-
ed before all cards have been drawn (see Soft Target
Combat Results 11.0), stop drawing.

Example: The Militia player plays a Fire Action, desig-


nates the Militia Infantry unit in square 2B7 as the
firing unit and the Killers MECA in 2D6 as the target.
The LOS is clear, and the range is 2 squares. The Mili-
tia HEF is 1, add 1 for the range (see the HE Range
Modifiers table), and subtract 1 for the MECAs Diffi-
cult Target ability. The clear terrain has no CF, so the
final HEF is 1. The Militia player draws a card and
consults the lower right box, this called the Damage
Draw. Regardless of the result, the Militia player discards both the Fire action card used to initiate the attack and the
card drawn to resolve the attack. Mark the firing unit with a Fired marker.

Example 2: This is the same situation, but this time the Militia player plays a card with the word Power written in
the upper box, invoking the Militia units Explosive Rounds power. This power lets the Militia unit fire powerful explo-
sive rounds that add two to its HEF. The power also functions as a Fire Action. Everything else remains the same, so
now the final HEF is 3. The Militia player draws 3 cards and consults the lower right box in each. Regardless of the
result, the Militia player discards both the card used to initiate the attack and the cards drawn to resolve the attack.
Because the Militia Infantry used a power, it is marked with an Ops Complete marker.
8.1.2 Multiple Targets in a Square
If there is more than one target in a square, the attacking player may choose the target (Exception: Artillery 8.2).
Characters cannot be targeted by direct fire if there is another possible target in the square. Stop drawing cards
whenever a target is destroyed.

Mark Says: Yep, this is a simplification, but one that is well worth it. Without this rule players would do nothing but
target the Characters, drastically reducing their effectiveness.

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8.1.3 Multiple Attackers

As many units as are eligible can mass their HEF to attack, using a single Fire (only) Action. The attacking player desig-
nates one unit as the lead unit. All modifiers apply to this unit only, any other Eligible Units add their unmodified HEF
only. They need only meet range and LOS requirements.

Example: The Militia player plays a Fire Action, designates the Militia Infantry unit in square 4B7 as the lead firing
unit, the Militia Infantry unit in 4B6 as an additional unit and the Killers MECA in 4D6 as the target. The LOS is clear,
and the range is 2 squares. The Militia HEF is 1, add 1 for the range (see the HE Range Modifiers table), another 1 for
the additional unit in B6 (Since it is not the lead unit, it doesnt receive a range bonus.), subtract 1 for the MECAs
Difficult Target ability. The clear terrain has no CF, so the final HEF is 2. The Militia player draws two cards and con-
sults the cards lower right box. Regardless of the result, the Militia player discards both the Fire Action card used to
initiate the attack and the cards drawn to resolve the attack. Mark all firing units with Fired markers.

A Reload and Fire card only activates one unit from the previous attack.

If the target of Multiple Attackers would receive a Cover Factor benefit from one of the attackers, but not another,
the target receives no benefit at all.

Only Soft Targets may be the target of multiple unit attacks (Exception: Combined Attack Ability (16.0).
8.1.4 Opportunity Fire
Opportunity Fire is a special type of attack that occurs during your opponents impulse. If your opponent expends
movement points within the LOS and range of a friendly Eligible Unit (5.1), and you have a card with a Fire action,
you may halt the opponent in the square that meets the above requirements and fire on them. If more than one unit
is in the square, one that is moving, and one that is not, the Opportunity Fire targets the moving unit.

Opportunity Fire cannot be used against a unit entering your square, but you may Opportunity Fire against a jointly
occupied square. This might happen if an enemy unit moves into Assault Combat while simultaneously meeting the
requirements for Opportunity Fire. Every Hit affects the target enemy unit. Every *Hit affects a randomly deter-
mined friendly unit in the target square. Resolve the Opportunity Fire before the Assault Combat.

Resolve Opportunity Fire as you would any other Range Combat attack,
with the following exception. If the target unit suffers at least one hit, it
must stop moving, place an Ops Complete marker on the target. Mark
the attacker with a Fired marker.

Units with Powers may use the Power in an Opportunity Fire attack, if
they play the appropriate card.
8.2 Artillery
Artillery is most often called as a result of a card draw and subsequent
play. Artillery attacks the target square and two squares adjacent to the
target square. To call an artillery strike, a friendly unit must have a LOS
to the targeted square. The player draws the number of cards indicated
on the artillery card and consults the HE Result (10) against Soft Targets.
Resolve hits normally although if there is more than one Soft Target in a
square, draw an additional card for the HE resolution. When attacking a
square consisting on all Soft Targets, hits must be distributed evenly. In
other words, all units receive one hit before any receive a second.

