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DISTANT WORLD BATTLES

Designed by Rudy Scott Nelson Published by War Eagle Designs 2006

Scope This is a fast and simple set of rules with similarities to the popular DBA system. The background situation is one based on a Galactic war over the limited resources needed by various races of the galaxy. Due to tactical, technology and environmental concern the bombardment of a planet from space orbit is not possible. As a result ground troops are regarded as the most effective way to control a planet and its resources. The rock-paper scissors flavor is represented as much in species characteristics and terrain effects as in troop type capabilities. Dice Each player will need 0ne or two d6 (six-sided) die. It will be used to determine how many Command Pips that a player will have each turn and to resolve combat. Casting Scale The recommended scale for use is the 10-12mm range since the vehicles easily can be mounted on a base without a problem. Players may desire to use a 1/300 or 6mm range. If 15mm castings are used the same stand width is used but a base with more depth. This may also be the case when 12mm vehicles may also be too large to fit on a standard base. Ground Scale In other words the ground-scale is very large. The concept concerning ground scale is that a base represents the actual deployment area of the unit. Inches are used when referring to distance. Players can use the metric system in which the term inch is used it should be re-read was 2 Centimeters. This is not an exact measurement conversion but relates well to the base scale which is in millimeters. So if a unit can move 4 inches, when using the metric movement system it can move 8 Centimeters or 80 millimeters. Time Scale Each turn represents an undetermined amount of time. The battle represents action for a particular geographic zone which may last several hours or days in game time. Most battles will be resolved by force losses rather than a turn-time limit. However if a time limit is needed for a tournament or campaign resolution to be conducted, then I would RECOMMEND twelve turns which will force both players to be aggressive. However controllers can vary the time limit as need but never less than ten turns should be used. Troop Scale As with the ground scale, the troop ratio is very high. A base represents a unit, its assigned personnel and equipment deployed in a formation which is tactically appropriate for the terrain. The troop scale is one in which a base represents a unit and its supporting vehicles. If the

effective weapon systems are primarily personnel carried then a foot casting can be used and the transport/support vehicle is assumed. If the primary weapon systems are vehicle mounted, then the vehicle is placed on the base and support foot personnel are to be assumed. Ground deployed heavy weapons systems may require a combination of weapon and foot crew to be deployed on the stand.

Troop Definitions
Infantry Units Assault Infantry (AI): Heavily armored and equipped foot units whose mission is to capture enemy positions. Their powerful weapons make them dangerous to all types of enemy units. For combat they have limited-range weapons effective against infantry, fortifications and armored vehicles. For transportation, they are equipped with a combination of various armored vehicles armed with support weapons. Garrison Infantry (GI): These troops are regarded as the basic troops used to occupy a position. They can be effective against most infantry troop types but are vulnerable to mechanized units. For combat they have limited-range weapons effective against infantry and lightly armored vehicles. For transportation, they are equipped with a combination of light unarmored wheeled vehicles, tracked vehicles and hovercraft. They are sometimes referred to as Low-Tech troops. Jump Infantry (JI): Scout units with limited combat power. They are very effective in ambush situations. For transportation, they are equipped with a combination of light hover craft and personal jet packs. For combat they have limited-range weapons effective against infantry and lightly armored vehicles. Levy Infantry (LI): These are groups of untrained and / or poorly equipped masses of people. They may be from starship crews, local levies and troops from various service and support units. They lack transport and are rated poor in combat effectiveness. Most Human Army Force Lists will not use this troop type. It is mainly for Campaign purposes and Alien races. Suicide Infantry (SI): These are units whose fanatical nature stresses the desire to close with the enemy and destroy them at all costs. While mainly a non-human troop type, a few Human forces will have them. Check the Suicide Infantry Special Rule. Close Support Units Short Range Support Systems (SRS): These are the ground/vehicle mounted weapon systems used mainly in a defensive role. They offer anti-aviation, anti-vehicle and anti-personnel support to a variety of units. Systems can be either ground deployed or remain mounted on vehicles. For transportation, they are equipped with a combination of light unarmored wheeled vehicles, tracked vehicles and hovercraft. For contact combat they are considered infantry units. When using a vehicle as a representation, use only one model. When using foot mortars or foot heavy weapons as representations use two models. Long Range Support Systems (LRS): These are vehicle mounted weapon systems used mainly in a defensive role or in a pre-attack bombardment role. For transportation, they are equipped with a combination of light unarmored wheeled vehicles, tracked vehicles and hovercraft. A long barrel model can be used for this type. For contact combat they are considered infantry units. Aviation Close Support Assets: (ACS): All Aviation assets are considered as Close Support. Communication limitations and effective enemy anti-aviation assets require that tactical operations for aviation units be in close proximity to other friendly units. They are considered Mechanized troops except when forced to recoil over rough ground. Mechanized Units

Light Strike Force (LSF): These are the units that have a balance of infantry and vehicles. Armored Combat vehicles are attached but limited in number. A units combat power comes from a combination of AFVs and infantry. These units are effective against any type of infantry but are vulnerable to heavily armored AFVs. A lightly armored vehicle is used for this troop type. They are considered Mechanized troops. Light Bi-Ped Combat Vehicles (LBCV): A lightly armored vehicle using the Bi-ped or antiGrav movement system. These can perform a quick-strike operation and harass various infantry units but will not withstand the assault of a heavy mechanized unit or have difficulty attacking fortifications. The LBCV classification also represents large biological creatures which are very destructive and maneuverable. A small two strut, anti-grav vehicle or a large creature can be used to represent this troop class. They are considered Mechanized troops but have special recoil options. Heavy Bi-Ped Combat Vehicles (HBCV): A moderately armored vehicle using the Bi-ped or anti-grav movement system. A large two strut, a four strut vehicle or an anti-grav tank represents this class. They are considered Mechanized troops but have special recoil options. Armored Assault Force (AAF): These are the units that have a balance of Assault infantry and Armored Combat vehicles. A units combat power comes from a combination of AFVs and infantry. These units are effective against any type of infantry and AFV units but are vulnerable to aviation and LRS. A heavy AFV is used for this troop type. They are considered Mechanized troops. Non-Troop Elements Bunker Fortification System (BFS): This represents an integrated system of fortifications and minefields, not just one complex. For contact combat they are considered infantry units. It cannot move or recoil. Command and Control Center (CCC): This is NOT a Troop Type. This represents the Commander (General) and his staff. It is a mobile unit. In most cases its firepower may be slightly greater than other units in its force. Thus the Troop type for the CCC will vary between Army according to the Army list. If designing your own force, I would recommend that the CCC be the heaviest troop class allowed. Logistics Operations Center (LOC): This is NOT a Troop Type. It is the main base. It is both the Operations Center and Logistical Depot. It cannot move or recoil. The physical base of the LOC is 80mm wide and 40mm or 60mm deep for 10-15mm.

Basing Guidelines for10mm/ 6mm and 15mm The width of every base is 40mm. The depth will vary between 6-12mm and 15mm castings. Troop Type JI GI AI LI SRS Castings per 3 4 6 5 1-2 10mm Depth 20mm 20mm 30mm 30mm 30mm 15mm Depth 30mm 30mm 30mm 30mm 30mm Troop Type Casting per 10mm Depth 15mm Depth Troop Type Casting Per LSF 1 30mm 60mm BFS 1 LBCV 1 30mm 60mm ACS 1 HBCV 1 40mm 80mm LOC 1 AAF 1 40mm 80mm LRS 1 40mm 80mm CCC Varies

10mm Depth 15mm Depth

30mm 40mm

40mm 80mm

40mm - 60mm 40mm - 60mm

Varies Varies

Pre-Battle Procedures These activities include board set up, determining deployment areas, the attacker (who moves first) and defender. For Campaigns, any section may be predetermined. Determining the Attacker In those non-campaign battles the players will roll a high die and the winner (highest number) can declare whether he is the Attacker or the Defender. Certain races due to their background history must always be the defender. These races are the Parasidics, Oxy-Aquids, and Aquids. Human Homers represent local rebel groups and are always defending their centers of resistance. Battle-Board a. The basic battle-board is two feet x two feet if the forces are 12 elements per side. If the forces are 18 to 24 elements per side then a THREE foot wide x TWO feet deep battleboard is recommended to be used. b. Metric: The basic battle-board is 60 centimeters x 60 centimeters if the forces are 12 elements per side. If the forces are 18 to 24 elements per side then a ONE Meter wide x 60 Centimeters deep battle-board is recommended to be used. c. The battle-board is divided into four equal quadrants for the placement of terrain. d. Deployment of terrain restrictions are as follows: 1. Rivers from the board edges. A river with both exits on the same board edge must have the exits at least twelve inches apart. 2. No more than three pieces of terrain can be placed in each quadrant. Area terrain must be completely placed on the board. Only a road can be placed on top another piece of terrain. Road sections do NOT have to exit the road edge. e. To determine how many pieces of terrain can be deployed, each player will roll a d6. The number rolled is the number of pieces each played can place. f. A player can declare a terrain piece as clear. Planetary Climate Zones By determining a Planetary Climate Zone, guidelines will be established for placing certain types of tactical terrain on the battle-board. While some planets will be dominated by harsh environments, even on those planets key battles are most likely to occur in areas that contain more friendly environments for population centers. The first step will be to state the Planetary type. If the type is not already pre-determined, the defender will indicate the planet type. The available types are Desert, Jungle, Temperate, Frozen and Hostile. The general descriptions of the planet types are as follows: Desert planets are dominated by vast sandy deserts and barren regions. The planets are not completely deserts as most of the populations live in narrow bands of arable land that are located near the poles and at latitudes that receive decent rainfall. Jungle planets are dominated by vast woodlands and dense native growth. However the colonial and industrial age experienced by the planet, has produced great swaths of cleared land. On Jungle worlds the first required terrain piece selected by the defender MUST be a Waterway unless another piece is required by the zone class. In that case the SECOND piece selected by either player must be a Waterway.

