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ACTIONS - MOVEMENT

Inner Title Page with frontispiece

Layout Notes

Change Log:
Firefight
Any text in red indicates text that has
changed since the last version.

Throughout this book, text will be


highlighted in various colours:

• Green text such as this provides


instructions for layout, like inserting
pictures.
The history of humanity has ever been written in words of blood. The only difference in this
new• age
Blueisindicates that
the size of more
our textWhere
ledger. needs once
to petty kings and their generals vied for control of
mere be
nations,
writtennow corporations
or added to that wipe out(or
section whole species for profit. As enlightened as we like to
thinkneeds
we are, violenceto
replacing remains our most
differ from utilised tool, either driving or underpinning each of our
warpath).
achievements – often both.
• Red
Dr.text indicates
Gayle text I –have
Simmonds changed
a seminar on human evolution, prior to the Nexus Psi incident
but need to consider what it is changed
too or if to undo the change.
Credits
• Yellow text references another book
Painting
Leigh Buckett, Rob Jenkins, Leicester Phat
Written
or part of thisBy
book, and should only be Cats, Ben Macintyre, Tyler Mengel, Dave
changed
Matt Hobdayonce the book is finished and Neild, Will Simmons, Chris Webb
laid out to ensure that it is correct.
Additional Graphic Design
Development & Editing
Duncan Aldis, Kev Brett, Jay Shepherd,
Alessio Cavatore, Gaetano Ferrara, Stewart Francesco Volpe
Gibbs, Matt Gilbert, Mark Latham, Sami
Mahmoud, Doug Newton-Walters, Ben Photography
Sandum, Duncan Waugh
Ben Sandum
Background
Playtesting
Michael Grey, Guy Haley, Greg D Smith,
Christopher Verspeak Mark Berry, Tim Bratina, Martyn Chate,
Gaetano Ferrara, Matt Gilbert, Jon Hickey,
Art Andy Hicks, Michael Kaup, Tim King, Alex
Lloyd, Sami Mahmoud, Doug Newton-
Dave Allsop, Shen Fei Chan, Roberto Cirillo, Walters, Chris Palmer, Austin Peasley, Ronnie
Daniel Comerci, Juan Diego Dianderas, Heath Renton, Andy Robertson, Tyler Schulz, David
Foley, Michele Giorgi, Hai Hoang, Inkognit,
Symonds, Mike Tittensor, Duncan Waugh,
Rob Jenkins, Pierre Loyvet, Jonas Springborg,
Luigi Terzi, Eric Wilkerson Dave Wilson, Matt Wingate

Sculpting Special thanks go to Mantic’s incredible


community for their countless hours of
Juan Miguel López Barea, Daniele Cattarin, gaming and feedback, and to each and every
Dave Kidd, MKUltra Studio, Tim Prow, Ben Kickstarter backer for making this game a
Skinner, Luigi Terzi reality.

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ACTIONS - MOVEMENT

Contents
Introduction 3 Flyers ........................................................ 58

What you need to play ................................. 10 Special Rules and Equipment ..................... 60
Command ..................................................... 68
Core Concepts 13
Orders ...................................................... 70
Units ......................................................... 14
Forces 75
Dice ...........................................................15
In Play .......................................................16 Picking a Force ....................................... 76

Measuring ................................................ 17 Asterians ............................................ 81

Unit Statistics ...........................................18 Enforcers ............................................ 93

Line of sight ............................................. 20 Forge Fathers ................................... 104


The GCPS ......................................... 114
Playing a Game 24
Marauders ........................................ 126
Setting up a Game .................................. 25
The Plague ........................................134
Missions ................................................... 28
The Veer-Myn .................................. 144
Objectives ................................................ 29
1. Violent Encounter .............................. 32
Reference 153
2. Occupation .......................................... 33 Scenery ........................................................ 154

3. Take Back the Town ........................... 34 Index ............................................................ 156

4. Breakthrough ...................................... 35 Blank Army Roster .................................... 158

5. Last Stand ............................................ 36 Quick Play Sheet ........................................ 159

6. Ambush ............................................... 37
Sequence of Play ..................................... 38
Actions ........................................................... 39
Move ......................................................... 39
Shoot .........................................................42
Assault ...................................................... 46
Overwatch ............................................... 48
Regroup ................................................... 49
Rally ......................................................... 49
Suppression ................................................... 50
Terrain ........................................................... 52
Vehicles .......................................................... 56

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INTRODUCTION

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WHAT IS FIREFIGHT?
Playing a game
Introduction

With the invention of the McKinley Drive, humanity pushed out into the stars on a bold voyage of
discovery. What we found was not the untamed, deserted frontier that we had expected, but rather
an intricate and densely populated galaxy composed of multitudinous civilisations, both young and
ancient, which had been co-existing in an uneasy détente for centuries.

Thrust into this arena, humanity had to adapt quickly. Diplomacy became the second most populous
profession in the nascent human galactic empire, and we slowly insinuated ourselves into the complex
web of politics, intrigue and espionage that made up the wider galaxy, all the while exploring and
testing the boundaries of both our endurance and the patience of others.

When that patience broke, we called upon the first most populous profession in our new realm – the
military. For as vital to Galactic Relations as negotiation, trade and politics are, one thing remains
more important still – war.

War is the force that shapes borders when diplomacy fails, settles disputes when bargaining is of no use,
and establishes credentials when credence is lost. The other races of the galaxy tolerated us when we
What is Firefight?

came to them in friendship, but they took notice of us when we went on the warpath.

Firefight is a medium scale skirmish wargame set This rulebook contains everything you need to
in Mantic’s science-fiction universe. The players know to play out Firefight’s strategic skirmishes.
assume the role of a battlefield commander, The core rules of the game are very simple to learn,
overseeing the firefights and long-ranged but it will take some time and experimentation to
engagements fought out by their futuristic armies. master the art of winning an interstellar conflict.
These armies – human, alien, robot or something
in between – are represented by Mantic’s range
of 30mm scale miniatures, and all of the action
takes place on a table-top battlefield. It is up to the
players to use all of their wits to make the tactical
decisions required to win the game, with the help
of the dice to represent the random element of war.

Firefight is designed to represent the fierce


tactical engagements of futuristic armed forces -
defending a key choke point against the vanguard
of an invading army, or simply killing as many of
the enemy as possible before they can overwhelm
your troops!

Firefight focuses on units and individuals more


than the mass planet-wide battles of Warpath.

Firefight plays best with armies of between 20 and


70 miniatures per side, focusing on squad-based
action and the struggles of individual soldiers in
the crucible of war, where the stakes are desperate
and every bullet counts.

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A 1600pt Forge Father Clan for Warpath Firefight

Other Ways to
Play
For those who want to experience even bigger
conflicts, Warpath zooms out and allows you The
Fut
uris
to play out the fates of entire armies and tic
Bat
tle
Gam
e
even planets in mass battles. It is a game for
hobbyists who want to see mighty armies in
a bitter struggle for supremacy. You can find
out more in the Warpath Rulebook.

Both Warpath and Firefight use the same


miniatures range, applying common
mechanics to two different gaming styles
to give you the perfect sci-fi gaming fix no
matter your preference.

RUL
EBO
OK

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Playing a game
Introduction
What is Firefight?

A 2000pt Veer-Myn Brood for Warpath Mass Battle

Deadzone
Even smaller-scale skirmishes in the Warpath
universe are played out in Deadzone,
Firefight's sister game in Mantic’s sci-fi range.
The miniatures are again interchangeable, but
Deadzone zooms in to capture the intricate
detail of the more delicate reconnaissance
missions, with just 5-30 figures per side,
and a campaign system
where your
troopers will gain
experience and
improve their skills
between missions.

A Rebs Strike Team for Deadzone

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The Universe The Hobby

Firefight is not just a game, it’s a hobby.


The miniatures that make up your army
are supplied unassembled and unpainted,
giving you the chance to make something
truly unique. Some of the most exciting
parts of Firefight are customizing your force,
Firefight recreates battles fought out across collecting and painting your models, and
the breadth of corporate space, from the unleashing your finished army on the table-
towering cities of Corporation Central to top!
the unexplored planets of the outer spheres.
You can learn more about the Warpath Check out the Mantic website for more
universe and all of its inhabitant races in the information on the painting and modelling
accompanying sourcebook. aspect of the hobby.

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Forge Father technology was far in advance The noise from the core meant he couldn’t
of anything many other races in the hear his hounds growling as he neared a
galaxy could even dream of. Part of this sealed junction, but the threat indicators
sophistication came from dwarves living in his visor started to glow a soft amber,
much longer than those other races and thus responding to relays in their collars.
having more time to master their craft. But
mostly it came from their attention to detail He smiled and rested a hand on the hatch
and willingness to go to painstaking lengths controls.
to get the absolute most out of whatever
material they were working with or to “On your marks, lads,” he said. The hounds
follow a strand of research as far as it took were all on edge, straining to get at whatever
them. Their ships were then faster and more they had smelled in the room beyond. He
powerful than just about anything in the keyed in the access code and the door slid
galaxy. But a starship is still a starship and open.
the bowels of the Sturdy Grip were just as “On you go!”
dirty and noisy as any other’s.
The dogs darted through the open hatch, Old
Forge Lord Brukelyn’s helm shut out most of Barter in the lead, his brothers, Biter and
the noise but he could still feel the waves of Bit at his flanks. Brukelyn stepped through
pressure buffeting his armour as he stalked behind them and let the door slide closed.
along the narrow corridors in the power
plant. The static they produced was playing The noise from the core room was shut
havoc with his armour’s sensors too but he out instantly and Brukelyn could hear
didn’t want to have them powered down considerably more in the compartment he
lest it warn his quarry he was on the trail. had entered. His helmet readout was still
Little chance of being caught out though. The being scrambled by the core though and the
cyber-mastiffs at his heels would make sure lights were out too, no doubt thanks to the
of that. unwanted visitor the scan had detected.
He kept a small kennel aboard ship, just the He switched on night-vision sensors and
three dogs. They were only partially robotic, scanned the space ahead of him slowly. It
with stronger jaws and reinforced skulls, was a storage area, full of racks of spare parts
all the good stuff you needed in a quality and components for the engines and forges
fighting dog. Their olfactory centres were aboard the ship. There, at the opposite end
pure organic though - no sense in messing of the room, he could see the three locator
with perfection. signals of his hounds. They were agitated,
that much was obvious, but whether they
were engaged or not was unclear. Then one
of the signals winked out completely.
“Hel.” he said and started to move forwards,
unstrapping his hammer from his side.
He was ten meters away from the hounds
when the second signal stopped transmitting
and he picked up his pace, running through
the darkness now, his feet pounding a ringing
metallic tattoo across the deck plating.
Ahead of him a pile of crates had been built
up in a recessed alcove in the storage bay. The
hound signal was coming from behind it.
He charged into the crates, swinging
his hammer over his head and bringing
the energised core down hard. Packing

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ACTIONS - MOVEMENT

materials and contents burst into a shower off its feet. Instead the part of the tail he was
of fragments, bouncing off his armour and holding broke off in his hand with a sharp
across the deck around him. snap and the Veer-myn was sent stumbling
forward to the ground.
A single Veer-myn stood on the other side
of the wreckage, its eyes glowing softly in “That’s my dog you’ve got there,” He hefted
the infrared light from Brukelyn’s armour. the hammer again, lining it up with the
Its tail was ragged, looking almost broken intruder’s spine. “And this is my ship. No
near the end and there were several bleeding stowaways.” He swung the hammer down
bite marks on its flanks. He could hear it and the weight of the weapon, coupled with
squealing now and the harsh growling of one its energy field, easily ploughed through the
of the dogs. It looked like Bit, and it had the fragile armour of the Veer-myn. There was
Veer-myn by one forearm and was trying a squelching sound as its spine was pulped
to drag the struggling alien to the ground. and a spurt of red blood was driven from its
The bodies of the dog’s brothers lay on each mouth.
side of the rat-thing but there was no time to
check if they were alive or not. “Ach, look now, you’ve stained my decks.”
Brukelyn tutted as he pulled the hammer
The Veer-myn sprang at Brukelyn back out of the messy crater it had made in
immediately, ignoring or forgetting the dog the Veer-myn’s back.
clamped onto it by its augmented jaws.
Nothing would make Bit release his grip now ***
other than a direct command from its master.
The dog’s teeth alone would not kill whatever An excerpt from the short story ‘Ghosts
they had latched onto, but its weight would of the Past’. The rest of the story, and more
slow its victim down, important when you fiction from the Warpath universe, can be
were a relatively small and slow dwarf found at www.manticgames.com.
fighting a fast and agile Veer-myn in the
confined quarters of a ship’s hold.
And it was fast. It dodged to one side as
Brukelyn brought his hammer down again,
trying to split the rat man’s skull open and
then brought its own weapon, an evilly FIR
ST
curved knife that looked like it had been
chewed into shape, up towards Brukelyn’s

midsection. The blade glanced off armour


plate and Brukelyn span round to follow the
STR ST
FIR

encumbered Veer-myn as it tried to slip past


IKE

him.
CH R
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“Oh no you don’t.” he grunted as he grabbed


AK

22:46
2016
15/08/

the Veer-myn’s pink tail.


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It squealed again as Brukelyn squeezed hard FIR


STR ST
and tried to yank the Veer-myn back and CH R I KE
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SPE
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ACTIONS - MOVEMENT

WHAT YOU NEED TO PLAY


Playing a game

Counters
Introduction

Sometimes it can be hard to keep track of what your units have and
haven’t done in the rush of a battle. Counters are used as reminders so
that the players can keep their heads clear to plan the next move.

• Activation tokens
• Suppression tokens
• Strategic Asset markers
• Special effect markers
for rules such as Shield and Tag
What you need to Play

Battlefield
You will need something to
represent the surface of the
planet that your battle is taking
place on. This can be as simple as
using your dining table at home,
or you can unleash your hobby
potential and have a go at making
a board yourself if you want a
more realistic looking game. The
standard size for a Firefight table
is 4 feet by 4 feet.

Dice
War is not an exact science. The bullet fired at the right moment, the perfect timing
of an infantry assault, the random nature of an explosion; all of these things have to
be represented in the game to keep you on your toes. Firefight uses six-sided dice to
do this and you will find some in the Two-Player Battle Set, but as you play bigger
battles you may want to pick up some more.

Command Dice
After you’ve played your first few games, you’ll want to develop your skills with
an extra level of strategy. Firefight’s Command system will give you extra tactical
options, and you’ll need some special dice to keep track of your leader’s abilities.

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ACTIONS - MOVEMENT

Terrain
It is rare for a battle to take place on an open field - with the level of firepower available
in the distant future, it would be foolish to make yourself such an easy target. Therefore
you will need some pieces of terrain to place on the battlefield. In the game these can
be used for cover or block line of sight to your troops, adding another tactical angle to
the conflict. Mantic makes a range of modular buildings that you can use to populate
your table – find out more at www.manticgames.com.

Tape Measure
With bizarre technology and
myriad alien races, Firefight has a
lot of variety in the types of troops
that you can field. All of these can
move and shoot different distances,
so you will need a ruler or tape
measure to check these distances
during the game.

An Opponent
Firefight is a two-player game – you’ll need someone
to command the other force! If you’re just starting out
why not share the Two-Player Battle Set with a friend
– you’ll have a small force each and you can learn the
rules together. If you’re already a veteran wargamer
then try introducing Firefight to your local club – it’s
quick and easy to get involved. The Mantic website is
also a great place to find like-minded people – check
it out at www.manticgames.com.

Armies
Each player will need a collection of miniatures to represent their
troops on the battlefield. For your first few games we recommend
using the miniatures in the Two-Player Battle Set. Once you know
what you’re doing, check out the force lists starting on page 75. Each
one lists the characteristics and abilities of a different race or
faction – pick your favourite and start collecting an army.

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ACTIONS - MOVEMENT

Dasura Khamis shook. The Marauder’s another blow aimed squarely at Farrow’s
assault on the city had reached to its very chest. The swing missed but caught his
foundations, and the ground quaked in wristblade on the underside. The Hrunka’s
tectonic death throes, shaking the districts edge cut through the monomolecular blade
and tower blocks as it died. easily, sending it tumbling over the spire’s
edge.
The spire beneath Farrow shuddered in
sympathy, throwing his balance and saving The tower trembled again as the entire city
the Enforcer’s life. The unexpected fall convulsed. Mountain-sized spires calved
turned the Orc’s decapitating strike into hablocks the size of Wyvern Cruisers to fall
a glancing blow, scoring Farrow’s helmet in silent majesty.
and sending warning klaxons through the
suit’s emergency diagnostics. The Marauder The city was dead. The Enforcers had
compensated immediately, coming on hard failed. The Marauder looked around at the
and forcing Farrow to engage his jump pack, indescribable destruction, momentarily
shifting himself clear. The Hrunka sliced air, forgetting Farrow, and grunted a harsh
missing Farrow’s chest by a hair’s breadth, laugh.
and carved into the spire’s concrete where it
Farrow’s heart raged. They had failed, but
stuck fast.
he would make certain this Orc would never
Farrow smiled. The Enforcer combat tenets threaten the Co-Prosperity Sphere again.
proved their worth yet again, and now the
He lowered his shoulder and kicked in his
fight was his to win. He raised his laser
jump pack a final time. His jump hit the
pistol and pulled the trigger.
beast mid-chest, lifting Enforcer and Orc in
The gun clicked and spat sparks through a one tangled heap, and took them both over
rupture on the barrel’s side, an unnoticed the tower’s edge.
result of the melee which could cost Farrow
The Orc roared, hacking at Farrow for all
his life.
the good it would do. Farrow ignored its
The Orc pulled the knife free in a spray of struggle, increased the pack’s acceleration
stone chips, turning the movement into and aimed for the ground two kilometres
below.

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ACTIONS - MOVEMENT

Core Concepts

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ACTIONS - MOVEMENT

UNITS Types of Units


Each unit will have a class set by its entry in
a game

Firefight is played with units of miniatures


and vehicles that come together to form an its army list. Regular Infantry, Large Infantry
Concepts

army or force. This can range from a single and Massive Infantry classes are referred to by
vehicle or alien monster, to a squad of these rules collectively as “Infantry”, and these
units all follow exactly the same rules in the
Playing

infantry models, to a weapons platform and


its crew. No matter what they are, all of the game, unless specifically stated otherwise.
groups of miniatures used to play Firefight
are referred to in the rules as units. The final class, Vehicles, work differently
Core

to Infantry, and act as a unit on their own.


Models Vehicles do not always have a base – their
large size and more static shape mean that it
Units can vary in size – small units can be is more obvious where they are positioned,
more maneuverable, but larger units can and the edges of the model are considered
bring more firepower to bear. to be the edges of the unit. For more on
Vehicles, see page 56.
Units are made up of a number of models.
Some units may consist of just a single model; Some armies will have different options and
some are larger. exceptions which will be explained in the
relevant force list.
The number of models in a unit is set by its
entry in its army list (see pages 75 – 152). Base Sizes
Unless stated otherwise in its army list entry
Units

Models in a unit move and fight together.


However, as units take casualties during Regular Infantry are on round 25mm bases.
a game, models may have to be removed Large Infatry are on 40mm round bases and
to represent the damage that the unit has massive infantry are on 60mm round bases.
suffered.

Massive
Infantry
Vehicle

Regular
Large Infantry Infantry

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ACTIONS - MOVEMENT

Unit Leaders subtract a number to or from the result of a


dice roll. In these cases it will be written in
Each unit must designate one of its models to the form D6+2, or 2D6-1.
act as the unit leader. If possible, it must be a
model with the Leadership special rule (see page You may also see the term D3.
62). If there are no models with the Leadership
special rule, pick a model of your choice from • D3 simply means that when you roll
the unit to represent the leader. If a unit leader the dice you divide the result in half,
is killed you must pick a new leader at the end rounding up, so:
of that action. • 1-2 = 1.
• 3-4 = 2.
Positioning
• 5-6 = 3
All models in a unit must be positioned so
that they are within 1" of at least one other Some of the game values used to determine
model from the same unit forming an whether a unit is successful in its endeavours
uninterrupted chain. will be written as a number followed by a
plus sign, for example Accuracy 4+. This
If a unit's models become separated by
means that when rolling against this value on
more than 1" during a game (due to taking
the dice, results of 4 or higher are successful,
casualties for example) then it has Broken
and all others are not.
Coherency. This will have an impact on what
it can do (see page 38). SP
D
In addition to the above, no model may enter 5 ME
L
within 1" of any other unit, friend or foe, 4+ AC
C
unless it is engaging an enemy in Assault (see
page 46). 5M 4+ De
f
ari
nes 4+
DICE Wea 1
pon
Firefight uses dice to decide many aspects Lase
r
of the game, from who gets to deploy their Assa Rifle Ran
units first to whether a unit is able to hit its ult W ge D
Finally, youewill
apon also 18
come across theicterm
target. Firefight uses six-sided dice to do this, e AP
referred to in the rules as D6 for short. D66. This requires ryyou to "roll two
1 dice,
Sp
A
one after the other, to generate a two digit-
1 rolled
number. For example, if your first die
a 4 and your second die rolled a 2, the D66 -
result would be 42.

Modifiers
Some rules will allow you to modify a dice roll,
which means that you can add or subtract from
If a dice roll needs to be multiple dice rolled the result rolled. For example, a -1 modifier
together, this will be written with a number incurred by your unit being suppressed would
before the term D6, for example 3D6 would mean that all 4s rolled would become 3s instead,
mean you roll three dice and add the results and would therefore be unsuccessful if trying to
together. Sometimes you will need to add or make a 4+ roll.

15
ACTIONS - MOVEMENT
Playing
Core a game
Concepts

Re-Rolls IN PLAY
In Play

Some rules require or allow you to re-roll one The term in play refers to any unit that is
or more dice. This means that you ignore the considered to be involved in the battle at a
original result, take the dice and roll them given time. Generally this will apply to all units
again. The second result always stands, even that are still alive and on the board, with units
if it’s worse than the first. Dice cannot be re- that have left the board, that are in reserve, or
rolled more than once. that have been destroyed, not being in play.
There can be exceptions to this rule, such as
Command Dice units within a transport that are not physically
Firefight also uses a set of 8-sided dice for on the table. These exceptions will be explored
giving special Orders to your troops. See in the relevant sections.
page 68 for more details about the Command
system.

Plans and strategies are commendable,


Governor, and I applaud you on your
eagerness to apply your schooling. But
when you get to the hard end, when
there is smoke and rifle fire, your friends’
blood mixes with the field’s dirt, and the
link to command says support is a day
away, leadership on the ground is what
counts.

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ACTIONS - MOVEMENT

MEASURING “The minefield is set at eighty metres.


Firefight requires you to measure distances I had my engineers plot the range this
during the game to determine how far your morning.”
troops can move and shoot. All distances
are given in inches, so you will need a ruler Chief Ordug motioned to the nearest
or tape measure graded in inches to do this Goblin. When the creature ran up and
during the game. saluted, Ordug picked it up and hurled
it towards the indicated field. It landed
with a bounce, but it stood without any
sign of harm. It took its cap off, made
an obscene gesture at Ordug, took a step
towards him, and exploded.

Ordug spat. “Seventy seven metres,” he


grunted.
When measuring distances between models
you always measure from the closest edge of
You can measure any distance at any time.
one base to the closest edge of the other base
to determine the distance. Measuring the Due to the imprecise nature of wargaming in
distance between units is done in the same general, in cases where you cannot be sure if
way, just pick the two models closest to each something is within a certain distance or not,
other to measure between. and might well be in or out by a tiny fraction
of an inch, roll a D6. On a 4+ it is in; on a
lower result it is out.

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ACTIONS - MOVEMENT

UNIT STATISTICS
a game

Each unit in Firefight has a series of game values that determine its effectiveness on the
battlefield. These are called statistics (or stats for short) and together form the unit’s statline or
Concepts

profile. These are listed below. Models within a unit move, shoot and fight together, using the
same Speed, Accuracy, Defence, Resilience and Nerve stats, but may have different weaponry.
Playing

Unit 9. Class
Core

This states whether the unit is Regular, Large


The stat values at the top apply to the entire or Massive Infantry or a Vehicle, determining
unit, no matter which models it includes, or which game rules affect the unit.
how many of them there are.
10. Points
1. Unit Name This determines each model’s value within
The name given to the unit. When you write the army, and is used when calculating the
out your own army list you can always come size of your force. See Building a Force on
up with your own unit names. page 76.
2. Unit Size 11. Restrictions
The starting number of models in this unit.
Unit Statistics

The number of each type of model that can be


taken within a unit. This may list minimums
3. Speed (Spd)
and/or maximums.
This determines how far the unit can move in
inches with a Move action. 12. Special Rules
Some models possess equipment or abilities
4. Melee (Mel)
that bestow special rules upon them or their
This is the dice roll required for the unit to hit
unit. These rules will be in effect while the
the enemy with an Assault action.
model remains in play. Whether a special
5. Accuracy (Acc) rule affects just the model or the whole unit,
This is the dice roll required for the unit to hit along with its definition, can be found on
the enemy with a Shoot action. pages 60 - 67.

6. Defence (Def) 13. Command (Cmd)


This value represents both the toughness Some models will have an additional value
and armour of the unit, and is the dice roll listed under their special rules or upgrades
that the enemy requires to damage it in both sections called Command, allowing them to
Shooting and Assault. issue Orders to other troops on the battlefield.
This is covered in full on page 68.
7. Resilience (Res)
This value represents how much damage each 14. Unit Upgrades
model can withstand before it is destroyed. Some units will allow certain models to
be upgraded with additional or alternative
8. Nerve (Ner) weapons and/or equipment that grant them
This represents the unit’s morale, and is used additional rules or improved stats. These
to determine the point at which a unit can no upgrades only affect the upgraded model(s)
longer fight at full effectiveness, or may even unless specifically stated in the rules.
flee the battle completely.

18
ACTIONS - MOVEMENT

1 Hammerfist Drop Squad


3 4 5 6 7 8
SPD MEL ACC Def res ner 9
4 3+ 3+ 6+ 1 4 Regular
Infantry

2 5 Hammerfist Drop Troops Pts: 210 10


Special Rules: Aerial Deployment, Headstrong

Weapon Range Dice AP Special


12
Inferno Drill 16" 2 5 Heavy Firepower,
Slow Reload
15
Forge Hammers A 1 4

11 0-1 Hammerfist Drop Troop Sergeant


Personnel Upgrade ① Pts: 35
14
Upgrade any 1 model to a Sergeant, granting:
13 • Command ❶
Special Rule: Leadership

15. Weaponry Dice


Most models will have multiple types of The number of dice rolled when the model
weapons and will have more than one value attacks with this weapon.
in this section.
AP (Armour Penetration)
Range
How easily the weapon can pass through
The distance in inches that each weapon can enemy armour. This will modify the Defence
fire. roll in an attack.
• Sometimes this will be a single number, Special
indicating the maximum range of the Some weapons will also have special rules.
weapon. These rules apply only to the weapon they are
listed for, not to any other weapons carried
• Sometimes this will be a pair of numbers
by the unit unless explicitly stated.
separated by a hyphen – the lower
number indicates a minimum range at
which the weapon can shoot, while the
higher number indicates the maximum Alternative
range. Weapons
Some weapons will have this symbol: v,
• Sometimes this will be written as the and are classed as alternative. This means
letter A, indicating that this weapon is that the weapon carries multiple firing
used in Assault, or R, indicating that modes or ammunition types but can only
this weapon is used by a Vehicle when it fire one at a time. Each time the model
rams another unit. shoots it must choose only one option
with the v symbol to use.

19
ACTIONS - MOVEMENT

LINE OF SIGHT
a game

There are often times in Firefight where you Height


Concepts

will need to check whether one of your units


can see another unit or objective. This is All units and terrain areas in the game have a
called line of sight. height, as shown in the chart below:
Playing

Line of sight is very important in Firefight – Height 0 The gaming surface


it determines the targets that your units can Height 1 Small creatures, low scrub,
Core

shoot at. Other units, intervening terrain and low walls and barricades
your units’ chosen positions will all have a Height 2 Regular and Large Infantry,
big impact, and securing the right vantage perimeter walls
point will be a key part of your army’s tactics.
Height 3 Most Vehicle units, Massive
Infantry, trees, one-storey
buildings
Height 4+ Multi-storey buildings, some
hills, some large Vehicles or
huge alien beasts

Most units have a standard height, as listed


Line of Sight

above, depending on their Class (see page


18): However, some units may have a different
height specified in their unit entry.

Kalyshi on a Building / Height 5


Building / Height 3
Comms Tunnel
Array Runner
Height 3 Height 3

Marionettes
Height 2 Industrial Machinery Veer-myn Barricades and
Height 2 Infantry / Height 2 Obstacles
Height 1

Examples of different heights of units and terrain

20
ACTIONS - MOVEMENT

A good rule of thumb is that every 1" of


physical height of a building or other terrain
piece is equivalent to one level of height.

Determining Line
of Sight
Determining line of sight is always done in
the same way (as described below). However,
which models you need to determine line of
sight from varies:

• If you are checking to see if an enemy


unit is a valid target for a Shoot Action
(see page 42) you must draw line of sight
from the unit leader (see page 15).

• If you are checking to see which models


in your unit can shoot you must draw
line of sight from every model that is
firing.

First you will need to establish if any other


unit or terrain piece on the board blocks line

of sight. Draw an imaginary straight line


from any part of your model's base to any one
of the target unit’s model's base. If you can
draw this line without passing over any other
units or terrain pieces, line of sight is not
Players should always agree before blocked. Note that the gaps between models
deployment on the height of each terrain area
in a unit block line of sight in the same way
on the table, noting this down if necessary. If
as the models themselves. However, models
the players agree that a terrain area (or a part
of the battlefield) is higher than the ground, in the same unit do not block line of sight to
then a unit that is occupying that part of the or from each other.
battlefield adds its height to their own. For
All units and terrain block line of sight
example, if a height 2 unit is standing on a
to some degree. If you cannot draw a line
height 3 hill, it will count as a height 5 unit.

21
ACTIONS - MOVEMENT

without passing over another unit or piece • Buildings and Fortified Terrain have
of terrain you must determine if line of sight more in-depth rules covered on pages
a game

can still be established with the following 53 - 55.


guidelines:
Concepts

If, when checking to see if an enemy unit is a


• Terrain or units the same height or valid target, the view from your unit leader is
higher height than the shooting unit
Playing

blocked to every base in the target unit then


always block line of sight. you cannot draw line of sight and that unit
cannot be shot. The entire unit may select a
• Terrain or units of a lower height than new target. However, if at least one model's
Core

both units never block line of sight. An base is visible then line of sight is not blocked.
example would be a height 1 barricade
in front of a height 2 Infantry unit. If, when checking which models can shoot,
your view is blocked to every base in the
• Terrain or units that are higher than target unit, then you cannot draw line of
one unit but not the other only block sight and that model cannot shoot. Other
line of sight if all bases in the lower unit models in the unit that can draw line of sight
are completely within the intervening may still take part in the Shoot action, or the
terrain piece or unit's solid shadow (see entire unit may select a new target.
below).
Due to the imprecise nature of wargaming in
Line of Sight

• Unless otherwise stated, defensible general, in cases where you cannot be sure if
terrain (see page 52) can always be seen something is within line of sight, and might
into, out of, and over, but not through.

3 3
1

4
4 2

2
3" 6"

The Enforcers (1) (Height 2) are standing on a building (Height 3) making them Height 5 in
total. In front of them is a container (Height 3) and various enemy units (all Height 2). As
the Enforcers are higher than the container, they can see over it, and have a clear view of the
Marionettes (2) and the Kalyshi (3). The container casts 'shadows'. As the Cyphers (4) are
completely within the first (solid) shadow they cannot see or be seen by the Enforcers. As at least
half of the Marionettes are in the second (partial) shadow they are in cover. The Kalyshi are
also in cover as they are in the forest.

22
ACTIONS - MOVEMENT

1
2

The Marionettes have multiple targets to choose from. The wall they are in contact with will not
block their view, but other things will.
The Zombies (1) on the left are unobstructed and can be fired at without penalty. Half of the
3rd Gen unit (2) is partially hidden by the tank traps and will therefore be in cover. The Strider
(3) is taller than the Zombies, and can therefore be seen over the top of them, but is also in
cover because it is in the shadow of the Zombies (1). The Bursters (4) behind the 3rd Gens are
the same height as them (Height 2) and therefore cannot be seen at all.

well be in or out by a tiny fraction of an inch, The direction these shadows are cast in is
roll a die. On a 4+ it can be seen; on a 3 or directly away from the higher of the two
less it cannot. models you are drawing line of sight between.

Shadows
Units and terrain cast a solid shadow that can
block line of sight and a partial shadow that
can provide cover (see page 43).

The solid shadow created is the same width


as the terrain piece or the unit that is casting
it and has a depth (in inches) equal to its
height.

The partial shadow created is the same width


as the terrain piece or unit that is casting it
and has a depth (in inches) equal to twice its
height.

23
ACTIONS - MOVEMENT

PLAYING A GAME

24
ACTIONS - MOVEMENT

SETTING UP A GAME
Before you play a game there are certain steps the troops are hungry!
you must follow. The Firefight universe is
huge and diverse and the set-up process will Firefight has a set of missions that represent
carry this through into your games – no two the varying objectives that a force may be
will play out the same! given by their commander, and each one
has a different way to win, forcing you to
You will need to select which soldiers are going use all manner of different tactics. For more
to be fighting for you, who you’re going to be information on Missions, see page 28.
fighting against, why you’re going to be fighting
them, and where you’re going to be fighting. 2: Build your
Many players like to build a narrative around Force
their army – where each unit commander has
As the commander-in-chief, you decide
a name and a history, and each battle is a part
which troops will fight for you in each battle.
of a long campaign with a goal wider than
You can take the same force every time, or
occupying a single objective.
you can try out different combinations to see
Of course, many players prefer to play one-off what works best. For full details on how to
games, at home or at a local gaming club with select a Firefight force, see page 76.
friends, or competitively in tournaments.
Whichever type of game you prefer, the 3: Place Terrain
process is as follows. Terrain is integral to Firefight. With such
advanced weaponry and equipment, battles
1: Select Mission across open ground would be over in seconds
With such a wide range of unusual species, – the victor would be the one quickest to the
there’s an equally wide range of motives draw. Instead, the terrain on the table is as
for warfare. Some battles are fought over important as your opponent – you’ll often
seemingly trivial political matters, some to find you need to go through the terrain to get
claim a valuable asset, and some just because to your enemy, or go through your enemy to
hold a key piece of terrain!

This purpose-built urban gaming table


has lots of large structures connected by
rubble-strewn highways.

25
25
ACTIONS - MOVEMENT

impartial, person to set the terrain up before


the game or follow the guidelines below:
a game

• Split the terrain pieces equally between


a Game

the two players. Flip a coin or roll a die


to see who goes first, and then take it
in turns to each place a piece of terrain
Playing

onto the board.


Playing

• Remember that you haven’t yet


determined where you will deploy your
forces, so try not to favour any one area
of the table.
• It is best to keep the pieces fairly evenly
spaced.
• Try to keep the arrangement of the
terrain as realistic as possible to get a
more cinematic looking table – don’t put
The battlefields of the future will tend to be a grassy hill between a pair of skyscrapers
fairly dense – it would be foolish for a general for example.
to bring the fight to the enemy on open
ground. Sometimes you will want to build As a general rule, you should have at least
Setting up

specific pieces of terrain; to represent a base one large piece of terrain and several small
that your army fights from, or a particular pieces for every 2 square feet of table area.
objective, such as a comms tower. In most You are looking to set up a board that allows
games more generic pieces will be useful infantry to double move from cover to cover
– medium-sized buildings, small forests, across it.
watchtowers etc. See page 52 for more about
terrain. 4. Roll for
Initiative
Some missions will have specific terrain
With the battlefield in place, it’s time to
requirements, and this will be listed in their
see who has arrived first and chosen their
briefing. Otherwise you can either ask a third,
position.

This simple
battlefield has a mix
of different terrain types:
buildings, defensible woodlands, and
elevated rocky outcrops.

26
ACTIONS - MOVEMENT

Each player should roll a D6. The player with


the highest result wins the Initiative, and may
choose which of the deployment zones he
deploys in. Some missions may instead have
an Attacker and Defender, in which case the
player with Initiative may choose which he is.
In the case of a draw, both players must roll
for Initiative again until there is a winner.

After Initiative has been determined,


Strategic Assets should be placed (see page
29) and secondary objectives should be
rolled for (see page 30).

5. Deploy
During this phase the players will take it in
turns to place their units onto the battlefield
one at a time, starting with the player who
has Initiative, and continuing until all units
are deployed. If one player has more units
than the other, once one player has no units
left to deploy his opponent may then deploy
all remaining units.

All units must be placed fully within the


deployment zones shown on the map for the
mission (see page 32-37), unless a special
rule states otherwise.

Important: Units following the normal


deployment rules may not be placed in
fortified terrain pieces that are even partially
outside the deployment zone.

Some players may choose to place units off


of the table, either because they are Flyers, or
because they are placed in reserve using the
Orders rules on page 68, should the mission
allow it. This counts as deploying a unit, but
it is placed off of the table and the player
must tell his opponent that the unit has been
deployed.

6. Play!

27
ACTIONS - MOVEMENT

MISSIONS
a game

Firefight is a game that tells a story; a game Deployment


a Game

that recreates the outcome of a fierce battle.


When you read these tales of war, how many Each mission briefing will incorporate a
of them are about two groups of soldiers map of the battlefield. As well as showing the
Playing

simply lining up to fight? Firefight is about placement of any terrain pieces, this will also
more than that, and missions are a chance to highlight the areas in which the forces should
Playing

give your army a purpose – a reason to fight be deployed at the start of the game.
and a strategy for how they will do it. There
are six core missions detailed over the next
First Activation
few pages that represent some of the most Some missions will specify which player
common battle scenarios, and if you visit takes the first Activation (see page 38).
www.manticgames.com you will find more Otherwise, the player with the Initiative may
missions to test out your force. choose who goes first.

Game Length
Each mission will specify a number of Turns
that the game will last. This is the amount of
time that the players have to determine the
victor.
missions

Sometimes you may want to play a specific


mission, maybe because it’s part of a storyline Special Rules
that you are working through. Sometimes Some missions will specify additional special
however, you may just want to obliterate your rules that apply to the troops on the battlefield
enemies without worrying about any other during the game.
objectives! If you aren’t planning to play
any particular mission, roll a D6 before the
game. The result will tell you which of the six What is a weapon but a tool to win a
missions you will be playing. Each mission war? A rifle may be used to puncture
has a briefing with the following headings: a breastplate at a distance, a knife to
pierce a heart. But what is one casualty
Forces when your enemy has yet another
comrade in arms ready to take their
Some missions may impose certain
place? And in the galaxy, there are
restrictions on the forces chosen for the game,
any number ready to do just that.
such as not allowing certain troop types, or
No, the aim isn’t your immediate foe’s
selecting a larger force for one player than
death, but their entire defeat. One
the other.
death cannot do that. But hundreds?
Terrain Thousands? Destroy their ability and
their will to retaliate, subdue them,
Some missions will have specific requirements grind them into powder and salt the
for placing terrain onto the board, and these earth with their blood. Make the mere
should be taken into account before you use thought of fighting back shake them in
the terrain placement rules on page 25. terror and you shall have won.