If one of each (Soft and Hard) occupy a square, attack each with the ap-
propriate printed HEF (Soft) or APF (Hard). Hits against Hard Targets are
resolved by comparing the artillerys APF plus a drawn cards APF Bonus
to the AF of the vehicle. Equal to or greater is a hit. Artillery hits against a Hard Target Shake the target but never
eliminate it.

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9.0 Assault Combat
To conduct Assault Combat, an Eligible Unit (5.1) must play a Move, Fast Move, Lets Get em or other card-driven
action to enter an enemy units square. Assault Combat occurs as the last action in the players impulse. Hence, it is
possible that the phasing player can move more than one unit into the opposing units square. The attacker is the
player who moved units into the square. The defender is the player who occupied the square. Assault Combat is sim-
ultaneous (Exception: Shaken units 10.2), except where altered by card play.

To resolve Assault Combat total the number of HEF of the attacking units. These factors are NOT modified by range
or the terrain in the defenders square. They can be modified by abilities, powers, and/or Supporting Cards. The
attacker pulls a number of cards equal to the sum of the attackers HEF, minus any defender abilities, as discussed in
the previous sentence, and consults the HE Result (10). Every Hit or *Hit inflicts a hit. Do not apply the results.

The defender now fires on the attacker, using the same procedure. Now the results are applied. If there are two units
in the square, both must be Shaken before either is reduced and both must be reduced before either is eliminated.

If one side (i.e. the attacker or defender) is eliminated, the other side remains in the square. If neither side is elimi-
nated, the side suffering the most hits must retreat from the square. If both sides received an equal number of hits,
the attackers units retreat from the square.

Assault Combat against Shaken units is not simultaneous. The hits are applied against Shaken units before they coun-
terattack.

Only units with the Assault or Assault + abilities can initiate Assault. Those without the ability may defend with a HEF
of 1. A square can be the target of multiple assaults in a turn.

10. Soft Target Combat Results


There are three possible results when firing on a soft target, Hit, *Hit, and no result.

Hit: When the Damage Draw reveals a Hit in the lower right box. The target is hit.

*Hit: When the damage draw reveals a *Hit in the lower right box, the target is only hit
if involved in assault combat.

No Result: If neither Hit nor *Hit are in the box, the soft target isnt hit, regardless of
the number or word displayed.
10.1 Effects of a Hit
The first hit Shakes the target. Place a Shaken Marker on the unit. A hit on a Shaken unit flips the unit to its reduced
side. A hit on a Shaken and reduced unit eliminates the unit.
10.2 Shaken
A Shaken unit MF is halved; rounding fractions down, after any other modifiers, such as Fast Move are applied.

For example, a Shaken Earth Militia Infantry unit given a Fast Move order would have a MF of 2 (3+2/2 = 2.5 rounded
down to 2).

A Shaken unit cannot fire, may not initiate Assault combat, but may counterattack in Assault combat. Assault combat
against a Shaken unit is not simultaneous. The units initiating the combat inflict their hits, and then the Shaken unit
counterattacks.

For example, a Militia Infantry unit assaults a Shaken MECA unit. The Militia unit pulls two cards, resulting in 1 Hit.
This reduces the MECA unit, which reduces its HEF to 1. The MECA unit counterattacks with a HEF of 1.

A Shaken Unit may be rallied (see 12.0).

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10.3 Retreat
A unit required to retreat after assault combat must vacate its current square and retreat one square. If the unit was
the attacker, it must return to the square from which it entered the assault square. If the unit was the defender, it
must attempt to retreat directly away from the square from which the attacker entered. If the attackers entered
from multiple squares, the defender must attempt to retreat in the general direction away from the attack. If the
attack originated from opposite edges or vertices of the defenders square, randomly determine the square to which
the defender retreats. The retreating unit cannot retreat into an enemy occupied square. The retreating unit cannot
enter a square if it would overstack the square. A retreating unit cannot retreat off the game map or into prohibited
terrain. If a unit required to retreat cannot do so, it is eliminated instead.