Temperate planets are very arable and contain high concentrations of inhabitants. Though as stated in other sections most battles occur outside of dense urban centers. Frozen planets are dominated by vast barren regions of tundra and ice sheets. The planets are not completely covered in ice as most of the population is concentrated in pockets of arable land scattered across the globe. Hostile planet classifications can refer to a number of different types of planets. Some Hostile planets may be Water-worlds where the entire and 90% of the surface is covered by oceans. Some Hostile planets may have an atmosphere that is toxic to humanoids. Other hostile planets may be dominated by vast regions of contaminated areas. In a hostile environment, the attackers are considered to be wearing enhancement suits to make the soldier and vehicles capable of operating in that terrain. Additional Water-world notes are under the Aquid Army list introduction. On non-Water-worlds, after the required terrain is placed, the rest of the terrain must be either contaminated areas, Hills or Rough. If a native life-form is fighting an off-world invader, then the local forces will receive a positive modifier. This is reflected by the following modifier: Native Forces in a Hostile Environment vs a non-terrestrial enemy +1. The second step is to determine the planets zone that the battle will occur. Players may either State the Zone according to the planet reference type which the die roll result of SIX will be the standard; OR roll on the Planetary Zone table which will produce some variety. Refer to the planet type and roll a d6. Consult the chart for zone type. Planetary Type Frozen Desert Temperate Jungle Hostile 1 Barren Barren Barren Barren Arable 2 Sierra Sierra Sierra Sierra Sierra 3 Barren Barren Arable Barren Barren 4 Arable Arable Arable Arable Barren 5 Arable Arable Arable Arable Sierra 6 Barren Barren Arable Arable Barren

Planetary Zone guidelines for placing tactical terrain are listed below. A major factor in terrain selection and placement will be the number of pieces allowed based upon the players die roll. Arable Zones have all tactical terrain classes available for use. There are no required terrain or directed order for placement. In any zone other than Temperate, the first terrain selection by the defender MUST be Urban. On Hostile planets, once the Urban center has been placed, the next terrain piece placed MUST be either a Lake or a Waterway. Barren Zones will differ in the actual terrain appearance depending upon the planetary type. A Rough area in the desert would be deep sand; on jungle worlds the areas would be impossible to traverse dense growth; and on a frozen world it would be jagged ice sheets. With a barren result, each players first terrain choice MUST be a Rough area piece. Sierra Zones are the high mountainous ranges caused by tectonic upheavals that can be found on every planet. With a Sierra result, each players first terrain choice MUST be Hills. Only one terrain piece, total, placed can be a Waterway or a Lake. Terrain Each planets combat region will be classified as a certain terrain class. The Terrain Classification will influence how many pieces of terrain features will be deployed. Hostile Environment: The entire board is regarded to be rough. Terrain placed on the board would represent terrain which in not the norm for the area. For example: In a Desert Hostile Environment where the entire board is regarded as soft sand, an Oasis, roads or a town may be may be placed on the board.

Terrain Classes Area terrain classes can be no more than 120mm combined wide or deep OR six inches wide or deep in dimension. Terrain can be irregular in shape. The terrain must be a minimum of 50mm wide and 50mm deep. This is enough area for an element to be deployed in it. Linear terrain sections are 18 inches or 36cm in length. Regardless of the terms used for simplicity of understanding any feature deployed on the battle-board would be considered a major geographical feature on a regular map. The depth of a linear feature will be 40mm. Clear: This represents the commanders ability to at least partially be able to select the area that the battle takes place. The placing of Clear Area terrain pieces will be treated as other pieces of actual terrain. Once the placement of terrain is completed, the marker used to designate the Clear Area is removed. Contaminated Zones: These are areas with dangerous levels of Chemical, Biological or Radiological (CBR) particles. A player can place no more than one zone of this type. They may be placed partly or wholly over other terrain pieces. They have no effect on Mechanized, AI and ACS units. Other Infantry, Aquids, Parasidics and Nids cannot enter. Hills: These are elevated areas from common ground level. All hills in reality are mountains and regarded as being filled with gullies, and forests or local vegetation. Therefore are regarded as Rough. Rough areas will not affect Infantry units, ACS units or Bi-Ped Mechanized units. Other Mechanized units will lose half of its movement allowance any turn that they are in rough terrain for any part of the movement allowance. Lakes: These lakes shown on a deployment board are huge similar to the American Great Lakes and would present a tactical consideration during a battle. Lakes cannot be traversed by infantry units in the basic game. They can be traversed by all mechanized units in the basic game EXCEPT Bi-ped units. Roads: These are major road networks that improve traffic-ability. Roads will nullify the affects of rough terrain on movement BUT not combat. The physical road sections should be 40mm wide and up to 18 inches (36 cm) long. Movement rates are not improved if on a road in clear terrain. Movement rates are the same as clear terrain over rivers, lakes, rough and Hostile Environment terrain. Roads will not modify recoil requirements in lakes, rough areas and hostile environment. Rough: These are areas of difficult terrain which will impede movement and affect a units combat ability. Based on the scenario and regional terrain, rough features can include soft sand, swamp, or rocky areas of rubble (destroyed urban areas). Rough areas will not affect Infantry units, ACS units or Bi-Ped Mechanized units. Other Mechanized units will lose half of its movement allowance any turn that they are in rough terrain for any part of the movement allowance. Urban: These are the built up areas which with major urban population centers. Since these are the expected supply of workers for the region when it is secured, combat in such areas is avoided. Urban areas count as impassable terrain which can not be occupied or traversed by either side. Waterways: Features such as rivers and canals are the main types. Advanced technology has made waterways easier to cross especially if undefended but such features still regarded as a tactical obstacle. Those features used are major obstacles. Small streams and rivers are not shown on the deployment board since they would not have a tactical significance. Waterways are treated as rough terrain in regards to recoil requirements. The width of a linear feature will be 40mm and length is 18 inches or 36cm. Troop Deployment Neither side may deploy within six inches of the center mid-point line that divides the board into halves. A campaign situation may be in use and in such cases the defender will deploy first. In

those non-campaign battles the players will roll a high die and the winner (highest number) can select whether he will deploy first or second. The LOC must be placed with 3 inches (6cm or 60mm) of the friendly rear board edge. All elements must be placed on the board. There are no flank marches or rear reserves allowed in this game.

SEQUENCE OF PLAY I come from the old design school, so I use the traditional terms of turn, phase and segments. The game is composed of turns. Each turn is composed of Alternating Player Phases. Each Phase is composed of Activity Segments. Game Turn Player A Phase Player A rolls a d6 to determine how many command Pips that he will have for his Phase. Movement Segment Player A determines his desired Order of Movement and allocated the required Pips. Combat Segment Player A must attack every unit that he is in contact with and cannot attack a unit with which he has no friendly elements in contact. Each battle will be conducted in the order desired by the attacker. All combat and After-action operations will be resolved for a battle before proceeding to the next battle. Each player will roll a d6 Combat dice which is combined with the combat firepower rating of the unit plus any close support modifications. A loser is determined and the results of the battle are applied to it. Repeat the Combat Sequence for each element that you have in contact with an enemy element. A friendly element which is Pinned may fight only one of the contacting enemy elements. (For example: Player A has 9 elements in contact with 11 enemy elements. Player A will be required to conduct 9 attacks and not 11.) Phase B Phase Repeat the actions listed for Player A.

ORDER OF MOVEMENT Commanders need to carefully consider the order in which they move units. The early movement of a particular friendly unit may prevent a unit moved later from moving the desired distance or desired direction. COMMAND PIPS The effectiveness of a commander at any given point in a battle is reflected by the use of Command Pips. The effectiveness in a real situation would be subject to a number of factors including communications network, enemy communications jamming procedures, area of focus by the staff, allocations of available supplies, level of engagement and other factors including some unpredictable ones. These are all reflected in the die roll of a Commander at the beginning of his turn. The Command Pips must be used in order to move friendly units. If the command pips are not available, then some units may not be moved. An extra Command Pip is required if Combat Aviation wishes to conduct a break-off move with is further than the units normal move. A

Command Pip is not required to move a CCC unit which is NOT in contact with the enemy. If the CCC unit is in contact with the enemy OR part of a Formation, then it must spend a Command Pip to move or break-off. For forces of 12 or 18 elements only a single d6 is rolled to determine the number of command pips. If 24 element armies are used, two d6 dice are rolled to determine the number of command pips. HIVE MIND Rule The Hive mind rule allows a force to react more quickly to changing situations. This concept is associated in human mythos to insect cultures (represented by the NID culture in the lists). However there is nothing to preclude other cultures from developing such a concept. To reflect this in the rules the players roll of Command Pip die is doubled. For example a three roll would be adjusted to become a six result. (Note: This method was easier in bookkeeping than to count each element as using a pip. Other alternate methods include rolling two d6 dice and adding them and using one d10.) MOVEMENT PROCEDURES 1. BFS and LOC units cannot be moved once they are placed on the board. Other troop types can move any, all or none of the movement distance allowed for that troop class, each turn that they are given a command pip to be activated. 2. Elements not adjacent to another friendly element can move in any direction without restriction. 3. Elements cannot interpenetrate other units during movement. If another friendly unit is contacted, then the moving unit must stop. So it will be important to select the best order of movement among your troops. 4. Elements of the formation can break off and move independently of other elements in the formation. After breaking off, they will no longer receive any benefits of being in a formation. 5. Once in contact with an enemy base, a friendly unit cannot voluntarily break off contact. The opponents can only break contact due to combat results. 5a. The only exception to the Break-off limitation is Close Support Aviation units. The ACS units can break-off contact and be redeployed adjacent to the LOC. This action can be preformed regardless of the movement distance required. If the ACS unit is outside normal range, then the owner must spend an additional Command Pip to make the move. If the extra command Pip is not available, then the break-off move CANNOT occur. 6. LRS and SRS elements cannot voluntarily move into contact with enemy units. 7. Crossing the enemys front restrictions. Each unit exerts an area of influence that extends 1 (20mm) to its front. If an enemy unit enters this area of influence, they must halt movement. Units conducting follow-up moves are not subject to this rule. MOVEMENT RATE ALLOWANCES Troop Type Jump Inf Levy Inf Garrison Inf Assault Inf Inches 4 2 3 2 CMs 8 4 6 4 Troop Type Inches CMs Troop Type Inches LSF(Mech inf) 6 12 SRS(upport) 2 LBCV Lt Combat Veh 6 12 ACS (Air) 6 HBCV Med Combat Veh 5 10 CCC (HQ) varies AFF (Hvy Combat Veh) 5 10 BFS (Bunker) 0 LRS(upport) 2 4 LOC (Logistics) 0

CMs

12

varies

MOVEMENT RATE ALLOWANCES Troop Type Jump Inf Levy Inf Inches 4 2 CMs 8 4 Troop Type Inches CMs Troop Type Inches CMs LSF(Mech inf) 6 12 SRS 2 4 LBCV Lt Combat Veh 6 12 ACS 6 12

Garrison Inf 3 6 HBCV Hvy Combat Veh 5 10 CCC varies varies

Assault Inf 2 4 AFF 5 10 BFS (Bunker) 0 0 LRS 2 4 LOC 0 0

FORMATION SPECIFICS 1. Formations can be either lines, columns or double lines. 2. Elements in a formation (adjacent to another friendly element) must move in a manner in which the formation of the elements is retained. Movement is conducted at the rate of the slowest unit in the formation. Movement can be toward the rear or the front of the formation without penalty. 3. Angle movement for Formations can be no more than a line drawn from the back inside edge through the front outside edge of the base. During angle movement the original of the formation must be retained by all of the formations elements. 4. If a player desires a column to expand to a single depth line or a double depth line, it must spend a movement Command Pip per element. The distance that a formation can expand is measured from the original lead element. Not from the elements location in the column. Elements must be expanded from the rear of the column. An element in the middle of a column cannot expand until it is the rear-most element. (This may seem unrealistic but is a necessary game mechanic. It also maintains contact between elements and keeps the formation.) If the expansion cannot be completed with entering restrictive terrain or contacting a friendly or an enemy unit, then the expansion cannot occur. The column must be able to transform into a single or double depth line with extra stands being stacked behind the original front element of the column. The only exception would be a close support unit that is left behind the original front element in a single depth line. 5. A player may wish to change direction with a formation and change from a column to a line. None of the elements can be in contact with the enemy. Movement can be conducted without concern as individual elements must pay activation costs in individual pips. If a player wishes to retain a formation, the centermost unit is turned first and other units are adjusted to it. 6. A player wishes to change direction with a formation and change from a line to a column. None of the elements can be in contact with the enemy. Movement can be conducted without concern as individual elements paying individual Pips. If a player wishes to retain a column formation, the centermost unit is turned first and other units are adjusted to it.