28
ACTIONS - MOVEMENT

Objectives To represent this, at the start of the game, after


rolling for Initiative each player rolls D3+1 if
This section will outline what the players have playing on a 4' by 4' table, or D3+2 if playing
to do to win. Victory is based on accumulating on a 6' by 4' table. They then take that many
a number of victory points or VPs – rewards Strategic Asset counters. Starting with the
for achieving certain objectives. The different player with Initiative, players take it in turns
ways of obtaining these points will be listed to place the counters onto the table anywhere
in this section.
outside the deployment zones. No counter can
There is more than one way to win a war, be placed within 6” of another. A counter can
and taking control of strategic locations, only be placed in a piece of fortified terrain if
assassinating a key commander or simply it is entirely outside both deployment zones.
delaying your enemy’s advance can be just as If a counter is placed inside a piece of fortified
important in the long run as obliterating the terrain, the entire terrain piece counts as a
foe. Therefore, each mission will list primary Strategic Asset.
and secondary objectives, along with how
many VPs each is worth. Claiming Strategic Assets is worth VPs, as
detailed in the mission briefing. To claim a
If one player’s force is entirely wiped out, the Strategic Asset, a unit must be in base contact
game ends instantly and the opponent scores with the counter (or occupying the terrain if
a major victory. the counter is in a fortified terrain piece) and
have no enemy units within 6" of the counter
Otherwise, once the Turn limit has been or terrain piece at the end of the game. Any
reached, both players add up the VPs that unit can claim a Strategic Asset and any unit
they have scored and compare their score to
can prevent an enemy unit from claiming it as
their opponent’s.
well.
• If the difference between the scores is 5 Kill Total
or more, the player with the highest total
has scored a major victory. Holding key locations is all very well, but if
your enemy no longer exists you won’t need
• If the difference between the scores is to hold them in the first place!
2-4, the player with the highest total has
scored a minor victory. To represent this you will gain a number of
VPs for destroying your opponent’s army. The
• Any other result is a draw.
mission will state how many VPs are available.
Primary Objectives
For example, a mission might state that you
Primary objectives are listed in the mission gain 1VP for every 10% of the enemy force
briefing along with how many VPs each is that is destroyed. This is based on the starting
worth. size of the force. Therefore, in a 2000 point
game players will obtain 1VP for every 200
Many missions will use the Strategic Assets
points’ worth of the enemy’s force that is
and/or the Kill Total primary objectives.
destroyed at the end of the game. To work
These are described in more detail below.
how many points you have destroyed add
Strategic Assets up the total points of all units that have been
Battles in Firefight are usually fought over completely destroyed and half the points of
key locations, with the troops striving to each unit that has been reduced to less than
defend or destroy communications arrays, 50% of its starting model count.
resource stockpiles, or positions with a
tactical advantage.

29
ACTIONS - MOVEMENT

Secondary Objectives
Objective Cards
The mission briefing will define how many
a game

secondary objectives each player has to roll Alternatively, Mantic make a set of
a Game

for. These objectives are generated by rolling objective cards that you can purchase
a D66 on the Secondary Objective Table, from your local gaming store, which
after Strategic Assets have been placed. Any match all of the options on this table.
Playing

duplicate results are ignored, simply roll These will make it easier to keep your
secondary objectives hidden.
Playing

again on the table instead.

In addition, if you roll a secondary objective Instead of rolling on the table, shuffle
that cannot be done ignore that result and roll the deck and draw cards from the
again on the table. For example: You roll an top of the deck – these are your
11 in a mission that does not use the Strategic secondary objectives. You can keep
Assets objectives rules. them face down on the table, and
reveal them at the end of the game.
Secondary objectives are likely to be different
for each player, and are kept secret.

Once the objectives have been rolled, you can Some secondary objectives will have a
note them down, hide the dice rolls, or tell maximum score listed in brackets – once this
them to a third player who is not taking part; many extra VPs have been scored, no more
however you do it, don’t let your opponent are counted for that objective.
missions

know what they are!


Some secondary objectives may require you
Secondary objectives are scored just like to select a particular unit or terrain piece on
primary objectives – they will each grant a the table in order to claim the objective. You
number of VPs for achieving certain goals, should make a note of which one you have
which are added to the player’s total at the chosen on your force roster.
end of the game.

30
ACTIONS - MOVEMENT

Secondary Objectives table

Roll Objective Roll Objective


11-12 If you have claimed more Strategic 42 Strategic Asset B is worth triple
Assets at the end of the game than your the number of VPs for this
opponent, gain 3VPs. mission.
13-14 If your opponent has lost a higher 43 Strategic Asset C is worth triple
proportion of their force than you at the the number of VPs for this
end of the game, gain 3VPs. mission.
15 Pick one of your Commanders. If that 44 Strategic Asset D is worth triple
model survives the battle, gain 3VPs. the number of VPs for this
mission.
16 If your General (see the Force Lists 45 Strategic Asset E is worth triple
section) survives the battle, gain 3VPs. the number of VPs for this
mission.
21 The enemy General is worth an 46 Strategic Asset F is worth triple
additional 3 VPs when destroyed. the number of VPs for this
mission.
22 Each enemy Commander is worth an 51 Strategic Asset G is worth triple the
additional 1VP when destroyed (max 3). number of VPs for this mission.
23 Each enemy Vehicle or Massive 52 Strategic Asset H is worth triple
Infantry unit is worth an extra 1VP the number of VPs for this
when destroyed (max 3). mission.
24 Each enemy Regular or Large Infantry 53 Strategic Asset I is worth triple
unit is worth an additional 1VP when the number of VPs for this
destroyed (max 3). mission.
25 The enemy unit with the highest points 54 Strategic Asset J is worth triple
value is worth an additional 3VPs when the number of VPs for this
destroyed. If there are multiple units of mission.
equal value, you may choose one.
26 Pick a piece of defensible terrain that 55-56 You may pick any objective of
is not in either deployment zone. your choice from this table.
Occupying that terrain piece at the end
of the game scores 3VPs.
31-32 Each piece of defensible terrain that 61-62 Faction Specific Objective A – see
you occupy at the end of the game Force Lists
scores 1VP.
33-34 Each unit that is at least partially inside 63-64 Faction Specific Objective B – see
the opponent’s deployment zone at the Force Lists
end of the game scores 1VP.
35-36 If there are no enemy units inside your 65-66 Faction Specific Objective C – see
deployment zone at the end of the Force Lists
game, gain 3VPs.
41 Strategic Asset A is worth triple the
number of VPs for this mission.

31
ACTIONS - MOVEMENT

1. Violent Encounter
Sometimes there is no real objective to a battle. Perhaps two forces happen upon each other while
a game

pursuing their own goals, or maybe one side just really wants to kill the other. Whatever the case,
a Game

these pitched battles all share one characteristic in the Warpath universe – they’re bloody.

Forces Game Length


Playing

There are no restrictions for this mission. The game will last for 6 Turns.
Playing

Terrain Victory
There is no specific terrain requirement for Primary Objectives
this mission. • Kill Total – 1VP for every full 5% of the
enemy’s force that is destroyed.
Deployment
• Strategic Assets – 1VP for each Strategic
Asset claimed.
12" Deployment Zone Secondary Objectives

• Each player rolls 3 secondary objectives.

24"
missions

“Tactical objectives are a fine thing. It


gives the brass something to obsess and
argue over while us sergeants go out
12" Deployment Zone there and win the fight for them.”

- Gunnery Sergeant Martyna


First Activation Polisnka, 4th Heavy Infantry, Mars
Corp.
The player with the Initiative may choose
who goes first.

32
ACTIONS - MOVEMENT

2: Occupation
Certain points on the battlefield will confer an advantage to the force that holds them – sometimes
a fortification for defence, other times a supply dump and sometimes just the advantage of being the
king of a particular hill. Whatever the attraction, these objectives will get messy, fast.

Forces Game Length


There are no restrictions for this mission. The game will last for 5 Turns.

Terrain Victory
There is no specific terrain requirement for Primary Objectives
this mission. • Kill Total – 1VP for every full 10% of the
enemy’s force that is destroyed.
Deployment
• Strategic Assets – 2VPs for each Strategic
Asset claimed.
12" Deployment Zone Secondary Objectives

• Each player rolls 3 secondary objectives.

“The humans have taken the hill, my


24" Lord!”
Drunn grinned. “Good.”
“Lord?” said the Steel Warrior, but was
hushed by a raised finger. “When you’re
ready, Master Gunner,” said Drunn into
his communicator.
12" Deployment Zone
The scream of incoming ordnance split
the air above the heads and moments
later the hill exploded in molten rock.
First Activation
“The problem with the high ground,”
The player with the Initiative may choose
said Drunn, “Is everyone can see it.”
who goes first.

33
ACTIONS - MOVEMENT

3: Take Back the Town


Territorial disputes are not uncommon in the Warpath universe. With so many races living so close
a game

together, even the whole galaxy isn’t quite big enough. But a town, settlement or facility that has
a Game

been lost can be won again. Even if it isn’t by the original owners.

Forces Special Rules


Playing

There are no restrictions for this mission. All Strategic Assets in this mission must be
Playing

placed inside terrain pieces.


Terrain
Victory
This mission is fought in a town, and the
Primary Objectives
board should be built with an urban theme.
There must be a minimum of 12 pieces of • 1VP for each terrain piece in no-man’s
defensible terrain (on a 4' by 4' table), or 18 land that you occupy at the end of the
pieces (on a 6' by 4' table) spread out roughly game.
as shown on the map. At least one piece of
terrain in each deployment zone and at least • 3 VPs for each terrain piece within the
four pieces of terrain in no-man’s land must enemy deployment zone that you occupy
be fortified terrain. at the end of the game.

Deployment • Kill Total – 1VP for every full 10% of the


enemy’s force that is destroyed.
missions

• Strategic Assets – 1VP for each Strategic


12" Deployment Zone
Asset claimed.
Secondary Objectives

• Each player rolls 3 secondary objectives.

24" No Man’s Land

Just hours ago the Lu-Fan Marines


had stormed the sewer canals of
Odeless III, pumped hard with
12" Deployment Zone adrenalin and sensory enhancement
drugs.

Now they fought for their very lives


First Activation in frightened, disparate groups. They
The player with the Initiative may choose would tell command that invading a
who goes first. Veer-myn nest was very different from
facing the creatures in open battle. If
Game Length any of them survived to do so.
The game will last for 5 Turns.

34
ACTIONS - MOVEMENT

4: Breakthrough
Sometimes the amount of damage that you can do or the ground you can take isn’t important.
Sometimes it’s just about charging forward and getting through the enemy line. Whether it’s
treasure, land or a means of escape on the other side is irrelevant – all you care about it is going
through them any way you can to get there.

Forces Victory
There are no restrictions for this mission. Primary Objectives
This mission has an Attacker and a Defender. • 1VP to the Attacker for each Infantry
unit that leaves the table via the
Terrain Defender’s board edge. Units inside a
There is no specific terrain requirement for Transport do not count.
this mission.
• 2VPs to the Attacker for each
Deployment Commander in an Infantry unit that
leaves the table via the Defender’s board
edge. Units inside a Transport do not
count.
12" Deployment Zone

• 1VP to the Defender for each Attacking


Infantry unit destroyed.
• 2VPs to the Defender for each Attacking
Commander destroyed.
24"
• Kill Total – 1VP for every full 10% of the
enemy’s force that is destroyed.
• Strategic Assets – 1VP for each Strategic
Asset claimed.

12" Deployment Zone


Secondary Objectives

• Each player rolls 3 secondary objectives.

First Activation
The player with the Initiative may choose
who goes first.
Jiva’pani watched the Dwarfs as they
Game Length constructed their amusingly bulky
The game will last for 5 Turns. walls. It was admirable how quickly
they could erect a makeshift fort, but
Special Rules why did they make them so ugly? Still,
In this mission, units may leave the table via all that metal and engineering would
the opponent’s board edge by making any be for nothing when Jiva’pani sent the
type of Move action that brings them into command and his Marionettes sprung
contact with it. These units do not count as up from the shallow trenches they hid
destroyed. in right beneath the Dwarfs’ feet. They
The Defender may only bring Reserves onto may be industrious, but they were so,
the table via their own board edge in this so predictable.
mission.

35
ACTIONS - MOVEMENT

5: Last Stand
Glory, heroism and thrilling adventure are just some of the things that last stands are not made
a game

of. Sitting in place and waiting to die while somewhere else someone more important than you
a Game

achieves something that doesn’t involve helping you is not the stuff that dreams are made of. But it
is exactly the sort of thing that can win wars.
Playing

Forces do this via either the left or right board edge


(chosen by the Defender at the start of Turn
Playing

There are no restrictions for this mission.


This mission has an Attacker and a Defender. 4) by making any type of Move action that
brings them into contact with it. These units
Terrain do not count as destroyed.
There is no specific terrain requirement for Victory
this mission. Primary Objectives

Deployment • 2VPs to the Attacker for each friendly


unit that leaves the table in Turn 4.

12" Deployment Zone


• 1VP to the Attacker for each friendly
unit that leaves the table in Turn 5
onwards.

• Kill Total – 1VP to the Attacker for


missions

every full 10% of the enemy’s force that


24"
is destroyed.

• Kill Total – 1VP to the Defender for


every full 5% of the enemy’s force that
is destroyed.

12" Deployment Zone • Strategic Assets – 1VP for each Strategic


Asset claimed.
Secondary Objectives

First Activation • This mission does not use secondary


The player with the Initiative may choose objectives.
who goes first.

Game Length
The game will last for 5 Turns. According to the mission prep Ponte-
Ford’s population had been 15,000 at
Special Rules the time of the Containment Protocol,
and the infection rate was estimated
In this mission, the Defender is trying to
to be at 64%. The tangled wave of
buy time while their main force is securing
monsters bursting from Ponte-Ford’s
a more important objective elsewhere. From
buildings to swamp his Pathfinder unit
Turn 4 onwards, the Attacking units will
told Captain Dracup the intelligence
realise this and the Attacking units may leave
officers needed better training.
the table to meet the new threat. They may

36
ACTIONS - MOVEMENT

6: Ambush
An ambush is a desperate fight for both sides – the attacker must move to consolidate their
advantage quickly, and the defender must fight with naked ferocity to try and break free or risk
being swamped and mown down. Not for nothing are ambushes the most drilled scenarios in any
competent military.

Forces Game Length


There are no restrictions for this mission. The game will last for 5 Turns.
This mission has an Attacker and a Defender.
Special Rules
Terrain The Defender may not choose to place any
There is no specific terrain requirement for troops in reserve.
this mission.
The centre of the board is considered to be
Deployment the defender's board edge for units that fall
back (see page 50).
6" Attacker’s Deployment Zone
Victory
Primary Objectives

• Kill Total – 1VP for every full 10% of the


enemy’s force that is destroyed.
6"
12" 12"
• Strategic Assets – 1VP for each Strategic
Asset claimed.
6" Defender’s
Deployment Zone
Secondary Objectives

• Each player rolls 3 secondary objectives.

Orgoth crushed the communicator


6" Attacker’s Deployment Zone in his massive hand when the
message ended and turned to his
unit. “I’ve got good news and bad
Note: In a game on a 6' by 4' table the
news, boys. First – we’re cut off. We
Defender's Deployment Zone expands from
got no support and no relief. We’re
12" to 18" either side of the centre.
going to have to fight our way out.”
First Activation
One of the Commandos stood.
The Attacker may take the first Activation. “What’s the bad news, sarg?”

37
ACTIONS - MOVEMENT

SEQUENCE OF PLAY
a game

Firefight is played in a series of Turns, each Short Actions Long Actions


a Game

of which is broken down into a number of Move Assault


Activations, one for each unit. Shoot Double Move
Regroup Disengage
Playing

Your mission briefing will tell you which


player takes the first Activation in the first Overwatch
Playing

Turn. In the second and subsequent Turns, Rally


the player who finished his Activations
first in the previous Turn will take the first
Activation. In addition, a unit can choose to do nothing.
This still marks the unit as activated.
During each Turn the players will alternate
activating their units. During each Activation All stages of an Activation must be completed
a player must activate a single unit that is not before play passes to the opponent. When
marked as activated. the player has finished with each unit he
must place an activation
After a player has finished the Activation of token next to it to show that
their chosen unit and marked it as activated, it cannot activate again this
Sequence of Play

play then passes to the opponent who may Turn.


take his Activation in the same way. This
continues back and forth until all units are A unit that starts its Activation engaged with
marked as activated. an enemy unit (see page 40) may only Assault
or Disengage.
If a player has no units left to activate, his
opponent may then activate all remaining A unit that starts its Activation grounded
units, one at a time in an order of his choosing. (see page 50) must first make a Recovery roll,
and must then Rally.
Activations
A unit that starts its Activation with Broken
A unit’s Activation is its opportunity to move, Coherency (see page 15) must make a Move
shoot and fight, and each unit may only be or Double Move action that will bring them
activated once in a Turn unless a special rule back within coherency. However, if the unit is
says otherwise. Each Activation allows a unit also Grounded it must first make a Recovery
to make up to two different short actions, or roll and Rally as above.
a single long action.
End of the Turn
Before you choose which actions to take with
a unit, you should always check the number When all units have been marked as activated
of suppression tokens assigned to it, as they then the Turn is over. Remove all of the
may affect what it can do. For more on activation tokens from the table, and start the
Suppression, see page 50. next Turn with the player who finished his
activations first in the previous one.
You should declare each action to your
opponent before you move the miniatures,
so that they can react if necessary.

38
ACTIONS - MOVEMENT

ACTIONS
The following section describes the common the moving unit must end its move at least 1"
actions available to most units. Some units away from other units.
may have other actions available to them,
and these will be listed in their unit entry in A unit may not end its move within 1" of an
the Forces section. enemy unless it is engaging the enemy in
assault. If there is not enough space to place
Important: Each unit may only perform each the unit in the desired position then it cannot
type of action once during its Activation, move to that location.
unless a special rule states otherwise.

Move – Short Example


Action
This action allows the unit to move up to its
Speed value in inches. Each model in the unit
is moved independently, providing it ends its
move within coherency of the rest of the unit
(see page 15).

To move a model, measure from any point


on the edge of its base, along its path, in your Each model can move in any direction it
chosen direction, and place it in the new wants. Measure from any point of the base
along its path. The same point of the base
position. This can be in a straight line or a cannot have moved further than the model's
curved one to move around obstructions. speed in inches. Once the whole unit has
finished moving it must not have broken
Repeat this step for all other models within coherency.
the unit, ensuring that all models end up
within unit coherency (see page 15).
Vehicles, or enemy Infantry units within a
model’s movement distance do not affect
the distance it can move, but there must be a
clear path between the model’s start and end
positions at least as wide as the narrowest part
of its base, without the model ever moving
further than its Speed from its start point or
any model entering within 1" of an enemy.

Moving into, out of or inside terrain (of any


kind other than fortified terrain - see page
52) does not slow movement. However a unit
cannot Double Move through it (see page
42).

Moving through Units Moving when Suppressed


and Terrain Units that are suppressed halve their Speed
Friendly Infantry models can be freely value. See page 50 for more information on
moved through during a move action, but suppression.

39
39
ACTIONS - MOVEMENT
Playing
Playing a game
a Game

Engaging the Enemy In units with multiple models, some may


If a unit wants to engage an enemy unit in be able to reach base contact and some may
melee, it may enter within 1" of one or more not. However, in the ensuing assault phase,
enemy units provided that it has sufficient all models in the unit that are within 3" of a
Speed for one or more of its models to be model in the enemy unit may fight.
placed in base contact with that enemy.
Actions

Note that it is possible to engage multiple units


Any action that takes a unit into base contact at once. See the Assault section for details.
is called a charge, and all units in contact Charge Reactions
are now engaged. The charging unit will If you declare a Move or Double Move action
instantly make an Assault action against the that will result in charging an enemy unit they
enemy and gain the charging bonus when have a chance to react, provided that they are
doing so (see page 46) unless the enemy unit not already engaged, grounded, or marked
is in defensible terrain. as activated. Before your unit is moved, any
This Assault action can be made even if the enemy unit due to be engaged may make one
assaulting unit has used its allowance of of the following actions:
actions for that Activation (if it has already • Move
made a Double Move for example).
• Blaze Away
• Regroup
• Remove activation token*
• Shoot**
* only when in defensible terrain
If the charging unit does not have sufficient ** only when on Overwatch or in fortified terrain
movement for at least one of its models to be
Moving, Blazing Away or Shooting will mark
placed in base contact with the enemy, it may
the reacting unit as activated, and therefore
not charge and must stop 1" away from the
unable to fight at full strength in the coming
enemy as usual.
assault, should one still occur, or act later in

40
ACTIONS - MOVEMENT

Charging into Defensible Terrain


Units completely inside defensible terrain of any kind (see page 52) have readied
themselves for attack and may make a charge reaction even if they have already been
activated this Turn. They still may not react if they are engaged or grounded. This reaction
will not mark them as activated unless they already were.

If they choose none of the other options, their reaction may be to remove their activation
token if they have one.
Charging Fortified Terrain
To charge a unit in fortified terrain you must be in range of the terrain piece itself
instead of the unit. All models within the terrain piece, or 3" of it, can fight.

Units inside fortified terrain have taken advantage of the safety provided by their
surroundings to set up fire lanes and aim. Units inside fortified terrain also have the
option of a Shoot action as their charge reaction, with the charging unit as the target.

Otherwise they react just like any other unit in defensible terrain.

Note: Both of the above sections only apply if the unit assaulting them started the move
outside the defensible/fortified terrain this unit is in.

the Turn. A Regroup action (see page 49) can then this will alter the charge distance for the
be done for free and will not mark the unit unit and could result in a failed charge (see
as activated. below).
Failed Charges
If the reaction is a Move, the reaction cannot
end with the unit engaged with any enemy. If any reaction results in the charging unit
being unable to reach its original target(s),
Shoot and Blaze Away actions must be or the charging player no longer wishes to
targeted at the charging unit, and do not charge its intended target, the charging unit
need to be within line of sight or range at may make only a single Move action instead
the point of reaction – they will fire as the of its original charge, and may not charge any
charging unit gets closer. other units. Its Activation is then over.
If there are multiple units being charged as Any enemy units due to react that had not yet
a part of the same action, the controlling done so can no longer react to the charge and
player may choose the order in which they are not marked as activated.
react. Each reaction must be dealt with in full
before proceeding to the next. Moving On and Off the
Board
A unit does not have to react if it doesn’t want
Unless falling back (see page 50) or a special
to.
rule or mission briefing says otherwise,
After each charge reaction has been resolved units may not move onto or off of the board
remember to check to see if enough – consider the edge of the board to be an
suppression tokens have been added to the impassable wall.
unit to suppress or ground it. If they have

41
ACTIONS - MOVEMENT

Other Movement
Actions
a game

Double Move – Long Disengage – Long Action


a Game

Action
This action is only available to units that are
This action works exactly like a Move action, currently engaged. It works just like a Double
Playing

but the unit can move a distance of up to Move action, except that the unit cannot end
double its Speed value and has the following its movement engaged with any enemy. If the
Playing

restrictions: engaged unit is in terrain it instead makes a


Move action. However, this still counts as a
• The unit can only enter or leave one long action.
piece of terrain.
Shoot – Short
• If the unit crosses an obstacle they can Action
only continue to move if the unit was
Provided that your unit is not engaged
in base contact with it at the start of the with an enemy unit, it may use any ranged
action. weapons that it has to attack from a distance.
To do so, take the following steps:
For example, a unit in a wood can Double
Move out of it but couldn't enter/cross 1: Pick Your Target
another piece of terrain in the same action.
Likewise, a unit in base contact with a Your unit can target a single enemy unit with
a Shoot action. This can be any unit that the
barricade could Double Move over it but
Actions

unit leader can see. Which unit you pick is a


could not then enter/cross another piece of
tactical decision to be made by the player –
terrain. do you try to cut down the combat unit that’s
However, a unit cannot Double Move up to, getting a little too close, or do you try to take
out the opponent’s long range support before
over and past a barricade in the same action.
he takes out yours? You cannot pick a target
It would have to stop in base contact with it.
that is engaged with one of your own units. If
it turns out that your unit leader cannot see
any unengaged enemy units you must choose

42
ACTIONS - MOVEMENT

a different action (which can include changing


a previous Move action into a Double Move) or Example
you can choose to do nothing.

2: Check for Eligible


Models
Now that you have confirmed that your unit
can see the target you need to work out which
enemy models are eligible to be shot at. Any
enemy model that is in line of sight (see page
20) and range of at least one of your models
that is shooting is an eligible model. Note this
means that any models that cannot be seen
by or are not in range of any of your models
are not eligible and cannot be removed as a
result of this shoot action.

A weapon is in range as long as one or more


models in the target unit that its owner has
line of sight to are within its maximum range In this example every model is in range and has
(and further away than its minimum range if line of sight to at least one enemy model in the
it has one). target unit so they can all shoot.
All enemy models are also in range and line
A weapon’s range is detailed in the unit’s
of sight of at least one shooter so they are all
weapon statlines. Note that this may mean that
eligible models.
some models in a unit may be in range while
others are not. Any models that are not in range
of the enemy unit they are targeting don’t fire. can see that eligible model in the target unit,
but cannot draw an unobstructed line of sight
Note: Weapons with a range of A or R are for
to every part of it, the model is in cover, with
use in Assault and cannot be used to shoot.
the following exceptions:
Remember that distances can be measured
• Any obstructions that are in base contact
at any time during the game. Measure the
with the shooting unit are ignored.
distance from the closest point on the edge of
each model’s base and compare to this value. • Any obstructions where the target
model's base is entirely outside its
3: Cover partial shadow (see page 23) are ignored.
Now that you know which enemy models are
eligible models it is time to see if the unit is If your unit leader can draw an unobstructed
in cover. Often, when drawing line of sight, it line of sight to every part of a model's base it
will pass over another unit or terrain piece, is not in cover.
but line of sight will not be blocked. Any
such units or terrain pieces are known as If at least half of the target unit’s models are
obstructions. Units obstructed in this way in cover, the unit is in cover. If less than half
may benefit from being in cover. of the unit's eligible models are in cover, the
unit is not in cover.

Draw line of sight from your unit leader If at least half of the target unit's eligible
to each eligible model in the target unit as models are inside defensible terrain (see
described on pages 20-23. If your unit leader page 52) then the unit is in cover.

43
ACTIONS - MOVEMENT

4: Fire! 5: Roll to Damage


Once you’ve established that you can hit your Once you have rolled your dice to hit and
a game

target, it’s time to find out if you actually do! applied all appropriate modifiers, take all of the
a Game

Take a number of dice equal to your weapons’ dice that were successful and roll them again.
Dice value for each model in your unit that is
in range and has line of sight. This time you will be rolling against the
Playing

Defence value of the target unit, with all


Once you have determined the number of successes dealing a point of damage.
Playing

dice, roll them and compare them to the


Accuracy stat found on the unit’s statline. If you deal more than one point of damage
Some things make it easier or harder to hit place a suppression token next to the target
and will affect the dice that you’ve rolled. unit.
These are called modifiers and are listed
Important: When rolling to damage, any
below. They are cumulative.
dice that roll a 1 always fail, regardless of
+1 Short The target is within half of modifiers.
Range the weapon's maximum
range. There is only one common modifier to add to
dice rolls to damage:
+1 Fire Lane The firing unit is on
overwatch (see page 48) +X Armour This value will be listed
and either in defensible or Piercing in the statline for your
fortified terrain (see page weaponry.
Actions

52).
-1 Cover The target is in cover (see Some units will have a Defence value of higher
page 43) than 6+. In these cases it will be impossible to
-1 Fortified The target is in fortified damage them without modifiers.
Terrain terrain (see page 54) 6: Remove Casualties
-1 The Shooting unit is
As most units have a resilience of one this
Suppression Suppressed (see page 50)
will simply be a case of removing one eligible
model (see page 43) of the controlling player's
Remember that models in defensible terrain
choice for each point of damage dealt.
are always in cover. Units shooting into
fortified terrain will suffer both the fortified
terrain and cover modifiers unless either are
negated by their weapons.

These numbers are added or subtracted to


the number rolled on the dice, so you will
find that more or less of them will succeed
when you compare to your Accuracy stat.
However some units are very tough and have
Important: When rolling to hit, any dice that a resilience of 2 or more. In these cases the
roll a 1 always fail, and any dice that roll a controlling player has a couple of extra steps
6 always succeed, even if modifiers would required:
otherwise make a shot impossible.
• Allocate enough damage to any model
If any hits are scored on the target, place one that has already taken damage to remove
suppression token next to it (see page 50). them from play.

44
ACTIONS - MOVEMENT

• Next remove as many eligible models as Splitting Fire


possible with the remaining damage. So far, all of the rules in this section have
• Finally any left-over damage is applied assumed that all of the models in your unit
to eligible models of the controlling have the same ranged weapons. This will often
player's choice. not be the case. If a unit has 2 or more different
types of ranged weapons then there are a few
When a model is removed, as well as suffering differences when shooting that unit:
a reduction in firepower, the unit will lose any
benefits that were provided by that model, • Every model firing a weapon with the same
such as special rules or stat increases. A unit name fire as a group. Each group’s shots
can only be affected by models that remain are resolved in the same way as described
in play. Note however that all models in a above. The one exception to this is twin
unit are considered to shoot simultaneously, weapons. For example: if a unit contains
so a unit will benefit from a model's special Noh rifles and Twin-noh rifles they will fire
rules until the end of the action in which it as part of the same group.
is removed. • Each group may choose a different unit
7: Suppression Check
as its target.

After resolving all of the casualties from the • Models with the same alternate weapons
shoot action add 1 additional suppression but firing different modes/ammunition
token to the unit if it took more than 1 point types will form different groups and can
of damage. split fire.

• Only units that can be seen by the unit


Blaze Away
leader can be targeted.
Blaze Away is an alternate type of Shoot action
that represents spraying an area with bullets in • The unit leader is still used when
order to keep the enemies’ heads down. This is determining if the target unit is in cover
done by making a shooting attack as normal or not.
with the following exceptions:
• Every unit that takes more than one
• Use an Accuracy value of 6+ to represent point of damage from the shoot action
most of the shots going astray. No each gain an additional suppression
modifiers of any kind are applied to the token.
roll.
Resolve each group separately, one after the
• The entire unit must target the same unit other but remember that all shots are still a
even if they are armed with different part of the same action when resolving any
weapons. special rules (such as shields, see page 63).

If any hits are scored on the target, place one Models with Multiple
suppression token next to it like you would Weapons
usually. A model can only shoot one weapon in a
Then all hits rolled are applied to the target Shoot Action. If it has multiple weapons you
unit as suppression tokens. This is cumulative must pick which it is firing unless specifically
with any added by the Suppressive Fire special stated otherwise.
rule. In addition, no dice are rolled to damage.
The Shoot action is now over.

45
ACTIONS - MOVEMENT

Assault – Long
Action +1 Defensible You were charged and
a game

Assaulting is an action that can only be taken Terrain your whole unit is within
a Game

by a unit in base contact with an enemy. defensible terrain (see


page 52)
To make an Assault action, follow these steps:
Playing

-1 Fortified You charged a unit that is


Terrain entirely within fortified
1: Roll to Hit
Playing

terrain (see page 54)


Take a number of dice equal to the Dice value -1 Suppression Your unit is Suppressed
of the unit’s Assault weapons (those with a (see page 50)
Range of A). For units consisting of multiple
models, roll dice for the combined Assault These numbers are added or subtracted to
weaponry of all models in the unit that are
the number rolled on the dice, so you will
within 3" of any model in the enemy unit.
find that more or less of them will succeed
when you compare to your Melee stat.

Important: When rolling to hit, any dice that


roll a 1 always fail, and any dice that roll a
6 always succeed, even if modifiers would
otherwise make it impossible.
Actions

On the turn a unit charges add one to the Unlike shooting attacks, at close quarters
Dice value of its Assault weapons. the enemy can hit you back! Your opponent
must simultaneously take his Assault Dice
Once you have determined the number of (as described above) and prepare to make
dice, roll them and compare them to the an Assault roll for all of his units engaged
Melee stat found on the unit’s statline. Some with your unit as well. This will mark the
things will affect the dice that you’ve rolled. opponent’s unit(s) as activated if they weren’t
These are called modifiers and are listed already.
below. They are cumulative.

46
ACTIONS - MOVEMENT

Units that have already been activated can value of higher than 6+. In these cases it
still retaliate, but with half the number of dice will be impossible to damage them without
(rounding up). modifiers.

If multiple units from either (or both) sides 2: Remove Casualties


are engaged in the same combat all models As most units have a resilience of one this
that are within 3" of at least one model from will simply be a case of removing one model
any of the enemy units engaged in that of the controlling player’s choice for each
combat fight. point of damage dealt.

If any unit has weapons with differing AP However, some units are very tough and have
a resilience of 2 or more. In these cases the
values or special rules, roll these separately
controlling player has a couple of extra steps
or with different coloured dice. For activated required:
units halve each pool of dice separately
(rounding up). • Allocate enough damage to any model
that has already taken damage to remove
In the case of multiple combats models will them from play.
attack the unit they are within 3" of. If a model
is within 3" of multiple units the owner can • Compare the remaining damage dealt
choose which unit it attacks. to the unit’s Resilience and remove one
model for every amount of damage
Grounded units will not retaliate. equal to the Resilience.

2: Roll to Damage • Finally any left-over damage is applied


to a model of the controlling player's
Each player must roll one dice for each success choice.
on their Hit roll and compare to the Defence
stat found on the opposing unit’s statline. When a model is removed the unit will lose
Remember to roll weapons with differing any benefits that were provided by that model,
AP values or special rules separately or with such as special rules or stat increases. A unit
different coloured dice still. can only be affected by models that remain in
play. Note however, that all attacks in a unit
Some things make it easier or harder to cause are simultaneous so a unit will benefit from
damage and will affect the dice that you’ve a model's specials rules until the end of the
rolled. These are called modifiers and are action in which it is removed.
listed below:
Note that this can result in mutual
+X Armour This value will be listed destruction!
Piercing in the statline for your
weaponry 3: Determine Winner
-1 Suppression Your unit is suppressed Once casualties have been removed you will
(see page 50) need to determine the winner of the assault
– this is the side that has taken the least
The numbers listed above are added or damage, provided that it is still alive! If all
subtracted to the number rolled on the dice, units on the side that took the least damage
so you will find that more or less of them will have been destroyed, the other side is the
succeed when you compare to the opposing winner by default.
unit’s Defence stat. Any dice that roll a 1
always fail. Some units will have a Defence In a draw, both sides count as the winner.

47
ACTIONS - MOVEMENT

4: Suppression Check
After resolving all of the casualties from the The Marauder Commando was
a game

Assault action add 1 extra suppression token charging across the field, kicking
a Game

to each unit if it took more than 1 point of aside great chunks of dirt as its
damage. weight tore up the earth.
Playing

“Isn’t it magnificent?” said Sergeant


Now check how many suppression tokens
Franks, pointing at the approaching
any losing units have accumulated. If it is
Playing

alien. “Take a good look lads, you’ll


enough to cause a unit to be grounded (see
page 50) then they are overrun. The unit is never see a creature more naturally
destroyed and removed from the table. adapted to fighting. Note the muscle
structure. Go on, you can see it move
5: Pushed Back under the skin – “
Any remaining units on the losing side will The Orc was 50 metres away.
now be pushed back by the winner. The
owner of any winning units may make a “ – Those muscles can tear armour off
Move action with the opponent’s losing units an Enforcer. Trust me, I’ve seen it.”
in any direction. This move cannot be used to
engage another unit. 30 Metres. Nothing that big should be
able to move so fast.
If it is not possible for a losing unit to end the
Move action over 1" away from all other units “If that thing gets within arms’ reach,
Actions

then the unit is destroyed and removed from it will kill you.”
the table.
10 metres. Bam! The laser bolt
6: Gaining Ground popped the Marauder’s head like a
Finally, provided they were not grounded melon. Franks holstered his pistol.
during the Assault, the winning units may “And that, ladies and gentlemen, is
make a Move action. This cannot be used why you practice at the range.”
to engage any units other than the ones
they had just been engaged with. If they
do Move into contact with a unit they had
Other Actions
just been fighting, it is not a charge – any Overwatch – Long Action
further Assault actions will take place in the
following Turn. It is not always the right time
to act, and you may want
If the loser of an Assault has been completely to hold your units back to
removed, and was occupying a fortified react to your opponent’s
terrain piece, the winner of the Assault may movements.
now move into that fortified terrain.
You may use this action to delay your
In the case of a draw, no unit may move. Activation to later in the Turn by putting
The surviving units remain in place and the unit on Overwatch. You may place an
the action is over. All surviving models not Overwatch counter next to the unit, and play
already in base contact must be moved as passes to your opponent without you making
close to the enemy as possible by the shortest any other actions or marking the unit as
possible route. The models of the player
activated.
whose activation it is move first. Models can
move up to double their Move value. You can then activate this unit later in the

48
ACTIONS - MOVEMENT

Turn as if it were not yet activated. However,


you will only be able to make a single action, “To me, comrades! My friends I
either long or short, when you do. Once the shall not lie to you, for we have spent
unit has completed its Activation, turn the too long in the trenches to suffer
Overwatch counter over to mark the unit as falsehoods. The battle is lost, but hold
activated as normal. your heads high! No soldiery has
fought so well, no warrior ever showed
In addition, units on Overwatch may make
such courage. Yes the battle is lost, but
a Shoot action as a charge reaction (see page
the war is not! Gather your courage,
42). Note that when making a Shoot action as
your grit, your determination! Fight as
a charge reaction the whole unit must shoot
you have this day and we shall extract
at the charging unit(s).
from the enemy what they took from
If the only units left to activate in your force our fallen!”
are on Overwatch and your opponent has
- Reported last words of
regular Activations left to make, you may
Marshal Ryota Oshima, 12th Rifle
choose to pass your Activation without doing
Company, House Kajima
anything if you don’t want to activate a unit
yet.
Overwatch and Suppression
Once only units on Overwatch remain A suppressed unit cannot be given an
available to activate on both sides, both Overwatch order. If a unit that is already
players must resume alternately activating on Overwatch becomes suppressed the
their Overwatching units until everything Overwatch token is removed and replaced
has been activated. with an activation token.
Overwatch and Defensible/
Fortified Terrain

If a unit on overwatch is also entirely within


defensible or fortified terrain they get +1 to
hit when shooting as they take advantage
of the cover and firing positions the terrain
offers.

Regroup – Short Action


This removes 1 suppression token from the
unit. See Suppression on page 50.

Rally – Long Action


This removes D6+1 suppression tokens from
the unit. The unit may then make a Move
action as part of the Rally, although it may
not engage the enemy with this Move.

49
ACTIONS - MOVEMENT

SUPPRESSION • The unit halves their Speed value.