11.0 Rally
By rallying a unit, a player may eliminate or at least, mitigate the
effects of enemy fire. To rally a unit, play a Rally or Bloodlust
Action and declare that you are rallying the unit. You may only
rally an Eligible Unit (5.1). If the unit is Shaken replace the Shak-
en marker with an Ops Complete marker.
11.1 Reconstitute
If a reduced, unshaken, Eligible Unit (5.1) is not in the LOS (13.0)
of an enemy unit, you may use a Rally or Bloodlust action on the
unit to reconstitute the unit. Play the action, designate the unit,
and flip the unit to its full strength side. Mark the unit with an
Ops Complete Marker If a Rally Action was used. Do not mark
the unit if a Bloodlust Action was used. You cannot use the same
Rally or Bloodlust action to remove a Shaken marker and recon-
stitute a unit. It takes two, separate actions.

12.0 Line of sight


To shoot at a unit, you must be able to see or trace a Line of
Sight (LOS) to the unit. You can always see an adjacent unit.

If both the firing unit and its target are on the same level (13.1),
determine if you have a clear LOS to a target by tracing a line
from the center of your square to the center of the target's
square. If this line crosses a red square border that is not part of
your square or the defending unit's square the LOS is blocked
and you cannot fire.
12.1 Multi-level Line of Sight
If the firing unit occupies a hill square, it can fire over all terrain
squares except other hills. Hence, only red lines surrounding
other hills block a hill units LOS. Woods and building squares do
create a one square shadow that blocks the LOS to the square
immediately behind the woods or a building square.

For example: A unit on 2F4 can see a unit in 2D4 and 2B4, but
not 2C4.

Stop! Or at least, slow down and take a break. Youve read eve-
rything that you need to play Stand and Deliver. We recom-
mend you play the scenario before learning the rest of the rules.

Green is clear. Red is blocked.

13
13.0 Vehicle Combat
The movement classes W, O, T, H, and K comprise vehicles. Walkers are considered vehi-
cles, although they do have specific rules (14.0). Vehicle combat in Night of Man is a two-
step process. The firing unit must first hit the target, and then the shot must penetrate the
targets armor.
13.1 Hitting the Target
To attack a target, the player must play a Fire, Reload/Fire or
First Fire Action and designate the firing unit and the target.
To fire on a target, it must be in the LOS of the firing unit.
Count the number of squares from the firer to the target.
Count the targets square, but not the firers. This is the base
to hit number. Modify the number by subtracting the firing
units Targeting Modifier (Remember that subtracting a nega-
tive number is the same as adding the number.), and then adding the Cover Factor of
the targets terrain. This is the modified to hit number.

Draw a card. If the Targeting Number (the number in the lower left block) is equal to
or greater than the modified to hit number, the target is hit. If the cards Targeting
Number also reads Moving Fire and the firing unit is conducting Moving Fire, the shot
automatically misses. If the Targeting Number reads Turret, the shot hits the targets
turret (or other heavily armored portion of the vehicle) and 1 is added to the targets
armor factor in the next step.
13.2 Destroying the Target
To Hit Number To determine if the target is destroyed draw a card and add
the APF Bonus in the lower right block to the firing unit's APF,
modified by the AP Range Modifiers table, to obtain the modi-
fied APF. If the modified APF is greater than or equal to the
target unit's AF, the target is destroyed (Exception: Walker
(14.0)). Flip the target unit to its wreck side.

The lower right block might also display several different


words.

If the lower right block displays the word Shaken, the


vehicle target unit is Shaken.
APF Bonus
If the block displays Dud! the shot has no effect.

If the lower right block displays Destroy! the vehicle target is destroyed.

Ignore Hit or *Hit results, these only apply to HEF and Artillery combat against Soft
Targets.

Example: The Killer player plays a Fire Action and declares that the Destroyer in square
2F10 will fire on the Militia Abrams in 2F4. The range is 6 and this becomes the base to
hit number. Subtract the Destroyers Targeting Modifier (4) and add the Cover Factor of
a hill (1). The modified to hit number is 3. The Killer player pulls the top card from the
deck and consults the Targeting Number in the lower left block. If that number is equal
to or greater than 3, the Abrams is hit.

Lets pretend the Killer player drew a 4 and hit the Abrams. The Killer takes the Destroyers APF (6), there are no AP
Range Modifiers. The final modified APF is 6. The Killer player draws a card and adds the APF Bonus (lower right

14
block). Well say the number is -4. Yeah, there are negative num-
bers. So 6 + (-4) is 2. The number 2 is less than the Abrams AF of
4, so the shot caroms into the desert sand and the Abrams lives
to fight again.
13.3 Target Facing
Soft Targets have no facing, but Hard Targets (which are usually
vehicles and walkers) must face a squares vertex. The walkers
or vehicles front is defined as the corner of the counter nearest
the vehicles Targeting Modifier. It is also the direction in which
the vehicle or Walker faces. Vehicles can only move into their
front arc, as shown in the image below. If they wish to move to a
square outside of their frontal arc, they must first pivot to a new
vertices. Pivoting to a new vertices costs 1 MP.