FACING ADJUSTMENTS A. A solo unit which is not part of a formation will turn and face an enemy unit which contacts it. The DEFENDERS position may have to be adjusted slightly to conform to the base of the Attacking unit. This may seem odd but it reflects the defending shifting reserve assets to counter the threat of the attackers forces. B. If a Defender is contacted by a second subsequent attacker, it will not shift facing or position to face the new threat. It is locked into position with the first enemy unit which contacts it.

COMBAT and AFTER-COMBAT SITUATIONS


Combat resolution is a matter of comparing the amount of Firepower placed by the fighting units into the combat zone. If the comparison is not considered overwhelming, then the loser retreats/recoils and prepares for another round of combat. If the firepower comparison is regarded as overwhelming, then the losing unit is considered destroyed or rendered combat ineffective and removed from play. MOVEMENT RATE ALLOWANCES Troop Type Jump Inf Levy Inf Inches 4 2 CMs 8 4 Troop Type Inches CMs Troop Type Inches CMs LSF(Mech inf) 6 12 SRS(upport) 2 4 LBCV Lt AFV 6 12 ACS (Air) 6 12

Garrison Inf 3 6 HBCV Med AFV 5 10 CCC (HQ) varies varies

Assault Inf 2 4 AFF (Hvy AFV) 5 10 BFS (Bunker) 0 0 LRS(upport) 2 4 LOC (Logistics) 0 0

FIREPOWER RATINGS (In Contact/As Close Support) Troop Type Jump Inf Levy Inf Garrison Inf vs Infantry 3 1 2 vs Mech. 2 1 1 Troop Type vs Infantry vs Mech Troop Type vs Infantry vs Mech LSF(Mech inf) 3 2 LBCV (Lt AFV) 3 2 ACS (Air) 1 / +1 1 / +2 HBCV (Med AFV) 4 3 CCC (HQ) varies varies

Assault Inf 3 3 AFF (Hvy AFV) 4 3 BFS (Bunker) 3 3

SRS(upport) 1/ +1 1/ +1 LRS(upport) 1 / +2 1 / +1 LOC(Logistics) 1 1

OTHER TACTICAL MODIFIERS TO COMBAT 1. The CCC (due to its ability to direct fire support and other motivational factors) will add a +1 to all combat rolls whether offensive or defensive.. 2. Infantry in Rough terrain versus a mechanized element receives a +1. 3. For each element considered an Overlap the player adds +1.

4. Any unit in even partially or crossed a Water Feature or lake that turn will adjust the combat value by -1. This does not apply to all water terrain of a water world. 5. Native Forces in a Hostile Environment vs a non-terrestrial enemy +1

CLOSE FIRE SUPPORT This is the term used when a unit which is not in contact are giving combat advantages to friendly units which they are in contact with and able to support. The units which can give fire support bonus are LRS, SRS and ACS units. In order to provide support, they cannot be in contact with an enemy unit themselves. If in contact the close support units must be defending themselves. They may assist only one friendly unit per combat phase. This means once in the friendly players attack phase AND once during the Enemy Attack Phase when the friendly player is defending. a. Short Range Support Units (SRS) can only support a unit which is in contact with it. In most cases the supported unit will be located to the front of the SRS unit but it may be in contact with the rear base edge or a flank base edge. A SRS unit cannot provide support as both an Overlap unit and a close support unit. b. Aviation Close Support Assets (ACS) can support any unit which is in contact with it. ACS units follow the same guidelines as SRS units. In addition ACS units can be placed in support of a formation of several stands by being placed behind the formation line. In such cases the ACS can close support either the element directly to its front OR one of the elements which are part of the formation in front of the ACS unit in the same way that an LRS unit provides support. If the ACS unit is part of a column formation, it will support the front unit, even if it is several elements to the rear. c. Long Range Support Systems (LRS) can support any unit which is in contact with it. LRS units follow the same guidelines as SRS units. In addition LRS units can be placed in support of a formation by being placed behind the formation line. In such cases the LRS can close support either the element directly to its front OR any one of the elements on either side of the element that it is located behind and which is part of the formation.

OVERLAP An Overlap is a situation where one player is attempting to support the attacker with additional firepower coming from the echelon. A player will be in a formation with friendly units adjacent to one or both flanks. 1. A unit cannot add overlap support if it is in contact with an enemy element. 2. No more than two units can count as Overlap support. 3. Friendly units contacting an enemy element on the flank or rear edges cannot add Overlap support. They must attack the enemy unit as well. 4. A Close Support SRS unit that is behind an Overlap unit cannot give support to the attack. 5. The Overlap supporting unit will not add its combat value to the attack but will simply add +1 to the combat value.

COMBAT RESULTS There are basically three outcomes to a combat situation. The first is a TIE is as the result of both sides having equal numbers after all modifications, there is a stalemate and no affects on both the attacker and defender. The second is the destruction of the unit which has the lower total after all modifications AND the total of the winner is twice or more than the total of the loser. The total combat value of the winner is twice or more than the total of the loser, then the loser is

DESTROYED. The third result is when one units total combat value is greater than the other but less than double. The victor total is greater than the loser but less than double. The loser must Recoil according to the Recoil/ retreat guidelines if possible. If they are unable to Recoil, then it is destroyed unless it has special abilities.

RETREAT/RECOIL When one forces firepower is not overwhelming, instead of being destroyed, the loser will only be forced to retreat or recoil. Such recoil can be conducted without confusion if there is clear terrain and no elements located within the path of the recoil. A. A Recoil is considered moving the loser straight to the rear the length of the recoiling units base. B. Infantry units and ACS can recoil across rough terrain without a problem. C. Mechanized units and LRS and SRS units cannot retreat across rough terrain. If forced to enter rough terrain such units are DESTROYED instead. D. If a Recoil would force the loser to contact another enemy element, the loser is DESTROYED instead of recoiling. E. If the recoil would contact a friendly element, the owner of the losing unit can elect to Destroy either the loser OR the friendly element which is blocking the recoil path. This reflects the CCC giving priority of supplies to the unit which it views as the most combat capable. The other unit is technically disbanded to provide replacements for the unit selected to survive. ACS units can recoil to the other side of the friendly unit without either being destroyed. F. SRS, LRS, ACS units which offered close support to the losing element will be forced to recoil with the losing unit if it located directly in front of the close support unit. The support units are considered mobile and can recoil but are subject to the same clear path rules as the losing unit. G. Buttocks of Steel. There is no rear of a unit. An element represents the deployment area for a large force (Division or Corps size). Therefore the units will have firepower directed to both the front and rear. If a friendly unit cannot complete a recoil, then it must follow rule D or E. If the losers recoil falls short of the enemy base, even a millimeter, then the losing unit can recoil. Advanced Combat Results Optional Rules In certain cases a victor does not have to double the losers value in order to destroy it. 1. Any SRS or LRS unit which is in base CONTACT with the enemy and is forced to recoil will be destroyed instead of recoiling. 2. Any BF or LOC element is destroyed instead of retreating. 3. Any AAF or LFS forced to recoil by a JI in ROUGH terrain is destroyed instead of recoiling. This represents an ambush situation. 4. Bi-Ped Mechanized units are treated as Infantry rather than mechanized units in a Recoil situation. 5. Non-Humanoid races may have characteristics which will affect recoil and destruction results. PINNED This is a contact situation which will affect combat and retreat situations. 1. A unit is Pinned if enemy units are in contact with more than one base edge. Such common examples are a Frontal and a Flank contact, a frontal contact plus a rear and a flank contact. 2. When a unit is pinned, certain restrictions will affect after-combat results.

a. b. c. d.

Infantry and Mechanized units in rough terrain will be destroyed instead of recoiling. Mechanized units are destroyed if any of the Pinning units are mechanized. Mechanized units can still recoil is all of the pinning units are infantry or BFS units. Close Support Aviation units CANNOT use a Break-off redeployment move. In all other aspects of the Pinned situation, they are regarded as Mechanized units.

WINNING THE BATTLE A victor is determined by destroying his opponents capability to sustain military operations. Often this is reflected by the destruction of the military units of the enemy. However in the case of these rules, a player can also win by destroying his opponents ability to supply and control his military units. A. The battle is over at the end of the game Phase at which one player has lost 50% of his units. This may be in the middle of a turn. (ex: 6/12 or 9/18 or 12/24) B. If a time limit is used, the player who has destroyed more units than he has lost will be declared the winner. If both units has lost the same number of elements, then the player who has lost either a CCC or and LOC unit is declared the loser. If both players have lost such units, then it is my recommendation that another complete turn be played with both players having a movement and attack phase. C. If a player has lost BOTH his CCC and LOC units, the game is over immediately at the end of that phase and the other player is declared the victor. A force cannot sustain military operations if both its command and logistical capabilities are lost.

Definitions and Terms Bases: The term used for the physical stand used to mount the castings. The terms stands and bases are interchangeable. Bi-Ped Combat Vehicles: These are all-terrain vehicles built using two or four powered struts (legs). They are slow when compared to other vehicles but their combat effectiveness is not reduced by poor terrain. They are effective against most troops but are vulnerable to infantry attack in bad terrain. They are considered Mechanized troops Bound: This is a term which means the same as a player Phase. Two alternating bounds will equal a turn. Command and Control Center (CCC): This is NOT a Troop Type. This represents the Commander (General) and his staff. Thus it would be the same as in other rules where a particular troop type has extra advantages for having the Forces General in the unit. In regards to representation, most players add a satellite dish or paint the vehicle differently. Elements: The term used for the unit represented by the troops. It can be inter-changeable with the term unit. Formation: Whenever more than one element is in contact with other friendly elements. Suicide Infantry Rule: Suicide units will operate as Levy Infantry (LI) except in Combat situations. Army lists will often give a player the option to select SI rather than LI or GI units. In combat situations these units can invoke the following modifications to combat results: A. If the SI unit loses and recoils, instead of recoiling, the SI unit is destroyed and the winner must recoil instead of following up. B. If the SI unit is a winner, instead of just forcing the loser to recoil, the SI can declare a suicide pursuit. In this case the loser is destroyed rather than recoils and the SI unit is also destroyed. System: A term for a variety of weapons including projectile, laser, molecule disrupters, and explosive launchers. Often a force would adopt the weapons system which would be the most effective in an environment and against a particular enemy. The system used could be changed depending on the enemy and situation. Recoil: This is the same as a retreat situation and the terms are interchangeable.