• The unit suffers a penalty in both


a game

Suppression is a state that can be as


Shooting and Assault (see pages 42 and
a Game

debilitating as being damaged by the enemy,


46)
a combination of fear and self-preservation.
In the game, this is represented by imposing • If it is on Overwatch it is marked as
Playing

penalties on any unit under suppressing activated (see page 48)


conditions, such as heavy fire, shots out
Playing

of nowhere, and injuries to squad-mates. Going to Ground


Heavily suppressed units will go to ground,
which puts them out of the action and leaves Sometimes a unit can take so much fire that
them sitting ducks to be slaughtered in close they will dive to the floor, unable to play any
quarters. Some may even turn tail and flee further part in the battle until they can gather
the battlefield. their wits. This is called being grounded, and
can happen by accumulating a large number
The following things will add of suppression tokens.
suppression tokens to a unit
– place the tokens on the A unit is grounded as soon as (and for as long
board next to the unit as a as) it has a number of suppression tokens
reminder. equal to or more than double its Nerve value.

• 1 token for taking any number of hits Grounded units are affected by the following
Supression

from a Shoot action. rules:

• 1 token for each successful hit scored by • They may not make any action during
a Blaze Away action. their Activation.

• X tokens for being hit by one or more • They may not make charge reactions.
weapons with the Suppressive Fire (X)
rule. • They may not retaliate in Assault.

• 1 token for taking more than 1 point of • They may not issue Orders.
damage from a Shoot or Assault action.
Recovery
Units can only suffer suppression tokens
from weapons capable of damaging them Grounded units are at risk – the troops may
in the first place. For example, a unit with turn and flee the battlefield or succumb
Defence 8+ could only be suppressed by to their wounds. When a grounded unit
weapons with AP 2 or higher. is activated it must try to recover before
Rallying.
Suppression tokens will affect a unit’s ability
to perform, as they will be distracted from To do this it must roll one die for each
the task at hand by their efforts to duck for suppression token on the unit and compare
cover and hide. the result to the unit’s Nerve value. For every
roll greater than the unit’s Nerve you can
A unit is suppressed as soon as (and for choose one of the following options:
as long as) it has a number of suppression
tokens equal to or higher than its Nerve • Remove one model of your choice. No
value. A suppressed unit suffers the following further suppression is added for the
penalties: models removed.

50
ACTIONS - MOVEMENT

• The unit falls back directly towards its with impassable terrain, the board edge or an
own board edge D3". enemy unit is it removed from the board.

Note that you can split the dice in any way Finally remove D6+1 suppression counters
between the two as long as you do not assign then the unit’s Activation ends.
more dice to falling back than the unit's
Speed. The distance moved is not halved due Removing
to suppression. Suppression
If a fall back move would cause a unit to end Suppression tokens can be removed with the
on top of another friendly unit it increases its Regroup and Rally actions, and with various
move until it can be placed on the board at Orders (see page 70).
least 1" away from all friendly units. If this
fall back move takes the unit into contact

51
ACTIONS - MOVEMENT

TERRAIN Note that unless specified otherwise, the edge


of the table is considered to be impassable
a game

We refer to the (relatively) flat and featureless terrain.


a Game

gaming surface which normally constitutes


the majority of the battlefield as open ground. Obstacles
No extra rules or exceptions apply to open Obstacles are long and narrow pieces of terrain,
Playing

ground. like walls, barricades, hedges, etc. They must


be assigned a height like all other terrain – the
Playing

Any terrain feature on the gaming surface


most common will be height 1 for barriers that
should have a clearly defined area that shows
a human-sized creature could see over and
the space it takes up on the table. This can
clamber across. Units can see and move over
either be the edges of the piece itself in the
any obstacles of a lower height than themselves,
case of a building, or the edge of a larger
base around the terrain pieces in the case of but note that they will still provide cover – it is
a forest – the entire base area is considered to in fact their primary purpose!
be the terrain. These terrain areas can block In addition, if a unit is in base contact with an
line of sight and can affect movement. obstacle, it can be assaulted by a unit moving
Because players’ scenery collections will vary into contact with the opposite side of the
vastly, there are no hard and fast rules about obstacle. No charging bonus is granted when
how to define each piece. The following rules attacking over an obstacle (see page 46).
will offer a set of guidelines and it will be up
to the players to agree on the details of each
Decorative
Terrain

terrain piece before a game. Terrain


Any small terrain piece that does not have a
Height defined area is decorative terrain and has little
All terrain that is higher than ground level effect on the game, other than making your
must be assigned a height at the beginning of table look more realistic. Examples of this can
the game. See page 20. be: crop fields, lampposts, small bushes etc.
Units can move and attack over and around
If the piece of terrain is a building with these without penalty. They also do not provide
multiple floors, you will need to define the cover or block line of sight.
height of the each floor that figures can be
placed on (the same height as the building if Defensible
figures can be placed on the roof, or a level or Terrain
two lower if not). This will determine what a Defensible terrain is anything considered large
unit in the building can see. and sturdy enough for troops to take cover
in – buildings, woods, low rocky outcrops,
Impassable etc. These terrain pieces are impassable to
Terrain vehicles classified as Tanks (see page 57), but
can benefit other units. A model in defensible
Examples of impassable terrain could be
terrain is always in cover even if none of the
cliff faces, lakes or large rocks. These are the model is hidden by it.
simplest to handle – no unit can enter or
move through these areas, and moving units
must move around them in the same way as
enemy units. The primary purpose of these
pieces in the game is to limit movement and
block line of sight.

52
ACTIONS - MOVEMENT

Buildings
Example
The following rules are based on the
Battlezones terrain system. However they
can be easily applied to most other buildings. 2
We always recommend that you discuss this
with your opponent before a game (see page
154 for a detailed list).
1 3
Structures made out of Battlezones tiles can
have 4 types of tiles in them:

• Blocking tiles (see page 154 for a list of


blocking tiles)

• Partial tiles (see page 154 for a list of Enforcer 1 (height 2) is shooting at a
partial tiles) Plague Stage 3a (3) (height 2). Line of
sight between them goes through two open
• Open tiles (see page 154 for a list of open tiles. The Stage 3a can be seen but is in
tiles) cover. Enforcer 2 is stood on a building
and is height 5. As he is on a different floor
• Missing tiles – this is where there is no from the target he can only draw line of
tile at all. sight through one tile and so cannot see the
Plague Stage 3a
For a structure to be classified as a building
(and also defensible terrain) it must have
a least one partial or blocking tile in it. If a Shooting out of Buildings
structure is made entirely out of open and/or There is one additional restriction when
missing tiles it is instead an obstacle. shooting out of a building:
Buildings and Line of Sight
• A maximum of 2 models may draw line
Each type of tiles has a set of rules for you of sight through the same partial tile.
to follow if you are drawing line of sight
Splitting Fire
through it:
Models that are shooting out of different
• You cannot draw line of sight through walls of a building are separated into
Blocking tiles. different groups even if they are firing the
same weapons.
• You can draw line of sight through a
maximum of one partial tile. Multi-Storey Terrain
• You can draw line of sight through any Some terrain has multiple storeys and as such
number of missing or open tiles as long have some extra rules.
as both of the models you are drawing Moving Up and Down Storeys
line of sight between have a height that
places them between the top and bottom A unit that wants to move up or down a terrain
of the wall you are drawing line of sight piece that is spread over multiple levels can
through. Otherwise you can only draw do so as a part of its Move action (see page
line of sight through one open or missing 39). It takes 1” of movement per Height to
tile. Note that this is an exception to the move up or down a level. So a unit on the
usual rule that you cannot draw line of ground floor would use up 3” of movement
sight through defensible terrain. to climb up onto a height 3 roof/1st floor.

53
ACTIONS - MOVEMENT

Suppressing Units in
Terrain
The hold is my soul, but the battlefield
a game

my home The protection offered by defensible terrain


confers the Unflinching special rule to any unit
a Game

Over mountains far and cold, and whilst it is entirely within it (see page 67).
rivers deep and slow.
On vs. In?
Playing

Tho’ the rain be water, ice, or fire, Some terrain pieces will have large flat
Playing

roofs, and it is perfectly conceivable that a


Tho’ the ground be soil or snow. unit, especially one with the Anti-Grav rule,
I fight for my soul, I fight for my home, could be positioned on top of the building
rather than in it. Units are free to end their
I fight for my people, where’re I must movement on top of buildings such as this,
roam. and gain the benefits of the increased height,
but not the benefits for defensible or fortified
- Marching dirge of the Steel terrain (unless the roof is suitably protected
Warriors as well).

As with all terrain, players should agree


Unit Positioning and Multi- with their opponent which buildings can be
Storey Terrain landed on before the game.
A unit that is spread over multiple levels of
Terrain Height vs Unit
terrain follows all the restrictions for model
Terrain

Height
position as described on page 15 with the
following change: A unit with a height greater than that of a
terrain piece with a roof/top may not enter it.
• All models in a unit must always be
For example: a height 3 Strider cannot enter
horizontally within 1" and vertically
a height 2 building. It would also not be able
within one storey of at least one other
to enter a height 4 building that is made up of
model in the same unit, forming an
two height 2 floors.
uninterrupted chain.
Line of Sight and Multi- Fortified Terrain
storey Terrain
Some terrain pieces such as bunkers are so
When working out line of sight to or from a thick and impregnable on all sides that they
model in a multi-story building only use the are classed as fortified terrain. Fortified terrain
wall tiles from the floor the model is on. is a type of building and will benefit from all
the same rules and bonuses. It also grants extra

54
ACTIONS - MOVEMENT

protection to its occupants from shooting in A unit occupying one such area can make a
the form of an additional modifier (see page Move action to cross from one terrain area
44), and through a greater range of reactions to to any adjacent unoccupied terrain area (or
being charged (see page 46). a Double Move to cross into two adjacent
terrain areas).
Sometimes these pieces will be defined by the
mission you are playing, but otherwise they Units in adjacent terrain areas may make
should be agreed with your opponent before Shoot and Blaze Away actions against each
the game. other. Note that when shooting at another
unit in an adjacent terrain area they do count
Entering and Leaving
as in cover but do not get the additional
Fortified Terrain
modifier for being in fortified terrain.

A unit can only move into a piece of fortified They can also make Assault actions against
terrain if it is not already occupied. Units can each other. No charge reactions can be made
enter by ending a Move action with their unit against units assaulting from an adjacent
leader within 2" of the fortified terrain piece fortified terrain piece. However, a charge
they want to enter. The unit is then placed in reaction can be made against a unit using a
the terrain piece. A unit can exit by making double move to assault across two sections.
a Move action. Every model must be placed
entirely within X” of the fortified terrain Sometimes it will not be obvious as to
piece where X is the unit's Speed. The unit how terrain should be designated. In these
must maintain coherency and it must be situations you will need to agree with your
placed at least 1" away from all other units opponent before the game using the most
and the terrain piece it just left. If there is not sensible option. Note that sometimes, a
room to place the entire unit it cannot leave combination of terrain types may be the
answer.
the terrain piece and must change its action
or do nothing. Take a Landing Pad for example:

Fortified Terrain
Capacity
Unlike other terrain, which can hold as many
models and/or units as can fit in it, fortified
terrain has a capacity. At the beginning of
the game you will need to agree with your
opponent how many units can occupy each
piece of fortified terrain, and divide it into
that number of similarly sized segments. The landing pad is fairly open, so it seems
A general rule is that fortified terrain can odd to class it as defensible terrain. This
hold one unit for every 6-8" square space is exacerbated when using particularly
it occupies, but there may sometimes be a large pads – it would look and feel wrong
more obvious way to split a terrain piece, to break them down into multiple terrain
areas. The suggested solution here would
such as different wings or floors of a building. be to treat the landing pad like a hill (i.e.
This will ultimately depend on the designs raised yet open ground) surrounded by a
available in your terrain collection. barricade (providing cover). This simplifies
the rules and prevents you having to
These segments are regarded as separate define which part of the pad a unit is in
pieces of terrain for the purposes of gameplay. during the game.

55
ACTIONS - MOVEMENT

VEHICLES again, with any subsequent damage added to


the original total before determining if the
a game

In Firefight, Vehicles work in the same way Vehicle is destroyed. Any 6s rolled on this
a Game

as Infantry units in most cases, but you’ll second roll (or indeed any further rolls) also
find that they are always a unit of one model grant additional dice – this continues until
and tend to have more firepower and heavier no 6s are rolled.
Playing

armour. There are some other minor changes


If the amount of damage inflicted on a Vehicle
to their rules as detailed below.
Playing

equals but does not exceed its Resilience,


Suppression the Vehicle is left on the table as impassable
terrain, but is otherwise destroyed and can
Although Vehicles do not suffer pain or play no further part in the battle.
duck for cover, they can still be suppressed
like every other unit. In the case of a Vehicle, When a Vehicle is under heavy fire it can
the suppression tokens represent the crew throw shrapnel into the surrounding area
being shaken up, the vehicle being knocked or even suffer a catastrophic explosion. If
off-course, temporary damage to computer the amount of damage inflicted on a Vehicle
systems and so on. exceeds its Resilience, the Vehicle will
explode.
Damaging and
Destroying When this happens, all other units within X"
Vehicles (where X is the amount the Resilience was
exceeded by, to a maximum of 6), friend or
Vehicles

Sometimes, a well-placed shot can spell the foe, are hit by the explosion. For each unit hit
end for a vehicle, detonating its ammunition roll a D6 and add the vehicle's resilience to it.
or fuel reserves, frying its electrics, or killing This is the number of hits they have suffered.
its crew. To represent this, all attacks have the These will roll to damage with AP 1. These
Shredder rule against Vehicles – for any dice units will take suppression tokens from these
that roll a 6 to damage against a Vehicle you hits as if it were a shooting attack.
may take an additional die and roll to damage

56
ACTIONS - MOVEMENT

In addition, if the total damage inflicted was Tanks


double the Vehicle’s Resilience, the destroyed
Vehicle is removed from the table. Otherwise, Some vehicles such as Striders are effectively
it is left on the table as impassable terrain, but large mechanical infantry, and the only
can play no further part in the battle. difference between them and other Infantry
units is how they take damage. However,
If a Vehicle is destroyed while inside a piece of some vehicles are classified as Tanks, and
terrain, the explosion will be confined to the they have a few additional rules.
terrain and will not affect any units outside
of that terrain. If a unit is partially within Tank Movement
the terrain resolve the damage as described Tanks cannot move through defensible
earlier but you can only remove those models terrain, nor can they engage enemy units in
that are inside the terrain. Should all of the defensible terrain. They can however move
models in the terrain be removed any excess into and through enemy Infantry units.
damage is discarded. This is a charge and the Vehicle will make
an Assault action against the unit moved
Note that Vehicles destroyed following a through (see below), even if it ends its move
failed Recovery roll are removed from the out of contact. This represents the Tank
table and do not explode. ramming and running over the enemy.
Shooting with If a move ends with a Tank on top of an
Vehicles enemy infantry unit you must move each
model the minimum distance so that it is
Unlike other models, a vehicle can shoot all of no longer underneath the Tank. This move
its weapons as part of a Shoot Action not just cannot cause a model to go within 1" of a unit
one. They also ignore the Heavy Firepower it is not already engaged with.
special rule.

57
ACTIONS - MOVEMENT

Tanks can charge other Vehicles as well, but Tanks without a ramming weapon roll no
may not move through them. dice in an Assault.
a game

Tanks engaged in combat do not need to When being charged by the enemy, Tanks can
a Game

make a disengage action to leave combat – Shoot as a reaction as if they were in fortified
they may move freely out of base contact terrain. However, they still cannot react if
with an enemy. The same rule applies to a they are already activated or grounded.
Playing

unit that is only engaged with tanks.


Flyers
Playing

Tanks in an Assault
This Vehicle flies high above the battlefield.
Some Tanks have a ramming value to It is not deployed with other units at the start
represent the damage they do when running of a game. Instead, it can use its Activation
over enemy Infantry or ramming an enemy to arrive on the board from any edge using a
vehicle – this is shown in their statline as a Move or Double Move action, and the Flyer
weapon with a range of R. If a Tank with such and any troops on-board are not in play until
a value charges an enemy unit (not the other it has moved onto the table.
way around) it will make an Assault action
as normal. • All terrain is ignored by Flyers – if you
want to position them above terrain just
Tanks cannot retaliate in Assault unless put the base on top of the terrain.
the attacking unit is also using a ramming
value, to represent the damage caused to • Flyers must always perform either a
Vehicles

the engaging vehicle by the collision. This Move, Double Move or Strafing Run as
retaliation roll may be made with the full part of their activation, and must end
number of dice regardless of whether or not their move at least their Speed value in
the Tank has been activated this Turn, and inches away from their starting point –
the Tank will not be marked as activated after they cannot stay still.
the Assault if it wasn’t already.

58
ACTIONS - MOVEMENT

• Suppression has no effect on the Speed to its end position (which can be off of the
value of a Flyer. board). Choose one unit that falls beneath
this line, and make a Shooting attack against
• Shooting at Flyers will always it and one against each unit engaged with it.
suffer a -1 penalty due to their height All other units beneath the line, friend or
and speed. foe, and any units engaged with them, must
accrue a suppression token. Once the unit’s
• Flyers do not have a height. They can
Activation is finished, the Flyer is removed
always be seen and can always see all
from the table. It may return in a later Turn
enemy units in play - except for those in
using a Reserves Order.
Transports that are not open topped and
any units which are completely inside
a building, or piece of fortified terrain, Surukata allowed himself a small smile
where the tiles of the wall (and ceiling) beneath his faceplate. The last Enforcer
between the two units are all blocking lay twitching in the dirt as he directed
tiles. They never block line of sight. They the Cyphers to disintegrate it under
only suffer the cover modifier when concentrated Noh fire. Another world
shooting into defensible terrain. saved from human annihilation. Pride
was against the Clade’s code, but he
• Flyers cannot engage or be engaged in did feel the weight lessen across his
Assault. shoulders.
• Destroyed Flyers are never left on the “Overseer, there is movement-“
table, and do not damage nearby units.
Bombs slammed into the Asterian
Flyers have access to a new action in addition position before the warning could be
to the standard options: finished. The Accuser wing tore over the
Strafing Run – Long fields, banking hard and coming in for
Action another run.
Make a Double Move action as normal, but As long as the Enforcer jets were in the
draw an imaginary straight line across the air the battle was far from over.
battlefield from the Flyer’s starting position

59
ACTIONS - MOVEMENT

SPECIAL RULES
AND EQUIPMENT
a game
a Game

Aerial clear path around or between them. It must


Deployment still have enough space to end its move in the
Playing

chosen position.
A unit containing one or more models with
Playing

this special rule is able to enter the battlefield Anti-Tank


from above. If brought onto the table using
the Reserves Order (see page 72) this unit This weapon is designed for destroying
may choose any point on the board to arrive, Vehicles and penetrating bunkers. It may
rather than just the board edge. First pick the make additional rolls to damage Vehicles
point they will arrive, then roll the dice for the on results of 5 and 6 rather than just 6 (see
Order. If it is successful place the first model pag3 56). Note that even though they grant
at the chosen point. The rest of the models are an additional dice, they still need to reach the
then placed around it following the normal Vehicle’s Defence to damage it as normal.
coherency rules.
In addition, it ignores the fortified terrain
If the entire unit cannot fit in the chosen modifier (but not the cover modifier) when
position without entering within 1" of terrain shooting.
Special Rules

or units the Order fails.


Area Effect
As with the Reserves Order, if the unit
This weapon sprays its ammunition over
contains the Commander giving the Order,
a wide area. After it has made a Shoot or
this entry point can be anywhere on the
Blaze Away action against an enemy unit, it
board. Otherwise, the entry point must be
may immediately make a second action of
within range of a Commander that is already
the same type against any other enemy unit
on the table.
within 6" of the first.
Once the unit has been placed on the board,
Both of these attacks are part of the same
it may only make one short action in its first
action, and will only count as a single use on
Activation, and may engage the enemy.
a Limited (X) weapon.
Unlike most Orders, if the roll is failed this
Reserves Order is still successful – the troops
Blast (X)
will have already started their descent! If this weapon hits with a shooting or
However, on a failed Order roll, the opposing close combat attack, each successful hit is
player may instead choose the entry position multiplied by X when determining how
by selecting any other valid point within 12" many dice to roll to damage.
of the original one.
This multiplier applies after Blaze Away
Anti-Grav attacks, Shields or any other special rules are
resolved – only the initial hits count towards
A unit composed entirely of models with this
those.
special rule has jump packs, thrusters, wings
or mystical powers that allow it to move off Blast weapons also ignore cover penalties
of the ground. It may move over terrain, (but not fortified terrain penalties) when
vehicles and enemy units without needing a shooting.

60
ACTIONS - MOVEMENT

Bulky Experimental
A unit containing one or more models with When this weapon rolls to hit with a Shoot
this special rule cannot enter a Transport (see or Blaze Away action, any dice that roll a 1
page 65). count as hitting the shooting model itself
(these hits do not add suppression tokens),
Camouflage and will damage the shooting model even
A unit containing one or more models with when Blazing Away. However, any dice that
this special rule has a distortion field or roll a 6 to hit have their AP increased by one
patterned markings that make it hard to see. against the target unit, and will benefit from
The unit counts as being in cover even when the Shredder special rule.
in the open. This rule has no further benefit
when the unit is in cover. Fire in the Hole!
When a unit containing one or more models
In addition, enemies targeting this unit have
with this special rule charges, no charge
trouble drawing a bead on it. Any Shoot
reactions of any kind may be made, even by
action against this unit is a long action rather
units in terrain, as the target unit’s vision is
than a short action. Weapons with the Heavy
obscured or it is pinned in place.
Firepower rule are fired as normal.

Command Fixed (X)


See page (68). FRONT

Communications
A unit containing one or more models with
this special rule, or being transported by a
SIDE SIDE
unit with this special rule, can be the target
of orders given by Commanders in play that
also have the Communications rule regardless
of the range between the two units.

Countermeasures
REAR
This airborne vehicle has anti-missile
flares that can confuse targeting systems.
A weapon with this special rule has a limited
Whenever a weapon with the Anti-Tank rule
arc of fire. It can only draw line of sight to a
hits this vehicle, you may try to avoid being
target inside X facing.
hit. For each hit that you want to avoid, add a
suppression token to the vehicle and then roll So a Fixed (front) weapon limits its line of sight
a D6. On a 5+ the hit is discarded. to a 90 degree arc to the front.
Expendable Headstrong
A unit containing one or more models with At the beginning of its Activation, before any
this special rule cannot achieve objectives Recovery rolls, a unit containing one or more
and does not count towards VPs for either models with this special rule may remove 1
player under any objective other than the Kill suppression token.
Total and Strategic Assets objectives.

61
ACTIONS - MOVEMENT

Heavy Firepower cover even when in the open. If that unit is


already in cover; then instead reduce the AP
Shooting is a long action for a unit of Regular
a game

of any incoming shooting attacks by 1 (to a


or Large Infantry that includes one or more minimum of -).
a Game

weapons with this special rule. However, a


unit can choose to not fire any of its heavy Protection (X)
firepower weapons. If it does this then the
Playing

Shoot action stays as a Short action. This model inspires fierce protection from
the units around it, who will leap to its
Playing

Indirect defence with no care for their own lives.

A model with this weapon can use it to shoot Friendly units cannot be grounded while
at a unit that it and/or its unit leader does not they are within 8" of this model.
have line of sight to. However, it will suffer
a further -1 penalty to hit when targeting a In addition, all units of type X will leap to
unit that the model with this weapon does the defence of any unit containing one or
not have line of sight to. more models with this special rule. If such a
unit is charged by an enemy unit, any other
Inspiring unit of type X of the owning player’s choice
that is not activated, engaged or grounded
This model drives those around it to perform within 8" may make a charge reaction on
at a higher level. The Nerve of all friendly the protected unit’s behalf. If a unit uses
Special Rules

units (including itself) within 8" of one or this charge reaction to move, and this move
more models with this rule is 1 higher than it results in the charging unit no longer being
would normally be. As soon as a unit moves able to charge its original target, the charging
outside of this radius its Nerve will revert to unit can choose to either abandon the charge,
normal. and stay where it is, or continue the charge
with the unit that moved as its target.
Leadership
A unit containing one or more models with In addition, if the model with this special
this special rule adds 1 to the number of rule takes enough damage from a shooting
suppression tokens removed with a Regroup attack to be destroyed, the owning player may
or Rally action and may re-roll one failed assign that damage to any other model(s) of
Recovery roll per turn. type X within 8" instead, as if it were a model
in the same unit. For example: a Resilience 2
Limited (X) captain has taken a total of 3 damage at the
end of a shooting attack. You can now assign
This weapon may only be used X times in a up to 2 points of damage to any other suitable
game. models within 8".
Medic The Precision Fire Order will still allow the
After an enemy has rolled to damage against protected unit to be selected for destruction,
a unit containing one or more Medics with a and the unit will also be destroyed as usual
shooting attack, remove D3-1 damage points in Assault.
from the unit before determining casualties. Up to one model with this special rule may
occupy a piece of fortified terrain that is
Mobile Defences
already occupied by a friendly unit of the
If at least half of the models in a unit have same type.
this special rule then it counts as being in

62
ACTIONS - MOVEMENT

Reckless important! This weapon always hits on a 3+,


Advance regardless of modifiers, even when using a
Blaze Away action.
This unit has no use for clearing protocols
and no need for caution as it charges into the Shield (X)
unknown. This unit may double move into,
out of or through Terrain. Every time you perform a Shoot action at
a unit containing one or more models with
Recon this special rule, you must discard the first X
hits to overcome the shield’s defences. Only
A unit containing one or more models with hits remaining afterwards can be rolled to
this special rule may start the game inside damage. Shields do not affect Blaze Away
any terrain piece outside the opponent’s actions or the amount of Suppression applied
deployment zone. by an attack.

Saboteur Note that this means if a unit has multiple


types of weapons firing at a shielded unit the
This model is skilled with electronics and
first group (or more if the shield is strong
explosives, and is able to disrupt or destroy
enough or you roll badly enough) to fire will
the enemy’s tech.
likely have their hits discounted by the shield
When a model with this special rule attacks so it is important to think through the order
an enemy Vehicle in melee, it has a chance to in which you fire.
sabotage it. Any rolls of a 6 to damage add a
A shield is reduced by 1 point for each
suppression token to the Vehicle, even if the
suppression token on the unit. So a unit with
unit could not otherwise damage it.
Shield (3) and 1 suppression token would
Saturation count as having Shield (2). Weapons with
an AP of X or more (after the adjustment for
This weapon fires gouts of flame or toxic suppression tokens) ignore the effects of the
gas that fill an area, so accuracy is far less shield.

63
ACTIONS - MOVEMENT

If, at any point, a unit has twice as many Shield Projection when determining
suppression tokens as the shield’s original the Strength of the shield and when
a game

strength it has been overloaded and will not checking to see if it has overloaded.
a Game

work for the rest of the battle. It will affect the


Shoot action that overloaded it as normal. • This shield has no effect if the attacking
unit’s unit leader is within 12" of the
Shield tokens can be model with the Shield Projection.
Playing

used to show that a


When shooting at a unit protected by
Playing

unit’s shield is still in


place. multiple shields, the strongest shield is used.

Shield Shredder
Projection (X) When rolling to damage with this weapon,
Models with this rule have the Shield rule, but for any dice that roll a 6 to damage you may
the effect is extended to all other units with take an additional die and roll to damage
its unit leader completely within 12". This again, with any subsequent damage added
shield works in the same way as described to the original total. Any 6s rolled on this
for the Shield special rule with the following second roll (or indeed any further rolls) also
exceptions: grant additional dice – this continues until
no 6s are rolled.
Special Rules

• Count the suppression tokens from


the target unit and the unit with the There is no additional effect against Vehicles

64
ACTIONS - MOVEMENT

as all attacks against Vehicles have the firing multiple weapons with this rule at the
Shredder rule already. Note that the Shredder same target, and in the same shoot action,
special rule does not mean a roll of a 6 always apply a number of tokens equal to the highest
causes damage. An AP- gun shooting at an value of X on a weapon that scored one or
armour 7 Vehicle cannot hurt it. more hits.

Slow Reload Tag


Weapons with this special rule may not be This weapon’s ammunition is
used to Blaze Away (see page 45). fitted with geo-trackers that
will alert friendly troops to
Smoke the location of their enemies.
Whenever this weapon
A unit hit by a weapon with this special rule
inflicts a point of damage on an enemy unit,
gains the Camouflague rule until the end of
place a tag marker next to the targeted unit.
the turn and cannot Blaze Away or Shoot as a
charge reaction for the rest of the turn. Any further units shooting in that Turn
against the tagged unit is at +1 to hit. The tag
Smokescreen token is removed at the end of the Turn with
the activation tokens. A target unit may only
This airborne vehicle drops grenades to form have a single tag marker on it at any time -
a curtain of smoke, obscuring the ground further tag markers on a unit that already has
below. Any unit that disembarks from this one will have no further effect.
vehicle benefits from the Camouflage rule
until the end of the turn. Tenacious
Stun This model is able to hold enemies in position,
whether by surrounding their prey, gripping
Any damage caused by this weapon marks its them with tentacles, or using some kind of
target as activated. alien weaponry. Enemy units may not make
a Disengage action while in base contact with
Subterranean one more models with this special rule.
Deployment
This rule is the same as the Aerial Deployment
Transport (X)
rule, except that they come from below! A model with this special rule is able to carry
up to X infantry models. These models can
The unit’s entry point may not be inside a be from different units but you cannot split
terrain piece, but it may be in base contact
a unit across multiple different models with
with an enemy unit. The emerging unit has
the Transport rule.
charged the unit it has come into contact
with, with no charge reaction possible. A unit can embark upon a Transport by
ending a Move action (not a Double Move
Suppressive action) with their unit leader completely
Fire (X) within 2" of the Vehicle they want to enter.
This weapon deals X suppression tokens on
A unit can disembark by making a Move
top of any regular suppression caused when
action (not a Double Move action). Every
making a Shoot or Blaze Away action. This
model must be placed entirely within X" of
applies even if no damage is caused, but the
the Transport where X is the units Speed. The
weapon must hit at least once. If a unit is
unit must maintain coherency and it must be

65
ACTIONS - MOVEMENT

placed at least 1" away from all other units Assault. They may however, choose to exit as
(including the Transport it just exited). If a charge reaction if the Transport is charged
a game

there is not room to place the entire unit it as long as they have not already activated this
a Game

cannot leave the Transport and must change turn.


its action or do nothing.
Playing

A unit cannot embark upon or disembark


from a Transport that has performed a
Playing

Double Move action that Turn nor can a


Transport that has had a unit embark upon
or disembark from it make a Double Move
action later in that same Turn.

Units can also choose to start a game inside If a unit chooses to exit the Transport while it
a Transport, and placing it and the unit it is engaged, they are placed in contact with the
contains the unit only counts as placing one engaged enemy unit, as close to the Transport
unit during deployment. as possible. They become instantly engaged
with the same enemy unit, and do not count
While a unit is inside a Transport, it cannot as charging. Units inside a Transport are still
be targeted by enemy fire (unless it is Open- in play.
Special Rules

Topped – see below), and it may only make a


Move action (to exit the transport), Regroup Flyers that also have the Transport rule
action or Rally action. cannot safely land on the battlefield to deliver
their troops – units inside a flying Transport
It may not make any kind of attack, and if the can only exit the vehicle if they have the Anti-
Transport becomes engaged with an enemy Grav rule. Units cannot embark upon a flying
unit the occupants do not participate in the Transport after the game starts.

66
ACTIONS - MOVEMENT

If a non-flying model with the Transport rule occupying unit can make charge reactions as
is destroyed while there is a unit inside it, if from a fortified position).
the unit immediately disembarks. They are
placed as close to the transport as possible The occupying unit can be targeted by enemy
if it remains on the table, or will take its shooting but counts as being in cover.
place on the table if it has been removed.
Infantry Size
Any models that cannot be placed because
there isn’t room are removed. The unit is also There are 3 sizes of Infantry. Regular, Large
marked as activated if they weren't already. and Massive. Large Infantry count as two
models each and Massive Infantry count as
If the Transport is a Vehicle that exploded, five model each for the purposes of working
they first suffer a number of hits equal to the out how many models can fit in a Transport.
Vehicle’s Resilience value plus the roll of a D6.
These will roll to damage with AP 2 and the Unflinching
unit is marked as activated if it wasn’t already.
A unit containing one or more models with
Passengers in a flying Transport are destroyed this special rule does not take the suppression
along with it. token for being hit by a ranged attack.

Open-Topped Volatile (X)


Units being Transported by a model with This weapon has an unstable fuel source.
the Open-Topped rule can attack as normal Each time a model with this weapon is
– they can choose to make a shooting attack assigned damage from a Shooting attack roll
from the back of the Transport, and will be a D6. If you roll X or higher all is well. If you
engaged in Assault with any enemy unit that roll under X the fuel has exploded. Resolve 1
the Transport is engaged with (the enemy hit from this weapon on the unit the model
can split their attacks between the transport is from. Suppression is applied as if it were a
and the occupying unit as normal, and the separate shoot action.

67
ACTIONS - MOVEMENT

COMMAND
a game

Commanders of a force are able to influence


a Game

their troops to go above and beyond, and to


do this you will find that some units in the
game have an additional value in their unit
Playing

entry: Command.
Playing

Command and
Commanders
reduced by anything other than rolling the dice
The Command value indicates a
to issue an Order. Losing a Commander in
unit’s ability to control the troops
battle does not reduce the pool.
around it, and contributes to the
army Command Pool, granting Orders
special abilities during the battle.
Models with a Command value are During the game, you may use these dice
referred to as Commanders in the
rules.
Command will be listed under the
special rules section of a unit/model’s
Command

entry, and can also be granted by


certain unit upgrades. 3+
1 Com
5+
Speci mando C
al Ru
le: Un aptain to give Orders. Orders are special abilities
flinch
ing, P

• Co rotect that will allow units to do things that they
• Ta mmand ❹ ion (R
egotherwise couldn’t have done, such as
ctical ular In
Weap Geniu fantrmultiple
activating times in a turn, activating
on s Ord y)
er simultaneously with another unit, or making
Rang special actions. The list of standard Orders
Command Pool e Di
ce AP can be found on page 70. Most armies and
Speci
All Commanders contribute to the force’s some al individual units will also have their
Command Pool. This is a pool of special dice own unique Orders, and these will be listed
that represent strategic planning and tactical in their force list. There is no limit to how
communication within the force, and allow many Orders you can give in a Turn, as long
Commanders to direct their troops in ways as you have enough dice, but each unit can
over and above those granted by the standard be issued a maximum of 1 Order per Turn,
rules. These abilities can turn the tide of a including failed orders.
battle, so use them wisely! At the beginning
of a game, add together all of the Command Giving Orders
values in your force, and take that number of Unless stated otherwise Orders must be used
Command dice and place them at the side of as follows:
the board.
• Orders with a symbol involve
Note: The number of Command dice in the activating one or more units and will use
pool is set at the start of the game, and is never

68
ACTIONS - MOVEMENT

up your Activation even if unsuccessful. opponent a chance to take advantage


They must be used when it is your turn of an opportunity you’ve left open for
to activate a unit, before the Activation, them. They may immediately add an
and must be used on an unactivated additional Command die to their pool.
friendly unit. Your Order will still be successful if you
• Orders with a symbol may only be roll enough successes.
used in response to an action taken by
A Level 1 Order will require 1 success to
the enemy.
be carried out, a Level 2 Order will take 2
• Orders without a symbol may be given successes, and a Level 3 Order will take 3
in addition to a normal Activation, but sucesses.
only before or after the Activation, not
during. These Orders do not mark any If you roll enough successes to succeed,
target units as activated, and can be used follow the instructions detailed for the
on units that have already activated. Order. If you do not roll enough, the Order
• Orders are issued by your Commanders, is unsuccessful.
each of which can issue Orders up to
the level of its Command value. For Either way, return any dice that rolled a + to
example, a unit with Command ❷ can your pool, and place the rest at the side of the
give Level 1 and 2 Orders, but cannot table. At the start of each turn (except the
give Level 3 Orders. first) both players roll any used command
dice they have at the side of the board. Any
• All units targetted by the Order must be that roll a + are returned to your pool. The
within the same Ordering Commander’s rest stay at the side of the board (and will be
range of influence – 12" unless listed rolled again next turn).
otherwise.
• Grounded Commanders cannot issue As you will see, it is possible to give any
Orders. Order on a single dice with the right roll,
but it is often wise to roll multiple dice when
To give an Order, declare which Order you attempting a higher level order.
are giving, which Commander is giving it,
and to which unit, and decide how many The Command rules change the usual
Command dice from your pool you want to sequence of play by allowing a player to
roll for the Order. Roll the dice, and check continue their turn even after they have no
your result. units left to activate. Players will continue
to take alternating Activations until the end
• represents 1 success. of the Turn, and may use their Activation to
• represents 2 successes. give an Order instead.

• represents 3 successes. If a player does not wish to give an Order,


• A blank face represents a failure and they may simply do nothing and pass to their
does not add any successes opponent. If they use an Order that makes a
• Every + icon means that the die can be unit available to activate, they may act with
returned to your pool after determining this unit as part of their Activation as normal.
the result of the roll, even if the Order
was unsuccessful. The Turn will only end when both players
have no units left to activate, and both choose
• Note: If you ever roll more than one to pass.
blank face in a single roll this gives the

69
ACTIONS - MOVEMENT

Level 1 Orders The reacting unit may instead charge the


unit that was charging it (provided that it can
a game

reach the target with a Move or Double Move


Bounding Overwatch
a Game

action), and will gain the charging bonus


Choose two units. One unit may make a in the ensuing Assault. The unit now being
single Move action and then be placed on charged does not gain the charging bonus
Overwatch. The other may then make its
Playing

and may not react.


Activation as normal.
Playing

Change of Plans
This Order may only be given at the beginning
of the game, after rolling for Secondary
Objectives. It is not targeted at a particular
unit. Courage Under Fire
Choose a unit. It may make a Rally action
The player may re-roll one or both of the dice without rolling for recovery.
used to determine one of their Secondary
Objectives for the game.
Firestorm

Counter Attack Choose a unit. It may immediately make a


Shoot action, re-rolling any misses. The unit
Command

This Order may only be given when you is then marked as activated.
would normally declare a charge reaction,
before the enemy unit is moved.
Hit and Run
Choose a unit. It may make a Move action,
followed by a Shoot action, followed by a
The best tactical genius in the galaxy is second Move action. It is then marked as
nothing if their forces do not follow their activated. The Shoot action must be a short
orders, and that can win a battle before a action for the purposes of rules such as
shot is fired. Camouflage or Heavy Firepower.

In almost all armies there is a breaking Move, Move, Move!


point. The Veer-myn are notoriously
craven, and the average human trooper Choose a unit. It may either:
has a honed sense of self-preservation. The
haughty Asterians are capable of falling • Perform a Double Move action that can
into a crisis of purpose, questioning if their cross any number of terrain pieces, or
actions will bring balance, and the savage
Orcs are easily distracted. Even the mighty • Perform a Triple Move action following
Enforcers and sturdy Forge Fathers – the the restrictions of a Double Move but
galaxy’s most redoubtable warriors – have tripling the Unit's Speed.
been known to waver and fall back. It is
The move is unaffected by suppression. The
only in the Plague where defeat, failure
unit is then marked as activated.
and even death have no bearing on their
purpose.