A vehicle or walker may reverse directly into a one of the three


squares opposite its front without pivoting by paying an addition-
al MP for each such square entered. The unit retains its initial
facing.

Unless a vehicle has the Fixed Weapon attribute, it can fire in a 360 degree arc. Units with the Fixed Weapon attrib-
ute can only fire through their front arc, unless they play a Move and Fire action, which lets them pivot in their cur-
rent square.

If a shot strikes a vehicle in its flank armor, 1 is subtracted from their armor.

For example, an Abrams flank armors value is 3.

Mark says: Yes, the turret thing is a bit of a simplification. We did test the game with turrets, but felt that it was more
trouble than it was worth. Certainly you may see a Night of Man variant in Yaah! magazine that provides turrets for
all the tanks, and the rules to use them. For now we hope you are satisfied with our turret hit simplification.

14.0 Walkers and Kaiju


Not the dead come to life, nor our publishers last name, walkers are the Killers biped weapon platforms. Walkers
are vehicles, but also use a salting of unique rules. Kaiju is the Japanese word for strange creature, but in America
the word has become synonymous with giant monster, as in Godzilla. Our Kaiju is a huge, humanoid beast called
Kedamono. He doesnt appear in any of the base game scenarios, but does play in some of the Kickstarter expan-
sions, and may be chosen by the Militia player in the Skirmish game.
14.1 Constructing Walkers
In every scenario that uses a walker, gamers must construct their machine. Players receive 7 Construction Points (CP)
when constructing heavy walkers, and 5 points for constructing light walkers. In the Night of Man base game, the
Killers Panther is a heavy walker, and their Cheetah is a light walker.

Use your points to purchase enhancements and add them to the base frame of the walker, by placing the Enhance-
ment Markers over the appropriate icon on the walker. You may purchase less than your allotted CPs, but never
more. For example, when equipping your Panther, you might purchase Laser Targeting (2CPs), Heavy Armor (2CPs),
and an Autocannon (2CPs), this would leave you 1 remaining CP. You could purchase an Anti-ballistic Coating (1CP),
but not Thermal Imaging (2CPs). The walker enhancements are:

Targeting

Enhanced Optics (1CP). Adds 1 to your Targeting Modifier.

15
Laser Targeting (2 CP). Adds 2 to your Targeting Modifier.

Thermal Imaging (2 CP). Adds 1 to your Targeting Modifier and negates target terrain Cover Factor.

Armor

Anti-Ballistic Coating (1 CP). Doesnt add to the walkers


armor, but absorbs the first hit.

Heavy Armor (2 CP). Adds 2 to the walkers Armor Factor.

Shields (2 CP). If the walker is hit, flip the Shields Marker


to the Charging side. If the walker is hit while the Shields
Marker is on its Charging side remove the marker. At the
end of the turn a Charging Marker is flipped to its Shields side.
Cloaking (2 CP). Subtracts 3 from an attacking enemys
drawn to hit number (13.1).

Weapons

Gauss Rifle (2 CP). APF 6, HEF 0.

Autocannon (2 CP). APF 3, HEF 3.

Heavy MG (1 CP). APF 0, HEF 2.

Mobility
Lightened Chassis (1 CP). +2 MF.

Reinforced Legs (+2). +2 AF.

14.2 Walkers in Combat


Except as described below, walkers are vehicles that engage in combat just as described
in 8.0 and 13.0. The exceptions are:

When walkers attack, they may fire all their weapons. Each weapon may fire at the same
or a different target. Keep in mind that although walkers Weapon Markers have both an
APF and a HEF factor, they may only use one in a given attack.

16
For example, a Panther equipped with an Autocannon and a Gauss Rifle could fire the Autocannon at a Militia infan-
try unit and the Gauss Rifle at an Abrams in the same impulse.

When walkers are hit by APF the attackers modified APF is compared to the total AF of all the AF enhancements
currently placed on the walker. If the modified APF equals or exceeds this number the walker takes a hit.

For example, a Panther with both Heavy Armor and Reinforced legs would have an AF of 4.