ARMY LISTS AND BACKGROUND


This section includes the Army Force Lists and a background and the different races and political entities involved. Lists for armies specific to a particular set of novels or SciFi universe are not stated. Some lists may seem familiar to readers of a particular genre. It should be easy for veteran players to adjust some lists to meet their individual needs in representing troops from a particular series of books. In the non-humanoid section, the races are referred to by Human slang which can be considered derogatory terms. Such terms are used for several similar species. For example Furballs will be used to denote cultures based on creatures which have evolved from either canine or feline ancestors. In a Campaign Situation or a Scenario, ONE GI can be replaced with a BFS element. When there is an option of greater than one (Example = 3 x GI or AI), a combination can be selected rather than all of one type or another. So in the example, a player may select 2 x GI + 1 x AI OR 2 x AI + 1 x GI OR 3 x AI OR 3 x GI. Customizing Armies The use of limited troop types has limited the possible variations for armies. In an effort to differentiate the armies, in list development a technology development timeline has been assumed. Players can adjust the level of technology to suit campaign needs. The army troop type represents a units the firepower and its defensive armor rating. It is in the area of vehicle mobility that visual differences are the most obvious. The basic modes of mobility for vehicles are wheeled, tracked, hovercraft and anti-grav. In the weapons development area, the normal methods of firepower generation are projectile (kinetic or explosive), laser, disruptor (molecular wave modulation) and particle/energy beam. In the basic rules the neither the mode of mobility nor the type of weapon will have no effect on the game mechanics. Players should Anti-grav vehicles as having the capabilities of Bi-ped HBCV and LBCV units. Sometimes the option of changing a HBCV required unit to an AAF exists but would not change the racial characteristics of an Army.

Earth in the Near Future


The Earth in the 2100s is a world torn apart by the need of humanity to survive. Natural resources have become scarce and bitter conflicts between rival nations are frequent. Strong coalition of groups developed based on common bonds such as ethnicity and or religion. These merged to create blocs or Confederations. Even more precious than the natural resource are the Human resources needed both for manual and mental labor to operate a society. The Avian Flu and other pandemics over the past century had decimated the Human population. As a result, combat in urban areas is avoided. The armies of the 22nd century had remained very similar to those of the early 21st century. Technology had advances in propulsion to allow for limited anti-grav vehicles and more advanced hover-craft designs. Certain national and cultural characteristics still influenced the organization of most armies. Note: Some 12mm vehicles may need to use 15mm base depths.

Assault Infantry (AI Garrison Infantry (GI): Jump Infantry (JI): Levy Infantry (LI): Suicide Infantry (SI Close Support Units Short Range Support Systems (SRS): Long Range Support Systems (LRS): Aviation Close Support Assets: (ACS): Mechanized Units Light Strike Force (LSF): Light Bi-Ped Combat Vehicles (LBCV): Heavy Bi-Ped Combat Vehicles (HBCV): MED Armored Assault Force (AAF): HVY Non-Troop Elements Bunker Fortification System (BFS): Command and Control Center (CCC): Logistics Operations Center (LOC): The American Federation Alliance was formed in the Americas. The least homogeneous of the blocs, the various countries that formed the bloc could be unreliable in offensive operations. However in local defense actions support always holds firm. (12 Force) 1 x AAF or HBCV (CCC); 1 x AAF or HBCV; 2 x LSF or LBCV; 1 x ACS; 1 x SRS; 1 x LRS; 1 x JI, 1 x AI, 2 x GI; 1 x JI or AI or BSF (18 Force) 1 x AAF or HBCV (CCC); 2 x AAF or HBCV; 2 x LSF or LBCV; 2 x ACS; 1 x LRS; 2 x SRS; 2 x JI, 2 x AI, 3 x GI; 1 x LSF or LRS or BSF (24 Force) 1 x AAF or HBCV (CCC); 3 x AAF or HBCV; 3 x LSF or LBCV; 2 x ACS; 2 x LRS; 2 x SRS; 2 x JI, 2 x AI, 4 x GI; 1 x AI or JI; 2 x LSF or LRS or BSF The Islamic Brotherhood Confederation contained several nationalities but all of its members were devote Moslems. Endless Jihads produce constant offensive actions. (12 Force) 1 x AAF (CCC); 1 x AAF; 1 x LSF; 1 x LRS or ACS; 1 x JI, 1 x AI, 2 x GI; 2 x GI or SI; 1 x GI or BSF; 1 x LSF or SRS (18 Force) 1 x AAF (CCC); 1 x AAF; 2 x LSF; 1 x ACS; 1 x LRS; 2 x JI, 2 x AI, 3 x GI; 2 x GI or SI; 1 x GI or BSF; 2 x SRS (24 Force) 1 x AAF (CCC); 2 x AAF; 3 x LSF; 2 x ACS; 2 x LRS; 3 x SRS; 2 x JI, 2 x AI, 3 x GI; 2 x GI or SI; 1 x GI or BSF; 1 x AI or JI The Asiatic Hegemony was dominated by the Chinese. Their armies were constantly battling the Islamic Brotherhood along the Indian Frontier and the Neo-Soviets over the Siberian resources. The Asiatic Hegemony sees more rebellion within its member bloc than any other coalition. An uneasy alliance exists between the Chinese and the semi-autonomous ANZAC Confederation. (12 Force) 1 x AAF (CCC); 1 x AAF; 1 x LSF; 1 x ACS; 1 x LRS; 1 x SRS; 1 x JI, 1 x AI, 4 x GI (18 Force) 1 x AAF (CCC); 1 x AAF; 2 x LSF; 1 x ACS; 2 x LRS; 2 x SRS; 2 x JI, 2 x AI, 4 x GI; 1 x AAF or ACS or LRS (24 Force) 1 x AAF (CCC); 2 x AAF; 3 x LSF; 2 x ACS; 2 x LRS; 2 x SRS; 2 x JI, 2 x AI, 4 x GI; 2 x GI or SI; 1 x AAF or ACS; 1 x SRS or LRS

The Neo-Soviet Euro Pact as much for self-preservation as any specific bond was formed among the old European Union and Russian States. These countries have an extensive border with both the Islamic Confederation and the Asiatic Hegemony in Africa and Asia. As a result of the constant conflict, a new Communist-Fascist ruling body arose to guide the resources of the Europeans. (12 Force) 1 x AAF or HBCV (CCC); 1 x AAF or HBCV; 2 x LSF or LBCV; 2 x ACS; 1 x LRS; 1 x SRS; 1 x JI, 1 x AI, 2 x GI (18 Force) 1 x AAF or HBCV (CCC); 2 x AAF or HBCV; 2 x LSF or LBCV; 2 x ACS; 1 x LRS; 2 x SRS; 2 x JI, 2 x AI, 3 x GI; 1 x GI or BSF or LRS (24 Force) 1 x AAF or HBCV (CCC); 2 x AAF or HBCV; 3 x LSF or LBCV; 2 x ACS; 2 x LRS; 2 x SRS; 3 x JI, 3 x AI, 4 x GI; 1 x GI or BSF; 1 x ACS or LRS or SRS The Tribal and Factional Warlord Armies The battlegrounds of the world have been concentrated in Africa, India, Siberia-Alaska and even Australia. As a result, no bloc has been able to bring these areas into their complete control. This has allowed for a number of tribal Warlords and Factional groups to develop in these areas. Such self-determination groups would arise from time to time in isolated regions of the various blocs. (12 Force) 1 x LSF or AI (CCC); 2 x LSF; 1 x SRS; 2 x JI; 4 x GI; 1 x JI or SI or BFS; 1 x AAF or ACS or LRS (18 Force) 1 x AAF or AI (CCC); 3 x LSF; 2 x SRS; 3 x JI; 6 x GI; 2 x SRS or SI or BFS; 1 x ACS or LRS (24 Force) 1 x AAF or AI (CCC); 3 x LSF; 3 x SRS; 3 x JI; 1 x AI; 6 x GI; 2 x GI or SI or BFS; 1 x ACS; 1 x LRS; 1 x AAF or LSF; 1 x ACS or LRS or SRS; 1 x AI or JI

Humanoid Armies in the Galaxy


FEUDAL WARLORDS This list represents any number of competing minor rulers who are attempting to gain control of valuable resources in their region. Their rule is often feudal in nature with their control over local culture being undisputed. Sometimes they may be vassals of a larger political structure such as an empire. Warlords control regional fiefs where their resources are always limited. Military vehicles and weapons tend to be of the same type within a single Warlords army. Therefore a Warlords force can have either LBCV/HBCV or AAF/LSF units but not both. A minor vassal Warlord can have no more than a 12 element force. In 18 element or 24 element forces, all forces not expressed as coalition allies which are over 12 elements should be limited to Tsarist, Omnist or Imperialist armies. HI-TECH WARLORDS (12 Force) = 1 x AAF (CCC); 1 X AAF OR HBCV; 2 X LBCV OR LSF; 1 x SRS; 1 X SRS OR LRS; 1 X ACS; 1 X JI; 1 x AI; 2 x GI; 1 x JI or GI (18 Force) = 1 x AAF (CCC); 2 X AAF OR HBCV; 2 X LBCV OR LSF; 2 x SRS; 1 X LRS; 1 X ACS; 1 X JI; 2 x AI; 4 x GI; 1 x JI or GI; 1 x ACS or LRS (24 Force) = 1 x AAF (CCC); 3 X AAF OR HBCV; 4 X LBCV OR LSF; 2 x SRS; 1 X LRS; 1 X ACS; 2 X JI; 2 x AI; 5 x GI; 2 x JI or GI or AI; 1 x ACS or LRS

MID-TECH WARLORDS (12 Force) = 1 x AAF (CCC); 2 X LBCV or LSF; 1 x SRS; 2 X SRS OR LRS; 1 X ACS; 1 X JI; 1 x AI; 2 x GI; 1 x JI or GI (18 Force) = 1 x AAF (CCC); 3 X LBCV OR LSF; 2 x SRS; 2 X LRS; 1 X ACS; 1 X JI; 2 x AI; 5 x GI; 1 x JI or GI; (24 Force) = 1 x AAF (CCC); 5 X LBCV OR LSF; 2 x SRS; 2 X LRS; 2 X ACS; 2 X JI; 3 x AI; 6 x GI; 1 x JI or SI LOW-TECH WARLORDS (12 Force) = 1 x AI or LSF (CCC); 2 X LBCV OR LSF; 1 x SRS; 1 X LRS; 1 X JI; 1 x AI; 4 x GI; 1 x JI or SI (18 Force) = 1 x AI or LSF (CCC); 3 X LBCV OR LSF; 2 x SRS; 1 X LRS; 2 X JI; 2 x AI; 5 x GI; 1 x SI or GI; 1 x ACS or LRS (24 Force) = 1 x AI or LSF (CCC); 5 X LBCV OR LSF; 2 x SRS; 1 X LRS; 1 X ACS or LFS; 3 X JI; 3 x AI; 6 x GI; 2 x GI or SI