70
ACTIONS - MOVEMENT

Level 2 Orders reach the target with a Move or Double Move


action), and will gain the charging bonus
in the ensuing Assault. The unit now being
Call to Arms
charged does not gain the charging bonus
This Order affects all friendly units within and may not react.
range of a Commander. Instantly remove
suppression tokens equal to the Commander’s
Combined Attack
Command value from each affected unit.
This order cannot be given by a Commander Choose two friendly units that have not
using the Communications special rule. yet been activated. They may be activated
simultaneously. The units must, as part of
their Activation, either:
This Order is not affected by the 1 Order per
unit per Turn restriction, and can therefore
be issued in addition to one other Order to i. Both Shoot or Blaze Away at the same
each affected unit. target. Roll to hit and damage for
both units at the same time, before
determining casualties. The target unit
Flanking Manoeuvre
will take a suppression tokens from each
This Order may only be given when you unit separately; or
would normally declare a charge reaction,
before the enemy unit is moved.
ii. Both charge the same target. Engage
both units with the enemy unit, one
Choose a different friendly unit within range at a time, before rolling any dice, and
of the same Commander that has not yet roll to damage with both units before
been activated. This unit may make a charge determining casualties. If the target unit
reaction on behalf of the unit being charged. reacts to the charge and prevents either
This reaction may be used to charge the unit from reaching Assault, they may
original charging unit (provided that it can each make a Move action as normal.

71
ACTIONS - MOVEMENT

Any other part of the units’ Activations such anywhere on any board edge. Otherwise,
as a Move or Regroup can be performed the entry point must be within range of the
a game

separately. Both units are then marked as Commander already on the table giving the
a Game

activated. Order.

Refresh The newly arrived unit may not engage the


Playing

Choose a unit. Remove its activation token. enemy as part of this Activation but may
carry out any other actions. The unit is then
Playing

marked as activated.
This Order may also be given when one of
your units is charged, before the enemy unit
is moved, allowing your unit to react or to
fight back at full strength.

Reserves
You may choose to deploy some of your units
off of the board at the start of a game, which A unit still in Reserve at the end of the
is called holding them in Reserve. This Order game is not considered to be a part of the
is used to bring them onto the table later in force for victory purposes. For example, in a
the game. 2000pt game with a 100pt unit in Reserve at
the end, the force will count as 1900pts for
Command

Choose a unit in Reserve. It must arrive on determining the victor. Therefore killing 10%
the board with either a Move or Double Move of the force would only require the opponent
from a chosen entry point on the board edge. to destroy 190pts’ worth of units rather than
200.
If the Commander giving the Order is in
the Reserve unit, this entry point can be

72
ACTIONS - MOVEMENT

Level 3 Orders The player may change one of the Secondary


Objectives they have rolled for any other of
their choice.
Comms Interference
This Order affects all opposing Commanders. Specialised
Until the end of the Turn your opponent’s units Orders
may only be given Orders by Commanders
Some specialists within a force provide
within the units themselves. In addition, the
unique abilities when purchased as unit
Communications rule has no effect for your upgrades, and can be directed to use them
opponent while Comms Interference is in with an Order. Only the unit containing the
play. upgrade may be ordered to use these abilities
– they are not available to other units within
Last Stand the force. A unit with an order which isn’t
a commander can still attempt to issue that
This Order may only be given in the last Turn
order to itself. However, it is imited to rolling
of the game (listed in the mission briefing). It is 1 command dice.
not targeted at a particular unit.
Level 1 – Fortify Position
It will extend the length of the game for an This Commander is an expert in urban
additional Turn. The game length can only be warfare. This Order may be given when
extended a maximum of once. the Commander is inside a terrain piece
to deploy traps, barricades and automated
Reprioritise the Mission weaponry for defence. The terrain piece is
upgraded to fortified terrain until the end
This Order may only be given at the beginning of the Turn. In addition, any units entirely
of the game, after rolling for Secondary within that terrain piece gain an additional
Objectives. It is not targeted at a particular +1 to hit modifier when shooting against a
unit. target within 12" of that terrain piece. This
order can be issued at the end of an activation.

73
ACTIONS - MOVEMENT

Level 1 – Precision Fire the exact result of this Order depends on the
If any enemy models are removed from a unit number of successes rolled on the dice.
a game

directly following a Shoot action by a unit


• 2-3 successes – the Asset has been
a Game

with this ability, the Shooting player may use


damaged and will be worth half the
this Order to choose one of models that is
number of VPs, rounding down.
removed instead of the owning player.
Playing

• 4 successes – the Asset has been


Level 1 – Repair
destroyed and is worth no VPs.
Playing

A friendly Vehicle may immediately remove


D3+1 suppression tokens or 1 point of • 5+ successes – the Asset has exploded!
damage even if it has already activated. This Treat it like an exploding Vehicle with a
order can be issued at the end of an activation. Resilience of 2 and it hits all units within
D6". It has been destroyed and is worth
Level 2 – Sabotage no VPs.
Objective
Damaged objectives may be sabotaged
A unit with this ability may attempt to
further to try to destroy them, but additional
sabotage Strategic Assets in missions that use
damaged results will have no effect. This order
them. To sabotage a Strategic Asset, the unit
can be issued at the end of an activation.
must be in base contact with it. If successful,
Command

74
ACTIONS - MOVEMENT

Forces

75
ACTIONS - MOVEMENT

PICKING A FORCE
Playing a game

So, now you know how to play, you’ll surely so that both players have an equal chance of
want to build up your own army. People like winning the game.
to play the game in many different ways so the
Forces

forces are fully customisable. You can choose In order to achieve this, you and your
whether to overwhelm your opponent with opponent must pick a force from your
hordes of basic troops, or destroy them piece chosen army list before the game. First agree
by piece with a smaller elite force. a total of points, say for example 1,000 points.
Then start picking units from the force lists
Which Force? provided in this book.

Certain armies are suited to certain playstyles. Selecting Units


There is flexibility in every army, but a Veer- Each force will be made up of a number of
myn force will be at its best in large numbers, units, each with its own entry in the force list.
whereas an Enforcer force will be smaller but There are no specific units that you must or
more adaptable, focusing its power in just the must not take – it’s up to you to decide which
right places. units will work best for you in the game, or
Of course, the way an army plays isn’t the simply which units you like the look of!
Picking a Force

only reason to take it into battle. Have a read Once you’ve decided on a unit to include in
through this section and see which force takes your army, you will then need to look at the
your fancy – it may be a particular backstory different options available to select as part of
that you can best identify with, or you may that unit. As detailed on page 18, each unit
want to pick your favourite miniature range. profile may have restrictions on the number
of each type of option that can be taken within
Building a Force a unit, as well as minimums and maximums
for the number of models taken overall.
Note: Building a force of your own will Once a unit composition is decided, it cannot
require a little knowledge of how the game change during the game – models cannot
works in practice, and which units are leave or join for any reason other than death.
best in which situations. For your first few
games, we recommend you use the pre- Note that there is no requirement to take any
designed starter forces in the two-player Commanders, but you will not be able to use
starter set. Once you know what you’re
any Orders if you don’t.
doing, read on!
Pick your units one at a time, making a note
of the amount of points that you’ve spent
as you go along. Keep adding these costs
You can play Firefight with just a few units together until you reach your chosen limit
per side, without worrying about the two for the game. You cannot spend more, but
sides being equally matched. This is great for you can of course spend less than the agreed
learning the game, but after you’ve become total, which is a very brave thing to do!
familiar with the rules and have amassed a
large collection of models, you will want
to try a game where the forces facing one
another across the battlefield are balanced,

76
ACTIONS - MOVEMENT

• Support upgrades add a model or large


Example weapon to the unit, such as a D.O.G.
For example, a unit of Plague 3rd Gen Drone in an Enforcer Pathfinder Unit.
Troopers must have a minimum of five
models and can have a maximum of ten. No Any additional rules or weapons conferred by
more than two models in the unit can carry
an upgrade are over and above any possessed
by the basic model.
either HMGs or grenade launchers or two
models could instead carry one mortar. You Force Limits
may also add up to two Beasts to support
them in Assault.
Universal Upgrades
Note that these restrictions will have In addition, each force list will have a
implications on your chosen playstyle. If selection of upgrades that are not tied to a
you want to maximise the suppressive fire particular unit for force selection purposes.
that you can lay down, you’ll want to take These can be distributed across your force as
multiple HMG and Mortars. However, you wish at the start of the game, although
with the limits on each unit, you’ll have they will be a limited resource, and may
to take multiple smaller units rather than only upgrade certain types of unit. They
fewer larger ones. Smaller units are more must still comply with the type limits of all
flexible during the game and will inflict other unit upgrades.
more suppression, but are more expenisve
per model and more easily wiped out. These upgrades may not be given to
You’ll need to take this into account and Vehicle units unless stated otherwise.
build your force with a balance between
the two.
To ensure a level of realism within your
If your strategy is to heavily suppress force and restrict potentially over-powered
your enemy with HMGs, consider taking combinations, there are a couple of additional
some fast melee units to quickly dispatch rules that you must follow when constructing
the enemies in Assault as they recover. your army.

Unit Upgrades Unique Units

Some unit entries will list upgrades that are If a unit has the t symbol before its name in
available to models in the unit. The majority the list, it is a unique unit. Only one such unit
of these will add extra models or special exists and can therefore only be taken once in
weapons, but some units have access to other the force.
specialists too.
The General
These upgrades will have limits in the same
way as the number of models within the units, All armies in Firefight must be assigned a
such as a maximum number within a unit. General. This is the unit or model that has
overall tactical control of the battle, and may
There are three types of unit upgrades, influence the outcome of certain mission
Personnel, Equipment and Support. objectives (see page 29).

• Personnel upgrades replace one model


At the start of each game, you must assign one
in the unit with a leader or specialist
model in your force as the General. This must
who will grant the unit special rules or
be the model in your force with the highest
Command abilities.
Command value, provided that it is in play at
• Equipment upgrades upgrade one the start of the game – the General may not be
model in the unit with an improved assigned to a model kept in Reserve.
weapon or other tactical device.

77
ACTIONS - MOVEMENT

If there are multiple models with the equal These limits are not totally fixed however. You
highest Command value, you may choose may exceed these limits, but your opponent
which is assigned as the General. If you will receive a bonus of 2VPs for every ★ that
Playing a game

do not have any models in play with a you exceed the limit by.
Command value, you may assign any model
as the General.
For example, say you are playing a 2000
Forces

point game and your force includes 3


Veer-myn Tunnellers (★★ each) and a
One does not use a hammer to open
Tangle (★). This is a total of 7★ – 2★
a Penlo Fruit. Nor does one peel a
more than the limit – so your opponent
Panshi Nut. The appropriate tool for will start the game with a 4VP bonus.
the appropriate task. Overwhelming
force is wasteful, and insufficient force
meaningless. Learn when to use the
hammer and when the scalpel, and you Allies
will know all that you require in life. Sometimes, to fulfil a particular narrative or
theme, you may wish to create a force that
The Subtle Art of Combat – Preface uses units from multiple force lists, such as a
GCPS force that has called in a contingent of
Enforcers, or a Forge Father/Asterian alliance.
Picking a Force

High Value Assets


Alliances may be made between any
Some units are in short supply, either because combination of Asterian, Enforcer, Forge
they are rare, or simply too expensive to bring Father and GCPS forces. Plague and Veer-
to battle in large numbers. These units are myn forces may not form alliances.
called High Value Assets.

Once you have chosen your main force list, you


Restricting these assets not only ensures a are free to mix and match units from the other
more realistic and varied force, but also keeps forces. However, every 500 points (rounding
the game fair so that both players have an up) spent on units not from your main list will
equal chance of winning. cost 2★ towards your HVA rating in addition to
any ratings on the units themselves.
High Value Assets, or HVAs, are given a HVA
rating within the force list, represented by a For example, if you had a 2000 point Asterian
number of ★ symbols following the points force including 750pts worth of GCPS troops,
value for the model or upgrade. they would count as 4★ towards your HVA
rating.
There is a limit on the combined HVA rating
of units in your force based on the size of
game being played. The maximum HVA
rating is as follows: Recommended Games
Sizes

A standard size game is 1250 points.


Game Size Max HVA Rating For this size game we recommend a
1-1250 points 2★ 4' by 4' battlefield. For games between
1251-2250 points 5★ 1250 and 2000 points we recommend
a 6' by 4' battlefield. For games above
2251-3250 points 8★ 2000 points we recommend that you
+1000 points +3★ give Warpath a try.

78
ACTIONS - MOVEMENT

Thalgarrim's
Hearthguard Veterans

In this section, we will look at how to pick from a couple of vehicles. The final section
a force. For my first army, I have chosen the of the force will be a couple of more flexible
Forge Fathers. They are a formidable foe, units that can be deployed to push forward to
their superior technology providing them an objective or held in reserve depending on
with some of the best arms and armour the scenario.
available. They also have a great aesthetic to
them and come together as an army to look Initially I am looking for a 1250 force to
amazing on the tabletop! play on a 4’ by 4’ table. This will allow me
to quickly assemble and paint the force and
With such high level technology they are a the terrain and get playing really quickly. As
force that can dish out and take a great deal I gain experience I can look at expanding it
of damage without cracking. High defence, to a 2000 point force to play on a full 6’ by 4’
some access to shields and an unshakable battlefield.
faith in that technology alongside their
stubborn nature makes them a relatively The bulk of this force will be drawn from
forgiving army to learn with. However they the models you get in the Forge Father
are not the most mobile of forces so you will Mega Force. This set gives you everything
not be able to react as quickly to changes in you need to assemble a sizeable Firefight
the battle as some other armies. force. However, before I assemble anything,
I will need to consider my options and the
I have decided to base this force around a challenges I am likely to face on the battlefield.
small but elite selection of Forge Fathers at
the end of a long campaign. As such there will • The core of most enemy armies will be
be a solid core of infantry with some support infantry, and the best way to deal with

79
ACTIONS - MOVEMENT

infantry units is through weight of fire • Finally I will add in a Huscarl with a
and suppression. I will also take a core Shield Modulator upgrade to lead my
Playing a game

of infantry, and arm them for maximum army. He can be assigned to any of my
effect. Steel Warriors form the backbone infantry units with 5 or more models in
of the Forge Father army list. They also at the start of each game (he will replace
have a good selection of weaponry one model from the unit he joins). This
Forces

available to them, selecting the right mix will give me a great amount of flexibility
is key. I will take two units of 8. Both with to bolster the unit I think will be the most
one Hailstorm Autocannon and one with important for that mission. He also adds
a Dragonbreath Flamer as well to form a two more dice to my command pool.
solid firebase.
Everything here comes to 1249 points, just
• Vehicles are expensive but very tough. where I wanted to be to start with. It does
Standard infantry weapons will just not leave me with 750 points to think about
cut it against these – I need to make sure though to expand the army with (and I still
I have something to take them out. The have a good selection of units left from the
Surtr Pattern Weapons Platform with is original mega force).
Heavy Magma Cannon is just the thing
I need here. A small team of Brokkrs This force gives me:
with an Inferno Drill to back them up • 26 infantry models
Picking a Force

will also be very useful as they are much


easier to keep out of sight of enemy guns • 2 vehicles
as a backup plan. They are also a useful • 4 command dice
unit to have around later on when things
get up close and personal. A very compact but hopefully deadly force. I
have used just 1 HVA point in this force from
• There will always be a need to capture my limit of 2 so I am not giving my opponent
Strategic Assets. They can really make any VP’s before the game starts.
the difference between a win and a loss.
An Iron Ancestor is tough enough to
push forwards into the enemy fire and
still come out the other side (hopefully).
It also has slightly longer legs so can
cover a little more ground. Upgrading
it to a Lieutenant is expensive, but it
gives me access to tough, mobile level 2
Commander which will be vital in some After I’ve played a few games and built up
scenarios. some experience with the force, I am sure I
will want to tweak it a bit. The Sturnhammer
• I still need something more mobile in Battle Tank is a personal favourite of mine
my force. For this I am going to use the and it would be good to swap things round
Hammerfist Drop Squad. These forge to get some transports in the army for a
fathers are seriously tough and have the change of pace. There so many more options
Aerial Deployment special rule which to choose from, but I’ll need to work out
means they can be held in reserve. Their what to sacrifice to afford them. The army
weapons are slow to fire but deadly and selection system is deliberately very open to
their Forge Hammers make them a force give you this freedom to play around with it,
to be reckoned with in assault too. and use a different force every time!

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ACTIONS - MOVEMENT

ASTERIANS
The Asterian Star Empire is one of the largest Specialised Order
territories in the galaxy, something that has been – Level 2 – Dirge of Death
achieved through Asterian dedication to scientific
advancement, philosophy, and the protection of The unit may re-roll all failed rolls to wound
life. All these aspects are seen in its armies. until the end of the Turn.

Very few Asterians will ever actually set foot on a Objectives


battlefield. Instead, the consciousnesses of Asterian
pilots will be transmitted into the bodies of a host Asterians have access to the following
of drone warriors, armoured vehicles, and aircraft, Secondary Objectives on a roll of 61-66 on
and used to direct the firepower of some of the the chart.
deadliest weapons in existence.
A – Preservation of Life
The elite brotherhoods of the Clades often lead Gain 1VP for each Infantry unit on either
the charge, supported by the professional Sho’senn side that is either still alive or has been
military and a combined assault of these two teleported to safety (see Order – Live to
forces is a force to be reckoned with. When it is Fight Another Day on page 88) at the end of
backed up by the warbands of the Kalyshi, painted the game (max 3).
for battle and dedicated to the dance of death, it
becomes practically irresistible. B – Embrace the Yahkan
Gain 1VP for each enemy unit destroyed in
The ghosts of the past haunt the Empire to this
Assault (max 3).
day and had kept her armies largely within its
borders. But events transpiring in the universe at C – Maintain the Balance
large threaten now to permanently unbalance the
natural order of things and it is clear those armies If (the first time you compare scores) a game
must now act. The balance of the universe must results in a draw, the Asterian player gains
be restored and Unity preserved. The legions of 2VPs and the result is then recalculated.
Asteria march to war.

Orders
Asterians have access to the following For all their professed love of peace,
Orders in addition to the standard ones. the Asterian people have developed
some of the finest warriors and tools
Level 1 – Hologram of war in the galaxy. Unlike the Forge
The Asterians can use holographic Fathers, the Asterians refuse to share
projection to trick their opponent into even the most basic of their secrets with
thinking a unit is somewhere other than its other races, citing the upset it could do
actual location. to the delicate balance they strive to
achieve. The Council of Seven suspect
This Order is given before the game has that rather more selfish needs drive this
started, but after the forces are deployed. policy, whereas the Forge Fathers don’t
If successful, the Asterian player may take care – as long as the Asterians aren’t
a friendly unit and deploy it in a deploy
selling the humans tech, they aren’t
it in a different position inside their
eating into a valuable avenue of income
deployment zone and within range of the
same Commander. A unit may only be for the Star Realm.
repositioned once using this order.

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ACTIONS - MOVEMENT

Units
Marionettes control of a team of Marionettes, while more
Playing a game

SPD MEL ACC Def res ner experienced officers can simultaneously operate
5 5+ 4+ 4+ 1 2 Regular one or more whole units. This multiplication
Infantry
of battlefield presence means huge numbers of
Forces

5 Marionettes Points: 140


Special Rule: Shield (2), Headstrong Marionette warriors can be commanded by a
Weapon Range Dice AP Special much smaller cadre of pilots from the safety of
Noh Rifle 24" 2 - a command vessel. Massed waves of Asterian
Assault Weaponry A 1 - firepower, unified and unstoppable, can then be
Add up to 5 add. Marionettes Pts: 25 each
turned on an enemy, washing them away while
preserving the Balance and, most importantly,
Up to 2 Marionettes may each have one of the
following equipment upgrades: Asterian lives.
Marionette Grenadier Pts: 0
Replace the Noh Rifle with a Grenade Launcher: Support Drones
Weapon Range Dice AP Special
Grenade Launcher 8" 1 - Stun

Marionette Phlogistor Pts: 15


Replace the Noh Rifle with a Phlogis Rifle:
Weapon Range Dice AP Special
Phlogis Rifle 16" 1 2 Saturation,
Shredder
Asterians

Marionette Sniper Pts: 5


Replace the Noh Rifle with a Sniper Rifle:
Weapon Range Dice AP Special The deadly efficiency of a Marionette
Sniper Rifle 6-48" 1 1 Heavy Firepower, string is often increased by the addition
Slow Reload, of Support Drones. Similar to those
Suppressive Fire (1) seen attached to Cypher units, but with
Add up to 3 Marionette Drone Support
less-developed autonomy subroutines,
Upgrades some Drones bear communications
Marionette Drone Pts: 20
relays, speeding the transmission
of orders from senior Sho’senn
SPD MEL ACC Def res ner officers. Others simply supplement
5 - 4+ 4+ 1 2 Regular
Infantry the firepower of the Marionettes by
Each drone must pick one of the following types. Each unit
carrying extra Noh rifles. However,
may contain a maximum of one of each drone type: Support Drones may also be fitted with
cloaking modules, allowing a string
Communications Drone: Pts: 0 of Marionettes to cross open ground
Special Rule: Communications
almost completely unseen.
Camo Drone: Pts: 15
Special Rule: Camouflague

Weapon Drone: Pts: 20


Weapon Range Dice AP Special
Twin Noh Rifles 24" 4 -

Simple robotic constructs in comparison to


the elite Cyphers, Marionettes are nonetheless
highly effective, commanded as they are by
Asterian pilots no less disciplined than those
in the clades. Junior ranks might each take Marionettes

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ACTIONS - MOVEMENT

Rifle Cyphers Warden Cyphers


SPD MEL ACC Def res ner SPD MEL ACC Def res ner
6 4+ 3+ 5+ 1 3 Regular 6 4+ 3+ 5+ 1 3 Regular
Infantry Infantry

3 Rifle Cyphers Pts: 135 3 Warden Cyphers Pts: 115


Special Rule: Command ❶, Communications, Shield (3) Special Rule: Command ❶, Communications, Shield (3)
Weapon Range Dice AP Special Weapon Range Dice AP Special
Noh Rifle 24" 2 - Charge Gloves 8" 1 1 Blast (D3)
Assault Weaponry A 1 - Charge Gloves A 1 1 Blast (D3)

Add up to 3 additional Rifle Cyphers Pts: 33 each Add up to 3 additional Warden Cyphers Pts: 26 each

Up to 2 Rifle Cyphers may each have one of the Up to 2 Warden Cyphers may each have the
following Equipment upgrades: following equipment upgrade:
Cypher Force Rifle Pts: 0 Cypher Force Rifle Pts: 10
Replace the Noh Rifle with a Force Rifle: Replace all the weapons with the following:
Weapon Range Dice AP Special Weapon Range Dice AP Special
Force Rifle 18" 1 2 Force Rifle 18" 1 2
Assault Weaponry A 1 -
Cypher Fission Beamer Pts: 5
Replace the Noh Rifle with a Fission Beamer:
0-1 Cypher Prime Personnel Upgrade ① Pts: 20
Weapon Range Dice AP Special Upgrade any 1 model to a Prime granting:
Fission Beamer 24" 1 5 Anti-Tank, Slow • Leadership
Reload Replace all the weapons with the following:
Weapon Range Dice AP Special
Cypher Missile Launcher Pts: 15 Stun Grenade 8" 1 - Stun
Replace the Noh Rifle with a Missile Launcer: Lightblade A 2 2 Anti-Tank

Weapon Range Dice AP Special


Missile Launcher 28" 1 2 Blast (D3+1),
Heavy Firepower,
Shredder, Slow
Reload

0-1 Cypher Prime Personnel Upgrade ① Pts: 15


Upgrade any 1 model to a Prime granting:
• Leadership
Replace all the weapons with the following:
Weapon Range Dice AP Special
Stun Grenade 8" 1 - Stun
Lightblade A 2 2 Anti-Tank

The brothers of Asteria’s warrior clades do


not merely drive their Cyphers as a human Force Rifle Fission Beamer
soldier might a tank – rather they become
their Cyphers, their very consciousnesses
being beamed directly into the constructs’
semi-organic brains. Indeed, each Cypher is
partially grown using an individual pilot’s
genetic material, allowing him to inhabit its
metallic frame like a second skin, firing its
powerful Noh weapon as if he were holding
it in his own fingers. It takes many years to
achieve the level of self-control necessary to
pilot a Cypher, but once mastered, a Cypher
has few equals in war. Missile Launcher Warden Cypher

83
ACTIONS - MOVEMENT

Overseer Guard Black Talons


SPD MEL ACC Def res ner SPD MEL ACC Def res ner
Playing a game

5 4+ 2+ 5+ 1 3 Regular 10 4+ 2+ 5+ 1 3 Regular
Infantry Infantry

3 Overseer Guard Pts: 165 3 Black Talons Pts: 186


Special Rule: Camouflague, Communications, Shield (3), Special Rule: Command ❶, Aerial Deployment, Anti-Grav,
Headstrong Communications, Shield (3)
Forces

Weapon Range Dice AP Special Weapon Range Dice AP Special


Noh Rifle 24" 2 - Noh Rifle 24" 2 -
Stun Grenade 8" 1 - Stun Assault Weaponry A 1 -
Lightblade A 2 2 Anti-Tank
Add up to 3 additional Black Talons Pts: 56 each
Add up to 3 additional Overseer Guard Pts: 46 each
0-1 Cypher Prime Personnel Upgrade ① Pts: 20
Upgrade any 1 model to a Prime granting:

Given that the Overseer is often the only live • Leadership


Replace all the weapons with the following:
Asterian presence sent to a battlefield, the
Weapon Range Dice AP Special
role of his guard is one of great importance – Stun Grenade 8" 1 - Stun
only veteran brothers of a clade may even be Lightblade A 2 2 Anti-Tank,
considered to pilot a Guard Cypher. As well as
Noh weaponry and a lightblade, each Guard is
stealth-capable, often remaining hidden from Black Talon pilots are regarded as something
sight until and unless a threat to their charge of an elite cadre amongst the highly skilled
becomes apparent. Then they will fight using all warrior brotherhoods of the clades. The
Asterians

the skill at their disposal to either eliminate that Black Talon triads of the Mishan’ wo clade
threat or give the Overseer the time and space are considered by many to be exemplars of
required for his safe evacuation from the field. their kind. Through an extended campaign of
hit and run raids and numerous audacious
assaults against fortified mining compounds,
the Mishan’ wo have halted the efforts of the
Forge Fathers of the Kingmar clan to exploit
nearly a dozen worlds along the Asterian
Empire’s eastern border.

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ACTIONS - MOVEMENT

Sky Razors Kalyshi


SPD MEL ACC Def res ner SPD MEL ACC Def res ner

14 4+ 2+ 5+ 2 3 Large 7 3+ 3+ 2+ 1 2 Regular
Infantry Infantry

2 Sky Razors Pts: 200 5 Kalyshi Pts: 85


Special Rule: Anti-grav, Bulky, Command ❶, Special Rule: Camoflague, Reckless Advance
Communications, Shield (3)
Weapon Range Dice AP Special
Weapon Range Dice AP Special Bow 16" 1 1
Twin Noh Rifle 24" 4 - Glaive A 2 1
Assault Weaponry A 1 -
Add up to 5 additional Kalyshi Pts: 15 each
Add up to 2 additional Sky Razors Pts: 80 each
0-1 Kalyshi Prime Personnel Upgrade ① Pts: 40
0-1 Cypher Prime Personnel Upgrade ① Pts: 20 Upgrade any 1 model to a Prime granting:
Upgrade any 1 model to a Prime granting:
• Leadership • Leadership
Replace the Assault Weaponry with the following: • Command ❶
Weapon Range Dice AP Special 0-1 Kalyshi Dervish Personnel Upgrade ① Pts: 40
Stun Grenade 8" 1 - Stun Upgrade any 1 model to a Dervish Replacing all their weapons
Lightblade A 2 2 Anti-Tank with the following and gaining:
• Command ❶
• Dirge of Death Order
The exact flight capabilities and operating range Weapon Range Dice AP Special
of an Asterian Sky Razor has yet to be determined Razor Flails A 4 2 Shredder
by Corporation Central. Intact examples have
proved extremely difficult to obtain. What is
known is that flanking attacks by these Cypher- The Kalyshi go to war in traditional warpaint
driven heavy-fire platforms can quickly blunt a and armed with bows and glaives, but only a
unit’s advance and degrade its fighting ability. fool would mistake them for simple savages –
The fact they are equipped with the same energy the Kalyshi are no less technologically advanced
shields as the Cyphers themselves makes them than any other Asterian. The bows and blades
an even more challenging threat to deal with are powered by noh energy and quite capable
effectively. of penetrating the toughest forged armour.
Known for shocking charges, their lightness
and speed means their chosen target is often
cut to pieces before it has a chance to react.

Sky Razor Kalyshi

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ACTIONS - MOVEMENT

Kalyshi Mogals corporate Mule and its raw strength, coupled


SPD MEL ACC Def res ner with a panoply of meter-long tusks, are easily
Playing a game

10 3+ 3+ 4+ 2 2 Large capable of throwing aside or tearing such a


Infantry
vehicle apart. But the riders borne aboard its
2 Kalyshi Mogals Pts: 120
Special Rule: Bulky, Camouflague
howdah are psychically linked to the beast
through its harness, allowing them to direct the
Forces

Weapon Range Dice AP Special


Yelen Rifle 32" 1 1 Blast (D3), animal’s strength and fury with great precision
Slow Reload, and speed. The Rai’mega are not tamed, by
Suppressive
Fire (1)
any measure, but they are controlled enough to
Explosive Charge 6" 1 4 Anti-Tank, make them the scourge of many an armoured
Slow Reload line and defensive formation.
Temur Glaive* A 1 1
Sheba* A 2 - Shredder
Shield Drone
Add up to 2 additional Kalyshi Mogals Pts: 54 each SPD MEL ACC Def res ner
5 - - 6+ 1 4 Vehicle
0-1 Kalyshi Prime Personnel Upgrade ① Pts: 40 (Height 2)
Upgrade any 1 model to a Prime granting:
1 Shield Drone Pts: 100 ★
• Leadership Special Rule: Anti-Grav, Shield Projection (4)
• Command ❶
* This model uses both weapons in an assault rather than
choosing just one. For all the sophistication of their construction
and the high tech nature of their control
Drawn from the nomadic tribes of the Kalyshi, mechanisms, Asterian battle constructs are
Asterians

Asterian Mogals are, even by Asterian nonetheless lightly armoured and somewhat
standards, a proud and aloof people. They ride fragile in comparison to other races’ frontline
to war on ungainly-looking Shebas and prefer troops. Both Cyphers and Marionettes are
to make their camps some distance from the rest protected by built-in energy shields though,
of a warband, a practise that reflects a deeply- capable of withstanding several high-powered
rooted distrust of other tribes. Their value in hits, and these can be further augmented by
combat is undisputed though. The Mogals a mobile Shield Drone. Although such drones
carry long-barreled ‘Yelen’ rifles, sniper-like will typically be assigned to a particular triad
weapons that fire high-grade firestone shells. or string, the ‘bubble’ shield they generate can,
The shells explode on impact, scattering the with careful positioning, be used to also protect
Mogals’ targets or forcing them to ground, other units and tactical battlefield assets.
before the charging bands of Mogals cut them
down with their barbed ‘Temur’ glaives.

Kalyshi Rai’Mega
SPD MEL ACC Def res ner
7 4+ 4+ 5+ 6 3 Massive
Infantry

1 Kalyshi Rai’Mega Pts: 150


Special Rule: Bulky, Camouflage, Open-Topped, Reckless
Advance, Transport (10 – Kalyshi Only), Unflinching
Weapon Range Dice AP Special
Teeth and Claws A 10 2 Shredder

A charging Asterian Rai’mega may seem an


unusually blunt instrument in the Kalyshi
Shield Drone
arsenal. Each beast stands almost as tall as a

86
ACTIONS - MOVEMENT

Weapon Drone
SPD MEL ACC Def res ner
5 4+ 4+ 6+ 1 4 Vehicle
Height 2

1 Weapons Drone Pts: 45


Special Rule: Anti-Grav
Weapon Range Dice AP Special
Plasma Vortex 28" 1 2 Blast (2D3),
Heavy
Firepower,
Shredder, Slow Plasma Vortex
Reload

May have one of the following equipment


upgrades:
Heavy Fission Beamer Pts: 0
Replace the Plasma Vortex with a Heavy Fission Beamer:
Weapon Range Dice AP Special
Heavy Fission 40" 1 5 Anti-Tank, Heavy
Beamer Firepower, Slow
Reload

Pulse Bombard Pts: 25


Replace the Plasma Vortex with a Pulse Bombard:
Weapon Range Dice AP Special
Pulse Bombard
Pulse Bombard 12-48" 1 3 Blast (D6+2),
Heavy Firepower,
Indirect Fire, Slow
Reload, Suppressive
Fire (2)

Mounted on highly mobile, semi-autonomous


anti-grav platforms, batteries of weapon
drones are frequently seen in support of other
Asterian units, in particular Cyphers. Several Heavy Fission Beamer
munition modules are available to them.
The Heavy Fission Beamer can send a lance Narsa Support Drone
of focused energy straight through the side SPD MEL ACC Def res ner

of a Sturnhammer tank while the spinning 8 - - 7+ 3 4 Vehicle


(Tank)
maelstrom of a Plasma Vortex can tear infantry
1 Narsa Support Drone Pts: 180 ★
limb from partially melted limb. Potentially Special Rule: Anti-Grav, Communications, Shield Projection
even more devastating to large infantry units (4), Signal Relay
though is the Pulse Bombard which can send
energy blasts through subspace to rupture the It is only by attuned sensitivity to certain
ground out from beneath their feet. universal constants, patterns of energy that
pervade even the most chaotic battlefield,
that the Sho’senn and Cypher pilots are able
to guide their constructs. To prevent any
disruption, Narsa support drones are deployed
on the ground to capture, harmonise, and
repeat the signals sent from the pilots. Some
instead provide shield support and without a
Narsa the teleportation of Cyphers from site to
site becomes a far riskier operation.

87
ACTIONS - MOVEMENT

Chira Transporter
Special Rule: Signal Relay
The Narsa is used to extend the reach of the SPD MEL ACC Def res ner
Playing a game

12 - 4+ 7+ 4 4 Vehicle
various technological advancements enjoyed (Tank)
by the Asterians, providing a stable long- 1 Chira Transporter Pts: 150
range teleportation and communications Special Rule: Anti-Grav, Shield (3), Transport (10)
Forces

relay throughout the force. Weapon Range Dice AP Special


Noh Rifles 24" 2 -
Any Commander in the Asterian Force
Chira Comms Array Equipment Upgrade Pts: 15
with the Communications rule can Upgrade any Chira with a Communications Array, granting:
relay their Orders through a Narsa Special Rule: Communications
Drone, measuring the 12" radius
from the Narsa rather than their own Chira Distortion Field Equipment Upgrade Pts: 20
Upgrade any Chira with a Distortion Field, granting:
location.
Special Rule: Camouflage, Chira Transporter
In addition, they will have access to
additional Orders. While their Sho’senn operators are secured
safely elsewhere, Chira-class dispersal craft
New Order – Level 2 – Live are used to ferry combat Marionettes into
to Fight Another Day battle. Twin pods can carry teams of inactive
Asterians will not take unnecessary risks, robots in a recharge mode and deploy them in
and value their technology in the same seconds, recovering them just as quickly when
Asterians

way as they value their lives, especially their tasking is complete. The vehicle itself is
their Cypher constructs. They will not also controlled by a remote operator and is
stay on to fight an unwinnable battle believed to operate as a kind of command
when they can be of more use elsewhere. node, boosting the signals of the Sho’senn and
This Order may only be given when their Marionettes’ combat effectiveness.
relayed through a Narsa Support Drone.
When an Asterian unit within range is
charged, the Asterian player can give
this Order instead of making a charge
reaction. If successful, the unit will be
teleported away from the battlefield.
The opponent may only claim half of
its value as a destroyed unit, and the
unit does not count as destroyed for the
purposes of any other victory conditions.
New Order – Level 2 –
Teleport
This Order may only be given when
relayed through a Narsa Support Drone.
Pick an unactivated friendly Infantry
unit within range of the Drone and
remove it from the table. Place it back
into the table in a new location within
12" of the same or any other Narsa
Drone and mark the unit as activated.

88
ACTIONS - MOVEMENT

Chroma Force Platform The intricacy and sophistication of Asterian


SPD MEL ACC Def res ner
technology is exemplified in the Chroma force
10 - 4+ 8+ 4 4 Vehicle platform. Its twin energy banks are capable
(Tank)
of powering a variety of heavy weapons in
1 Chroma Force Platform Pts: 220 ★★
Special Rule: Anti-Grav, Shield (3) support of Asterian troops, reducing Lancers to
Weapon Range Dice AP Special
slag in a single shot or blanketing enemy units
Super Heavy 36" 1 3 Blast (2D3), in waves of exenterating fire. A Corporation
Plasma Vortex Shredder, Slow vehicle this devastating would likely be so
Reload
large it would be practically immobile, but the
May have the following equipment upgrades: hovering Chroma is as agile as much smaller
Super Hvy. Fission Beamer Pts: 20 vehicles and able to hover over almost any
Replace the Super Heavy Plasma Vortex with a Super Heavy
Fission Beamer: obstacle. No place on the battlefield is out of
Weapon Range Dice AP Special
its reach.
Super Heavy 48" 1 5 Anti-Tank, Blast
Fission Beamer (D3), Slow Reload

Chroma Comms. Array Pts: 15


Upgrade any Chroma with a Communications Array, granting:
Special Rule: Communications

Chroma Distortion Field Pts: 20


Upgrade any Chroma with a Distortion Field, granting:
Special Rule: Camouflage

Chroma Force Platform

89
ACTIONS - MOVEMENT

Spectra Escort Gunship Overseer


SPD MEL ACC Def res ner SPD MEL ACC Def res ner
Playing a game

12 - 4+ 7+ 3 4 Vehicle 5 5+ 4+ 6+ 2 4 Regular
(Tank) Infantry

1 Spectra Escort Gunship Pts: 180 1 Overseer ② Pts: 140


Special Rule: Anti-Grav Special Rule: Communications, Inspiring, Protection (Regular
Infantry)
Forces

Weapon Range Dice AP Special


Heavy Fission 40" 1 5 Anti-Tank, Heavy • Command ❹
Beamer Firepower, Slow
Weapon Range Dice AP Special
Reload
Noh Pistol 12" 2 -
Ghost Eye 48" 1 6 Slow Reload, Tag
Sniper System Assault Weaponry A 1 -
Twin Noh Rifles 24" 4 - FIxed (Front)
Though Asterians go to war reluctantly, they do
so no less ably. High-tech warfare characterises
Armoured fire support and force protection
most Asterian armies, the lead in each usually
for Asterian troop carriers and Cypher teams
being taken by a particular Clade. The Clade
is often provided by Spectra escort gunships.
will elect one of their number as Overseer
The Spectras carry a high capacity Fission
of each battle and, such is their expertise in
Beamer on their turrets and two forward-
warfare, the Clade’s authority supplants even
facing noh rifles to either hunt enemy vehicles
that of the senior Sho’senn.
or secure an area while Marionettes mount
and dismount their Chira. Spectras also carry
the Ghost Eye sniper system and can silently
Asterians

mark an enemy target with nominator rounds


that are invisible to the naked eye but easily
tracked by heavy Asterian weapons systems for
subsequent execution.