If a walker takes a hit that would destroy a normal vehicle, such as an Abrams tank (13.2) remove the top En-
hancement Marker that displays an armor bonus. The exception is the Shield as described above. Cloaking is con-
sidered an armor enhancement for the purpose of this rule. If a walker without armor enhancements takes a hit,
it is destroyed.

There are no special rules for a walker in Assault Combat. Nah, they dont stomp on the Militia or anything, but
they are assault capable units. These are 50-meter squares, after all.
14.3 Kedamono
Kedamono is a 15-meter tall Kaiju. He does not shake. Every hit against Kedamono either
removes a wound maker or if he no longer has a wound marker on his counter, flips
Kedamono to his reduced side. If already reduced, Kedamono is eliminated.
Kedamono s wound markers are purchased during skirmish games or assigned dur-
ing scenarios. Kedamono uses the same facing rules as walkers and vehicles. Kaiju
will be featured in expansions as more of the Night of Man story unfolds.

15.0 Card Actions


Unless otherwise stated on the card, all Actions, Supports, and Re-
actions apply to only one unit.

Bloodlust. This action allows you to rally (11.0) or reconstitute


(11.1) one EU (5.1). Do not mark the unit with an Ops Complete Mark-
er.

Fire. Allows you to fire with an EU (5.1) or group of units (8.1.3).


Mark all firing units with a Fired Marker.

Rally. Remove a Shaken Marker from an EU (5.1). Place an Ops


Complete Marker on the unit.

Move and Fire. An EU may move up to one half its Movement


Factor, with fractions rounded up. Unit may then fire. If the
unit is firing at a vehicle, an MF on the targeting draw (in the
Targeting Number block) is an automatic miss. If the unit is
firing at a Soft Target, subtract 1 from the firers HEF. Mark
the unit Ops Complete.

Rally 2. Remove a Shaken marker from or reconstitute up


to two EU (5.1). Place an Ops Complete marker on the unit/
units.

Command Ops. Discard a Command Ops card to play up to two additional actions. For example, you may discard
the Command Ops card and fire with one unit and move with another.

Reinforcements! You may discard the card and immediately, draw another. This does not constitute playing an
action, so you may then play another action, such as move.

Second Wind. Remove a Moved or Fired Marker from ONE unit.

17
Fast Move. You may move an EU (5.1), adding 2 movement points to the units movement factor. Mark the unit
with a Moved Marker.

Lets Get Em! You may move up to 2


infantry (Soft Target and Leg) EU that
start within 2 squares of each other.
Mark both with a Moved Marker.

Reload and Fire. One unit marked Fired


may fire again at its original target. Add 1
to the units Targeting Modifier or HEF.
Mark the unit Ops Complete.

Artillery. Attacks target square and two


adjacent squares to the target square. To
call an artillery strike, a friendly unit
must have a LOS to the targeted square.
The player draws the number of cards Examples of two possible artillery patterns. Explosion represents the
indicated on the artillery card and con- target square. Green squares are adjacent.
sults the HE Result (10) against Soft Tar-
gets. Resolve hits normally although if there is more than one Soft Target in a square, draw an additional card for the
HE resolution. When attacking a square consisting on all Soft Targets, hits must be distributed evenly. In other words,
all units receive one hit before any receive a second.

If one of each (Soft and Hard) occupy a square, attack each with the appropriate printed HEF (Soft) or APF (Hard). Hits
against Hard Targets are resolved by comparing the artillerys APF plus a drawn
cards APF Bonus. Artillery hits against a Hard Target Shake the target but never
eliminate it.
15.1 Supports
Bullet Storm. Add one to the HEF of an attacking infantry (any Soft Target) unit.
May be used in either Ranged Combat (8.1) or Assault Combat (9.0).

Ambush. The players unit may fire first in Close Assault, assessing all hits on the
target before the target returns fire. May not be played on a unit that is Shaken,
or a unit that does not possess the assault icon.

Aimed Shot. Add 2 to a units Targeting Modifier when firing on a Hard Target.
Must be played in addition to Fire only, not Reload and Fire or Moving Fire.

Critical Hit. Add 2 to the firing units APF when targeting a Hard Target.

Heavy Artillery. May only be played with the Artillery action. Adds one to
both APF and HEF.
15.2 Reactions
Glancing Shot. Subtract 2 from the firers APF bonus draw. Play after the
vehicle (Hard Target) is hit, but before the AP bonus draw.

First Fire. Play after your opponent declares he is firing a vehicle at anoth-
er vehicle. Both vehicles fire simultaneously and the results are assessed
after. Walkers are considered vehicles for resolving this card.