HOMERS (Home Rule Advocates) This is a basic list which can be used for any Low-Tech people attempting to self-determination and control their own destiny. They may be isolated Colonists, resistance armies or any people revolting against superior forces. Homers are considered not to have space faring technology, so are always the defenders. Any Mechanized forces of HOMERS would be either captured or outdated models. So the Mechanized and Aviation units at their disposal will be limited, especially in a campaign. The SI troops are non-suicide unless designated as a fanatically suicide bomber force as part of a campaign. (12 Force) = 1 x LSF or AI (CCC); 1 x LSF; 1 x LSF or JI; 1 x AI; 1 x SI; 6 x GI; 1 x GI or SI or AI or JI (18 Force) = 1 x LSF or AI (CCC); 1 x LSF; 1 x JI; 2 x AI; 1 x SI; 9 x GI; 1 x SRS; 2 x GI or SI or AI (24 Force) = 1 x LSF (CCC); 2 x LSF; 1 x JI; 2 x AI; 2 x SI; 12 x GI; 2 x SRS; 2 x GI or SI or AI or JI ECONITES/GUILDISTS Econists are confederations of powerful Corporate entities which gradually assumed more political power until they controlled every aspect of citizen life. Their goal is constant economic expansion with most of the citizen soldiers also being shareholders in the Corporate Confederation. Most of the deadly tasks are conducted by hired mercenary units. Most of the close support units are Citizen units while the melee units are mercenary. (12 Force) = 1 x AAF or HBCV (CCC); 1 X AAF OR HBCV; 2 X LBCV OR LSF; 1 x SRS; 1 X LRS; 1 X ACS; 1 X JI; 1 x AI; 2 x GI; 1 x ACS or SRS or LRS (18 Force) = 1 x AAF or HBCV (CCC); 1 X AAF; 1 x HBCV; 1 x LSF; 1 x LBCV; 1 x LBCV OR LSF; 1 x SRS; 1 X LRS; 1 X ACS; 1 X JI; 2 x AI; 3 x GI; 2 x JI or GI or AI; 1 x ACS or SRS or LRS (24 Force) =1 x AAF or HBCV (CCC); 1 X AAF; 1 x HBCV; 1 x LSF; 1 x LBCV; 1 X LBCV OR LSF; 2 x SRS; 2 X LRS; 2 X ACS; 2 X JI; 2 x AI; 5 x GI; 1 x JI or GI or AI; 2 x ACS or SRS or LRS

TSARIST These are monarchist fanatics. They believe in the Divine Right of the ruling Tsar. Other cultures are viewed as advocating anarchy by not advocating such a unified political structure. To the Tsarists there is a great need to bring order to the Galaxy as well to expand their holdings. (12 Force) = 1 x AAF (CCC); 1 X AAF OR HBCV; 2 X LBCV OR LSF; 1 x SRS; 1 X SRS OR LRS; 1 X ACS; 1 X JI; 1 x AI; 2 x GI; 1 x JI or GI (18 Force) = 1 x AAF (CCC); 2 X AAF OR HBCV; 2 X LBCV OR LSF; 2 x SRS; 1 X LRS; 1 X ACS; 1 X JI; 2 x AI; 4 x GI; 1 x JI or GI; 1 x ACS or LRS (24 Force) = 1 x AAF (CCC); 3 X AAF OR HBCV; 4 X LBCV OR LSF; 2 x SRS; 1 X LRS; 1 X ACS; 2 X JI; 2 x AI; 5 x GI; 2 x JI or GI or AI; 1 x ACS or LRS IMPERIALIST This list will represent any number of well equipped forces used to expand and maintain the aspirations of conquest held by various rulers. The forces are often heavier than needed in an attempt to intimidate their vassals and opponents. (12 Force) = 1 x AAF (CCC); 1 x AAF; 1 x LFS or LBCV; 1 x ACS; 1 x SRS; 1 x LRS; 1 x JI; 1 x AI; 3 x GI; 1 x HBCV or ACS or AI or GI (18 Force) = 1 x AAF (CCC); 1 x AAF; 2 x LFS or LBCV; 1 x ACS; 2 x SRS; 1 x LRS; 1 x JI; 2 x AI; 4 x GI; 1 x HBCV or AAF; 1 x ACS or LRS; 1 x AI or JI (24 Force) = 1 x AAF (CCC); 1 x AAF; 3 x LFS or LBCV; 2 x ACS; 2 x SRS; 1 x LRS; 2 x JI; 3 x AI; 6 x GI; 1 x HBCV or AAF; 1 x ACS or LRS; 1 x AI or JI or SI OMNITES These are fanatical followers of a particular faith. Their political structure is one of Theocracy in which the religious caste also controls the political and economic aspects of the society. Their military power rests in the hands of various Military Orders whose primary goal is the protection of the Omnite culture. Their desire to awe an opponent has lead Omni Orders to try to field elaborate and large combat vehicles designed to intimidate their enemy. The need for intimidation has lead Omni scientists to focus on projectile weapons firing large explosive ammunition and particle energy weapons. Several Orders exist in the Omni Empire with each order having its own unique uniform color. If more than a 12 Force is used, then two orders must be used. The maximum size of an Orders Field Force is 12 elements. Elements form different Orders CANNOT operate in the same formation. They cannot give Close Support to other rival Orders and cannot be counted as an Overlap support for an element from a rival Order.. (12 Force) = 1 x AAF (CCC); 2 x AAF or HBCV; 2 x LBCV or LSF; 1 x SRS; 1 x LRS; 1 x ACS; 1 X JI; 1 x AI; 2 x GI; (18 Force) = 1 x AAF (CCC); 2 x AAF OR HBCV; 2 x LBCV or LSF; 2 x SRS; 1 x LRS; 1 x ACS; 1 x JI; 2 x AI; 4 x GI; 1 x JI or GI; 1 x ACS or LRS (24 Force) = 1 x AAF (CCC); 4 x AAF or HBCV; 3 x LBCV or LSF; 2 x SRS; 2 x LRS; 2 X ACS; 2 x JI; 2 x AI; 5 x GI; 1 x JI or AI;

NON-HUMANOID Races in the Galaxy


AVIFAUNA This culture is centered on being who evolved from ancestors who were birds. Some species developed arm appendages separate from the wings while other grew arms from the wings (pterodactyl style). Since they still can fly in most species, technology research into aircraft has been weak. Their ACS and JI units are mostly avian troops with some support craft. Due to their dominance of the battlefield airspace, enemy ACS units while still allowed can provide only SRM range close support and not the extended range of LRS. Avifauna SRS, AAF and LFS are treated as Bi-Ped mechanized units only for recoil actions. Avifauna ACS units receive an additional +1 modifier when in contact with an enemy element. (12 Force) = 1 x AAF or ACS (CCC); 1 x LFS; 3 x ACS; 3 x JI; 1 x AI, 2 x GI; 1 x SRS or LRS or GI (18 Force) = 1 x AAF or ACS (CCC); 1 x LFS; 4 x ACS; 4 x JI; 1 x AI, 3 x GI; 1 x SRS; 1 x LRS; 1 x LFS or ACS; 1 x AI or GI or JI (24 Force) = 1 x AAF or ACS (CCC); 2 x LFS; 5 x ACS; 5 x JI; 2 x AI, 4 x GI; 1 x SRS; 1 x LRS; 1 x AI or AFF or LFS; 1 x ACS or JI or GI; 1 x SRS or LRS

FURBALLS Cultures based on beings evolved from mammals such as canine, felines, bears and various types of primates such as Chimps and Apes. Evolution has enabled these species to walk in Bi-Ped form and develop technologically. Their culture has aggressive traits and these are reflected in their military tactics. They have experienced the same technological advances as experienced by humanoid races. War machines tend to be made in their image so the HBCV and LBCV models are far more common than tracked, wheeled or hover models. AAF units are more heavily armored versions of HBCV. As a result, Furball AFF units will move and recoil as if HBCVs. Most Furball cultures still advocate a pack mentality with a local Big Dog or Top Cat that is kept in submission by an even more fearsome regional dictator. . There are several major Pack fiefs in a particular Furball empire with each Pack having its own unique uniform color. If more than a 12 Force is used, then two Packs must be used. The maximum size of a Packs Field Force is 12 elements. Elements form different Packs CANNOT operate in the same formation. They will give Close Support to other Packs BUT cannot be counted as an Overlap support. (12 Force) = 1 x AAF or HBCV (CCC); 1 x HBCV; 2 x LBCV; 1 x SRS, 1 x ACS or LRS; 1 x JI; 1 x AI; 3 x GI; 1 x HBCV or LBCV or AI (18 Force) = 1 x AAF or HBCV (CCC); 2 x HBCV; 2 x LBCV; 1 x SRS, 1 x ACS; 1 x LRS; 2 x JI; 2 x AI; 4 x GI; 1 x HBCV or LBCV; 1 x SRS or LRS (24 Force) = 1 x AAF or HBCV (CCC); 2 x HBCV; 3 x LBCV; 2 x SRS, 1 x ACS; 1 x LRS; 3 x JI; 3 x AI; 6 x GI; 1 x AAF or LFS or LBCV; 1 x SRS or LRS or ACS

HOOFERS This term is used to refer to a various number of species which are evolutions of hoof creatures. In Human mythology the best comparison can be made with minotaur and centaurs. Some species may be Bi-ped and some may be Quad-ped. They have experienced the same technological advances as experienced by humanoid races. War machines tend to be made in their image so the HBCV and LBCV models are far more common than tracked, wheeled or hover models. Hoofers stress speed as a mark of prowess so their military machines and forces tend to be lighter than other species

(12 Force) = 1 x HBCV or LBCV (CCC); 2 x LBCV; 1 x ACS; 1 x SRS; 1 x LRS; 2 x JI; 1 x AI; 2 x GI; 1 x GI or SRS (18 Force) = 1 x HBCV or LBCV (CCC); 3 x LBCV; 2 x HBCV or LBCV; 1 x ACS; 1 x SRS; 1 x LRS; 2 x JI; 1 x AI; 4 x GI; 1 x AI or JI; 1 x LRS or SRS (24 Force) = 1 x HBCV or LBCV (CCC); 3 x LBCV; 3 x LBCV or HBCV; 2 x ACS; 2 x SRS; 1 x LRS; 2 x JI; 2 x AI; 6 x GI; 1 x GI or AI; 1 x LRS or ACS or SRS