Hidden Strike Assassin


Drone
SPD MEL ACC Def res ner
18 - 3+ 7+ 3 4 Vehicle
(Flyer)

1 Hidden Strike Assassin Drone Pts: 175 ★


Special Rule: Camouflage

Weapon Range Dice AP Special Overseer


Phantom Missiles 32" 1 5 Anti-Tank, Blast
(D3), Suppressive
Fire (1)

The Hidden Strike assassin drone is designed


for long range and highly targeted support.
Cruising high above a battlefield, Strike drones
respond to requests from ground units by
rapidly diving towards their nominated target
before decloaking and firing. Their payloads
of Phantom missiles use quantum technology
to pass through heavy armour and detonate
within a structure or vehicle, but the best
operators claim they can even place a warhead
within an individual enemy soldier.

90
ACTIONS - MOVEMENT

t Ten’ur Go, Asterian Unit Upgrades


the Thousand Deaths
Asterian Shuuvatar Personnel Upgrade ① Pts: 50
SPD MEL ACC Def res ner Every Asterian infantry unit containing at least 5 models may
10 3+ 2+ 5+ 2 4 Regular upgrade a model to a Shuuvatar, granting:
Infantry
• Command ❶
1 Ten'ur Go Pts: 150 • Special Rule: Observer
Special Rule: Aerial Deployment, Anti-Grav,
Communications, Headstrong, Unflinching (vs plague only),
Inspiring, Protection (Black Talon), Shield (3) A Shuuvatar may accompany the army
to maintain balance and GCPS scouts are
• Command ❶
Weapon Range Dice AP Special
also increasingly reporting large numbers of
Noh Pistol 12" 2 - Kalyshi warbands fighting alongside their more
Singing Sword A 4 2 Anti-Tank mechanically inclined cousins. Apparently, they
also follow the Clade’s lead.
Ten’ur Go is one of the few survivors of the
Asterian colony planet once known as Tan’shek.
Although he was eventually forced to flee his
home as a relentless Scourge army overran it,
he still carries the scars of the battle to save it.
In order to retrieve the Singing Sword from
the ruins of his Clade’s monastery, Ten’ur was
forced to kill the infected remnants of his own
brothers, and he fights now in utter silence,
reliving with every battle the thousand deaths
of that day.
Shuuvatar

Special Rule: Observer

The Shuuvatar exist to watch over the


Overseers of the Asterian Military, and
ensure that the decisions they make
are in balance. An Overseer within
12" of a Shuuvatar may re-roll up to
one Command die per turn. However,
should the Overseer fail to give an
Order at any point, whether within 12"
of the Shuuvatar or not, the Asterian
force will suffer a penalty of – 1VP at
the end of the game.
Ten’ur Go, the Thousand Deaths

91
ACTIONS - MOVEMENT

Equipment Upgrades
Playing a game

Some models may take equipment upgrades from the table below. Such models will be marked
with a symbol in the army list. ① means it can take up to one upgrade. ② means it can take
up to two upgrades.
Forces

Weapon Range Dice AP Special Points


8" 1 1 Blast (D3)
Charge Glove Blast (D3) 12
A 1 1
Explosive Charge 6" 1 4 Anti-tank, Slow Reload 5
Force Rifle 18" 1 2 15
Lightblade A 1 2 Anti-tank 10
Noh Rifle 24" 2 - 16
Noh Pistol 12" 2 - 7
Shield Booster - - - Power Up 50
Smoke Grenades 6" 1 - Smoke 10
Staff of Command A 1 2 Imperious 25
Stun Grenade 6" 1 - Stun 10

Robotic Special Rule: Imperious


Asterians

All units in the Asterian army list A Commander with this weapon may
except for the Overseer, Ten'ur Go and re-roll one command dice during the
all Kalyshi units are robotic. game.

Special Rule: Power Up

A model with this special rule increases


the value of his (or his unit's) shield by
1 (to a maximum of 4). Note that they
must already have a shield for this to
have any effect.

92
ACTIONS - MOVEMENT

ENFORCERS
The Galactic Co-Prosperity Sphere runs on both units before determining casualties. If
a knife edge, where its member corporations both units shoot the same target, it will take a
compete against each other for the galaxy’s spoils suppression token for being hit by each unit.
and are permanently on the cusp of hostility.
The only thing stopping open warfare between This Order counts as your single Activation,
corporations is the risk of sanctions from the but marks both units as activated.
ruling Council of Seven, and the threat of the
Enforcers that apply them. Level 3 – Fusillade
Choose an enemy unit anywhere on the board.
Enforcers are the private army of the Council, Any units within range of the Commander that
artificially enhanced super soldiers equipped have line of sight to that target may immediately
with powered armour and the most advanced perform a Blaze Away action at it if they are in
weaponry humanity has to offer. Developed to range. In addition, any hits are rolled to damage
counter a threat which almost destroyed the as if a Shoot action were being performed.
Co-Prosperity Sphere, Enforcers are the perfect Roll to hit and damage with all units before
warriors; aggressive, amoral, and as physically determining casualties.
strong as an Orc. They are conditioned to think
of little outside of tactical threats to the Council None of the participating units are marked
and how to neutralise them. as activated.

Beyond the GCPS the Enforcers are if anything, Objectives


even more feared. While GCPS Marines are
known and respected among the galaxy’s Enforcers have access to the following
civilisations, the Enforcers inspire such awe and Secondary Objectives on a roll of 61-66 on
terror that the mere threat of their deployment the chart.
has prompted surrender without a shot being
A – And They Shall Know
fired, on more than one occasion. Fear
The Enforcers’ reputation alone inspires fear, but The Enforcers aim to leave their enemies with
it pales in comparison to the experience of seeing a feeling of awe and pure terror. Gain 1VP for
humanity’s most efficient killers at war. every enemy unit destroyed while grounded or
that flees following a recovery roll (max 3).
Orders
B – Bag and Tag
Enforcers have access to the following Orders
in addition to the standard ones. Randomly choose an enemy Infantry unit
– this unit contains an asset with a piece of
Level 2 – Coordinated key information needed by the Council. If
Offensive you destroy this unit in Assault (representing
Choose two friendly units that have not capturing the asset), you gain 3VPs.
yet been activated. They may be activated C – No Loose Ends
simultaneously, and may perform any
action(s) as part of their activation. Gain 1VP for each Infantry unit completely
destroyed (taken from its starting number
If both units Shoot or Assault the same of models down to nothing) by a single
enemy, this must be declared before any dice Shooting attack (max 3).
are rolled, and you must roll to damage with

93
93
ACTIONS - MOVEMENT

The story of how the Enforcer


Playing a game

programme began is one that is well-


known and oft repeated on propaganda
vids throughout the galaxy. The
Forces

truth is a little more complicated,


involving secret deals with alien
races and some very questionable Genling 45 Laser Rifle Genling 58 Burst Laser
medical experimentation. While the
Enforcer Corps themselves represent
the Council’s biggest success, it is not
known to any save that August body of
men, women and aliens themselves how
many failures it took to get there, nor
what became of them.

Defender Shield HMX-32 Missile


Units Launcher

Enforcers Heavy Weapon Enforcers


Enforcers

SPD MEL ACC Def res ner SPD MEL ACC Def res ner
6 4+ 3+ 5+ 1 3 Regular 6 4+ 3+ 5+ 1 3 Regular
Infantry Infantry

5 Enforcers Pts: 135 5 Enforcers Pts: 135


Special Rules: Anti-Grav, Communications Special Rules: Anti-Grav, Communications
Weapon Range Dice AP Special Weapon Range Dice AP Special
Genling 45 Laser 18" 1 1 Genling 45 Laser 18" 1 1
Rifle Rifle
Assault Weaponry A 1 - Assault Weaponry A 1 -
Add up to 5 additional Enforcers Pts: 24 each Up to 4 Enforcers may have one of the
following equipment upgrades:
Up to 1 Enforcer may have one of the following
equipment upgrades: Enforcer Missile Launcher Pts: 30
Replace the Genling 45 Laser Rifle with a Missile Launcher:
Enforcer Missile Launcher Pts: 30
Replace the Genling 45 Laser Rifle with a Missile Launcher: Weapon Range Dice AP Special
Weapon Range Dice AP Special vEnforcer 6-36" 1 4 Anti-Tank, Heavy
Missile Launcher Firepower, Slow
vEnforcer 6-36" 1 4 Anti-Tank, Heavy
Reload
Missile Launcher Firepower, Slow
Reload vEnforcer 6-36" 1 1 Blast (D3+1),
Missile Launcher Heavy Firepower,
vEnforcer 6-36" 1 1 Blast (D3+1),
Slow Reload
Missile Launcher Heavy Firepower,
Slow Reload
Enforcer Burst Laser Pts: 20
Replace the Genling 45 Laser Rifle with a Burst Laser:
Enforcer Burst Laser Pts: 20
Replace the Genling 45 Laser Rifle with a Burst Laser: Weapon Range Dice AP Special
Weapon Range Dice AP Special Burst Laser 28" 3 1
Burst Laser 28" 3 1

0-1 Veteran Lieutenant Personnel Upgrade ① Pts: 40


Upgrade any 1 model to a Lieutenant, granting:
• Leadership
• Command ❶

94
ACTIONS - MOVEMENT

Assault Enforcers trained professional killer, built to function with


SPD MEL ACC Def res ner equally cold-blooded efficiency as an individual
6 3+ 4+ 5+ 1 3 Regular as in a team, and wears the best armour credits
Infantry
can buy. Their support network is also without
5 Assault Enforcers Pts: 115 rival – no team really works alone, all of them
Special Rules: Anti-Grav, Communications
being co-ordinated by the best communications
Weapon Range Dice AP Special technology and strategic minds in the GCPS.
Genling Laser Pistol 9" 1 1
Wristblades A 2 1 Assault Team

Upgrade all Assault Enforcers to Defenders: Enemy forces pinned down by Strike teams can
quickly find themselves outflanked and under
Enforcer Defender Equipment Upgrade Pts: 25 attack by Enforcer Assault teams. Making full
Replace all weapons with the following:
use of their armour’s built-in jetpacks to rapidly
Special Rules: Mobile Defences close with an enemy, assault operators use
Weapon Range Dice AP Special wristblades and pistols to cut them apart and
Shotgun 12" 1 - Blast (D3) portable incinerators to clear dug-in positions.
Assault Weaponry A 2 -
Defender Team
Upgrade all Assault Enforcers to Breach and
Eradicate Enforcers: Assault shields and shotguns have long been
Breach & Eradicate Enforcer Equipment Upgrade Pts: 30 used by Enforcer groups in ship-to-ship boarding
Replace all weapons with the following: actions. Their role on the ground has also greatly
Weapon Range Dice AP Special expanded recently, being used not only as guards
Genling Laser Pistol 9" 1 1 at choke points and checkpoints, but in tunnel
Wristblades A 2 1 and urban warfare against Plague and Veer-
Mines A 1 5 Anti-Tank Myn foes.

In addition one Assault Enforcer also has the Heavy Support Team
following equipment upgrade:
Each operator in a Heavy Support team carries
Weapon Range Dice AP Special a HMX-32 ‘Harpy’ missile launcher, a modified
Thermal Rifle 16" 1 5 Anti-Tank version of larger systems seen on some corporate
marine vehicles, adapted for Enforcer armour
Up to 1 model may have the following
equipment upgrade: profiles and capable of firing multi-programmable
fire-and-forget projectile warheads. These may be
Enforcer Incinerator Pts: 23
Replace all weapons with the following: susceptible to some forms of electronic counter-
measures, but the Support team’s rate of fire is
SpWeapon Range Dice AP Special
generally high enough to overcome any losses.
Incinerator 9" 1 1 Blast (2D3),
Saturation, Slow Breach and Eradicate Team
Reload, Volatile
(3+) Enforcer Breach and Eradicate teams specialise
Assault Weaponry A 1 - in the deployment of weaponry designed to crack
armoured vehicles and structures and terminate
0-1 Veteran Lieutenant Personnel Upgrade ① Pts: 40 their inhabitants. The corps’ current preferred
Upgrade any 1 model to a Lieutenant, granting: anti-tank mine, in use in war zones across the
• Leadership galaxy, is the GX-226 ‘Anemone’, a weapon
• Command ❶ designed to explosively pierce the underside of
tanks and personnel carriers and fill their crew
compartments with a flesh-shredding cloud of
The basic building block of most Enforcement charged metal shards. B and E units also carry
groups across space is the Strike Team – thermal rifles for penetrating bunkers and other
Enforcers carrying Genling 45’s and 58 Burst static targets and are trained in multiple booby-
Lasers, working in unison. But their ubiquity trap and sabotage techniques.
does not make them any less elite. Each man or
woman in the team is a highly engineered and

95
ACTIONS - MOVEMENT

Pathfinders
Special Rule: RDL
SPD MEL ACC Def res ner
Transmission
Playing a game

6 4+ 3+ 4+ 1 3 Regular
Infantry
The D.O.G. Drone is primarily a
5 Pathfinders Pts: 150
Special Rules: Recon support tool for isolated Pathfinder
units – it carries their equipment and
Forces

Weapon Range Dice AP Special


LSX Sniper Rifle 6-40" 1 2 Heavy Firepower, provides automated fire support when
Slow Reload, necessary. However, it also logs every
Suppressive Fire
(1), Tag piece of information encountered by
Genling Pistol 9" 1 1 the Pathfinders and their survey drones,
Assault Weaponry A 2 - building a highly-detailed map of the
Add up to 1 Enforcer Pathfinder D.O.G. Drone area, its inhabitants and any areas of
Support Upgrade military strength. This reconnaissance-
D.O.G. Drone (40mm round base) Pts: 13 each data-log, or RDL, is uploaded
SPD
6
MEL
-
ACC
3+
Def
4+
res
1
ner
3 periodically to High Command, but
Regular
Infantry the drone is also equipped to perform
Weapon Range Dice AP Special an emergency upload during intense
Burst Laser 28" 3 1 conflict, giving the Enforcers off-world
0-1 Veteran Lieutenant Personnel Upgrade ① Pts: 50 an up-to-the-minute log of a battle’s
Upgrade any 1 model to a Lieutenant, granting: progression and troop movements.
• Leadership
• Precision Fire Order While one or more D.O.G. Drones
Enforcers

• Command ❶
are in play, the controlling player may
re-roll a single Command dice in each
Pathfinders are well known for their role in Turn of the game.
scouting and confirming the presence of threats
warranting a Containment Protocol. They also In addition, if the drone is destroyed
play a vital role in all-out warfare, operating during a battle, the Enforcer player may
as snipers, saboteurs, and fire controllers use an Order to access its final upload
for heavy weapons units. Pathfinder D.O.G. and give High Command a unique
drones can increase a team’s operating range advantage. This is a Level 2 Order, and
and versatility while also enabling rapid any dice for it must be rolled as soon as
transmission of battlefield intel, making the the drone is removed from the table. If
larger EPG even more deadly. successful, at the end of a mission when
calculating VPs, reduce the opponent’s
score by 1.

Pathfinder Infantry D.O.G. Drone

96
ACTIONS - MOVEMENT

Pathfinder Bikes Jetbikes


SPD MEL ACC Def res ner SPD MEL ACC Def res ner
10 4+ 3+ 4+ 2 3 Large
Infantry 12 4+ 3+ 5+ 2 3 Large
Infantry

1 Pathfinder Bike Pts: 35 2 Jetbikes Pts: 70


Special Rules: Bulky, Recon Special Rules: Anti-Grav, Bulky, Communications

Weapon Range Dice AP Special Weapon Range Dice AP Special


LSX Sniper Rifle 6-40" 1 2 Heavy Firepower, Twin Genling 45 18" 2 1
Slow Reload, Laser Rifle
Suppressive Fire Assault Weaponry A 1 -
(1), Tag
Genling Laser Pistol 9" 1 1 Add up to 4 additional Jetbikes Pts: 31 each
Assault Weaponry A 2 -
Up to 1 Enforcer Jetbike may have one of the
Add up to 3 additional Pathfinder Bikes Pts: 31 each following equipment upgrades:
Assault Missile Launcher Pts: 35
Replace the Twin Genling 45 Laser Rifle with an Assault Missile
The Pathfinder arm of the Enforcer Corps is Launcher:
often tasked with highly dangerous missions, Weapon Range Dice AP Special
including targeted terminations, fire support, vAssault 6-36" 1 4 Anti-Tank
and long-range reconnaissance, and all behind Missile Launcher
enemy lines. Success can depend on the rapid vAssault 6-36" 1 1 Blast (D3+1)
Missile Launcher
insertion and withdrawal of these units and,
of course, on not being detected prematurely. Enforcer Heavy Burst Laser Pts: 40
Replace the Twin Genling 45 Laser Rifle with a Burst Laser:
To achieve this, many Pathfinder units make
use of the EP-54 electric monobike, or the Weapon Range Dice AP Special
Heavy Burst Laser 28" 3 2 Suppressive Fire (1)
‘E-Mike’ as it is known by its riders. The
E-Mike’s excellent range and low noise profile 0-1 Veteran Lieutenant Personnel Upgrade ① Pts: 40
have facilitated numerous covert operations Upgrade any 1 model to a Lieutenant, granting:

and, when things get loud, its speed has proved • Leadership
• Command ❶
similarly valuable.

Designed for deployment in battle spaces where


conventional air-support might be unavailable
but high-speed manoeuvres are needed,
current usage of the XSG-65 mobile weapons
platform and its derivatives range from
simple patrol routines to rapid and complex
battlefield support and intervention roles. It is
a popular vehicle amongst Enforcer operators
and commanders alike, fitting the Enforcers’
core values of rapid and definitive projection of
power perfectly and can be fitted with almost
any weapon in the Enforcer armoury as well,
making it suitable for any operation, from
anti-infantry to anti-armour.

97
ACTIONS - MOVEMENT

Peacekeepers Peacekeeper Defenders


Playing a game

SPD MEL ACC Def res ner SPD MEL ACC Def res ner
6 4+ 3+ 6+ 1 3 Large
Infantry
6 4+ 3+ 6+ 1 3 Large
Infantry

5 Enforcer Peacekeepers Pts: 185 5 Enforcer Peacekeeper Defenders Pts: 200


Special Rules: Anti-Grav, Communications Special Rule: Anti-Grav, Communications, Mobile Defences
Forces

Weapon Range Dice AP Special Weapon Range Dice AP Special


Twin Genling 45 18" 2 1 Twin Genling 45 18" 2 1
Laser Rifle Laser Rifle
Energy Gauntlet A 1 2 Assault Weaponry A 1

Up to 1 Enforcer Peacekeeper may have one of Up to 1 Enforcer Peacekeeper Defender may


the following equipment upgrades: have an Incinerator Equipment Upgrade:
Enforcer Incinerator Pts: 10 Enforcer Incinerator Pts: 10
Replace the Twin Genling 45 Laser Rifle with an Incinerator: Replace the Twin Genling 45 Laser Rifle with an Incinerator

Special Rule: Fire in the Hole! Special Rule: Fire in the Hole!
Weapon Range Dice AP Special Weapon Range Dice AP Special
Incinerator 9" 1 1 Blast (2D3), Incinerator 9" 1 1 Blast (2D3),
Saturation, Slow Saturation, Slow
Reload, Volatile Reload, Volatile
(3+) (3+)

Enforcer Burst Laser Pts: 12 0-1 Veteran Lieutenant Personnel Upgrade ① Pts: 40
Replace the Twin Genling 45 Laser Rifle with a Burst Laser: Upgrade any 1 model to a Lieutenant, granting:

Weapon Range Dice AP Special • Leadership


• Command ❶
Enforcers

Burst Laser 36" 3 1

0-1 Veteran Lieutenant Personnel Upgrade ① Pts: 40


Upgrade any 1 model to a Lieutenant, granting:
Peacekeeper-armoured Enforcers are employed
• Leadership in high-risk direct-action operations where
• Command ❶
circumstances might render even standard
Enforcer troops ineffective. The heavier
armour means advancing directly even into
heavy weapons fire is frequently survivable
while next to no mobility is lost thanks to an
enhanced triple-chambered power plant. For
this reason, Enforcer Battlefield Commanders
frequently carry out their duties in Peacekeeper
armour, but the suits are also commonly used
for close-assaults, building clearances, and fire
support missions.

Peacekeeper with Peacekeeper with Peacekeeper with


Energy Gauntlet Defender Shield Burst Laser

98
ACTIONS - MOVEMENT

Strider A variety of Strider frames have been


SPD MEL ACC Def res ner
employed in corporate forces but the one most
6 4+ 3+ 7+ 4 3 Vehicle commonly used by Enforcer groups is the
GR77 equipped with a Genling 88 Burst Laser.
1 Strider Pts: 160 They are typically used as infantry support
Special Rules: Communications
platforms, laying down curtains of suppressive
Weapon Range Dice AP Special
Heavy Burst Laser 28" 3 2 Suppressive Fire
fire as cover for advances by Strike and Assault
(1) teams, but may also serve as mobile sentries
Assault Weaponry A 2 1 and escorts for slower ground units.
may have one of the following equipment
upgrades:
Urban Assault Pattern Pts: 0 Ajax Siege Pattern
Replace all weapons with the following: Strider

Special Rule: Fire in the Hole! Developed during the Trotanic war,
Weapon Range Dice AP Special the GR95 model Strider, commonly
Heavy Flamethrower 12" 1 1 Blast (2D3),
Saturation, Slow
known as the ‘Ajax’ variant, was
Reload, Volatile developed to help corporate
(2+)
forces break through armoured
Chainsaw A 3 3
chokepoints. The Ajax has been up-
Polaris Pattern Pts: 0 armoured and uses smoke rounds
Replace the Heavy Burst Laser with a Polaris Cannon:
and a heavy ‘Aggressor’ shield,
Weapon Range Dice AP Special essentially a reinforced and upscaled
Polaris Cannon 48" 1 6 Anti-tank, Heavy
Firepower, Slow version of the Defender, to help it
Reload survive extended time under fire. Its
Ajax Siege Pattern Pts: 30 grav-ram spear can deliver a colossal
Replace all weapons with the following: amount of force to a defined area or
Special Rule: Mobile Defences launch individual spearheads a short
Weapon Range Dice AP Special distance against moving targets.
Grav-Ram Spear 16" 1 4 Slow Reload
Given time, the Ajax can reduce even
Grav-Ram Spear A 4 4
the strongest structure or armour to
0-1 Veteran Lieutenant Personnel Upgrade Pts: 40 rubble and wreckage.
Upgrade the Strider to a Strider Lieutenant, granting:

• Leadership
• Command ❶

99
ACTIONS - MOVEMENT

Accuser Interceptor The XSM-784 Accuser Interceptor is the


SPD MEL ACC Def res ner
embodiment of speed and power, making it
Playing a game

16 - 3+ 8+ 4 3 Vehicle the favourite air-intervention and assault


(Flyer)
support craft of the Enforcer corps. Capable
1 Enforcer Accuser Interceptor Pts: 225 ★ of supersonic flight as well as hovering and
Special Rule: Communications, Transport (5)
VTOL, its multiple hardpoints mean weapons
Forces

Weapon Range Dice AP Special


Twin Heavy 28" 6 2 Suppressive Fire
loadouts can be quickly tailored to match
Burst Lasers (1) whatever threat the Accuser is being sent
against. Heavy burst lasers are a favourite
May have any of the Following Equipment
Upgrades: option although recent interventions against
Arbiter Interceptor Pts: 0 Plague and Veer-Myn incursions have seen
Replace the Twin Heavy Burst Laser with Twin Polaris Cannon:
an increase in the equipment of air-to-ground
Weapon Range Dice AP Special missile systems.
Twin Polaris 48" 2 6 Anti-Tank, Slow
Cannon Reload

Missile Pods Pts: 25


Upgrade with an additional weapon system granting:
Weapon Range Dice AP Special
Missile Pods 48" 1 5 Anti-Tank
Anti-Missile Flare Dispenser Pts: 15
Upgrade any Interceptor with Anti-Missile Flare Dispensers,
granting:
Enforcers

Special Rule: Countermeasures

Smokescreen Grenade Launchers Pts: 15


Upgrade any Interceptor with Smokescreen Grenade Launchers,
granting:
Special Rule: Smokescreen

100
ACTIONS - MOVEMENT

Persecutor Bomber Developed as a fast response ground support


SPD MEL ACC Def res ner vehicle, the XSM-786 Persecutor excels in tasks
14 - 3+ 8+ 4 3 Vehicle
(Flyer) requiring the rapid deployment of high yield
explosive ordnance and termination of pre-
1 Enforcer Persecutor Pts: 225 ★
Special Rule: Communications tagged and live laser-marked targets. Range
Weapon Range Dice AP Special and speed are lower than similar airframed
Anti-Infantry 12" 1 3 Area Effect, Blast craft, but the Persecutor still packs a mean
Bombs (2D3) Limited (2), punch. Two dual-core high-density projectile
Suppressive Fire
(2) weapons can be carried beneath the aircraft’s
Bunker Buster 12" 1 6 Area Effect, Blast wings for bunker-busting and anti-armour
Bombs (D3), Limited (2),
Anti-Tank missions while a payload of high-spread
Missile Pods 48" 1 5 Anti-Tank guided munitions has proved to be highly
effective against massed infantry.
Anti-Missile Flare Dispenser Pts: 15
Upgrade any Persecutor Bomber with Anti-Missile Flare
Dispensers, granting:
Special Rule: Countermeasures

101
ACTIONS - MOVEMENT

Captain t Commander Roca


SPD MEL ACC Def res ner SPD MEL ACC Def res
Playing a game

ner
6 3+ 3+ 5+ 2 3 Regular 6 3+ 3+ 5+ 2 3 Regular
Infantry Infantry
1 Captain ② Pts: 95 1 Commander Roca Pts: 150
Special Rule: Anti-Grav, Communications, Unflinching, Special Rule: Anti-Grav, Communications, Protection
Protection (Regular Infantry)
Forces

(Regular Infantry), Alien Intel, RDL Transmission, Inspiring


• Command ❷ • Command ❹
Weapon Range Dice AP Special • Precision Fire Order
Genling Laser Pistol 9" 1 1 Weapon Range Dice AP Special
Energy Gauntlet A 2 2 Genling Laser Pistol 9" 1 1
May have any of the Following Equipment LSX Sniper Rifle 6-40" 1 2 Heavy Firepower,
Upgrades: Slow Reload,
Suppressive Fire
Peacekeeper Armour Pts: 40 (1), Tag
Equips your Captain with peacekeeper armour. This increases
Assault Weapon A 2
his Defence to 6+, changes his unit type to Large Infantry,
replaces the Protection (Regular Infantry) special rule with the
Protection (Large Infantry) special rule and replaces all of his
weapons with the following: The Forward Observers are the eyes and
Weapon Range Dice AP Special ears of the Council but they are by no means
Twin Genling 45 18" 2 1 passive observers – they are first and foremost
Laser Rifle
Wristblade A 2 1
Enforcers. Roca himself is an expert in the
termination of dozens of alien races. Despite
carrying a sniper’s rifle, he is equally at home
Enforcers

fighting alongside an assault team as he is


leading a Pathfinder unit.

Special Rule: Alien Intel

Roca has fought with distinction


against every threat presented to the
GCPS, from Marauders to Elastopods,
and he has a keen understanding of
their tactics, and how to use their
abilities against them.

Captain Roca may give Orders that would


otherwise be specific to his opponent’s
faction, such as using Masters of
Engineering when facing Forge Fathers.
He can only give Orders when he has
eligible friendly troops – he cannot
give the Veer-myn’s Swarm Order
for example, as he has no friendly
Nightcrawler units!

Forward Observer

102
ACTIONS - MOVEMENT

Enforcer Unit Enforcer Forward Observer Personnel Upgrade ① Pts: 75


Upgrades Every infantry unit containing at least 5 models may upgrade a
model to a forward observer, granting:
During combat operations, the individual • Command ❸
units in a Strike Force may be led by a Sergeant
Enforcer Medic Personnel Upgrade ① Pts: 30
who, while having a high degree of autonomy Every infantry unit containing at least 5 models may upgrade a
in achieving his mission objectives, will report model to a medic, replacing all their weapons with a medpack
granting:
to a single Battlefield Commander, typically
Special Rule: Medic
an Enforcer Captain. An exception to this
rule is the presence of a Forward Observer. Enforcer Engineer Personnel Upgrade ① Pts: 30
Forward Observers exist somewhat outside the Every infantry unit containing at least 5 models may upgrade a
model to an engineer, granting:
traditional rank hierarchy, reporting directly
• Command ❶
to the Council itself, and their expertise and • Fortify Position Order
guidance is recognised and respected by all
other Enforcers.

Special Rule: Independent


Fire

This equipment upgrade may only be


taken by an Engineer. You may take
up to two of these upgrades as a single
choice.
Weapons with this special rule can
be fired in addition to a models other
ranged weapon.
Medic Engineer

Equipment Upgrades
Some models may take equipment upgrades from the table below. Such models will be
marked with a symbol in the army list. ① means it can take up to one upgrade. ② means it
can take up to two upgrades.
Weapon Range Dice AP Special Points
Defender Shield - - - Mobile Defences 15
Energy Gauntlet A 1 2 8
Genling 45 Laser Pistol 9" 1 1 4
Genling 45 Laser Rifle 18" 1 1 10
LSX Sniper Rifle 6-40" 1 2 Heavy Firepower, Slow Reload, Suppressive Fire (1), Tag 25
Sentry Gun 28" 2 1 Independent Fire* 20
Shotgun 12" 1 - Blast (D3) 5
Smoke Grenades 6" 1 - Smoke 10
Thermal Mines A 1 5 Anti-tank 10
Twin Genling 45 Laser Rifle 18" 2 1 18
Wristblades A 2 1 10

103
ACTIONS - MOVEMENT

Forge Fathers
Few non-human civilisations have Level 2 – ‘Tis but a
Playing a game

survived contact with the GCPS – most are Scratch!


‘incorporated’, losing their identity along with All friendly units within range of the Ordering
their planets; the rest simply destroyed. But Commander are granted the Unflinching
Forces

the Forge Fathers, the dwarven warriors of ability until the end of the Turn.
the Star Realm, are not like any other race in
the galaxy. They are born of fire and metal. So Objectives
when human corporations began moving into
worlds that rightfully belonged to the Realm, Forge Fathers have access to the following
the Forge Lords fought back with superior Secondary Objectives on a roll of 61-66 on
firepower and almost impenetrable armour. the chart.

A – Prospecting
To this day, the clans of the Forge Fathers
stand proud and independent and carry on When the Forge Fathers fight, it’s usually over
their mission to claim the galaxy, one world at some sort of natural resource. If there are
a time. They do this by the power of the Forge enough counters remaining when Secondary
Stars, trapping the energy of suns and using it Objectives are rolled, each player must place
to construct colossal machines and starships one additional counter using the normal
capable of stripping entire planets of their rules, starting with the Forge Father player.
Forge FATHERS

wealth and resources and engineering devices These additional Strategic Assets represent
that are the envy of other races. seams of minerals to be sampled, and can
only be claimed by the Forge Father player.
But the Forge Lords have also built great armies They are worth 2VPs each.
to protect their holds and their interests on the
planets they have claimed as their caravans of
B – Hold your Ground
ships move between the stars. Because, in an
infinite universe, the rarest resource of them all Gain 1VP for each turn that ends with no
is peace, and all they are certain to find is war. suppressed or grounded units on your side
(max 3).
Orders
Forge Fathers have access to the following C – Relentless Firepower
Orders in addition to the standard ones. Gain 1VP for each turn in which you ground
or destroy at least 2 enemy units with
Level 1 – Masters of Shooting attacks (max 3).
Engineering
Forge Fathers are masters of both geology and It is often unfairly assumed that Forge Fathers
construction, and can target the weak points are obsessed with material wealth for the
in the scenery to bring it crumbling down sake of it. In fact, deeply held spiritual and
around its occupants. Choose a friendly unit. philosophical beliefs drive the dwarf quest
That unit takes an Activation as normal, for riches, rooted in the very creation myths
and may ignore all modifiers for cover and of their people. It is not that Dwarfs want to
fortified terrain when shooting. acquire material wealth, but rather that they
are culturally and physically driven to do so.

104
ACTIONS - MOVEMENT

Units

Steel Warriors Steel Warrior


SPD MEL ACC Def res ner
Specialists
4 4+ 4+ 5+ 1 2 Regular
Infantry SPD MEL ACC Def res ner
4 4+ 4+ 5+ 1 2 Regular
Infantry
5 Steel Warriors Pts: 105
Special Rules: Headstrong 5 Steel Warriors Pts: 105
Weapon Range Dice AP Special Special Rules: Headstrong
MK2 Hailstorm Rifle 20" 1 1 Weapon Range Dice AP Special
Assault Weaponry A 1 - MK2 Hailstorm Rifle 20"1 1
Assault Weaponry A 1 -
Add up to 5 additional Steel Warriors Pts: 19 each
Up to 4 Steel Warriors may each have one of
Up to 2 Steel Warriors may each have one of the following equipment upgrades:
the following equipment upgrades: Steel Warrior Dragonbreath Flamer Pts: 15
Steel Warrior Dragonbreath Flamer Pts: 15 Replace the Hailstorm Rilfe with a Dragonbreath Flamer:
Replace the Hailstorm Rifle with a Dragonbreath Flamer: Special Rule: Fire in the Hole!
Special Rule: Fire in the Hole! Weapon Range Dice AP Special
Weapon Range Dice AP Special Dragonbreath Flamer 9" 1 1 Blast (2D3),
Dragonbreath 9" 1 1 Blast (2D3), Flamer Saturation, Slow
Flamer Saturation, Slow Reload, Volatile
Reload, Volatile (3+)
(3+)
Steel Warrior Hailstorm Autocannon Pts: 20
Steel Warrior Hailstorm Autocannon Pts: 20 Replace the Hailstorm Rifle with a Hailstorm Autocannon:
Replace the Hailstorm Rifle with a Hailstorm Autocannon:
Weapon Range Dice AP Special
Weapon Range Dice AP Special Hailstorm Autocannon 30" 2 2 Suppressive
Hailstorm 30" 2 2 Suppressive Fire (1) Autocannon Fire (1)
Autocannon

0-1 Steel Warrior Sergeant Personnel


Although not an aggressively expansionist
Upgrade ① Pts: 40 race, spending time as a Steel Warrior is still
Upgrade any 1 model to a Sergeant, granting: something of a rite of passage for most Forge
• +1 Nerve Fathers on reaching a certain age. As much
Special Rule: Leadership as any Forge Father worth his metal should
be a competent smith or artisan, the ability
to fight is also expected. Steel Warriors wear
individually fitted suits of Aesir armour and
most carry a Hailstorm rifle, parts of which at
least will have been crafted by their user.