Light Wounds. Infantry/Soft Target may ignore one Hit or *Hit result.

Countermeasures. Subtract 2 from enemys targeting draw or -1 from HEF.

18
May be used in Assault Combat. Must be played before the drawing player pulls a card.
15.3 End Turn.
When scenarios prescribed number of End Turns are drawn, the turn moves to the Reserve Phase.

16.0 Abilities
Assault. Unit may enter Assault Combat (9.0). Must have this ability or Assault + to initiate assault, but
may defend with 1HEF regardless.

Assault +. Add 1 to HE FP when Assaulting.

Inspirational. Add 1 to the Targeting Modifier or HEF (as appropriate) of all units within two squares. In-
cludes any units participating in Assault Combat within two squares. Does not affect Telekinetic Blast.

Command. Units stacked with or adjacent to this unit may discard any card to move or fire.

No Move and Fire. Unit cannot move and fire in the same turn.

Difficult Target. Subtract 1 from the targeting draw or HEF of any unit attacking this unit with Ranged Com-
bat (8.1) or Artillery (8.2), but not Assault Combat (9.0).

FireBreath. This units Ranged Combat attack consists of flames projected into the targets square. In addi-
tion to resolving the attack, place a Fire Marker in the target square. Any Soft Target that that occupies a
square marked with a Fire Marker at the end of a turn takes one Hit. Any Hard Target is attacked with by a 3
APF attack. Remove all Fire Markers at the beginning of the turn.

Sniper. This unit receives no range bonuses or penalties.

Fixed Weapon. Unit may only fire through its front arc, unless it plays a Move
and Fire card to pivot or moves to a new square.

Ricochet. This unit has two HEF/APF. The unit follows normal firing routines
when targeting an enemy and utilizes the first of its factors. For example the 3 HEF
on the Aliens Bouncer unit. After that combat is resolved, the ammunition rico-
chets into the nearest enemy target unit within two squares of the original, attacking that
unit with the second factor. In the case of the Bouncers HEF, this would be 2. If the second target was a Hard Target,
the Bouncer would attack it with an APF of 2, automatically hitting it. The cover factors of the second target are as-
sessed as if the fire was originating in the first targets square. There is, however, an exception, the attacker does not
get any range benefits. If there isnt a target within 2 squares of the first, the second attack isnt executed.

For example, a Bouncer, located at 3D8 attacks a Militia Infantry unit on 3D5. There is another Infantry unit on 3D4.
The Bouncers HEF is 2 (3-1 because the Infantry unit is on the hill, for a total of 2 HEF). The attack is resolved, and
then the Bouncers second HEF, 2 attacks the Infantry unit on 3D4. The second Infantry unit doesnt get the hill bene-
fit , because the attack is originating from another hill square (3D5), but does get the woods benefit. So, the Bounc-
ers adjusted HEF is 1 (2-1).

19
(Abilities continued)

Combined Attack. When the Spiderbots combine their HEF when attacking a single target (8.1.3) or when
attacking in Assault Combat, they add 1 HEF to the combined HEF. Spiderbots may also combine their APF
when attacking a hard target. Add 1 APF to the combined APF. Both must have a LOS to the target, but only
one must draw to hit.

Suppression. Add 2 to the units HEF


for this impulse. Any hit, and no
matter how many hits are drawn,
Shakes the target.

17.0 Powers
Units may not use powers if they are Shaken.

Confusion. Shake one unit within 3


squares. Need not have LOS to unit.
Cannot shake Spiderbots.

Hot Shot. Fire the unit. Attack one armored unit within LOS
with an APF of 4. Need not draw a card to hit (13.1).

Telekinetic Blast. Attack one armored unit or one infantry unit


within 6 squares with an APF or HEF of 3. Must have LOS.

Spiderbot Handler. Either deploy, by placing in unoccupied


adjacent squares, the two Spiderbots, or activate them for Fire,
Move, or Move and Fire (MF penalties apply). The Spiderbots
may Fire, Move, or Move and Fire, during the impulse that they are
placed. Handler may also move or fire as part of the action. To perform
the actions listed above, the Spiderbots must begin the impulse within
two squares of the Handler. Spiderbots cannot be Shaken. The first hit
on a Spiderbot reduces it, the second eliminates it.

Explosive Rounds. Fire the unit. Add 2 to the units HEF.

Hands of Time. When activated, the unit possessing this Power may remove all the administrative markers
from one square.

Warper. May move any one unit in line of sight to the nearest
teleporter.

20
Notes

21

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