REPTIDS Cultures based on beings evolved from cold blooded ancestors such as lizards, dinosaurs and other reptiles. Evolution has enabled these species to walk in Bi-Ped form and develop technologically. The main Reptid culture maintains a strict binary composition of their military forces. Key components will even be omitted from a forces TO&E in order to maintain the binary form. Unlike other races, the player must select a single option for both elements. They cannot select one of each. If the CCC is AAF or HBCV, then the second element must be the same troop type. Due to the natural ability of Reptids to use cover, Reptid JIs receive a +1 in all combat rolls with enemy unit in all terrain BUT clear. The weakest combat arm for the Reptids is aviation warfare. As a result, ACS units will suffer a -1 to all combat rolls with Mechanized units. (12 Force) = 1 x AAF or HBCV (CCC); 1 x AAF or HBCV; 2 x LFS or LBCV; 2 x ACS; 2 x SRS or LRS; 2 x JI; 2 x AI; 2 x GI (18 Force) = 1 x AAF or HBCV (CCC); 1 x AAF or HBCV; 2 x LFS or LBCV; 2 x ACS; 2 x SRS or LRS; 2 x JI; 4 x AI; 4 x GI (24 Force) = 1 x AAF or HBCV (CCC); 1 x AAF or HBCV; 4 x LFS or LBCV; 2 x ACS; 2 x SRS or LRS; 2 x JI; 4 x AI; 6 x GI; 2 x AAF or HBCV or ACS

AQUATIC RACES These cultures have developed in water-dominated worlds. Their society has developed in a parallel manner as other humanoid races. They can be placed into three main groups: the humanoid Mermen, the oxygen breathing species and the water breathing species. If the Aquaids are on the defensive, then all of the board will be a hostile environment (oceans floor). Waterways are trenches and roads are not allowed. MERMEN Their society has developed in a parallel manner as other humanoid races. Mermen have space faring technology so they can be Attackers. Vehicle mobility technology has been more along the lines of submarines with the use of water displacement to move the craft. Weapons have focused on the development of disrupter type weapons with a focus sound beam being a favorite. Vehicles tend to resemble fearsome creatures of the deep. Most craft still operate near the floor because of energy requirement outputs needed for their large weapons is large. As a result engines are undersized for the needs of most craft. Aviation assets are mainly submarine style craft used to gain height above the battlefield. The development of LRS weapons has been ignored because those weapons are mainly indirect and projectile oriented. Both of which are not contusive to undersea warfare. SRS and ACS systems use different models of torpedoes. (12 Force) = 1 x AAF or LFS (CCC); 1 x AAF; 1 x LFS; 2 x ACS; 1 x JI; 1 x AI, 2 x GI; 1 x SRS; 1 x LFS or AAF; 1 x GI or SRS (18 Force) = 1 x AAF or LFS (CCC); 1 x AAF; 2 x LFS; 2 x ACS; 2 x JI; 2 x AI, 4 x GI; 2 x SRS; 1 x LFS or AAF; 1 x AI or JI or GI (24 Force) = 1 x AAF or LFS (CCC); 2 x AAF; 3 x LFS; 3 x ACS; 2 x JI; 3 x AI, 6 x GI; 2 x SRS; 1 x AAF or LFS; 1 x SRS or ACS

OXY-AQUIDS These are the oxygen breathing ocean dwellers such as the terra whales and dolphins. Often considered very intelligent, the focus of Oxy-aquid society has been mainly non-military. OxyAquids do not have space faring technology, so are always the defenders. The only exception is if the Aquids are fighting another aquatic species. Militarily they are considered a Low-tech society; most of the Qxy-Aquid armies are predominately organic infantry. Several RAC armies have been discovered to under the control of an Oxy-aquid overlord. Armies of 18 or 24 elements can have RAC subject units. Darters are swift but they can be deadly when they surprise their enemies. They are the JI of the Oxy-Aquids. Stingers are ACV and SRS units. These creatures use projectile stingers to engage the enemy from a distance. The SRS units are treated as infantry in recoil situations. Protectors are the upper class of the Oxy-Aquids. On most water worlds these are whale and dolphin like creatures. They are classified as AI units. Leviathans are very large creatures bred especially for war and have been organized in units and function as HBCV and LBCV units. (12 Force)= 1 x HBCV or LBCV or AI (CCC); 2 x LBCV; 1 x ACS; 1 x SRS; 2 x JI; 2 x AI, 3 x GI (18 Force) = 1 x HBCV or LBCV or AI (CCC); 2 x LBCV; 1 x ACS; 1 x SRS; 2 x JI; 2 x AI, 3 x GI; (No RAC Subjects =1 x HBCV; 2 x GI; 1 x ACS or SRS; 2 x JI or AI) OR (RAC Subjects = 1 x AFF; 2 x AI; 1 x ACS or SRS; 1 x JI; 1 x LSF) (24 Force) = 1 x HBCV or LBCV or AI (CCC); 2 x LBCV; 1 x ACS; 1 x SRS; 2 x JI; 2 x AI, 3 x GI; (No RAC Subjects = 2 x LBCV; 2 x JI; 4 x GI; 3 x AI; 1 x SRS or ACS) OR (RAC Subjects = 2 x AFF; 4 x AI; 2 x ACS or SRS; 2 x JI; 2 x LSF)

AQUAIDS Aquaids covers all species evolving from water breathing species from ocean based cultures. Aquids do not have space faring technology, so are always the defenders. The only exception is if the Aquids are fighting another aquadic species. Some species are derived from squid-like creatures and others from blood thirsty shark-like creatures. Considered a Low-tech society, most of the Aquid armies are predominately organic infantry. Those species which have not left their water environment, still retain their ocean appearance. Those sub-species which have evolved for short term exploration and domination of the small land masses located on their water worlds or have evolved to explore the galaxy, have mutated or developed bi-ped legs and arms. Swarms are vassal species that attack in vast numbers but are still easy to neutralize. They are rated as GIs. Darters are swift but they can be deadly when they surprise their enemies. They are the JI of the Aquids. Stingers are ACV and SRS units. These creatures use projectile stingers to engage the enemy from a distance. The SRS units are treated as infantry in recoil situations. Ravagers are the upper class of the Aquids. On most water worlds these are shark and squid like creatures. They are classified as AI units. Leviathans are very large creatures bred especially for war and have been organized in units and function as LBCV units. (12 Force) = 1 x LBCV or AI (CCC); 2 x LBCV; 1 x ACS; 1 x SRS; 2 x JI; 1 x AI, 4 x GI (18 Force) = 1 x LBCV or AI (CCC); 2 x LBCV; 2 x ACS; 2 x SRS; 3 x JI; 2 x AI, 5 x GI; 1 x AI or SI (suicide capable) (24 Force) = 1 x LBCV or AI (CCC); 4 x LBCV; 2 x ACS; 1 x SRS; 2 x JI; 3 x AI, 7 x GI; 2 x AI or SI (Suicide capable); 2 x JI or SRS

NIDs This represents an insect dominated culture using a Hive Mind control process. All forces are organic and mechanical vehicles are not used. For balanced battles a NID force should be either an 18 or 24 element force while the opponent is a 12 element force. There are no LSF or AAF comparison units. The NIDS who are more mobile and heavier creatures are rated as HBCV or LBCV. Slashers: These are the main warrior sect of the NID culture. They follow a single goal which is to destroy the enemy. They kill depending on the creature by stabbing, biting or stinging. They are rated and operate as GI in game terms. Suicide Slashers; These are the same as Slashers but their do and die attitude reduces some combat effectiveness. In game terms they are rated as SI but have a special option. Jumpers: These insects are capable of minimum flight and often can jump to extreme heights. Their main function is to find enemy formations. They have limited combat capability but can surprise and overwhelm an enemy force in Rough terrain. Armored Slashers: These are the NID warrior sects which are a combination of being larger and in most cases thicker skinned than their Slasher cousins. They are rated as AI being harder to kill than other Slashers. Whinners: These are the winged warrior insects which often support attacks by the Slashers or Crushers. They are rated the same as ACS. There are no SRS or LRS NID units. They can move into contact with an enemy element. Crushers: These are the monstrously large creatures. Despite their size they are considered very mobile. Due to their mobility and organic nature, they are rated the same as HBCV and LBCV. The difference between the two ratings can be either the size or number of NIDS in the unit. Control NID: This is the Hive Mind of the force. It is always a HBCV troop class and is also rated as the CCC unit. BFS and LOC: Both of these would be a complex of passages in which the attacker would be constantly ambushed while clearing. They operate in the same manner as LOC and BFS in the regular rules. There are no BFS in the Army lists but would be available in a defensive Campaign scenario. (12 Force)= 1 x HBCV (CCC); 1 x HBCV or LBCV; 2 x ACS; 2 x AI; 5 x GI; 1 x JI or GI (18 Force)= 1 x HBCV (CCC); 1 x HBCV; 1 x LBCV; 3 x ACS; 3 x AI; 5 x GI; 3 x SI; 1 x JI (24 Force)= 1 x HBCV (CCC); 2 x HBCV or LBCV; 1 x LBCV; 4 x ACS; 4 x AI; 7 x GI; 3 x SI; 1 x JI; 1 x GI or JI or ACS

RACS This list represents those forces which are mechanical in composition. Hence the slang terms RACs which is for Robots, Androids and Cyborgs. The forces may be controlled by a Human Overlord or a computer Hive Mind. Technology advancements have not been a problem but regulating size has been. War machines tend to be large cumbersome vehicles and even large individual robots are normal. They tend to have better communications and evasive countermeasures so they can field more aviation assets than other forces. Cyborgs and Androids compose most of the ground forces that would be classified as Infantry. The armored infantry units are composed of Cyborgs in heavy body armor but more often were thickly plated robots and androids designed to take heavy damage while assaulting enemy positions. ACS and LRS units are a combination of drones and self guiding missiles. RAC control brains see little need in advanced propulsion which lead them to create AAF and LFS units which were monstrous robotic machines which rolled along on threads or hovered only

slightly above the ground. Because of the AAFs and BFSs being heavily armored, containing massive weapons and hard to impair, RAC BFS and AAFs have a +1 to all combat rolls. (12 Force) = 1 x AAF (CCC); 2 x AAF; 2 x LFS; 1 x ACS; 2 x AI; 2 x GI; 1 x JI; 1 x ACS or LRS (18 Force) = 1 x AAF (CCC); 2 x AAF; 2 x LFS; 1 x LFS or AAF; 2 x ACS; 3 x AI; 4 x GI; 2 x JI; 1 x SRS or ACS or LRS (24 Force) = 1 x AAF (CCC); 3 x AAF; 4 x LFS; 2 x ACS; 4 x AI; 3 x GI; 2 x JI; 1 x SRS; 1 x LRS; 1 x ACS or LRS; 1 x LFS or AI or JI or SRS; 1 x GI or BFS