Steel Warriors

105
ACTIONS - MOVEMENT

Militia Stormrage Veterans


Playing a game

SPD MEL ACC Def res ner SPD MEL ACC Def res ner
4 5+ 5+ 4+ 1 2 Regular
Infantry
4 4+ 4+ 5+ 1 3 Regular
Infantry

5 Militia Pts: 55 5 Stormrage Veterans Pts: 185


Special Rules: Headstrong Special Rules: Headstrong
Forces

Weapon Range Dice AP Special Weapon Range Dice AP Special


Mk1 Hailstorm Rifle 20"1 - Hailstorm 30" 2 2 Suppressive Fire (1)
Assault Weaponry A 1 - Autocannon
Assault Weaponry A 1 -
Add up to 10 additional Militia Pts: 10 each
Upgrade all Stormrage Veterans to
Stormrage Veteran Thorgarims:
0-1 Militia Sergeant Personnel Upgrade ① Pts:
40 Stormrage Veteran Thorgarim Equipment
Upgrade any 1 model to a Sergeant, granting: Upgrade Pts: 25
• +1 Nerve Replace all weapons with the following:
Special Rule: Leadership Weapon Range Dice AP Special
Hailstorm Pistol 10" 1 1
Forge Hammer A 1 4
Forge Father Ward ships are colossal beasts,
some like mobile planetoids, and capable of Upgrade all Stormrage Veterans to
Stormrage Veteran Engineers:
an entirely nomadic existence. And while most
of their populations are officially engaged in Stormrage Veteran Engineer Equipment
Forge FATHERS

Upgrade Pts: 0
civilian roles – miners, craftsmen, and the Replace all weapons with the following:
like – in times of great need auxiliary militias Weapon Range Dice AP Special
can be quickly formed. Some members will Hailstorm Pistol 10" 1 1
carry the weaponry they formerly used as Power Tools A 2 2 Repair
Steel Warriors, others drawing new equipment
Up to 1 model may have one of the following
from the Ward armouries. Either way, the equipment upgrades:
Forge Father militia are no less professional in
Stormrage Veteran Magma Cannon Pts: 5
attitude and capacity than any other warrior Replace the Hailstorm Autocannon with a Magma Cannon:
on a battlefield. Weapon Range Dice AP Special
Magma Cannon 36" 1 6 Anti-Tank,
Heavy
Firepower, Slow
Reload

Stormrage Veteran Mjolnir Missile Launcher


Special Rule: Repair Pts: 5
A unit with this special rule may take Replace the Hailstorm Autocannon with a Mjolnir Missile
Launcher:
a short or long action to attempt to
restore one lost resilience point on a Weapon Range Dice AP Special
Mjolnir 6-30" 1 2 Blast (D3+2),
friendly vehicle within 2". To do so roll Missile Launcher Heavy
a D6. On a 4+ the repair attempt has Firepower, Slow
Reload
been successful, remove one point of
damage from the target vehicle. 0-1 Stormrage Veteran Sergeant Personnel
Upgrade ① Pts: 35
If the unit chooses to take a long Upgrade any 1 model to a Sergeant, granting:
action to do this repair they gain a +2
• Command ❶
modifier to the repair roll. Special Rule: Leadership

106
ACTIONS - MOVEMENT

Stormrage Heavy Valkyrs


Weapon Veterans
SPD MEL ACC Def res ner
SPD MEL ACC Def res ner 8 4+ 4+ 4+ 2 2 Large
Infantry
4 4+ 4+ 5+ 1 3 Regular
Infantry
2 Valkyrs Pts: 60
5 Stormrage Heavy Weapon Veterans Pts: 185 Special Rules: Bulky, Headstrong
Special Rules: Headstrong
Weapon Range Dice AP Special
Weapon Range Dice AP Special Twin MK2 20" 2 1
Hailstorm 30" 2 2 Suppressive Fire (1) Hailstorm Rifle
Autocannon Assault Weaponry A 1 -
Assault Weaponry A 1 -
Add up to 4 additional Valkyrs Pts: 27 each
Up to 4 Stormrage Veterans may have one of
the following equipment upgrades:
0-1 Valkyr Sergeant Personnel Upgrade ① Pts:
Stormrage Veteran Magma Cannon Pts: 5 40
Replace the Hailstorm Autocannon with a Magma Cannon: Upgrade any 1 model to a Sergeant, granting:
Weapon Range Dice AP Special • +1 Nerve
Magma Cannon 36" 1 6 Anti-Tank, Heavy Special Rule: Leadership
Firepower, Slow
Reload
When solid but slow-moving Forge Father
Stormrage Veteran Mjolnir Missile Launcher forces feel the need for speed, they can turn to
Pts: 5
Replace the Hailstorm Autocannon with a Mjolnir Missile ‘gangs’ of Valkyr bikers. Named for legendary
Launcher: winged warriors of old, Valkyr gangs epitomise
Weapon Range Dice AP Special
many of the differences between Forge Fathers
Mjolnir Missile 6-30" 1 2 Blast (D3+2), and the Brokkr sub-clan. Often loud and
Launcher Heavy Firepower, always fast, Valkyrs may serve as scout and
Slow Reload recon forces, or just motor headlong at their
enemy for an assault with their forward
Many older Forge Fathers find a life under mounted Hailstorm rifles.
arms to be an agreeable one and they turn
away from lives as smiths and artisans for a
position in a veteran’s platoon. War, they say,
is a craft like any other. Others are simply
too cantankerous to be tolerated by the Steel
Warriors. Either way, admittance to a Veterans
unit usually requires at least forty years of
military service and, as well as the right to join
the Stormrage drinking lodges, membership
gives access to the most powerful and therefore
enjoyable weapons. Valkyr Biker

Stormrage Veterans

107
ACTIONS - MOVEMENT

Brokkrs Forge Guard


Playing a game

SPD MEL ACC Def res ner SPD MEL ACC Def res ner

4 4+ 4+ 4+ 1 2 Regular 4 3+ 3+ 6+ 1 4 Regular
Infantry
Infantry

5 Brokkrs Pts: 75 5 Forge Guard Pts: 200


Special Rules: Headstrong Special Rules: Headstrong
Forces

Weapon Range Dice AP Special Weapon Range Dice AP Special


Burst Pistol 12" 2 - MK2 Hailstorm Rifle 20" 1 1
Assault Weaponry A 2 1 Forge Hammer A 1 4

Up to 1 Forge Guard may have one of the


Add up to 5 additional Brokkrs Pts: 14 each following equipment upgrades:
Forge Guard Magma Cannon Pts: 25
Up to 2 Brokkrs may Each have the following Replace the Hailstorm Rifle with a Magma Cannon:
equipment upgrade:
Weapon Range Dice AP Special
Brokkr Magma Rifle Pts: 10
Replace the Burst Pistol with a Magma Rifle: Magma Cannon 36" 1 6 Anti-Tank,
Slow Reload
Special Rule: Fire in the Hole!
Weapon Range Dice AP Special Forge Guard Hailstrom Cannon Pts: 20
Magma Rifle 12" 1 6 Anti-Tank, Replace the Hailstorm Rifle with a Hailstorm Autocannon:
Slow Reload Weapon Range Dice AP Special
Hailstorm 30" 2 2 Suppressive Fire (1)
Alternatively you may upgrade two Brokkrs Autocannon
with the following equipment upgrade:
Forge FATHERS

Forge Guard Mjolnir Missile Launcher Pts: 25


Brokkr Inferno Drill Support Team: Pts: 20
Replace the Hailstorm Rifle with a Mjolnir Missile Launcher:
Replace both models Burst Pistols with an Inferno Drill:
Weapon Range Dice AP Special
Weapon Range Dice AP Special Mjolnir 6-30" 1 2 Blast (D3+2),
Heavy Inferno Drill 32" 2 5 Heavy Missile Launcher Heavy Firepower,
Firepower, Slow Reload
Slow Reload
0-1 Forge Guard Sergeant Personnel Upgrade
0-1 Brokkr Sergeant Personnel ① Pts: 35
Upgrade ① Pts: 40 Upgrade any 1 model to a Sergeant granting:
Upgrade any 1 model to a Sergeant, granting:
• Command ❶
• +1 Nerve Special Rule: Leadership
Special Rule: Leadership

0-1 Brokkr Engineer Personnel Upgrade ① Pts: 30 The dwarvish word for Forge Guard, ‘Sikkram’,
Upgrade any 1 model to a Brokkr Engineer, granting: roughly translates to ‘the face of the hammer’
• Command ❶ – the Forge Father language’s equivalent to the
• Repair Order ‘tip of the spear’. They are, in effect, the blunt
force with which a Forge Lord will pulverise
his enemies, often being sent first into war and
Many Ward ships carry a contingent of the
carrying some of the most powerful weapons
dwarves known as ‘Brokkrs’. Those that don’t
in the dwarf arsenal. They are made up of a
and go to war will often find groups of their
lord’s most trusted and venerable warriors,
somewhat wilder cousins turning up to join
true professionals who in peacetime will be
the fight anyway. Most Forge Fathers would
sent to guard his greatest treasures and most
describe Brokkr squads as reckless – they
important properties and, in war, be given the
prefer to think of themselves as adventurous.
most vital missions.
Whichever is true, Brokkrs are without doubt
a highly effective assault force.

108
ACTIONS - MOVEMENT

Hammerfist Drop Squad Hultr Half-track

SPD MEL ACC Def res ner SPD MEL ACC Def res ner

4 3+ 3+ 6+ 1 4 Regular 10 4+ 4+ 7+ 4 3 Vehicle
(Tank)
Infantry

5 Hammerfist Drop Troops Pts: 250 1 Hultr Half-Track Pts: 135


Special Rules: Aerial Deployment, Headstrong Special Rule: Headstrong

Weapon Range Dice AP Special Weapon Range Dice AP Special


Inferno Drill 16" 2 5 Heavy Firepower, Hailstorm 30" 2 2 Suppressive Fire
Slow Reload Autocannon (1)
Forge Hammers A 1 4 Assault R 4 2

0-1 Hammerfist Drop Troop Sergeant The Hultr Half-Track may have the following
equipment upgrade:
Personnel Upgrade ① Pts: 35
Hultr Half-Track Magma Cannon Pts: 5
Upgrade any 1 model to a Sergeant, granting:
Replace the Hailstorm Autocannon with a Magma Cannon:
• Command ❶
Special Rule: Leadership Weapon Range Dice AP Special
Magma Cannon 36" 1 6 Anti-Tank, Heavy
Firepower, Slow
Hammerfist Orbital Drop Armour is a Reload
modified version of suits used in orbital mining
Transport Trailer Equipment Upgrade Pts: 15
operations. Sufficiently reinforced to withstand Upgrade with a trailer, granting:
atmospheric entry and high-speed landfall, a
Special Rule: Transport (5)
Lord’s most trusted and proven Forge Guard
can be delivered with almost pinpoint accuracy
anywhere on a battlefield. Any enemy that Lightly armoured but no less deadly, Hultr
survives their ground-breaking impact will be half-tracks fitted with autocannon turrets can
pulverised with Forge Hammers or cut down by be deployed on almost any terrain. Modified
Inferno Drills before the Hammerfists redeploy versions of vehicles used in numerous Forge
to their next target. Father mining operations, in war Forge Lords
will use them to quickly fortify a strategic
location or support an infantry advance. Their
powerful engines and a towing hook on the rear
mean Hultrs can also be utilised to move other,
heavier equipment across a battlefield.

Hammerfist Orbital Drop Armour

Forge Guard with Forge Guard with Forge Guard with


Mjolnir Missile Launcher Hailstorm Autocannon Hailstorm Rifle

109
ACTIONS - MOVEMENT

Iron Ancestor forego the close combat weapon though and


double up on ranged weaponry while the Thor
Playing a game

SPD MEL ACC Def res ner


5 3+ 3+ 8+ 4 4 Vehicle pattern carries two hammers to maul infantry
and vehicles alike.
1 Iron Ancestor Pts: 230
Special Rules: Communications, Command ❶ , Headstrong
Forces

Hellermal Pattern Iron


Weapon Range Dice AP Special
Twin Hailstorm 30" 4 2 Suppressive Fire Ancestor
Autocannon (1)
Assault Weaponry A 4 5
Forge Fathers see no irony in a race
so skilled in craft and construction
May have one of the Following Equipment being similarly excellent at
Upgrades:
destruction and demolition. The
Doomstorm Pattern Iron Ancestor Pts: 30
Replace all weapons with the following:
Hellermal, or ‘Overkill’ suit is, like
all Iron Ancestors, a fantastically
Weapon Range Dice AP Special
Twin Hailstorm 30" 8 2 Suppressive Fire
engineered suit of armour, more
Autocannons (1) like an extension of the pilot than
Assault Weaponry A 2 2 a prosthetic vehicle. But its twin
Thor Pattern Iron Ancestor Pts: 0 Magma cannons, similar to plasma
Replace all weapons with the following: cannons employed elsewhere but
Weapon Range Dice AP Special capable of more focused beams, can
Assault Weaponry A 8 5 burn through a meter of reinforced
Forge FATHERS

rockcrete in less than a minute while


Hellermal Pattern Iron Ancestor Pts: 35
Replace the Twin Hailstorm Autocannon with the following: its Dragon’s Breath flamer is the bane
of infantry and light vehicles.
Special Rule: Fire in the Hole!
Weapon Range Dice AP Special
Twin Magma 36" 2 6 Anti-Tank,
Cannon Slow Reload Drakkar APC
Dragonbreath 9" 1 1 Blast (2D3),
Flamer Saturation, SPD MEL ACC Def res ner
Slow Reload,
Volatile (2+)
8 4+ 4+ 9+ 5 3 Vehicle
(Tank)

Iron Ancestor Personnel Upgrade Pts: 70 ★ 1 Drakkar APC Pts: 180 ★


Upgrade the Iron Ancestor to an Iron Ancestor Lieutenant, Special Rule: Headstrong, Transport (10)
granting: Weapon Range Dice AP Special
• Leadership MK2 Hailstorm Rifle 20" 1 1
• Shield (3) Assault R 6 3
• Command ❷

The Drakkar is the Forge Father’s primary


Age is venerated amongst all Forge Fathers, armoured personnel carrier. It is by no means
bringing, as it does, a wealth of accumulated the fastest or prettiest of all troop transporters
experience and wisdom. The oldest and wisest but this is no failure of design. The Drakkar’s
warriors bring those riches to bear in suits sloped, toughened armour make it one of
of Antikk armour, giants like Striders, but the toughest troop delivery vehicles on any
infinitely more sophisticated and often much battlefield anywhere and, with a Hailstorm
more powerful. Many of these living legends will anti-personnel weapon to discourage any
equip their armour similarly to the preference assailants along the way, the vehicle is an
of their younger days, with a heat hammer on extremely safe and reliable delivery vehicle for
one shoulder and a heavy Hailstorm cannon platoons of Steel Warriors and Forge Guard.
on the other. The Doomstorm pattern will

110
ACTIONS - MOVEMENT

Brandr Urban Assault Sturnhammer


Vehicle Battle Tank

SPD MEL ACC Def res ner SPD MEL ACC Def res ner
7 4+ 4+ 9+ 5 4 Vehicle
(Tank)
7 4+ 4+ 9+ 5 4 Vehicle
(Tank)

1 Brandr Urban Assault Vehicle Pts: 250 ★★ 1 Sturnhammer Battle Tank Pts: 240★★
Special Rule: Fire in the Hole!, Headstrong, Mobile Defences, Special Rule: Headstrong
Transport (5) Weapon Range Dice AP Special
Weapon Range Dice AP Special MK2 Hailstorm 20" 1 1
Rifle
Heavy 9" 1 2 Area Effect, Blast
Dragonbreath Flamer (2D3), Saturation, Heavy Hailstorm 12-40" 4 2 Suppressive Fire
Slow Reload, Cannon (2)
Volatile (2+) Assault R 6 3
Assault R 8 4
may have the following equipment upgrade:
Hata Pattern Sturnhammer Battle Tank Pts: 0
Usually found in the vanguard of Forge Father Replace the Heavy Hailstorm Rifle with the following:
advances into urban areas, the Brandr is
Weapon Range Dice AP Special
equipped to destroy tank traps and barricades Heavy 12-48" 1 6 Anti-Tank,
with its assault ram and burn out bunkers Magma Cannon Slow Reload
and emplacements with its turret-mounted
Dragonbreath flamethrower. It is a close-range The Sturnhammer is assessed by Corporation
weapon, and, as such, may require support Central Military analysts to be probably the
covering open ground, but its powerful engine best main battle tank currently employed
and reinforced forward armour make it nigh- amongst alien races. Carrying a Heavy
on unstoppable in more confined areas. Hailstorm Cannon turret as standard, the
Sturnhammer’s intricately engineered target
control system makes it capable of a rate of
accurate fire at a range that is the envy of even
Enforcer commanders. This also often makes
a Sturnhammer a target of high priority in
battle, but its armour is at least as technically
advanced as its weaponry, shrugging off all but
the most powerful and well-placed incoming
shots.

Brandr Urban Assault Vehicle

Hata-Pattern Sturnhammer Tank

111
ACTIONS - MOVEMENT

Jotuun Weapons Forge Lord


Platform
SPD MEL ACC Def res
Playing a game

ner
SPD MEL ACC Def res ner 4 3+ 3+ 6+ 2 3 Regular
Infantry
3 4+ 4+ 6+ 3 2 Vehicle
(Tank)
1 Forge Lord ② Pts: 155
1 Jotuun Weapons Platform Pts: 120 Special Rule: Communications, Unflinching, Protection
Forces

Special Rules: Headstrong (Regular Infantry), Shield Projection (2)


Weapon Range Dice AP Special • Command ❸
Heavy 12-48" 4 2 Heavy Firepower, Weapon Range Dice AP Special
Hailstorm Cannon Suppressive Fire (2)
MK2 Hailstorm 10" 1 1
Assault Weaponry R 4 - Pistol
Forge Hammer A 2 4
You may have one of the Following Equipment
Upgrades:
Surtr Pattern Weapons Platform Pts: 0 When the Forge Fathers fight, it is usually as
Replace the Heavy Hailstorm Rifle with a Heavy Magma a clan, led by one of the Forge Lords of this
Cannon:
extended family of warriors, builders, and
Weapon Range Dice AP Special
traders. Each Lord is served by numerous
Heavy 12-48" 1 6 Anti-Tank,
Magma Cannon Slow Reload lieutenants, or ‘Huscarls’, each of whom has
contributed and is responsible for the fighters
Urban Demolisher Pattern Weapons Platform
Pts: 0
of his own household. The Forge Fathers hold
Replace the Heavy Hailstorm Rifle with a Punisher Cannon: age and artifice in great reverence and it is
also often the case that a senior Artificer,
Forge FATHERS

Special Rule: Mobile Defences


Weapon Range Dice AP Special particularly in the event the clan is fighting on
Punisher Cannon 12-40" 1 4 Blast (D3+1), its own claimed territory, will be tasked with
Slow Reload
directing its defence.
Most races would find the complexity of Forge Father Unit
operating a dedicated anti-tank or anti-air Upgrades
weapons platform requires at least three crew.
Advanced Forge Father engineering, and Forge Father Huscarl Personnel Upgrade ① Pts: 75
Every Infantry Unit containing at least 5 models may upgrade a
more than a little pride, mean the Jotunn and model to a Huscarl, granting:
Surtr mobile guns require only one; the roles
• Command ❷
of driver, gunner, and operator are all rolled • Shield (3)
into one seat. The limited speed the vehicle’s
tracks provide does however mean you can Forge Father Artificer Personnel Upgrade ① Pts: 35
Every Infantry Unit containing at least 5 models may upgrade a
often find them being towed into position by a model to an Artificer granting:
larger tank before a battle begins.
• Command ❶
• Repair Order
• Fortify Position Order

Jotunn Heavy Hailstorm


Cannon Platform
Huscarl in Aesir Armour Artificer
112
ACTIONS - MOVEMENT

t Forge Lord Ingulf


Krestursson Special Rule:
SPD MEL ACC Def res ner Hatred of Mankind
4 3+ 3+ 6+ 2 4 Regular
Ingulf may re-roll one Command
Infantry
dice per turn when facing a force
1 Forge Lord Ingulf Krestursson Pts: 220
Special Rule: Communications, Unflinching, Protection containing Enforcers and/or GCPS.
(Regular Infantry), Inspiring, Fire in the Hole!, Hatred of
Mankind, Shield (4)
Special Rule: Reinforced
• Command ❸
A model with this special rule ignores
Weapon Range Dice AP Special
suppression tokens when checking
Dragonbreath 9" 1 1 Blast (2D3),
Flamer Saturation, to see if the AP of a weapon ignores
Slow Reload, the shield or not. Note that whilst the
Volatile (3+)
Padd A 4 1 Shredder number of suppression tokens equals
or beats the shield value this rule has
Forge Lord Ingulf Krestürsson, known to many no effect.
as ‘the Dragon’, is a feared and respected Forge
Lord. His clan have been engaged in warfare
against the GCPS for centuries and Ingulf ’s
hatred of mankind is as legendary as his
temper. While he would never turn away from
a fight with the GCPS, in truth Ingulf will go
to war against anyone he views as threatening
a Forge Father’s claim.

Forge Lord Ingulf Krestürsson

Commander Upgrades
Some models may take equipment upgrades from the table below. Such models will be
marked with a symbol in the army list. ① means it can take up to one upgrade. ② means it
can take up to two upgrades.
Weapon Range Dice AP Special Points
Burst Pistol 12" 2 - 5
Forge Hammer A 1 4 10
Hailstorm Autocannon 30" 2 2 Suppressive Fire (1) 25
MK2 Hailstorm Pistol 10" 1 1 5
MK2 Hailstorm Rifle 20" 1 1 12
Shield Modulator - - - Reinforced 30
Smoke Grenade 6" 1 - Smoke 10
Thermal Mines A 1 5 Anti-tank 10

113
ACTIONS - MOVEMENT

THE GCPS to turning one of the enemy’s lieutenants with


false promises – whatever it is, the Corporations
Playing a game

The Galactic Co-Prosperity Sphere is the largest will find a way.


empire the galaxy has ever seen, and is home This Order may be given after the opposing
to the human race. In its expansion across player has made a dice roll of any kind on a
Forces

the stars the GCPS has reached farther than unit within range of the friendly Ordering
any other civilisation, gathering more planets Commander. The Corporation player may
under its rule and boasting a population pick one of the dice and force the opponent
outnumbering its closest competitor many to re-roll it.
times over.
Level 1 – Focus Fire
But its principal strength is also its largest Use this Order after a friendly unit has made
limiting factor, for the GCPS is not the unified a Shooting attack that damaged an enemy
hyper-power it appears to be from the outside. unit. Choose a second unactivated friendly
The Co-Prosperity Sphere is comprised of unit within range of the Commander giving
thousands of corporations, each with their the Order. This second unit may immediately
own goals and motivations. Intrigue and make a Shooting attack against the same
rivalry is endemic between the conglomerates target as part of the same Activation. If hit,
that comprise the military might of the GCPS. the target will take an additional suppression
Only the will and authority of the Council token over and above any it would be
of Seven has stopped all-out civil war from otherwise due to take. The second unit is
THE GCPS

erupting within its borders, and allowed the then marked as activated.
corporations to continue their spread from
system to system, enveloping planets and Level 2 – Tactical
species wholesale into corporate hegemony. Genius
This Order may only be issued by a Marauder
While humans may not be the largest, strongest Commando Captain. The Captain is able to
or quickest sentients in the galaxy, they are take advantage of every mistake made by the
inventive and ambitious as only a young species opposing force. This Order may be given any
can be, and have enough soldiers under arms time the opponent rolls one or more blanks
to threaten any other civilisation; for when on their Command dice. If successful, the
a corporation navy takes to the skies it does Commando Captain may take the blank
so in an armada of warships so vast the stars dice rolled by the opponent and use them
themselves are blacked out. to immediately issue another Order of his
choice. Any units activated by this Order
must do so before the opponent carries out
Orders their own Order and continues with their
The GCPS has access to the following Orders Turn. Once rolled these dice are returned
in addition to the standard ones. to the used pool of the opposing player,
any + symbols rolled on when issuing the
Level 1 – Bribery Commando Captain's order are ignored.
The Corporations of the GCPS are notorious
If the Commando Captain’s Order prevents
for not playing fair and throwing money at a
the opponent from carrying out their own
problem, resorting to bribery, blackmail, and
Order (by killing the original target for
worse. From buying out the owner of a local
example), the opponent’s Order is wasted.
relay satellite and redirecting communications,

114
ACTIONS - MOVEMENT

Objectives
The Marauders –
The GCPS has access to the following Command and Control
Secondary Objectives on a roll of 61-66 on
the chart. Marauders are commonly hired as
mercenaries by Corporation forces for
A – Every Penny Counts those occasions when a little targeted
brutality is required. However, the
Corporate accountants encourage GCPS human troops aren’t always too happy
commanders to recover damaged equipment about fighting alongside the brawny
from battle, to be repaired to fight again. Any green-skins, and definitely won’t be
GCPS Vehicle that is destroyed but remains ordered around by them!
on the table becomes a Strategic Asset. Each
GCPS and Marauder units may be
of these Vehicles claimed by the GCPS player taken in the same force freely, without
at the end of the game is worth 1 bonus VP on either of them counting as Allies.
top of any granted by the mission (max 3).
In addition, Marauder units may
benefit from Orders given by GCPS
Commanders as normal. However,
GCPS units may not benefit from Orders
given by Marauder Commanders.

Special Rule: Improved


Ordnance

Choose one heavy firepower weapon


each turn. It can either re-roll one to
hit dice or add 1 to its Blast (X) special
rule. You must state which before
rolling to hit.

or Goran Auxiliary units in their force as


‘Meat Shields’. These units are not considered
to be part of the force for the purposes of the
Kill Total for either player. For example, say
B – No Questions Asked in a 2000 point game the GCPS player has
marked 400 points worth of units as Meat
GCPS commanders would prefer for their
Shields. The Meat Shield units are worth
troops not to know the whys and wherefores
nothing to the opponent if destroyed, but
of war – blind obedience is far better! Gain
the opponent’s kill percentage will be based
1VP for every Order given that rolls more
on a total force size of 1600 points, making
successes than required (max 3).
the other kills more valuable. However, the
opponent won’t know this until the end of
C – Easily Replaced the game!
At the start of the game, the GCPS player In addition, Meat Shield units may not claim
may secretly mark any Corporation Recruit Strategic Assets.

115
ACTIONS - MOVEMENT

Units
Playing a game

Marines

SPD MEL ACC Def res ner


5 4+ 4+ 4+ 1 2 Regular
Infantry
Forces

5 Marines Pts: 65 Alternatively you may upgrade two marines


with one of the following equipment
Weapon Range Dice AP Special upgrades:
Laser Rifle 18" 1 -
Assault Weaponry A 1 - Marine Autocannon Team Pts: 25
Replace both models Laser Rifles with an Autocannon:
Add up to 10 additional Marines Pts: 12 each Weapon Range Dice AP Special
Autocannon 36" 2 1 Heavy Firepower,
Up to 2 Marines may each have one of the Suppressive Fire (1)
following Equipment upgrades:
Marine Laser Cannon Team Pts: 25
Marine Flamethrower Pts: 20 Replace both models Laser Rifles with a Laser Cannon:
Replace the Laser Rifle with a Flamethrower:
Weapon Range Dice AP Special
Special Rule: Fire in the Hole! Laser Cannon 40" 1 5 Anti-Tank, Heavy
Weapon Range Dice AP Special Firepower,
Flamethrower 9" 1 1 Blast (2D3), Slow Reload
Saturation,
Slow Reload, Marine Missile Launcher Team Pts: 25
Volatile (3+) Replace both models Laser Rifles with a Missile Launcher:
Weapon Range Dice AP Special
Marine Grenade Launcher Pts: 5
Missile Launcher 6-32" 1 3 Blast (D3+1),
Replace the Laser Rifle with a Grenade Launcher:
THE GCPS

Heavy Firepower,
Weapon Range Dice AP Special Slow Reload
Grenade Launcher 16" 1 - Blast (D3)
Marine Mortar Team Pts: 30
Replace both models Laser Rifles with a Mortar:
Weapon Range Dice AP Special
Mortar 12-40" 1 - Blast (D6), Heavy
Firepower, Indirect,
Slow Reload,
Suppressive Fire (2)

0-1 Marine Communications Trooper


Personnel Upgrade Pts: 10
Upgrade any 1 model to a Communications Trooper, granting:
Special Rule: Communications

0-1 Marine Sergeant Personnel Upgrade ① Pts: 15


Upgrade any 1 model to a Sergeant, granting:

Marines with Laser Rifles Special Rule: Leadership

Marine Communications Marine with


Marine Autocannon Team Trooper Grenade Launcher

116
ACTIONS - MOVEMENT

Marine Heavy Marine Specialists


Weapons Squad
SPD MEL ACC Def res ner
SPD MEL ACC Def res ner
5 4+ 4+ 4+ 1 2 Regular 5 4+ 4+ 4+ 1 2 Regular
Infantry
Infantry

4 Marines Pts: 51 5 Marines Pts: 65

Weapon Range Dice AP Special Weapon Range Dice AP Special


Laser Rifle 18" 1 - Laser Rifle 18" 1 -
Assault Weaponry A 1 - Assault Weaponry A 1 -

Add up to 1 Engineer support upgrade Pts: 45 Up to 4 Marines may each have one of the
following equipment upgrades:
Special Rule: Communications, Leadership, Improved Marine Flamethrower Pts: 20
Ordnance Replace the Laser Rifle with a Flamethrower:
Weapon Range Dice AP Special
Laser Rifle 18" 1 - Special Rule: Fire in the Hole!
Assault Weaponry A 1 - Weapon Range Dice AP Special
Flamethrower 9" 1 1 Blast (2D3),
You may upgrade up to two sets of two marines Saturation,
to form any of the following heavy weapons Slow Reload ,
teams: Volatile (3+)

Marine Autocannon Team Pts: 25 Marine Grenade Launcher Pts: 5


Replace both models Laser Rifles with an Autocannon: Replace the Laser Rifle with a Grenade Launcher:

Weapon Range Dice AP Special Weapon Range Dice AP Special


Autocannon 32" 2 1 Heavy Firepower, Grenade Launcher 16" 1 - Blast (D3)
Suppressive Fire (1)
0-1 Marine Communications Trooper
Marine Laser Cannon Team Pts: 25 Personnel Upgrade Pts: 10
Replace both models Laser Rifles with a Laser Cannon: Upgrade any 1 model to a Communications Trooper, granting:
Special Rule: Communications
Weapon Range Dice AP Special
Laser Cannon 40" 1 5 Anti-Tank,
Heavy Firepower, 0-1 Marine Sergeant Personnel Upgrade ① Pts: 15
Slow Reload Upgrade any 1 model to a Sergeant, granting:

• Leadership
Marine Missile Launcher Team Pts: 25
Replace both models Laser Rifles with a Missile Launcher:
Marines are the backbone of corporate
Weapon Range Dice AP Special expansion. Most large houses maintain a
Missile Launcher 6-32" 1 3 Blast (D3+1), private army of them and there are numerous
Heavy Firepower,
Slow Reload ‘independent security consultancies’,
mercenary groups employed by companies
Marine Mortar Team Pts: 30
Replace both models Laser Rifles with a Mortar:
with a desire or need to outsource their
violence. Equipped with mass-produced but
Weapon Range Dice AP Special reliable armour and laser weaponry, there is
Mortar 12-40" 1 - Blast (D6), no shortage of either demand or supply for
Heavy Firepower,
Indirect, Slow
troops willing to work a contract in war zones
Reload, throughout the universe.
Suppressive Fire (2)

117
ACTIONS - MOVEMENT

Veterans
SPD MEL ACC Def res ner
Playing a game

5 4+ 4+ 4+ 1 2 Regular
Infantry

5 Veterans Pts: 85 Alternatively you may upgrade two veterans


Special Rules: Headstrong with one of the following Equipment
Upgrades:
Forces

Weapon Range Dice AP Special


Laser Rifle 18" 1 - Veteran Autocannon Team Pts: 25
Assault Weaponry A 1 - Replace both models Laser Rifles with an Autocannon:

Weapon Range Dice AP Special


Add up to 5 additional Veterans Pts: 15 each
Autocannon 36" 2 2 Heavy Firepower,
Suppressive Fire (1)
Up to 2 Veterans may each have one of the
following Equipment upgrades:
Veteran Laser Cannon Team Pts: 25
Veteran Flamethrower Pts: 20 Replace both models Laser Rifles with a Laser Cannon:
Replace the Laser Rifle with a Flamethrower: Weapon Range Dice AP Special
Special Rule: Fire in the Hole! Laser Cannon 40" 1 5 Anti-Tank,
Weapon Range Dice AP Special Heavy Firepower,
Slow Reload
Flamethrower 9" 1 1 Blast (2D3),
Saturation,
Slow Reload , Veteran Missile Launcher Team Pts: 25
Volatile (3+) Replace both models Laser Rifles with a Missile Launcher:

Weapon Range Dice AP Special


Veteran Grenade Launcher Pts: 5 Missile Launcher 6-32" 1 3 Blast (D3+1),
Replace the Laser Rifle with a Grenade Launcher: Heavy Firepower,
Weapon Range Dice AP Special Slow Reload
THE GCPS

Grenade Launcher 16" 1 - Blast (D3)


Veteran Mortar Team Pts: 30
Replace both models Laser Rifles with a Mortar:

Weapon Range Dice AP Special


Mortar 12-40" 1 - Blast (D6), Heavy
Firepower, Indirect,
Slow Reload,
Suppressive Fire (2)

0-1 Veteran Communications Trooper


Personnel Upgrade Pts: 10
Upgrade any 1 model to a Communications Trooper, granting:

Special Rule: Communications

0-1 Veteran Lieutenant Personnel Upgrade ① Pts: 35


Upgrade any 1 model to a Lieutenant, granting:

• Leadership
• Command ❶

118
ACTIONS - MOVEMENT

Veteran Heavy Weapons Veteran Specialists


Squad
SPD MEL ACC Def res ner

SPD MEL ACC Def res ner 5 4+ 4+ 4+ 1 2 Regular


Infantry
5 4+ 4+ 4+ 1 2 Regular
Infantry
5 Veterans Pts: 85
4 Veterans Pts: 68 Special Rules: Headstrong
Special Rules: Headstrong
Weapon Range Dice AP Special
Weapon Range Dice AP Special Laser Rifle 18" 1 -
Laser Rifle 18" 1 - Assault Weaponry A 1 -
Assault Weaponry A 1 -
Up to 4 Veterans may each have one of the
following equipment upgrades:
Add up to 1 Engineer Support Upgrade Pts: 50
Veteran Flamethrower Pts: 20
Special Rule: Communications, Leadership, Improved
Replace the Laser Rifle with a Flamethrower:
Ordnance
Weapon Range Dice AP Special Special Rule: Fire in the Hole!
Laser Rifle 18" 1 - Weapon Range Dice AP Special
Assault Weaponry A 1 - Flamethrower 9" 1 1 Blast (2D3),
Saturation,
Slow Reload,
You may upgrade up to two sets of two Volatile (3+)
veterans with one of the following equipment
upgrades each: Veteran Grenade Launcher Pts: 5
Replace the Laser Rifle with a Grenade Launcher:
Veteran Autocannon Team Pts: 25
Replace both models Laser Rifles with an Autocannon: Weapon Range Dice AP Special
Grenade Launcher 16" 1 - Blast (D3)
Weapon Range Dice AP Special
Autocannon 36" 2 1 Heavy Firepower, 0-1 Veteran Communications Trooper
Suppressive Fire (1) Equipment Upgrade Pts: 10
Upgrade any 1 model to a Communications Trooper, granting:
Veteran Laser Cannon Team Pts: 25 Special Rule: Communications
Replace both models Laser Rifles with a Laser Cannon:

Weapon Range Dice AP Special 0-1 Veteran Lieutenant Personnel Upgrade ① Pts: 35
Upgrade any 1 model to a Lieutenant, granting:
Laser Cannon 40" 1 5 Anti-Tank,
Heavy Firepower, • Leadership
Slow Reload • Command ❶

Veteran Missile Launcher Team Pts: 25


Replace both models Laser Rifles with a Missile Launcher:
Whether out of necessity or choice, many
Weapon Range Dice AP Special
corporate marines find ‘one short contract’
Missile Launcher 6-32" 1 3 Blast (D3+1),
Heavy Firepower, turning into a much longer period as a
Slow Reload professional or career soldier. Veteran units
may have seen years of service and it is from
Veteran Mortar Team Pts: 30
Replace both models Laser Rifles with a Mortar: such squads many marine officers are drawn.
Weapon Range Dice AP Special
After all, the reasoning goes, if you’ve survived
Mortar 12-40" 1 - Blast (D6), Heavy long enough as a marine to become a veteran,
Firepower, Indirect, you probably know a thing or two worth
Slow Reload,
Suppressive Fire (2) listening to.

119
ACTIONS - MOVEMENT

Recruits Rangers
SPD MEL ACC Def res ner SPD MEL ACC Def res ner
Playing a game

5 5+ 5+ 4+ 1 1 Regular 5 4+ 4+ 4+ 1 3 Regular
Infantry Infantry

5 Recruits Pts: 40 5 Rangers Pts: 110


Special Rules: Expendable Special Rules: Aerial Deployment, Recon
Forces

Weapon Range Dice AP Special Weapon Range Dice AP Special


Laser Rifle 18" 1 - Heavy Laser Rifle 18" 1 1
Assault Weaponry A 1 - Assault Weaponry A 1 -

Add up to 15 additional Recruits Pts: 7 each Add up to 5 additional Rangers Pts: 20 each

0-1 Marine Communications Trooper Up to 4 Rangers may take the following


Personnel Upgrade Pts: 10 equipment upgrade:
Upgrade any 1 model to a Communications Trooper, granting:
Ranger Sniper Rifle Pts: 10
Special Rule: Communications Replace the Heavy Laser Rifle with a Sniper Rifle:

Weapon Range Dice AP Special


0-1 Marine Sergeant Personnel
Sniper Rifle 36" 1 1 Heavy Firepower,
Upgrade ① Pts: 15
Slow Reload,
Upgrade any 1 model to a Sergeant, granting: Suppressive Fire (1)
• Leadership
You may also upgrade two other rangers with
the following equipment upgrade:
Some recruits to GCPS militaries find Ranger Tank Hunter Team Pts: 20
themselves the subjects of intensive drilling and Replace both models' Assault Weaponry with Grenades &
Mines and replace both models' Heavy Laser Rifles with a
training regimes, designed and administered
THE GCPS

single Thermal Rifle:


by veteran warriors intent on turning out the
Special Rule: Fire in the Hole!
best soldiers in the galaxy. These are the lucky Weapon Range Dice AP Special
ones. For others though, the majority, ‘basic Grenades & Mines A 1 5 Anti-Tank
training’ might mean a few days on a transport Thermal Rifle 16" 1 5 Anti-Tank
ship being shown which end of their weapon
0-1 Ranger Communications Trooper
is the dangerous one and how to buckle up Personnel Upgrade Pts: 10
their armour before being thrown out and into Upgrade any 1 model to a Communications Trooper, granting:
the meat-grinder of a hostile alien world. The Special Rule: Communications
GCPS must expand to survive, no matter the
0-1 Ranger Sergeant Personnel
cost. Upgrade ① Pts: 15
Upgrade any 1 model to a Sergeant, granting:

• Leadership

Corporation Sharpshooter Personnel


Upgrade Pts: 10
Upgrade any unit that has one or more Sniper Rifles granting:

• Precision Fire Order

Offering even greater rewards than a standard


marine contract, a position amongst a Ranger
squadron also carries a much higher degree
of risk. Equipped with grav-chutes and heavy
laser rifles, Rangers will be dropped into the
hottest combat zones, often within enemy
territory, and tasked with the most dangerous
Corporation Recruits

120
ACTIONS - MOVEMENT

jobs. Many Ranger companies have adopted Strider


the motto ‘Rangers Go First’ and, whether this
SPD MEL ACC Def res ner
refers to their deployment into enemy territory 6 4+ 4+ 7+ 4 3 Vehicle
or making the journey home in a bodybag, it is
nearly always true. 1 Strider Pts: 150
Weapon Range Dice AP Special
Heavy Burst Laser 28" 3 2 Suppressive Fire (1)
Assault Weaponry A 2 1

You may upgrade the Strider with one of the


following equipment upgrades:

Urban Assault Pattern Strider Pts: 5


Replace all weapons with the following:

Special Rule: Fire in the Hole!


Weapon Range Dice AP Special
Heavy 12" 1 2 Blast (2D3+1),
Flamethrower Saturation, Slow
Reload, Volatile
(2+)
Corporation Rangers Chainsaw A 2 1

Polaris Pattern Strider Pts: 0


Replace the Heavy Burst Laser with a Polaris Cannon:

Weapon Range Dice AP Special


Polaris Cannon 48" 1 6 Anti-tank,
Slow Reload

Many corporation marine forces maintain


large fleets of armoured walkers for combating
alien menaces simply too large for a standard
human to handle. They may lack some of
the ‘after-market’ features an Enforcer model
might have under its hood, but there is also
much more room in the cockpit for the pilot.
Many pilots will name and paint their vehicle
with pictures of sweethearts or customised unit
insignia. Senior officers will turn a blind eye to
all but the most depraved slogans and pictures.
After all, who is going to argue with a marine
Urban Assault Strider with enclosed cockpit in a twelve-foot killing machine?

121
ACTIONS - MOVEMENT

Mule Transport The original design for the Mule transporter,


developed by Trontek for its marine bases on
Playing a game

SPD MEL ACC Def res ner


10 4+ 4+ 7+ 3 2 Vehicle the Phlegian moons, has been cut up, reworked,
and put back together more times than
1 Mule Transport Pts: 145 Kraato Gon’s mechanites. Dozens of variants
Special Rule: Open-Topped, Transport (10)
exist now, each adapted to their particular
Forces

Weapon Range Dice AP Special working environment, and most are clones or
Autocannon 36" 2 1 Fixed (Front),
Heavy Firepower, shameless rip-offs of Trontek’s frame. Marine
Suppressive Fire (1) Quartermasters will tell you the popularity of
Assault Weaponry R 4 1
the Mule is its classic and reliable design. In
You may take the following equipment
truth though, corporate militaries use them so
upgrade: much because, like the men and women they
Laser Cannon Equipment Upgrade Pts: 15 carry, they are cheap and easy to replace.
Replace the Autocannon with a Laser Cannon:
Weapon Range Dice AP Special
Laser Cannon 40" 1 5 Anti-Tank, Fixed
(Front), Heavy
Firepower,
Slow Reload
THE GCPS

Mule with Autocannon

122
ACTIONS - MOVEMENT

TAD-65 Hornet Dropship SPD MEL ACC Def res ner


14 - 4+ 8+ 4 2 Vehicle
(Tank)
The TAD-65 Hornet is the workhorse of
corporate deployments across the universe. A 1 TAD-65 Hornet Dropship Pts: 200 ★
Special Rule: Anti-grav, Transport (15)
tri-copter design, the Hornet carries two crew
Weapon Range Dice AP Special
and has a carrying capacity of fifteen marine
Rotary Cannon 24" 4 1 Suppressive Fire
personnel or their equivalent. Standard (1)
armament of the Hornet is a forward-
mounted rotary beam laser and is mainly The TAD-65 Hornet Dropship may have one of
the following equipment upgrades:
intended to clear drop-zones for its passengers.
While an attack by one Hornet might seem Laser Cannon Pts: 0
Replace the Rotary Cannon with a Laser Cannon
inconsequential, a whole squadron can deliver
Weapon Range Dice AP Special
enough firepower to dislodge even the most Laser Cannon 40" 1 5 Anti-Tank,
resistant enemy. Heavy
Firepower,
Slow Reload

Missile Launcher Pts: 0


Replace the Rotary Cannon with a Missile Launcher
Weapon Range Dice AP Special
Missile Launcher 6-32" 1 3 Blast (D3+1),
Heavy Firepower,
Slow Reload

Smokescreen Grenade Launchers Pts: 15


Upgrade the Hornet with Smokescreen Grenade Launchers,
granting:

Special Rule: Smokescreen

123
ACTIONS - MOVEMENT

Lancer Battle Tank General


SPD MEL ACC Def res ner SPD MEL ACC Def res ner
Playing a game

9 4+ 4+ 9+ 5 3 Vehicle 5 4+ 4+ 5+ 2 3 Regular
(Tank) Infantry

1 Lancer Battle Tank Pts: 230 ★★ 1 General ② Pts: 60


Special Rule: Communications, Unflinching, Protection
Weapon Range Dice AP Special (Regular Infantry)
Forces

Laser Rifles 18" 4 -


Heavy Laser 12-40" 1 5 Anti-Tank, • Command ❷
Cannon Slow Reload Weapon Range Dice AP Special
Assault R 6 3 Laser Pistol 9" 1 -
Assault Weapon A 2 -
The Lancer Battle Tank have the following
equipment upgrade:
Heavy Autocannon Pts: 15
Replace the Heavy Laser Cannon with a Heavy Autocannon

Weapon Range Dice AP Special


Heavy Autocannon 12-36" 4 2 Suppressive Fire (2)

The Lancer battle tank has, since its first


deployment against Asterian troops in the third
war on Burstyn’s World, become a mainstay
of many large corporate forces. Running on
gravitic lifters, a licensed variation of Xian-
THE GCPS

Seng’s proprietary tech used in Enforcer


jetbikes, its excellent ground speed made it
Corporation Colonel
an effective counter to the rapid hit-and-run
tactics Asterian Cyphers used while its high-
powered laser cannon proved quite capable of
penetrating force shields and destroying drones
and armoured transports. Since then, the
main weapon assembly has been developed to
replace the laser with an autocannon, allowing
the Lancer to also be used in support of, and
against, lightly-armoured infantry units.

Corporation Lancer Battle Tank

124
ACTIONS - MOVEMENT

t Major Loren Chard has been earned in countless warzones and, as


SPD MEL ACC Def res ner
well as being a fearsome fighter, Chard is more
5 4+ 4+ 5+ 2 3 Regular than happy to share her knowledge with other
Infantry
marine warriors.
1 Major Loren Chard Pts: 150
Special Rule: Communications, Unflinching, Protection
(Regular Infantry), Trainer Special Rule: Trainer

• Command ❷ Major Chard has a wealth of


• Fortify Position Order
experience and uses it to her advantage
Weapon Range Dice AP Special
Laser Pistol 9" 1 - when training new recruits. Nominate
Assault Weapon A 2 - one unit within 12" of her at the start of
the game. That unit improves its Melee
Major Loren Chard’s formative years were spent and Accuracy value by 1. In addition,
in various corporate marine outfits. Indeed her all of the unit’s weapons have the Tag
first memory is of fighting against the alien pirates special rule, as other units in the force
that had slaughtered her family and burned her try to follow Chard’s lead.
home to the ground. Her wealth of experience

Corporation Unit Upgrades


Corporation Lieutenant Personnel Upgrade (1) Pts: 20 The composition and scale of a GCPS army
Every unit with a Sergeant may upgrade them to a Lieutenant, varies enormously, depending on the size and
granting:
budget of the controlling corporation. There
• Command ❶
are certain commonalities maintained across
Corporation Medic Personnel Upgrade Pts: 25 much of the GCPS though in order to facilitate
Every infantry unit containing at least 5 models may upgrade a transfers of personnel and skills. Most marine
model to a medic, replacing all their weapons with a medpack
granting: units are organised into platoons, led by either a
sergeant or lieutenant. In the field, their actions
Special Rule: Medic
are coordinated by another senior officer,
usually a major or captain. These ranks in turn
are directed by at least one general who, as well
as commanding their troops, must also take
responsibility for reporting back to the parent
company’s owners and shareholders.
Equipment Upgrades
Some models may take equipment upgrades from the table below. Such models will be
marked with a symbol in the army list. ① means it can take up to one upgrade. ② means it
can take up to two upgrades.
Weapon Range Dice AP Special Points
Grenade Launcher 16" 1 - Blast (D3) 10
Grenades & Mines A 1 5 Anti-tank 5
Heavy Laser Rifle 18" 1 1 10
Laser Pistol 9" 1 - 2
Laser Rifle 18" 1 - 5
Smoke Grenades 6" 1 - Smoke 10
Sniper Rifle 36" 1 1 Heavy Firepower, Slow Reload, Suppressive Fire (1) 20
Thermal Rifle 16" 1 5 Anti-tank, Slow Reload 20

125
ACTIONS - MOVEMENT

MARAUDERS The near destruction of the GCPS sent


shockwaves across the stars, and whenever
Playing a game

Even among a galaxy of aggressive races, Marauders gather in number every sentient
the conglomerate of species known as the race holds its breath. Today the Marauders
Marauders stand out in their ferocity and are nomadic, plying the galaxy as pirates and
natural violence. soldiers for hire. They are the best mercenaries
Forces

money can buy, and they know it. Their


Raised from single-planet barbarism by the services do not come cheap, but they do not
Galactic Co-Prosperity Sphere to be their care who they work for; all that matters is the
perfect soldiers, the Marauders turned on fight and the payoff.
their masters in a rebellion so stunning in its
intensity that the GCPS was almost destroyed. That is not to say they will not also fight for
themselves, and when every other species in
Only their usefulness as shock troops stopped the galaxy will do everything it can to stop the
their complete eradication, although it is a Marauders establishing their own civilisation,
naïve or desperate civilisation that hires too that fighting can be brutal. And nobody does
many of them at once. brutal as thoroughly as the Marauders.
MARAUDERS

126
ACTIONS - MOVEMENT

Units
Goran Auxilliaries Goran Stalkers

SPD MEL ACC Def res ner SPD MEL ACC Def res ner

5 4+ 5+ 3+ 1 2 Regular 5 4+ 3+ 3+ 1 2 Regular
Infantry Infantry

10 Goran Auxilliaries Pts: 75 10 Goran Stalkers Pts: 180


Special Rule: Recon
Weapon Range Dice AP Special
Assorted Firearms 16" 1 - Weapon Range Dice AP Special
Assorted Weaponry A 2 - Bows 16" 1 1
Hrunka A 2 1
Add up to 5 additional Goran Auxilliaries Pts: 7 each
Upgrade all Goran Stalkers to Goran
Add up to 2 Mawbeast Support Upgrades Saboteurs:

Mawbeast Pts: 10 each Goran Saboteur Equipment Upgrade Pts: 40


Gain the following:
SPD MEL ACC Def res ner
Special Rule: Fire in the Hole!, Saboteur
5 4+ - 3+ 1 2 Regular
Infantry Weapon Range Dice AP Special
Weapon Range Dice AP Special Toxic Gas Grenades 6" 1 - Experimental,
Teeth and Claws A 2 1 Shredder Stun

Up to 2 Goran Auxilliaries may each have one 0-1 Goran Sergeant Personnel Upgrade ① Pts: 25
of the following equipment upgrades: Upgrade any 1 model to a Sergeant, granting:

Goran Auxilliary HMG Pts: 20 Special Rule: Leadership


Replace the Assorted Firearms with a HMG: • Precision Fire Order

Weapon Range Dice AP Special


HMG 28" 3 - Suppressive Fire (1) In the monsoon-wracked swamps and jungles
of Gora, Goran Stalkers serve their tribes
Goran Auxilliary Ripper Claws Pts: 10
Replace all weapons with Ripper Claws:
as hunters, bringing down beasts like the
powerful Gurrak and the cunning Meopard
Weapon Range Dice AP Special
Ripper Claws A 2 2 Anti-Tank armed with only their bows and their wits.
On the battlefields of the wider galaxy they
0-1 Goran Auxilliary Sergeant serve as skirmishers and light assault troops,
Personnel Upgrade ① Pts: 15
Upgrade any 1 model to a Sergeant, granting: distracting an enemy or keeping them occupied
Special Rule: Leadership
while more powerful troops move into a killing
position.
The world of Gora is a fierce and dangerous
place to live and possesses numerous Orc
tribes willing to send their warriors in support
of Marauder units throughout the galaxy.
Some leave their home planet to win glory
and honour for their tribes, others do it for the
wealth and power a victorious campaign can
bring. Although they are not as well-trained or
as well-equipped as the elite commandos they
fight alongside, they are no less formidable.
After all, being hacked apart by a meter-long
warblade leaves you just as dead as being shot
by a burst laser.

Goran Auxiliary

127
ACTIONS - MOVEMENT

Orc COmmandos Goblin Snipers


SPD MEL ACC Def res ner SPD MEL ACC Def res ner
Playing a game

5 3+ 4+ 4+ 1 2 Regular
Infantry 5 5+ 3+ 2+ 1 2 Regular
Infantry
5 Orc Commandos Pts: 95
Special Rule: Headstrong
5 Goblin Snipers Pts: 110

Weapon Range Dice AP Special


Forces

Weapon Range Dice AP Special


Rifle 18" 1 - Sniper Rifles 30" 1 1 Heavy Firepower,
Hrunka A 2 1 Slow Reload,
Suppressive Fire (1)
Assorted Weaponry A 1 -
Add up to 5 additional Orc Commandos Pts: 17 each
0-1 Goblin Sniper Sergeant Personnel Upgrade
Add up to two mawbeast support upgrades ① Pts: 10
Mawbeast Pts: 12 each Upgrade any 1 model to a Sergeant, granting:
• Precision Fire Order
SPD MEL ACC Def res ner
5 4+ - 4+ 1 2 Regular
Infantry

Weapon Range Dice AP Special


Given the sheer number of predatory species
Teeth and Claws A 2 1 Shredder on Gora, it is perhaps a surprise the ‘Goblin’
race has survived at all, let alone thrived
Up to 2 Orc Commandos may each have one of and established its own niche alongside and
the following weapon upgrades:
throughout Orc society. What the Goblins
Orc Commando Pyro Pts: 20
Replace the Rifle with a Flamethrower: lack in size and brawn though they more
than make up for with sharp senses and keen
MARAUDERS

Weapon Range Dice AP Special


Flamethrower 9" 1 1 Blast (2D3), minds. Goblin spies are hard to spot and excel
Saturation, at reporting enemy troop movements while
Slow Reload,
Volatile (3+) sniper units can be the equal of even Enforcers
in accuracy and kill-efficiency.
Orc Commando Ripper Claws Pts: 10
Replace all weapons with Ripper Claws:
Weapon Range Dice AP Special
Ripper Claws A 3 2 Anti-Tank

Orc Commando HMG Pts: 20


Replace the Rifle with a HMG:
Weapon Range Dice AP Special Goblin Snipers
HMG 28" 3 - Suppressive Fire (1)

0-1 Orc Commando Sergeant Personnel


Upgrade ① Pts: 60
Upgrade any 1 model to a Sergeant, granting:
• +1 Nerve
• Command ❶
Special Rule: Leadership
Commando with HMG Commando Pyro
Commandos are the frontline troops of most
Orc armies and are as versatile as they are
fearless. Some may be old enough to remember
the events of the Mandrake wars but most will
have been trained by veterans of the rebellion
against the GCPS. Their weapons and armour
might not meet the same specifications as a
modern GCPS Marine’s gear, but their readiness Commando with
to fight and will to win are unmatched. Commando Sergeant
Ripper Claws
128
ACTIONS - MOVEMENT

Orc Commando Equipped with powerful jetpacks, Orc


Skyscrapers Skyscrapers excel at high-altitude deployments.
SPD MEL ACC Def res ner Dropping directly onto enemy positions, the
6 4+ 4+ 4+ 1 2 Regular Skyscrapers use speed to avoid being shot
Infantry
down, sowing terror and destruction, before
5 Orc Commando Skyskrapers Pts: 120
Special Rule: Aerial Deployment, Anti-Grav, Headstrong redeploying to wherever they are needed
Weapon Range Dice AP Special
the most. Despite the high risk factor, not to
Rifle 18" 1 - mention the casualty rate associated with their
Hrunka A 2 1 tactics, there is never a shortage of volunteers
to join their numbers.
Up to 2 Orc Commando Skyscrapers may each
have one of the following weapon upgrades:
Orc Commando Skyscraper Pyro Pts: 20 Mawbeasts
Replace the Rifle with a Flamethrower:
Special Rule: Fire in the Hole! SPD MEL ACC Def res ner

Weapon Range Dice AP Special 7 4+ - 3+ 1 2 Regular


Infantry
Flamethrower 9" 1 1 Blast (2D3),
Saturation, 6 Mawbeasts Pts: 72
Slow Reload,
Volatile (3+)
Weapon Range Dice AP Special
Teeth and Claws A 2 1
Orc Commando Skyscraper Ripper Claws Pts: 10
Replace all weapons with Ripper Claws:
Add up to 84additional mawbeasts Pts: 11 each
Weapon Range Dice AP Special
Ripper Claws A 3 2 Anti-Tank
Mawbeast Bomber
0-1 Orc Commando Skyscraper Sergeant
Personnel Upgrade ① Pts: 60
SPD MEL ACC Def res ner
Upgrade any 1 model to a Sergeant, granting:
7 4+ - 3+ 1 2 Regular
Infantry
• +1 Nerve
• Command ❶
1 Mawbeast Bomber Pts: 35
Special Rule: Leadership
Special Rule: Bulky, Fire in the Hole!, BOOM!

Weapon Range Dice AP Special


Teeth and Claws A 2 1

BOOM!: This model may destroy itself as


a short action during its activation. When
this model is destroyed they explode. The
explosion causes D6+1 AP1 hits to each unit
(friend or foe within D6" (roll separately for
each unit hit to determine the number of
hits it sustains). Every unit hit also gains one
suppression token (regardless of how many
casualties are caused).

Mawbeasts

129
ACTIONS - MOVEMENT

Orc Ripper Suits Once intended to allow GCPS armies to field


units of ‘super-soldiers’, R1-PR suits now allow
Playing a game

SPD MEL ACC Def res ner


5 4+ 4+ 5+ 2 3 Large a single Orc to wield firepower that is often the
Infantry
equivalent of other armies’ main battle tanks.
2 Orc Ripper Suits Pts: 86 A drawback of the slightly mismatched spinal
Special Rule: Headstrong
fuse technology – a result of the premature
Forces

Weapon Range Dice AP Special termination of the Augmented Orc Warfare


Rocket Launcher 32" 1 3 Blast (D3)
Assorted Weapons A 2 1
program – is an innate instability that may
result in the wearer losing some cognitive
Add up to 4 additional Orc and control capacity with extended use. In
Ripper Suits Pts: 39 each essence, the Orc wearing the suit may go ‘Gun
Each model may have one of the following Crazy’. Most Commanders, and indeed pilots,
equipment upgrades: however see this as just another reason to place
Orc Ripper Suit Overkill Pts: 30 the Rippers at the heart of any fight.
Gain both of the following weapons:
Weapon Range Dice AP Special
Rotary Cannon 24" 4 1 Suppressive Fire (1)
H.E.W. Beamer 36" 1 4 Anti-Tank,
Slow Reload

Orc Ripper Suit H.E.W. Beamer Pts: 5


Replace the Rocket Launcher with the following:
MARAUDERS

Weapon Range Dice AP Special


H.E.W. Beamer 36" 1 4 Anti-Tank,
Slow Reload

Orc Ripper Suit Rotary cannon Pts: 15


Replace the Rocket Launcher with the following:
Weapon Range Dice AP Special
Rotary Cannon 24" 4 1 Suppressive Fire (1)

Orc Ripper Suit Assault Weapons Pts: 10


Replace all of its weapons with the following:
Weapon Range Dice AP Special Rainmaker Suit
Assault Weaponry A 4 4

0-1 Orc Ripper Suit Sergeant Personnel


Upgrade ① Pts: 40
Upgrade any 1 model to a sergeant, granting:

• Command ❶
Special Rule: Leadership

Mauler Suit

130
ACTIONS - MOVEMENT

Hulk Goblin Guntrack


SPD MEL ACC Def res ner SPD MEL ACC Def res ner
5 4+ 3+ 5+ 3 3 Massive
Infantry
6 4+ 4+ 5+ 3 2 Vehicle
(Tank)

1 Hulk Pts: 90 1 Goblin Guntrack Pts: 80


Weapon Range Dice AP Special Weapon Range Dice AP Special
Polaris Cannon 48" 1 6 Anti-Tank, H.E.W. Beam 12-48" 1 5 Anti-Tank, Slow
Slow Reload Reload
Fists A 2 1 Assault R 2 -

The Goblin Guntrack may have the following


equipment upgrade:
‘Hulks’, or species GO-84 as they are labelled
You may replace the H.E.W. Beam with a Heavy
in ETCU records, are genetically distinct Mortar: Pts: 5
from, though closely related to, the more
Weapon Range Dice AP Special
common Orcs of Gora. Indeed it is supposed
Heavy Mortar 12-48" 1 - Blast (D6+2),
that their slower metabolism and reduced Indirect,
reproductive rate are the only reasons Hulks Slow Reload,
Suppressive Fire (2)
are not the dominant species of the two. The
largest Hulks approach three meters in height
and are deployed carrying the largest portable Orc Commandos have a natural tendency to
weapons in a warband’s armoury. charge headlong at an enemy, regardless of how
much fire comes their way. Mobile artillery
platforms have therefore played an important
role in supporting these units almost since the
beginning of Gora’s history with the GCPS.
The ability to suppress an enemy gunline,
keeping heads down even if not doing much
actual physical damage themselves, has proved
invaluable, giving assault units a chance to
close and destroy enemies that by rights should
have gunned them down with ease.

Marauders: Stunt-Bot
SPD MEL ACC Def res ner

Marauders Hulk 5 4+ 4+ 7+ 4 3 Vehicle

1 Stunt-Bot Pts: 140

Weapon Range Dice AP Special


Cannon 32" 1 3 Blast (2D3),
Slow Reload
Buzz-Saw A 3 4

The tech in Marauder walkers is relatively


primitive compared to GR-series Striders
but most come equipped with high-powered
thermal weapons or lethal close assault gear.
This capacity for destruction, and their high
Mortar Guntrack
armour values, makes piloting a Stuntbot a
coveted job amongst Goblin fighters.

131
ACTIONS - MOVEMENT

Marauder Raptor Commando Captain


Playing a game

SPD MEL ACC Def res ner SPD MEL ACC Def res ner
10 4+ 4+ 6+ 3 2 Vehicle 5 3+ 3+ 5+ 2 3 Regular
(Tank) Infantry

1 Raptor Pts: 100 1 Commando Captain ② Pts: 110


Special Rule: Unflinching, Protection (Regular Infantry)
Forces

Weapon Range Dice AP Special


Missile Launcher 6-32" 1 3 Blast (D3+1), • Command ❹
Slow Reload • Tactical Genius Order
Assault R 4 1 Weapon Range Dice AP Special
Pistol 9" 1 -
May have the following Equipment upgrade: Assault Weapon A 2 -
Bull Raptor: Pts: 0
Remove the Missile Launcher and gain:
Special Rule: Open-Topped, Transport (10)

The shock attack role of the first Orc troops


employed by the GCPS necessitated the use
and mastery of fast and lightly armoured
vehicles. Though many years have passed since
Mandrake, many Orcs still find great utility
in three – and four-wheeled ‘Raptor’ buggies, Commando Captain
armed with explosive ordnance or projectile
MARAUDERS

weapons.

Mercenary Warlord

Stunt-Bot

Marauder Raptor

132
ACTIONS - MOVEMENT

Mercenary Warlord
SPD MEL ACC Def res ner Orcs are thought of by the average
5 4+ 4+ 5+ 2 3 Regular
Infantry human as big, bestial and scary, but
ultimately dumb. Which goes to show
1 Mercenary Warlord ② Pts: 110
Special Rule: Inspiring, Unflinching, Protection that even when you’re 75% correct
(Regular Infantry) about something, you can still be fatally
• Command ❷
wrong. In fact, Orcs are on average just
Weapon Range Dice AP Special as intelligent as humans, and share
Ripper Claws A 3 2 Anti-Tank many of the same personality types and
mental characteristics. Unfortunately,
Perhaps unsurprisingly and despite the passing these are wrapped up in a body that is
of time, many Marauder armies still bear the on average larger, stronger and tougher
hallmarks of corporate training and strategies. than a human, driven by a brain
Many commando squads and Ripper units which calculates profit and loss and the
are led by a sergeant and there is a clearly violence needed to balance them
defined command structure all the way up in its favour. Fortunately, Orcs have
to its leader. Here though the similarities can little interest in conquest – fighting is
end. While some Orc armies are led by veteran one thing, but controlling what they
‘Captains’, some of whom may be more than have conquered afterwards tends to
two hundred years old and possessed of a fierce bore them.
and well-disciplined intellect, others are led by
‘Warlords’. But, while these mercenary leaders
may have less experience than their older
counterparts, they are no less impressive on
the battlefield.

Equipment Upgrades
Some models may take equipment upgrades from the table below. Such models will be
marked with a symbol in the army list. ① means it can take up to one upgrade. ② means it
can take up to two upgrades.
Weapon Range Dice AP Special Points
Grenades & Mines A 1 5 Anti-tank 5
Heavy Laser Rifle 18" 1 1 10
HMG 28" 3 - Suppressive Fire (1) 25
Hrunka A 2 1 7
Rifle 18" 1 - 5
Ripper Claws A 2 2 Anti-Tank 12
Smog Grenades 6" 1 - Smoke 10
Toxic Gas Grenades 6" 1 - Experimental, Stun 10

133
ACTIONS - MOVEMENT

THE PLAGUE
Playing a game

The Plague is a lifeform unlike anything else Level 2 – Thirst for


in existence, and older than anyone suspects. Blood
It infects and consumes and mutates almost Once the victims of the Plague have tasted
every living thing it touches, and turns what
Forces

flesh, their hunger only grows. If a Plague


emerges into its own soldiers. The widespread unit completely destroys an enemy unit in
colonies of the GCPS have provided it with Assault, you may use this Order to allow the
ample recruits and its armies have grown follow-up Move action to end by Assaulting
with every new world that discovers one of the a second enemy unit. The enemy may react
mysterious alien Artefacts that release the first as normal.
dose of the Plague mutagen.
Objectives
The policy of ‘containment’, of sealing the
infected away from the rest of the galaxy, Plague have access to the following Secondary
was thought to have been successful and for a Objectives on a roll of 61-66 on the chart.
time, perhaps, it was. But there are too many
A – Infection
Artefacts for all of them to be isolated and too
many outbreaks for every one to be caught and Every Infantry team destroyed in Assault by
sterilised. Some have gone entirely unnoticed. a unit with the Infection special rule adds
1VP to the player’s score (max 3).
THE PLAGUE

Today, fleets of Plague ships carry the infection


to new worlds, unleashing hordes of shambling
B – Mindless Destruction
zombies and horrifying monsters all intent on
spreading their deadly legacy. They will not be All Commanders in the force may use the
stopped and they cannot be deterred. What Sabotage Objective Specialised Order. For
the Plague cannot infect, it will destroy. The every Strategic Asset they destroy, the Plague
complete subversion or destruction of every player gains 2VPs.
other living thing in the galaxy is its only goal
and it will not end until the entire galaxy is C – Carnage
consumed by war.
For every turn in which at least 3 enemy units
Orders are destroyed in Assault, gain 1VP (max 3).

The Plague have access to the following


Plague Special
Orders in addition to the standard ones.
Rules
Level 1 – Transfixed by Some Plague units may be subject to the
Fear
following Special Rules.
Use this Order when you Assault an enemy
unit, before they make any charge reactions. Explosive Payload
Add D3 suppression tokens to that unit The Plague virus instils strong destructive
before any dice are rolled for the Assault. tendencies into its victims, and they revel
Unflinching units are not affected by this Order. in total devastation. As such, a common
tactic is to fill their vehicles with explosive
or flammable materials and then send them
straight into enemy lines to detonate. Instead
of transporting troops, you may use some

134
ACTIONS - MOVEMENT

or all of a Vehicle’s Transport capacity for


explosives. A Vehicle carrying an Explosive
It is not only not clear exactly
Payload will always explode when destroyed.
where the Plague originated, but
Each batch of explosives on board increases
whether it is even a single condition
the blast radius by D3" (this may take it
at all. Though various victims
beyond the 6" maximum), and adds 1 to the
from different parts of the galaxy
number of hits inflicted.
have been observed to share many
characteristics, the ferociousness with
which the virus takes hold regardless
of local climate or conditions, and
its apparent resistance to synthesised
antibodies and medicines suggest
either a combination of conditions
A Vehicle with this rule may spend a short which work in tandem or else
Action to detonate itself – assume that the something akin to intelligence in
damage exceeded its Resilience by D3. This the way it adapts. The difficulty in
Vehicle may also be fired upon by friendly studying it is compounded by the
troops. GCPS’ insistence on immediate
quarantine of any planet where it is
A vehicle with this rule also gains the Volatile suspected, as much as by its virulent
(2+) special rule. If it has this special rule nature. Those scientists who have
twice it instead has the Volatile (3+) special tried have all wound up dead, either
rule. by the hand of the authorities or the
Plague itself.
Infection
This unit carries an active strain of the Plague Unstable
virus, and will infect units that it comes into This unit is so biologically unstable that it may
contact with, potentially turning them into explode in a shower of viscera. Whenever a
ready-made reinforcements. model with this rule is destroyed, it explodes
in the same way as a Vehicle, with a blast
This rule allows the player to score extra radius of 3". The blast will only damage non-
VPs when using the Infection Secondary Plague units, but anything destroyed by it
Objective. will be subject to the Infection rule as if they
had been destroyed in Assault.
The rule has no effect against any Robotic or
Marauder units.

135
ACTIONS - MOVEMENT

3rd Gens 3rd Gens Mortar


Battery
Playing a game

SPD MEL ACC Def res ner


5 5+ 5+ 4+ 1 2 Regular
Infantry
SPD MEL ACC Def res ner
5 5+ 5+ 4+ 1 2 Regular
Infantry
5 3rd Gen Pts: 50
6 3rd Gen Pts: 60
Forces

Weapon Range Dice AP Special


Rifles 18" 1 - Weapon Range Dice AP Special
Teeth and Claws A 2 - Rifles 18" 1 -
Teeth and Claws A 2 -
Add up to 5 additional 3rd Gen Pts: 9 each
You may upgrade up to three sets of two 3rd
Gens with the following equipment upgrade:
Add up to 2 Beast Support Upgrades:
3rd Gen Mortar Team Pts: 30
Dog/Swarm Pts: 12 each Replace both models Rifles with a Mortar:
SPD MEL ACC Def res ner
Weapon Range Dice AP Special
5 4+ - 4+ 1 2 Regular
Infantry Mortar 12-40" 1 - Blast (D6), Heavy
Firepower, Indirect,
Weapon Range Dice AP Special Slow Reload,
Teeth and Claws A 2 1 Suppressive Fire (2)

Up to 2 3rd Gen may each have one of the


following equipment upgrades:
3rd Gen Flamethrower Pts: 25
Replace the Rifle with a Flamethrower:
THE PLAGUE

Special Rule: Fire in the Hole!


Weapon Range Dice AP Special
Flamethrower 9" 1 1 Blast (2D3),
Saturation,
Slow Reload,
Volatile (3+)
Plague 3rd Gen 3rd Gen with
3rd Gen Grenade Launcher Pts: 5 Alpha Grenade Launcher
Replace the Rifle with a Grenade Launcher:
Weapon Range Dice AP Special
Grenade Launcher 16" 1 - Blast (D3)

3rd Gen HMG Pts: 15


Replace the Rifle with a HMG:

Weapon Range Dice AP Special


HMG 28" 3 - Suppressive Fire (1)

Alternatively you may upgrade two 3rd Gen


with the following equipment upgrade: Plague 3rd Gen Plague 3rd Gen
With HMG
3rd Gen Mortar Team Pts: 30
Replace both models Rifles with a Mortar:

Weapon Range Dice AP Special


Mortar 12-40" 1 - Blast (D6), Heavy
Firepower, Indirect,
Slow Reload,
Suppressive Fire (2)

0-1 3rd Gen Alpha Personnel Upgrade ① Pts: 15


Upgrade any 1 model to an Alpha, granting:

Special Rule: Leadership Units


Plague 3rd Gen Mortar and Support Crew

136
ACTIONS - MOVEMENT

3rd Gens Specialists Plague Beasts


SPD MEL ACC Def res ner SPD MEL ACC Def res ner

5 5+ 5+ 4+ 1 2 Regular 7 4+ - 4+ 1 2 Regular
Infantry
Infantry

5 3rd Gen Pts: 50 6 Dogs or Swarms Pts: 84

Weapon Range Dice AP Special Weapon Range Dice AP Special


Teeth and Claws A 2 1
Rifles 18" 1 -
Teeth and Claws A 2 -
Add up to 4 additional beasts Pts: 13 each
Up to 4 3rd Gen may each have one of the
following equipment upgrades:
The Plague affects more than just the human
3rd Gen Flamethrower Pts: 25 population; infected hellhounds lope ahead of
Replace the Rifle with a Flamethrower:
the main force, tearing their prey apart with
Special Rule: Fire in the Hole!
unnaturally powerful jaws, while swarms
Weapon Range Dice AP Special
Flamethrower 9" 1 1 Blast (2D3), of smaller creatures creep through even the
Saturation, staunchest defences.
Slow Reload,
Volatile (3+)

3rd Gen Grenade Launcher Pts: 5


Replace the Rifle with a Grenade Launcher:
Weapon Range Dice AP Special
Grenade Launcher 16" 1 - Blast (D3)

3rd Gen HMG Pts: 15 Plague Swarm Plague-infected


Replace the Rifle with a HMG:
Hound
Weapon Range Dice AP Special
HMG 28" 3 - Suppressive Fire (1) Murder Birds
SPD MEL ACC Def res ner

When the Plague attacks a corporate outpost 10 5+ - 3+ 1 1 Regular


Infantry
(Height 3)
or installation, the most fortunate victims are 5 Murder Birds Pts: 65
the ones killed outright in the assault. Those Special Rule: Aerial Deployment, Anti-Grav, Bulky, Tenacious
that are not, that are instead infected by the Weapon Range Dice AP Special
Plague, finding themselves transformed and Beaks and Claws A 2 -
remade. Their souls and personalities are
Add up to 5 additional Murder Birds Pts: 12 each
lost, subsumed to the aims and ambitions of
the Plague itself. These are its foot soldiers,
numerous and cheap, doomed but expendable. Known by a variety of names, depending on the
Whether or not this is truly a deterioration nature of local fauna, flocks of infected flying
from their previous existence as corporate creatures are frequently reported as attacking
drones is debatable. the uninfected. Larger Murderbirds, believed
to be 2nd generation creatures, grow larger
and become aggressive pack hunters, while 3rd
generation flocks may number hundreds of
smaller creatures and act as ‘screens’ for other
Plague forms. The co-ordination in these attacks
suggests a directing intelligence, the existence of
a controller or ‘master’. Whether this master is a
1st Generation Plague Lord or some other, as yet
unidentified variant is as yet unconfirmed.

137
ACTIONS - MOVEMENT

2nd Gen ‘Bursters’ 2nd Gen ‘Leapers’


Playing a game

SPD MEL ACC Def res ner


SPD MEL ACC Def res ner
5 4+ - 5+ 2 3 Large
Infantry 7 3+ - 5+ 2 3 Large
Infantry
2 2nd Gen Bursters Pts: 50 2 2nd Gen Leapers Pts: 66
Special Rule: Infection, Tenacious, Unflinching, Unstable Special Rule: Reckless Advance, Unflinching
Forces

Weapon Range Dice AP Special Weapon Range Dice AP Special


Teeth and Claws A 2 1 Teeth and Claws A 3 1

Add up to 4 additional Bursters Pts: 22 each Add up to 4 additional 2nd Gen Pts: 30 each

Second generation infected are a stunningly


Stage 2B Plague, colloquially known as
‘Bursters’, are the main source of transmission brutal mix of power, speed, and aggression.
of the Plague. If allowed to close with an Post-mortem exams of specimens brought
uninfected enemy they will inject infectious down in Containment Protocol enforcements
material through spines in their limbs and have revealed a massive increase in muscle
torsos. Well-placed weapons fire can cause the fibre density alongside the basic increase in
Bursters to literally explode before they can do bulk making them disproportionately strong
this, but the risk of infection for those caught and explaining the ability of such a large
in the spray of ejected material, through creature to ‘leap’ across a battlefield. Efforts
wounds or damaged armour, is still very real. are currently underway to assay exactly how
Mechanical targets are of course immune to much native intelligence these creatures retain
THE PLAGUE

infection, but a 2B is still strong enough to tear on mutation – they are savage and predatory
them apart. fighters, but appear to work well in a ‘pack’.

2nd Gen Bursters 2nd Gen Leapers

138
ACTIONS - MOVEMENT

Plague Zombies
SPD MEL ACC Def res ner
5 5+ - 3+ 1 3 Regular
Infantry

10 Zombies Pts: 70
Special Rule: Expendable, Unflinching
Weapon Range Dice AP Special
Teeth and Claws A 1 -

Add up to 10 additional Zombies Pts: 6 each

A Plague infection can rapidly spread


throughout a population centre, converting
or killing without any apparent prejudice or
preference. Some victims will become Stage
3 forms, retaining a modicum of intelligence
alongside the savage destructiveness the
Plague imparts. Most, however, appear to
lose even that last piece of their humanity
and devolve into shambling wretches, a kind
of cannibalistic ‘herd’, seemingly incapable of
anything but the most basic motor functions –
move, kill, and consume.

Plague Zombies

Aberration
SPD MEL ACC Def res ner
6 2+ - 6+ 3 4 Massive
Infantry

1 Aberration Pts: 75
Special Rule: Bulky, Expendable, Infection, Reckless Advance,
Unflinching

Weapon Range Dice AP Special


Teeth and Claws A 6 4

Exo-Threat Containment Unit studies place


an Aberration high on the list of targets to
be captured alive for further study. In war,
however, a soldier’s imperative is more likely to
be to destroy them as soon as possible. Simply
put, Aberrations are wrecking machines, able
to put holes in tanks and defensive lines with
awesome speed and violence. Allowing one to
cross a battlefield alive could very well be the
last mistake their enemy’s commander makes.
Aberration

139
ACTIONS - MOVEMENT

SPD MEL ACC Def res ner TAD-65 Hornet Dropship


14 - 5+ 8+ 4 2 Vehicle
(Tank)
As the Plague spreads, it grows. Infected
Playing a game

1 TAD-65 Hornet Dropship Pts: 190 ★ marines add their weaponry and machinery to
Special Rule: Anti-grav, Transport (15)
the new army as it marches across the universe
Weapon Range Dice AP Special and this includes Hornets. Their pilots may not
Forces

Rotary Cannon 24" 4 1 Suppressive Fire


(1) be quite as skillful as they were in their previous
lives, not quite as sharp or co-ordinated, and
The TAD-65 Hornet Dropship may have one of some of their craft bear the scars and damage of
the following equipment upgrades:
previous engagements. But they keep on flying
Laser Cannon: Pts: 0 and they keep on fighting.
Replace the Rotary Cannon with a Laser Cannon:
Weapon Range Dice AP Special
Laser Cannon 40" 1 5 Anti-Tank,
Heavy
Firepower,
Slow Reload

Missile Launcher: Pts: 0


Replace the Rotary Cannon with a Missile Launcher:
Weapon Range Dice AP Special
Missile Launcher 6-32" 1 3 Heavy
Firepower,
Slow Reload
THE PLAGUE

The TAD-65 Hornet Dropship may have the


Following Equipment Upgrade:
0-2 Explosive Payloads Pts: 10
Take up to 2 explosive payloads each granting: Plague Hornet
Special Rule: Explosive Payload

SPD MEL ACC Def res ner


Mule Transport 10 4+ 5+ 7+ 3 2 Vehicle
(Tank)
Many variants and models of Mule transporters
1 Mule Transport Pts: 140
have been incorporated into the armies of the Special Rule: Open-Topped, Transport (10)
Plague during their incursions into human Weapon Range Dice AP Special
space. As well as using them to transport mobs Autocannon 36" 2 1 Fixed (Front),
of howling infected to battle, the Plague have Heavy Firepower,
Suppressive Fire (1)
a tendency to use the truck itself as a weapon, Assault Weaponry R 4 1
literally ramming it into defensive formations,
troops, and other vehicles. Their drivers may The Mule transport may have any of the
following equipment upgrades:
have been made more reckless and aggressive
Laser Cannon Pts: 0
by infection, but they will often reinforce Replace the Autocannon with a Laser Cannon:
their truck’s forward armour and sometimes Weapon Range Dice AP Special
add combat ploughs or rams to them before Laser Cannon 40" 1 5 Anti-Tank, Fixed
combat. (Front), Heavy
Firepower,
Slow Reload
0-2 Explosive Payloads Pts: 10
Take up to 2 explosive payloads each granting:
Special Rule: Explosive Payload

140
ACTIONS - MOVEMENT

Strider

SPD MEL ACC Def res ner


6 4+ 5+ 7+ 4 3 Vehicle

1 Strider Pts: 135


Weapon Range Dice AP Special
Heavy Burst Laser 28" 3 2 Suppressive Fire (1)
Assault Weaponry A 2 1

You may have one of the Following Equipment


Upgrades:

Urban Assault Pattern Strider Pts: 15


Replace all weapons with the following:

Special Rule: Fire in the Hole!