PARASIDICS This includes a species whose origins are still undetermined. Not enough data has been recorded about their species to be sure of their origin. The race includes a number of parasite creatures discovered on various worlds. Their plague outbreaks have been controlled and the various worlds have decided to eliminate the possibility of further plagues by exterminating the parasites on their home-worlds. Upon the initial invasion, the intelligence services discovered that the Parasidic species had developed a level of higher intelligence and a number of warrior castes. The Parasidics are not a space faring race. All conflict with them occurs on worlds that they control, so are always the defenders. All of their tactics are based on organic conflict and they have no use for mechanical equipment though some will use captured hand weapons. . Infectors: These are the main warrior sect of the Parasitic culture. They follow a single goal which is to destroy the enemy. They kill depending on the creature by biting or stinging. They are rated and operate as GI in game terms. Suicide Infectors; These are the same as Infectors but their do and die attitude reduces some combat effectiveness. In game terms they are rated as SI but have a special option. Lurkers: These parasites are capable of great stealth. Their main function is to locate enemy formations. They have limited combat capability but can surprise and overwhelm an enemy force in Rough terrain. They are rated as JI. Armored Infectors: These are the advanced warrior sects which are a combination of being larger and in most cases thicker skinned than Infectors. They are rated as AI being harder to kill than other Infectors. Crushers: These are the monstrously large creatures. Despite their size they are considered very mobile. Due to their mobility and organic nature, they are rated the same as HBCV and LBCV. The difference between the two ratings can be either the size or number of Parsidics in the unit. Control PARASID: This is the Hive Mind of the force. It is always a HBCV troop class and is also rated as the CCC unit. BFS and LOC: Both of these would be a complex of passages in which the attacker would be constantly ambushed while clearing. They operate in the same manner as LOC and BFS in the regular rules. There are no BFS in the Army lists but would be available in a defensive Campaign scenario. (12 Force)= 1 x HBCV (CCC); 1 x HBCV or LBCV; 2 x AI; 5 x GI; 1 x BFS; 1 x JI (18 Force)= 1 x HBCV (CCC); 1 x HBCV; 2 x LBCV; 3 x AI; 6 x GI; 2 x SI; 1 x JI; 2 x BFS or GI (24 Force)= 1 x HBCV (CCC); 2 x HBCV or LBCV; 1 x LBCV; 4 x ACS; 4 x AI; 7 x GI; 3 x SI; 1 x JI; 1 x BFS

The Domination of Terra Campaign


The principles behind the Domination of Terra Campaign can be applied to any of the Humanoid or non-Humanoid Armies and Home Worlds as well. The Campaign is designed for use with the armies listed in the The Earth in the Near Future section. Based on the abilities of the players, campaigns will be resolved quickly or bog down into shifting alliances and stalemates. Either of two strategic movement systems will provide a quick play campaign with plenty of action between players. Both the point to point system and the area movement system can be used. Board The area movement system is the mechanic used here due to the easy access of the board from the popular RISK game. Players can spend time designing their own boards but for a quick initial start, the RISK board works well. However any currently available strategic board game that uses area movement can be used. Prior to the start of the campaign, the controller will determine the Planetary Zone for every area on the map. Forces The basic force is the standard 12 element Army as provided in the lists for that coalition. The 18 element force is referred to in the campaign rules as an Expedition. The 24 element force is referred to as an Army Group. Area Supply and Restrictions An area as designated on the map contains enough integral supplies to maintain a military force assigned to occupy that area. Still there is a supply capacity limit of 36 elements for each area. This means that an area can support: three independent Armies OR one Army and one Army group OR two Expeditions OR one Expedition and one Army. At the end of a turn only one player may occupy an area. The only exception is in the case of an alliance in which case the allied player that does not control of the area must move the next turn if no battle is expected. Sequence of Play & Strategic Time Scale Each Turn represents a month. Twelve Month turns equals a Game year. The time frame used in the Campaign system requires that a year be divided into ten monthly turns. Between the end of the last monthly turn of the previous year and the first monthly turn for the new year is an InterYear Phase. For monthly player order of activities, the players can use either a traditional UGOIGO method or a Diplomacy style simultaneous written Order Movement. In the traditional UGO-IGO Order of Player Activity, the players will determine each players Initiative rating. The player with the lowest rating will move first. For ties in Initiative players will roll comparative dice with the player with the lowest number moving in the FIRST month before the player with the higher roll off number. The player with the highest rating can select at the beginning of each turn when they will move for that turn. He must make his announcement as to when he will move PRIOR to the first players move for that monthly turn. Yes, this does mean that the player with the highest initiative may actually be the last player to conduct movement in one month and the first player to move in the following month. Combat forced by the active players moves and any resulting post- combat retreats are resolved before the next player in the order of play moves. In the Written Order Simultaneous Order method, the players will write down the destination for each army prior to any move being conducted in that monthly turn. Then all players will move their armies to the areas marked for that months turn. Combat forced by the movement of players are resolved in the sequence of left to right as you look at the strategic

board. If a location is unclear, the first determinant is for the area located to north being resolved first. The second determinant is for a die roll off to be conducted by the areas owner with the lowest die roll going first. Inter-Year Activities During the Inter-year Phase the players will allocate replacements and determine the initiative rating for the next year. It is only during the Inter-year Phase that such activities are allowed. During the Inter-Year Phase, each player will receive one replacement element of any type for each area that they control at this time. The players will allocate the replacements according to the guidelines. These actions can be done by all players at the same time. During the Inter-Year Phase, the sequence of player activities will be determined for the entire next year (ten turns). If the UGO-IGO system has been selected, player Initiative for the year will be determined using the method mentioned in the previous paragraph. Each player will receive one initiative point for each area that they control. The lowest rated player will move first and in order until the next to the highest player. The bonus for having the highest Initiative rating is the fact that the highest rated player can determine when he will move. In the Written Order Simultaneous Order method, the players will write down the destination for each army prior to any move being conducted in each monthly turn. Area Strategic Movement An army can move only from one adjacent area to another area which shares a common border with the area where it is now located. It does not matter it the border constitutes land, water or both. Army Groups and Expeditions can move only ONE area per turn. Armies can move up to TWO areas per turn. However the Army is restricted in its movement by having to stop in any area which started the turn as enemy controlled. This is regardless of whether an enemy garrison force was or is currently occupying that area. Initial Combatant OBs and ToEs The Campaigns Coordinator can change the initial allocations and determine which classification of ToEs to better suit the needs and players of his particular organization. The number of Armies, Expeditions and Army Groups allowed for each player when the Campaign begins is based on the number of areas controlled by each player. Each player will receive ONE Army Group which represents to Elite units of that faction. Each player will receive TWO Expeditions which can be viewed as the Strike Forces of the faction. Each player will receive ONE Army PER area that they begin the campaign under their control. These do not represent garrisons but the forces raised at the mobilization sites in that area. The table of organization used by the campaign controller can be either Rigid or Fluid. The Rigid version requires a little more paperwork. Players will determine the composition of each Army BASED upon the Army List for that faction. Each army will be given an identification code (Examples: such as the Eastern Expedition or the Burmese Army. I find the easiest way to ID the armies is to give them the name of the area in which they were originally mobilized. ) The Army will retain the initial ToE throughout the entire campaign. This means that the Army location will have to be tracked in an Action Journal that records all of the actions and movements for that Faction. The only time that the initial ToE can be changed is when the unit has been depleted and receives replacements at the beginning of each new YEAR. The Fluid ToE option allows for the player to begin each turn with every army not having to determine its ToE until it has to participate in a battle. This concept recognizes the ability of an Army to conform its combat needs to the situation and actually has several weeks between battles to do so. An Army that is less than full strength is able to select the elements desired, regardless of the lost elements, to create its ToE for this turns battle. This may seem unrealistic but

envisions that an Army will be able to rally, reorganize, salvage and conduct other activities between battles to create units (elements) that its commanding General prefers.

Uncontrolled Areas & Revolts At the beginning of the campaign during the Initial Deployment Phase, some areas will begin the Campaign not under the control of any player. The Campaign Controller will decide whether to leave these areas empty, not garrisoned, or garrison them with an independent Warlord Army. If an independent Warlord Army is used to garrison the area, the army can only defend and cannot move since it is not controlled by a player. An area which did not start the campaign as part of a players Home Coalition, may revolt if the owning player fails to leave a garrison in that area. If such conquered areas are not garrisoned during the Inter-year Phase, then that area may become in turmoil. The controlling player will roll a d6 and if the result is a ONE, then the area becomes in turmoil. Immediately a second d6 is rolled and if another ONE is rolled then the area becomes in revolt and a Warlord Army is placed in the area. Optional rules for areas in turmoil but NOT in revolt, is that the Controlling player may not move freely through the area in Turmoil. It must stop upon entering the area to pacify the inhabitants. Battles with Independent Warlord Armies If the Campaign Controller is NOT an active participant, then he will control and fight all Independent Warlord Armies They will use the Army ToE listed at the end of this section. If the Campaign Controller is also an Active Participant, then the controller of an independent Warlord Army will be determined once an area controlled by the Warlord Army is invaded. The Non-invading player who controls an area the nearest to the invaded area will have the most influence in that area and will control the Warlord Army during the required battle. If the are two or more players equal distance from the area, then a roll off will take place between players with the high roller controlling the independent Warlord Army. Tactical Operations, Defeated Armies and Retreat Guidelines Tactical combat is resolved as per the basic rules. A victor of the battle is also determined as per the basic rules. A defeated army can retreated to an adjacent area that it controls. This area cannot be an allied controlled and garrisoned. It can retreat into an allied controlled area that is not garrisoned AS LONG AS it is willing to dissolve his alliance and declare war on his former ally. An enemy controlled area whether garrisoned or not cannot be retreated into. If a defeated Army cannot retreat, then it is destroyed and removed from play. Defeated Warlord Armies can never retreat and are automatically destroyed. Depleted Armies and Replacements Armies which were defeated and even Armies that were victorious will become less than authorized Full strength. This term used for this status is depleted. During the Inter-Year Administration Phase, each player will receive one replacement element of any type for each area that they control at this time. These replacement elements are automatically transferred to the Depleted Armies based upon the desires of the owning player. An army cannot receive more elements than it is short. (Example: An army cannot now have 14 elements in its command.) Nor can an Army be increased into an Expedition, nor an Expedition into an Army Group. ONLY after all existing Armies have been brought up to full strength can a player determine if he has at least 12 elements remaining in which to create a NEW army. This is the only time a NEW Army can be created. A new Army that has been created is placed in any area controlled by that faction.

Any remaining elements after a new army has been created are eliminated. (In theoretical terms, they are dispatched over the controlled areas as police garrisons.) Alliances Alliances with other players can be tricky diplomatically and may change movement strategies especially when using the Simultaneous order of play with written orders. Participants should expect to be stabbed in the back and experience shifting alliances especially between different player species. It would be part of the natural order of things when coalitions are trying to gain control of limited resources. So chill out if you are betrayed and view it as another type of challenge to test your leadership skills. Guidelines for controlling alliances are difficult. The simplest method is NOT to allow alliances as in most cases these are rival species seeking domination over all different species. In most cases guidelines used will depend on whether the players are using the Simultaneous Written Order or the UGO-IGO order of play system. In the UGO-IGO system there will never be forces from two allied players in the same area. Alliances under this system will involve mainly rights of passage through allied areas. The tricky part is that at the end of the year, if a player has an army occupying an area that belongs to an ally, the area will change alliance to the occupying power during the Inter-Year Phase. An alliance is still restricted by supply to 36 elements in the force. Under the Simultaneous Written Order system, allied players can use the rights of passage and actually participate in an invasion together. Again an alliance is still restricted by supply to 36 elements in the combined force. If an allied player moves into an area to support another armys defense of that area, the controlling player of that area will still remain in control if the battle is won. If an allied player moves into an area that is not garrisoned to defend that area, the new controlling player for that area will be the allied player who sent troops to defend it. If the invading alliance wins, the next turn the players who do not gain control of the area must leave. The invading player of an alliance is given control of the conquered area if his army kills more of the enemy elements than he lost. (An option is to give control to the player with the largest army remaining in the area. However, this rewards cautious play during the tactical battle and we were wanting to reward not only aggressive play but also stronger leadership.)

Rising Coalitions (New Players) Allowing players to begin after the start of a Campaign is totally up to the Controller. He may decide on other new player starting rules but I have included some to use as guidelines. If possible the new player should start with the same size of forces as the original players used but this is not required. The location of the new players Home Coalition should be the largest concentration of uncontrolled areas in the same region. Warlord Armies can be replaced with Coalition areas from the new player. Another option for new players is to allow them to become a Successor for an original player who is no longer playing. Also a new player can be declared a Subordinate Commander in another players Coalition. A Subordinate player will be given an Expedition command to control and whatever other armies that the commanding General sees fit. For a new player to the system or a player whose attendance may be irregular, then one option is to allow that player to command all of the Warlord Armies in required battles. Absentee Players One problem that any club campaign experiences is the loss of interest and resignation of a player or a player whose job makes their participation less constant. The Controller can set guidelines for such situations but here are some mechanics that they can consider. For players who miss one, their Coalition has experienced internal dissidents and all armies of the absent player cannot

move but are pacifying their areas while remaining in garrison. If frozen armies are attacked, a player with an alliance can control the armies in a battle but cannot move them to another area. Any defeated armies cannot retreat but are destroyed. If the absent player is not part of an alliance, the Controller will control such Armies in battle but he cannot move them to a new area. Again such defeated armies cannot retreat but are destroyed. If a player misses two consecutive meetings or the Inter-Year Phase occurs, all of his ungarrisoned areas are placed in turmoil, even Home areas. A die roll is made as per normal rules for all non-Home areas to see if any go into revolt. The controller will conduct the rolls. One option is for the controller to assign a proxy commander for the absent player. The proxy commander will be a person who is not an active participant in the campaign. Campaign Victory Campaigns may end with a stalemate and the exhausted players deciding to quit and end a campaign. Such events happen and signal the end of another war with countries losing or gaining prominence based on the shifts in territorial control. Campaigns may end with a domination victory. Prior to the start of the campaign, the Controller will determine how many areas have to be controlled by a single player in order for him to be declared the winner. Campaigns may also be determined by the Controller prior to the start as an Extinction Campaign. Such Extinction campaigns are more common when players controlling different races participate. In the case of an Extinction Campaign, a player will be declared the winner when all of the other players are eliminated.

Examples of Support: Player Z has his units labels A, B, C, and L. L is an LRS or ACS unit who can provide support to units A or B or C. Player X has his units marked 1, 2, 3 and 4. Unit 4 is an SRS unit which can only provide support to unit 2. 4 3 C 2 B 1 A

ON THE BACK INSIDE COVER Quick Reference Sheet


MOVEMENT RATE ALLOWANCES Troop Type JI LI GI Inches 4 2 3 CMs 8 4 6 Troop Type Inches CMs Troop Type Inches CMs LSF 6 12 SRS 2 4 LBCV 6 12 ACS 6 12 HBCV 5 10 CCC varies varies AI 2 4 AFF 5 10 BFS 0 0 LRS 2 4 LOC 0 0

FIREPOWER RATINGS (In Contact/As Close Support) Troop Type JI LI GI AI vs Infantry 3 1 2 3 vs Mech. 2 1 1 3 Troop Type vs Infantry vs Mech Troop Type vs Infantry vs Mech LSF 3 2 LBCV 3 2 ACS 1 / +1 1 / +2 HBCV 4 3 CCC varies varies AFF 4 3 BFS 3 3

SRS 1/ +1 1/ +1 LRS 1 / +2 1 / +1 LOC 1 1

OTHER TACTICAL MODIFIERS TO COMBAT **The CCC will be a troop type based on its nationality traits. ** The CCC (due to its ability to direct fire support and other motivational factors) will add a +1 to all combat rolls whether offensive or defensive. **Infantry in Rough terrain versus a mechanized element receives a +1. **For each element considered an Overlap the player adds +1. **Any unit in even partially or crossed a Water Feature or lake that turn will adjust the combat value by -1. This does not apply to all water terrain of a water world. **Native Forces in a Hostile Environment vs a non-terrestrial enemy +1 COMBAT RESULTS *** The total combat value of the winner is twice or more than the total of the loser, then the loser is DESTROYED. *** The victor total is greater than the loser but less than double. The loser must Recoil according to the Recoil/ retreat guidelines if possible. If they are unable to Recoil, then it is destroyed unless it has special abilities. *** A TIE is as the result of both sides having equal numbers after all modifications, there is a stalemate and no affects on both the attacker and defender.

FRONT INSIDE COVER


SEQUENCE OF PLAY Game Turn Player A Phase Player A rolls a d6 to determine how many command Pips that he will have for his Phase. Movement Segment Player A determines his desired Order of Movement and allocated the required Pips. Combat Segment Player A must attack every unit that he is in contact with and cannot attack a unit with which he has no friendly elements in contact. Each battle will be conducted in the order desired by the attacker. All combat and After-action operations will be resolved for a battle before proceeding to the next battle. Each player will roll a d6 Combat dice which is combined with the combat firepower rating of the unit plus any close support modifications. A loser is determined and the results of the battle are applied to it. Repeat the Combat Sequence for each element that you have in contact with an enemy element. A friendly element which is Pinned may fight only one of the contacting enemy elements. (For example: Player A has 9 elements in contact with 11 enemy elements. Player A will be required to conduct 9 attacks and not 11.) Phase B Phase Repeat the actions listed for Player A.

POINT SYSTEM
Assault Infantry (AI) 6 + 2 = 8 Garrison Infantry (GI): 3 + 3 = 6 Jump Infantry (JI): 5 + 4 = 9 Levy Infantry (LI): 2 + 2 + 4 Suicide Infantry (SI Close Support Units Short Range Support Systems (SRS): 6 Long Range Support Systems (LRS): 8 Aviation Close Support Assets: (ACS): 8 Mechanized Units Light Strike Force (LSF): Light Bi-Ped/GEV Combat Vehicles (LBCV): Heavy Bi-Ped/GEV Combat Vehicles (HBCV): MED Armored Assault Force (AAF): HVY Non-Troop Elements Bunker Fortification System (BFS): Command and Control Center (CCC): Logistics Operations Center (LOC): MOVEMENT RATE ALLOWANCES Troop Type Jump Inf Levy Inf Inches 4 2 CMs 8 4 Troop Type Inches CMs Troop Type Inches CMs LSF(Mech inf) 6 12 SRS(upport) 2 4 LBCV Lt AFV 6 12 ACS (Air) 6 12

Garrison Inf 3 6 HBCV Med AFV 5 10 CCC (HQ) varies varies

Assault Inf 2 4 AFF (Hvy AFV) 5 10 BFS (Bunker) 0 0 LRS(upport) 2 4 LOC (Logistics) 0 0

FIREPOWER RATINGS (In Contact/As Close Support) Troop Type Jump Inf Levy Inf Garrison Inf vs Infantry 3 1 2 vs Mech. 2 1 1 Troop Type vs Infantry vs Mech Troop Type vs Infantry vs Mech LSF(Mech inf) 3 2 LBCV (Lt AFV) 3 2 ACS (Air) 1 / +1 1 / +2 HBCV (Med AFV) 4 3 CCC (HQ) varies varies

Assault Inf 3 3 AFF (Hvy AFV) 4 3 BFS (Bunker) 3 3

SRS(upport) 1/ +1 1/ +1 LRS(upport) 1 / +2 1 / +1 LOC(Logistics) 1 1

Assault Infantry (AI Garrison Infantry (GI): Jump Infantry (JI): Levy Infantry (LI): Suicide Infantry (SI Close Support Units Short Range Support Systems (SRS): Long Range Support Systems (LRS): Aviation Close Support Assets: (ACS): Mechanized Units Light Strike Force (LSF): Light Bi-Ped Combat Vehicles (LBCV): Heavy Bi-Ped Combat Vehicles (HBCV): MED Armored Assault Force (AAF): HVY Non-Troop Elements Bunker Fortification System (BFS): 6 Command and Control Center (CCC): Logistics Operations Center (LOC): PacFed New Guinea Garrison Force (12 Force) 1 x LOC 1 x AAF or HBCV (CCC); 1 x AAF or HBCV; 2 x LSF ; 1 x ACS; Air 1 x SRS; 1 x LRS; 3x GI; 2 x BSF The Indonesian Islamic Brotherhood Confederation contained several nationalities but all of its members were devote Moslems. Endless Jihads produce constant offensive actions. (12 Force) 1 x AAF (CCC); 1 x AAF; 3 x LSF; 1 x ACS; 2 x AI, 2 x SI; 2 x SRS
As promised, here are the first of a big batch of new releases. Were starting with the Indonesian Republic ten new grav vehicles and two 6mm scale Squadron Commander fighters

Indonesian 6mm Vehicles

SF300-1401 T14 Suharto MBT

SF300-1403 M58 Sugama APC

SF300-1401a T14E3 Anjalika MBT SF300-1403a M58-C Wiranto Command

SF300-1405 S422 Slamet SPG

SF300-1407 R35 Bhima Armoured Car

SF300-1405a S436 Binaija SPG

SF300-1408 Kijang Armoured grav truck Squadron Commander

SF300-1405b S511 Sibayak MRL

SCR-1401 Pedang class Interceptor 2.50 SCR-1402 Kampak class Attack Fighter 2.50 SCP-1401 Pedang Flight 9.00 SCP-1402 Kampak Flight 9.00 * Indonesian Army motto (Sanskrit, lit:Unmatchable Bird with Noble Goals)

SF300-1406 P147 Arjuna AA Vehicle

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