Weapon Range Dice AP Special
Heavy 12" 1 2 Blast (2D3+1),
Flamethrower Saturation,
Slow Reload,
Volatile (2+)
Chainsaw A 3 3

Polaris Pattern Strider Pts: 0


Replace the Heavy Burst Laser with a Polaris Cannon: Urban Assault Strider
Weapon Range Dice AP Special
Polaris Cannon 48" 1 6 Anti-tank,
Slow Reload

Lancer Battle Tank


Typical of observed Plague activity, the
preferred variant of Strider in use by Plague SPD MEL ACC Def res ner

armies appears to be the ‘Survivalist’ model 9 4+ 5+ 9+ 5 3 Vehicle


(Tank)
with its emphasis on close-quarters weaponry.
1 Lancer Battle Tank Pts: 205 ★★
A large bore flamer on one arm is capable of
short range fire and perfect for burning out Weapon Range Dice AP Special
Laser Rifles 18" 4 -
troops taking cover within buildings. More Heavy Laser 12-40" 1 5 Anti-Tank,
resilient constructions can be literally cut Cannon Slow Reload
apart with the Strider’s gigantic chainsaw. Loss Assault R 6 3

of fuel for either weapon is no impediment – Heavy Autocannon: Pts: 15


the Strider’s bulk is often sufficient to simply Replace the Heavy Laser Cannon with a Heavy Autocannon
smash through any obstacle. Weapon Range Dice AP Special
Heavy Autocannon 12-36" 4 2 Suppressive Fire (2)

Plague Lancers often bear the scars of the


assault that left their crew infected – torn-
open crew hatches showing where something
huge and horrible broke into the vehicle,
armour panels ripped off or rent apart. Some
are less obviously damaged, the slightly erratic
paths and tendency to try to ram enemy
vehicles rather than shoot them being the only
giveaways the crew are no longer completely in
control of themselves.

141
ACTIONS - MOVEMENT

Teraton
SPD MEL ACC Def res ner
Playing a game

5 4+ - 7+ 3 4 Large
Infantry

1 Teraton Pts: 90
Special Rule: Unflinching
Forces

• Command ❷
Weapon Range Dice AP Special
Teeth and Claws A 2 3

Humans are not the only race susceptible


to infection but Teratons are a particularly
threatening vector. How exactly the infection
affects their brain chemistry is unclear –
ETCU scientists barely understand the changes
wrought on human victims. But some native
intelligence appears to have been retained as
anecdotal records suggest Plague Teratons 2nd Gen Teraton
exerting a leadership influence over other
infected. Regardless of their place in Plague
hierarchy, with their bulk and natural armour
further enhanced by the infection, Teratons
THE PLAGUE

are capable of inflicting massive damage as


they rampage across a battlefield.

1st Gen Mutant


SPD MEL ACC Def res ner
5 3+ - 7+ 5 5 Large
Infantry

1 1st Gen Mutant Pts: 150


Special Rule: Infection, Inspiring, Unflinching

• Command ❹
Weapon Range Dice AP Special
Teeth and Claws A 4 3

Analysis of data from early encounters with


infected armies seemed to indicate Stage 1
hosts were mere brutes – undeniably powerful,
with their mass at least doubled and their
entire bodies covered in thick spiked armour,
but lacking any intelligent drive. The flood of
data that has accompanied the recent rise in
Plague incursions casts doubt on that theory.
1st Gen Plague Lord Many Enforcer commanders now refer to
these creatures as Plague Lords, a change
in terminology reflective of the belief these
gargantuan monsters have more control of
themselves and the armies rampaging ahead
of them than previously thought possible.

142
ACTIONS - MOVEMENT

Plague Unit Stelson Wire might have been just one more
Upgrades of the countless GCPS citizens infected and
mutated by the Plague during its rampage
Plague Lieutenant Personnel Upgrade ① Pts: 25 across the galaxy, were he not plucked from
Every unit with an Alpha may upgrade them to a Lieutenant, the surface of Feltzer’s Rest by a secretive
granting:
corporate research group. Wire was implanted
• Command ❶
with a cybernetic harness, designed to
bring him under the group’s control, yet was
The chaotic nature of a Plague army makes somehow able to break free. All records of
determining their exact command and control the experiments on Subject 901 are heavily
mechanisms difficult to establish. In groups guarded, but stories still circulate of the crazed
dominated by groups of early-stage mutations Leaper with the bio-implants joining Plague
though, it seems the case that one Stage 1 armies across the outer Spheres.
will exert its authority over all others, giving
‘orders’ through vocal, pheromonal, and,
possibly psychic cues. There are also recorded
instances of Plague armies being made up
almost entirely of latter-stage ‘3s’ and ‘3Zs’.
In these cases, witnesses claim to have seen
formerly respected corporate officers, some
as high as lieutenants, actively directing their
infected comrades into battle.

t Subject 901
SPD MEL ACC Def res ner
5 3+ - 6+ 2 4 Regular
Infantry

1 Subject 901 Pts: 65


Special Rule: Unflinching, Protection (Regular Infantry)

• Command ❷
Weapon Range Dice AP Special
Teeth and Claws A 3 2 -
Subject 901

Equipment Upgrades
Some models may take equipment upgrades from the table below. Such models will be
marked with a symbol in the army list. ① means it can take up to one upgrade. ② means it
can take up to two upgrades.
Weapon Range Dice AP Special Points
Active Strain - - - Infection 10
Flamethrower 9" 1 1 Blast (2D3), Saturation, Slow Reload, Volatile (3+) 25
Grenade Launcher 16" 1 - Blast (D3) 10
Heavy Laser Rifle 18" 1 1 10
HMG 28" 3 - Suppressive Fire (1) 25
Laser Pistol 9" 1 - 2
Laser Rifle 18" 1 - 5
Thermal Rifle 16" 1 5 Anti-tank, Slow Reload 20

143
ACTIONS - MOVEMENT

THE VEER-MYN
Playing a game

Within the darkest and most hidden places any dice are rolled, and you must roll to
there are secrets. Alongside the growth of the damage with all units before determining
GCPS and the expansion of the human race, casualties. Targets shot by multiple units
a whole other alien civilisation has flourished. will take a suppression token for being hit by
Forces

These are the Veer-Myn. each unit.

For the longest time they were content to stay Level 2 – Take Cover!
hidden. Their nests grew, only taking enough The Veer-Myn have a preternaturally strong
from their hosts, the aliens that lived above survival instinct. All Infantry units within
their lairs and beside their tunnels, to survive, range of the Commander may simultaneously
but rarely enough to cause inconvenience. make a Move action if it will end up with
That has now changed. over 50% of its models inside Defensible
Terrain. This marks any participating unit as
The universe is changing and they, somehow,
activated.
know it. War is everywhere, danger is constant,
but the Brood Mothers and Maligni of an
Objectives
uncountable number of nests and colonies
have not been idle. Their armies of brethren The Veer-Myn have access to the following
outnumber their enemies. Many powerful war Secondary Objectives on a roll of 61-66 on
THE VEER-MYN

machines have been built too, repurposing and the chart.


enhancing the technology stolen from other
races, making it even more deadly if slightly less A – Surprise Attack
stable. Sometimes the efforts of the two have Gain 1VP for every enemy unit destroyed
been combined, creating monstrous creatures by a Reserve Veer-Myn unit on the turn it
capable of tearing apart any foe with tooth and arrives on the board.
claw and terrorising those that witness them.
B – Loot the Wreckage
The time for hiding is over. The time of
scratching an existence from the waste of other The scientists of the Maligni caste will make
good use of any enemy technology that
races too. Now the time of the Veer-Myn has can be reclaimed from a battle. Any enemy
come. The time for war. Vehicle that is destroyed but remains on the
table becomes a Strategic Asset. Each of these
Orders Vehicles claimed by the Veer-Myn player at
the end of the game is worth 1 bonus VP on
The Veer-Myn have access to the following
top of any granted by the mission (max 3).
Orders in addition to the standard ones.

Level 1 – Swarm C – Sabotage


All Nightcrawler units, regardless of All Commanders in the force may use the
armament, within range of the Commander Sabotage Objective Specialised Order. For
may be activated simultaneously if they every Strategic Asset they destroy, the Veer-
haven’t been already. This marks all Myn player gains 2VPs.
participating units as activated. The units
may only perform a single action each (either
long or short). If any units Shoot or Assault
the same enemy, this must be declared before

144
ACTIONS - MOVEMENT

Veer-Myn Special Units


Rules Nightcrawlers
Some Veer-Myn units may be subject to the SPD MEL ACC Def res ner
following Special Rules. 6 5+ 5+ 4+ 1 1 Regular
Infantry

Tunnel Runners 5 Nightcrawlers Pts: 45


Special Rule: Expendable
Once a Veer-Myn Tunneller has arrived on
the board using its Subterranean Deployment Weapon Range Dice AP Special
Ray Gun 18" 2 -
rule, place a tunnel marker in the position Teeth and Claws A 1 -
where it arrived. From that time onwards,
units with this rule previously placed in Upgrade all Nightcrawlers to Nightcrawler
Stalkers:
reserve may arrive on the board from any
tunnel marker as if they had the Subterranean Nightcrawler Stalker Equipment Upgrade Pts: 0
Replace all weapons with the following:
Deployment rule themselves, and do not need
to roll any Command dice to do so. Weapon Range Dice AP Special
Ray Pistol 9" 2 -
Knives, Teeth A 2 -
and Claws

Up to 1 model may have one of the following


personnel upgrades:
Many rumours and theories abound Malignus with Heavy Ray Gun Pts: 25
about the origin of the Veer-Myn, Replace all weapons with the following:

though the truth of any of them is Weapon Range Dice AP Special


impossible to verify. Veer-Myn are Heavy Ray Gun 32" 2 4 Experimental,
Heavy Firepower
not given to philosophising on the Teeth and Claws A 1 -
nature of their existence. To them the
question is not so much why they are Malignus with Chem-Thrower Pts: 25
Replace all weapons with the following:
here as where they can go next and
whether there is enough food. One Special Rule: Fire in the Hole!
Weapon Range Dice AP Special
thing is certain – they are unlikely Chem-Thrower 12" 1 2 Blast (2D3),
to ever vanish from the galaxy. Experimental,
Physically robust and tenacious, the Slow Reload,
Volatile (3+)
similarities to rats of old earth are Teeth and Claws A 1 -
more than aesthetic.
Nightcrawlers, believed to represent one of the
lower castes in a nest, are the rank and file
troops of Veer-Myn armies. There are certainly
lots of them – many battlefield commanders
have reported being overrun by hordes of
Nightcrawlers firing ray gun rifles and pistols,
led by Maligni with bizarre chemical weapons,
when engaging a sizeable nest. They may appear
to be incredibly brave, often charging headlong
at superior firepower, but perhaps they are
simply more afraid of what is behind them. The
motivating power of a Brood Mother’s wrath
should not be underestimated.

145
ACTIONS - MOVEMENT

Creepers Maligni
Playing a game

SPD MEL ACC Def res ner SPD MEL ACC Def res ner
6 5+ 5+ 4+ 1 1 Regular 6 4+ 4+ 4+ 1 2 Regular
Infantry Infantry

5 Nightcrawler Creepers Pts: 65 5 Maligni Pts: 95


Special Rule: Fire in the Hole!, Reckless Advance, Saboteur
Forces

Weapon Range Dice AP Special


Weapon Range Dice AP Special Chem-Spitter 9" 1 1 Blast (D3),
Ray Pistol 9" 2 - Slow Reload,
Det Packs A 2 4 Anti-Tank Volatile (3+)
Combat Drill A 2 3 Shredder
Up to 1 model may have the following
Personnel Upgrade: Up to 2 Maligni may each have one of the
following Equipment upgrades:
Master Creeper (1) Pts: 50
Malignus Chem-Thrower Pts: 10
• Sabotage Objective Order Replace all weapons with the following:
• Command ❶
Special Rule: Recon Special Rule: Fire in the Hole!
Weapon Range Dice AP Special
Chem-Thrower 12" 1 2 Blast (2D3),
Creepers are the sneakiest members of a Veer- Experimental,
Slow Reload,
Myn nest, the best of their race at finding secret, Volatile (3+)
hidden ways and routes through whatever Teeth and Claws A 1 -
terrain they inhabit, and then vandalising
THE VEER-MYN

Malignus Heavy Ray Gun Pts: 20


whatever they find. Carrying cutting gear and Replace all weapons with the following:
packages of infectious materials and unstable
Weapon Range Dice AP Special
explosives, Creepers can immobilise vehicles,
Heavy Ray Gun 32" 2 4 Experimental,
disrupt communications gear, and spread Heavy Firepower
disease amongst personnel. Occasionally Teeth and Claws A 1 -
a Creeper squad will reveal itself, taking
advantage of the confusion their efforts have Veer-Myn communication, although
created to strike against an enemy with knives apparently backwards and limited to human
and pistols. More often than not though, they ears, is often nuanced and subtle relying as
will simply creep back to their own lines or find much on scent and ultrasonic screeches as on
another target to sabotage. spoken words. This emphasis on scent is carried
over into the Chem-thrower units Maligni
carry into battle. The throwers fire packets
of a caustic chemical soup with somewhat
limited range but great effect against enemy
targets. The chemical mix also includes scent
pheromones, indicating the Malignus and nest
responsible for its creation, thus marking both
Nightcrawler Creepers territory and targets as being ‘owned’ by the
firer.

Nightcrawlers with Ray Guns Nightcrawlers

146
ACTIONS - MOVEMENT

Night Terror
SPD MEL ACC Def res ner Special Rule:
7 3+ 5+ 5+ 2 4 Large Unseen Terror
Infantry
Night Terrors are barely controllable,
1 Night Terror (60mm Round Base) Pts: 55
Special Rule: Expendable, Unseen Terror, Unflinching especially when they see something
representing a threat, or a meal! The
Weapon Range Dice AP Special
Scythes A 5 2
Veer-myn do their best to keep the
Terror out of sight of the enemy until
You may upgrade any Night Terror with the the last minute, when it is unleashed.
Following Equipment Upgrade:
Night Terror Chem-Sprayer Pts: 15 Night Terrors cannot be targeted by
Replace all weapons with the following: Shooting attacks while there are at
Weapon Range Dice AP Special least 3 Nightcrawler units within 6"
Chem-Sprayer 12" 1 3 Area Effect, of it, representing the Nightcrawlers
Blast (2D3),
Experimental, keeping it hidden within their ranks.
Saturation, It does not block line of sight – it is
Slow Reload,
Volatile (3+) considered to simply not be on the
Teeth and Claws A 2 - table for targeting and line of sight
purposes.

The Maligni of many nests do not restrict In addition, the Veer-myn player
their tinkering and experimentation to purely needs these troops to keep control of
mechanical or chemical pursuits. Night Terror the Terror. At the beginning of each
corpses have revealed DNA strands almost of the Terror’s Activations where
identical to those of ‘normal’ Veer-Myn there are less than 3 Nightcrawler
subjects, but their physiology is much changed, units within 6", roll a die. On a 1-2
being larger and even more bestial. They can the Terror will be uncontrollable. It
still be just as stealthy their smaller brethren must use its Activation to Double
– many corporate units have been annihilated Move as directly as possible towards
by a Terror that suddenly sprang unheralded the nearest other unit, friend or foe,
from a mob of Nightcrawlers or burnt alive and engage it in Assault.
in their positions by the spray of acids from a
back-mounted Sprayer.

Veer-Myn Maligni Veer-Myn Night Terror

147
ACTIONS - MOVEMENT

Nightmares Tunnel Runner


SPD MEL ACC Def res ner SPD MEL ACC Def res ner
Playing a game

5 3+ 5+ 5+ 2 2 Large 10 4+ 4+ 6+ 3 2 Massive
Infantry Infantry

2 Nightmares Pts: 76 1 Tunnel Runner Pts: 105


Special Rules: Bulky, Tunnel Runners
Weapon Range Dice AP Special
Forces

Twin Combat Drills A 6 3 Shredder Weapon Range Dice AP Special


Twin Chem-Spitters 9" 2 1 Blast (D3), Slow
Add up to 2 additional Nightmares Pts: 34 each Reload, Volatile
(2+)
Any Nightmare may each have one of the Wheel A 4 1
following Equipment upgrades:
Nightmare Chem Thrower Pts: 15
Replace all weapons with the following: Lured into Maligni workshops by the exciting
Special Rule: Fire in the Hole! sounds of large and barely controlled engines
Weapon Range Dice AP Special revving up to high speeds, and their brains
Chem-Thrower 12" 1 2 Blast (2D3), subsequently rotted by the fuel-tank fumes
Experimental,
Slow Reload, leaking from those same machines, the riders
Volatile (3+) of Veer-Myn Tunnel Runners have even less
Combat Drill A 3 3 Shredder
regard for personal safety than is typical for
Nightmare Heavy Chem-Thrower Pts: 30 their race. After speeding along the passages
Replace all weapons with the following: and tunnels of the nest, Tunnel Runners will
THE VEER-MYN

Special Rule: Fire in the Hole! burst into the open, spraying chemical fire at
Weapon Range Dice AP Special the enemy and running down anyone not fast
Heavy Chem-Thrower 16" 1 3 Blast (3D3),
Experimental,
enough to get out of their way.
Slow Reload,
Volatile (3+)
Combat Drill A 3 3 Shredder

Nightmare Ravager Pts: 0


Replace all weapons with the following:

Special Rule: Fire in the Hole!


Weapon Range Dice AP Special
Heavy Combat Drill A 2 4 Anti-tank,
Shredder

For many races, the rat-like appearance of the Veer-


Myn provokes some very primal responses. Disgust
and hatred are, of course, common. But fear is a
strong emotion too, something the Maligni do
indeed appreciate. Hence the creation of Nightmares
– bigger, stronger, even more ferocious Veer-Myn
soldiers, carrying the heaviest Chem-throwers their
Malignus can give them. These are Veer-Myn set to
tasks and missions requiring more brawn and more
brain than simply charging forwards. Nightmares
are sent to terrorise the enemy while they are being
torn apart.
Tunnel Runner

148
ACTIONS - MOVEMENT

Tunneller Built by Maligni from pilfered and repurposed


SPD MEL ACC Def res ner
mining machinery, the basic Tunneller is made
9 4+ 5+ 8+ 4 3 Vehicle to enlarge a nest’s living space but is equally
(Tank)
good at undermining enemy positions. Often
1 Tunneller Pts: 180 ★★ the first an enemy will know of the presence
Special Rule: Subterranean Deployment, Transport (10) of a Tunneller is when a unit disappears,
Weapon Range Dice AP Special swallowed up by a sinkhole that suddenly
Drill Head R 8 4 Shredder opens beneath them. Perhaps more worrying
are larger Tunnellers, complete with transport
You may upgrade the Tunneller with one of compartments filled to bursting with a mass of
following Equipment Upgrades:
Veer-Myn bodies or heavy chemical weapons,
Chem-Sprayer Pts: 45 surfacing behind battle lines and fortifications
Replace the Drill Head with the following:
without warning.
Weapon Range Dice AP Special
Chem-Sprayer 12" 1 3 Area Effect,
Blast (2D3), Special Rule:
Experimental, Pheromone Trail
Fixed (front),
Saturation, The chemical tank mounted onto the
Slow Reload,
Volatile (3+) back of the Tunneller emits a scent
that can be detected by all Veer-
Super-Heavy Ray Gun Pts: 60
Replace the Drill Head with the following: myn in the brood, allowing them to
follow the vehicle through the tunnel
Weapon Range Dice AP Special
Super-Heavy 40" 2 6 Experimental,
network. This bestows the Tunnel
Ray Gun Fixed (front), Runners rule upon any Infantry units
Heavy Firepower,
Slow Reload
kept in Reserve.

You may upgrade the Tunneller with any of Special Rule:


the following equipment Upgrades: Rock Corroder
0-2 Transport Sections, each granting: Pts: 30 This Tunneller coats its drill bits
Special Rule: Transport (10) in corrosive chemicals, which eat
Rock Corroder, granting: Pts: 20 away at the earth as the Tunneller
moves forward. When you use
Special Rule: Rock Corroder
the Tunneller’s Subterranean
Pheromone Trail, granting: Pts: 25 Deployment rule to enter the table
Special Rule: Pheromone Trail with a Reserves Order, this Tunneller
may re-roll one of the Command
dice. In addition, the AP of the unit’s
Drill Head is increased by 1 to 5.

Tunneller with additional transport section


149
ACTIONS - MOVEMENT

Rumbler Brood Mother


Weapon Platform SPD MEL ACC Def res ner
Playing a game

SPD MEL ACC Def res ner 5 4+ 4+ 5+ 2 3 Large


Infantry
5 4+ 4+ 6+ 3 2 Vehicle
(Tank)
1 Brood Mother ② Pts: 115
1 Rumbler Weapon Platform Pts: 130 Special Rule: Inspiring, Protection (Large Infantry,
Nightcrawlers)
Forces

Weapon Range Dice AP Special


• Command ❸
Super-Heavy 40" 2 6 Experimental,
Ray Gun Heavy Firepower, Weapon Range Dice AP Special
Slow Reload Glaive A 2 1
Assault R 2 -

The absolute authority of a Brood Mother


The Rumbler Weapon Platform may have the
following equipment Upgrade: extends to the battlefield. The fanatic loyalty
Super-Heavy Chem-Thrower Pts: 20 displayed to her by the gangs of Veer-Myn
Replace the Super-Heavy Ray Gun with the following: around her borders on the religious – indeed
Special Rule: Fire in the Hole! it is believed many Veer-Myn do worship the
Weapon Range Dice AP Special Tangles that sometimes accompany them to
Super-Heavy
Chem Thrower
16" 1 3 Area Effect, war. Exposure of the Brood Mother herself
Blast (3D3),
Experimental, comes with no small amount of risk though
Slow Reload, and much power will be delegated to her band
Volatile (2+)
of Maligni. Some will lead individual gangs,
THE VEER-MYN

some control the nest’s war machines and beasts.


Although they are disdaining and distrustful Occasionally, one, sometimes even a Progenitor,
of many of the alien races they encounter, the will have command of the entire brood.
Maligni are not above ‘borrowing’ tech they
find particularly useful or intriguing. Lasers
in particular seem to catch the attention of
many Veer-Myn. It could be something to
do with their wider perception of the visual
spectrum, or perhaps they just like to watch
things burn. Whatever the case, the heaviest
and most dangerous radioactive laser weapons
and the most potent Throwers in a nest will
be mounted on simply, if more or less reliably,
constructed motorised platforms.

Rumbler with Super Heavy Ray Gun Brood Mother

150
ACTIONS - MOVEMENT

t Tangle dooms. The effect can be even worse if it is the


SPD MEL ACC Def res ner
minds of the nest’s enemies the Tangle breaks
5 4+ 4+ 5+ 2 3 Regular into.
Infantry

1 Tangle ① (60mm round base) Pts: 145 ★


Special Rule: Bulky, Inspiring, Prophet, Protection (Regular
Infantry)

Weapon Range Dice AP Special


Ray Pistol 9" 2 -
Teeth and Claws A 6 -

The birth of a Tangle to a Veer-Myn nest


can be a blessing or a curse. Revered by the
Maligni almost as much as the Brood Mother,
Tangles possess a rudimentary psychic power
and their presence on a battlefield can whip
up their brethren into an unstoppable fury.
Bordering on madness, Nightcrawlers and the
Veer-Myn Tangle
like will either sweep their enemies aside in a
rabid frenzy or simply charge headlong to their

Special Rule: Prophet placed at the side of the board to be rolled


at the start of each turn (see page 68).
The Tangle is revered in Veer-myn society
for its shamanic powers. It bestows its New Order – Level 2 –
visions upon the others in its brood, and Premonition
leads them through the galaxy toward
some unknown goal. GCPS reports of This Order may only be given by a Tangle.
Veer-myn escaping a ship shortly before
it suffers an unfortunate disaster are The Tangle imparts one of its visions
attributed to the premonitions of a Tangle into the minds of an opponent’s unit,
within the brood. distracting it from the task at hand.

While the Tangle is not a Commander as If the Order is successful, choose an


such, it can use its premonitions to direct unengaged, unactivated enemy Infantry
its brood towards the events they were unit within range. Roll a single D6 and
fated to witness. At the beginning of each compare it to the unit’s Nerve stat. If the
turn the Tangle will generate 2 Command result on the die is greater than the unit’s
dice. These dice may only be used by the Nerve, the Veer-myn player may make a
Tangle itself, and the Tangle may not use single Move action with the unit (which
the regular Command pool. The dice may may not end in contact with an enemy),
be used to issue Orders of any level. The add a suppression token to it, and then
Tangle is considered to have a Command mark it as activated.
value of ❷ for any rules that require it, This counts as the Veer-myn player’s
such as the Call to Arms Order. If the dice activation.
are not used by the end of the turn, they
are discarded.
Note: These dice are never put back into
the pool if a + is rolled. Nor are they

151
ACTIONS - MOVEMENT

Veer-Myn Unit Upgrades


Playing a game

Progenitor Personnel Upgrade ① Pts: 25 Special Rule: Disruption


Every unit with at least one Maligni may upgrade one of them to a
Progenitor granting: This unit gains access to a new type of
• Command ❶ long action: Disrupt. This action may
Forces

be used against any one enemy unit


t Hacker Halftail within 12". Roll a die.

SPD MEL ACC Def res ner 1. No effect.


5 4+ 4+ 5+ 2 3 Regular
Infantry 2. Remove one of the following
1 Hacker Halftail Pts: 100 special rules of the Disrupting
Special Rule: Disruption, Protection (Regular Infantry), Recon player’s choice from the unit and its
• Sabotage Objective Order
weapons until the end of the Turn
• Command ❷ – Anti-Grav, Communications,
Weapon Range Dice AP Special Shield (X), Tag.
Ray Pistol 9" 2 -
Explosives A 2 4 Anti-Tank 3. As above, plus add a suppression
token to the unit.
Exiled from his own nest after the destruction 4. As above, plus add a second
of its home ship in an unexplained reactor suppression token to the unit.
THE VEER-MYN

meltdown, the Veer-Myn Creeper Hacker


5. As above, plus pick one of the
Halftail has found numerous homes amongst
unit’s ranged weapons – it cannot
other Veer-Myn colonies. His shame is there
fire this turn.
for all to see, signified as it is by the loss of half
of his tail. But his expertise in sowing chaos 6. As above, plus mark the unit as
and committing sabotage are unrivalled and activated.
there is always a need for his skills somewhere
in the galaxy.

Equipment Upgrades
Some models may take equipment upgrades from the table below. Such models will be
marked with a symbol in the army list. ① means it can take up to one upgrade. ② means it
can take up to two upgrades.
Weapon Range Dice AP Special Points
Chem Grenade Launcher 16" 1 1 Blast (D3) 15
Chem Spitter 9" 1 1 Blast (D3), Slow Reload, Volatile (3+) 10
9" 1 1 Blast (D3), Slow Reload, Volatile (3+)
Chem Staff 15
A 1 1 Blast (D3)
Blast (2D3), Experimental, Saturation, Slow Reload,
Chem Thrower 12" 1 2 10
Volatile (3+)
Det Pack A 2 4 Anti-tank 12
Ray Gun 18" 2 - 7
Ray Pistol 9" 2 - 4
Spitter Rifle 24" 1 1 Heavy Firepower, Slow Reload, Suppressive Fire (1) 15

152
ACTIONS - MOVEMENT

Reference

153
ACTIONS - MOVEMENT

Scenery
Playing a game

On this page are the Battlezones tiles. They If a section is made up of 2 or more part tiles
have been separated out into the tree types: you will need to agree with your opponent
REFERENCE

• Blocking whether it is blocking, partial or open.


• Partial
• Open

Blocking Tiles

154
ACTIONS - MOVEMENT

Partial Tiles

Open Tiles

155
ACTIONS - MOVEMENT

Index
Playing a game

Accuracy 18, 44 Disruption 152


Actions 38, 39 Double Move 38, 42, 55, 58
REFERENCE

Activations 38 Draw 29
Aerial Deployment 60 Edge of the Board 41
Alien Intel 102 Eligible Model 43, 44, 45
Allies 78, 115 End of the Turn 38
Alternative Weapons 19 Enforcers 93-103
Anti-Grav 54, 60, 66 Engaged 38, 40, 41, 46
Anti-Tank (X) 60 Equipment Upgrades 77
AP (Armour Penetration) 19, 44, 47 Expendable 61
Area Effect 60 Experimental 61
Assault Action 40, 46, 50, 55, 57 Explosive Payload 134
Asterians 81-92 Facing 61
Attacker 27, 35, 36, 37 Failed Charge 41
Base Contact 29, 40, 42, 52 Fire in the Hole! 61
Bases 14 Fire Lane 44
Blast (X) 60 Firestorm 70
Blaze Away 40, 45, 50, 71, 93 First Activation 28, 38
Bounding Overwatch 70 Fixed 61
Bribery 114 Flanking Manoeuvre 71
Buildings 52-54 Flyers 58
Bulky 61 Focus Fire 114
Call to Arms 71 Forces 75-78
Camouflage 61 Forge Fathers 79-80, 104-113
Casualties 44-45, 47-48 Fortified Terrain 41, 44, 46, 49, 54-55
Change of Plans 70 Fortify Position 73
Charge Reactions 40-41 Fusillade 93
Charging 40-41, 48 Gaining Ground 48
Class 14, 18, 20 Game Length 28
Coherency 15, 39, 55 GCPS 114-125
Combined Attack 71 General 77
Command 16, 18, 68-69 Grounded 38, 50, 62
Commander 68 Hatred of Mankind 113
Comms Interference 73 Headstrong 61
Communications 61 Heavy Firepower 62
Coordinated Offensive 93 Height 21-23, 52, 53, 54, 59
Counter Attack 70 High Value Assets (HVA) 78
Countermeasures 61 Hit and Run 70
Courage Under Fire 70 Hologram 81
Cover 23, 43, 45, 52 Impassable Terrain 52
Decorative Terrain 52 In Play 16
Defence 18, 44, 47 Indirect 62
Defender 27, 35, 36, 37, 40-41 Infection 135
Defensible Terrain 22 Initiative 26, 28, 29
Deployment 27,28 Inspiring 62
Dice Value (Weaponry) 19, 44, 46 Kill Total 29
Dice 15 Large Infantry 14, 67
Dirge of Death 81 Last Stand 73
Disengage 38, 42 Leadership 62

156
ACTIONS - MOVEMENT

Limited (X) 62 Saturation 63


Line of Sight 21-23, 43 Secondary Objectives 27-30
Live to Fight Another Day 88 Setting Up 25-27
Long Action 38, 42, 46, 48, 49, 59 Shadow 23, 43
Major Victory 29 Shield (X) 63
Marauders 114, 126-133 Shield Projection (X) 64
Massive Infantry 14, 20, 67 Shoot 42-45
Masters of Engineering 104 Short Action 38, 39, 42, 49
Measuring 17, 39 Short Range 44
Medic 62 Shredder 56, 64
Minor Victory 29 Signal Relay 88
Missions 28, 32-37 Slow Reload 65
Mobile Defences 62 Smoke 65
Modifiers 15, 44, 46, 47 Smokescreen 65
Move Action 39-41 Specialised Orders 73-74
Move, Move, Move 70 Speed 18, 39
Multiple Weapons 45 Strafing Run 59
Nerve 18, 50 Strategic Assets 27, 29-31, 61
Observer 91 Stun 65
Obstacles 42, 52 Subterranean Deployment 65
Obstruction 43 Support Upgrades 77
Open-Topped 67 Suppression 39, 45, 48, 49, 50, 51, 56, 63
Orders 68-74 Suppressive Fire (X) 65
Overwatch 40, 44, 48 Swarm 144
Personnel Upgrades 77 Tactical Genius 114
Pheromone Trail 149 Tag 65
Plague 134-143 Take Cover! 144
Points 18, 76-78 Tanks 57
Positioning 15, 39, 54 Teleport 88
Precision Fire 74 Tenacious 65
Premonition 151 Terrain 21-26, 28, 39-44, 52-55, 57-58
Primary Objectives 29 Terrain Capacity 55
Prophet 151 Thirst for Blood 134
Protection (X) 62 Tiles 53
Pushed Back 48 ‘Tis But a Scratch 104
Rally 49 Trainer 125
Ramming 57-58 Transfixed by Fear 134
Range 19, 43 Transport (X) 65
RDL Transmission 96 Tunnel Runners 145
Reckless Advance 63 Turns 38
Recon 63 Unflinching 51, 67
Recovery 38, 50 Unique Units 77
Refresh 72 Unit Leader 15, 21, 42, 55, 165
Regroup 38, 49 Unit Upgrades 77
Regular Infantry 14, 67 Units 14-15, 18-19
Repair 72 Universal Upgrades 77
Reprioritise the Mission 73 Unseen Terror 147
Re-roll 16 Veer-myn 144-152
Reserves 72 Vehicles 56-59
Resilience 18, 44, 47, 56 Victory 29
Rock Corroder 149 Volatile (X) 67
Sabotage Objective 74 VPs (Victory Points) 29, 32-37
Saboteur 63

157
Army - MOVEMENT
Blank FirefightACTIONS Name:
List SPD MEL ACC Def res ner

Name:
Quantity/Model:
SPD MEL ACC Def res ner Pts:
Special Rules:
Playing a game

Quantity/Model:
Pts: Weapon R D AP Special
Special Rules:
REFERENCE

Weapon R D AP Special

SPD MEL ACC Def res ner

Quantity/Model:
Pts:
SPD MEL ACC Def res ner
Special Rules:

Quantity/Model:
Pts: Weapon R D AP Special
Special Rules:

Weapon R D AP Special

Name:
SPD MEL ACC Def res ner
SPD MEL ACC Def res ner

Quantity/Model:
Pts:
Special Rules: Quantity/Model:
Pts:
Special Rules:

Weapon R D AP Special
Weapon R D AP Special

Name: SPD MEL ACC Def res ner

SPD MEL ACC Def res ner

Quantity/Model:
Pts:
Special Rules:
Quantity/Model:
Pts:
Special Rules:
Weapon R D AP Special
Weapon R D AP Special

Name: Name:
SPD MEL ACC Def res ner SPD MEL ACC Def res ner

Quantity/Model:
Pts: Quantity/Model:
Pts:
Special Rules: Special Rules:

Weapon R D AP Special Weapon R D AP Special

158
ACTIONS - MOVEMENT
Quick Play Sheet
Turn Sequence (P. 38) • Regroup token if a target unit took
• Players alternate activating one • Remove activation token* more than one point of
unit at a time. • Shoot** damage.
- In Turn 1, the Mission states • * only when in defensible terrain
who goes first. • ** only when on Overwatch or in
- In Turn 2 onwards, the player fortified terrain Line of Sight (P. 20)
who finished first in the Double Move (P. 42) • Check separately for each team,
previous turn goes first. • Move each model up to its Speed from any part of the shooter’s
- If one player has no units value. base to any part of the target
activations left, the other may • Units may not Double Move unit.
activate all remaining units. completely through a terrain piece. • All units and terrain areas block
• End of the Turn – remove all Disengage (P. 42) line of sight up to their height.
activation tokens. • Like a Double Move, but the unit • They cast a ‘shadow’ behind
Activations (P. 38) cannot engage. them as deep as their height in
• 2 different short actions, or 1 long inches.
action. Positioning (P. 15) • Terrain units lower than both
- Check suppression before • All models must be within 1" units never block line of sight.
activating. of at least one other model • Terrain or units of a lower
- Mark the unit as activated in the same unit, forming an height than one unit but the
when finished. uninterrupted chain. same height or higher than the
- An engaged unit may only • No unit may enter within 1" other only block line of sight if
Assault or Disengage. of any other unit unless it is one unit is completely within its
- A grounded unit must make engaging the enemy. shadow.
a Recovery roll. • Terrain or units the same height
Actions (P. 39)
or higher than both units always
Move (P. 39)
Shoot (p. 42) block line of sight.
Short Long • 1. Pick a Target • Defensible terrain can be seen
• Move • Assault • 2. Check for Eligible Models (P. into, out of, and over, but not
• Shoot • Double 43) through.
• Regroup Move - See right. • If line of sight is blocked, that
• Disengage • 3. Check Cover team cannot shoot. If the target
• Overwatch - Check to see how many is visible, check cover.
• Rally eligible models in the target Cover (P. 43)
unit are in cover from the • If you can see a team in the
• Move each model up to its Speed target unit, but cannot draw
Unit Leader. If it is at least
value. an unobstructed line of sight
half then the target is in
• Suppressed units halve their Speed. to every part of its base, it is in
cover.
• Friendly Infantry may be moved cover.
• 4. Fire!
through. • If at least half of the target unit’s
- Roll dice equal to Dice value
• If entering Fortified terrain the teams are in cover, the unit is in
of weapons.
unit leader must end up within 2" cover. Units inside defensible
- Weapons with different
of the terrain piece. terrain are always in cover.
names form separate groups
• Units moving into contact with • Obstructions in base contact
and can Split Fire..
an enemy are charging, and with the shooting unit are not
- Compare to unit’s Acc.
immediately make an Assault counted as cover for the target
- Modifiers
action. unit.
• +1 Short Range
• Units that are not grounded,
• -1 Cover
already engaged, or marked as
• -1 Fortified Terrain
activated may make a Charge
• -1 Suppression Blaze Away (P. 45)
Reaction.
• +1 Fire lane • Make a Shoot action with Acc 6+.
- Units in defensible terrain
- 1s always miss. 6s always hit. Each hit adds 1 suppression token,
may react even if activated.
- If any hits are scored, add a instead of dealing damage.
- Any reaction except Regroup
suppression token. Assault (P. 46)
marks the unit as activated.
• 5. Roll to Damage • 1. Roll to Hit
- Move actions cannot engage
- Roll remaining dice against - Roll dice equal to Dice value
the enemy.
target’s Def. of weapons with Range A.
- Shoot and Blaze Away
- Modifiers - Add one to the Dice value of
actions must target the
• +X Armour Piercing a model that charged
charging unit.
- 1s always fail. - Roll weapons with different
- If a reaction prevents the
• 6. Remove Casualties AP or Special Rules
charge, the charging unit
- Remove one model for each separately.
may only make a Move
point of damage caused. - Compare to target’s Def.
action instead, and may not
- The exception is models - Compare to Melee with
engage.
with a resilience greater than following modifiers:
Charge Reactions (P. 40) 1 (see page 44). • +1 In Defensible Terrain
• Move • 7. Suppression Check • -1 Charge Fortified
• Blaze Away - Add 1 additional suppression Terrain
159
159
ACTIONS - MOVEMENT
• -1 Suppressed - Cannot retaliate in Assault. only suffer the cover modifier
- Opposing player does the - Cannot issue Orders. when shooting into
same. • Recovery defensible terrain.
- Half dice if activated. - Roll one die per suppression - Cannot be engaged.
- No dice if grounded. token. For each result greater - Are removed when
- 1s always fail. than Ner, you can either destroyed, and do not
Playing a game

• 2. Roll to Damage • Fall back D3" damage nearby units.


- Roll remaining dice against • Take one point of damage - Can make Strafing Run
targets Def. (do not add suppression actions:
- Modifiers tokens). • Make a Double Move,
REFERENCE

• +X Armour Piercing Terrain (P. 52) but draw a line from the
• -1 Suppressed • Units in defensible terrain: start position to the end
• 3. Remove Casualties - Are always in cover. position (which can be off
- Remove one model for each - Are Unflinching. of the board). Shoot one
point of damage caused. • Units in buildings or fortified unit beneath this line and
• The exception is models terrain have extra rules (see page any unit engaged with it.
with a resilience greater 53). Add 1 suppression token
than 1 (see page 47). Vehicles (P. 56) to all other units beneath
• 4. Determine Winner • All attacks against Vehicles have the line and any units
- Unit with least damage is the the Shredder rule. engaged with them. The
winner. • Damage Flyer is then placed into
- In a draw, both sides are the - If damage on a Vehicle Reserve.
winner. equals its Res, it is destroyed Command (P. 68)
• 5. Suppression Check and left as impassable terrain. • One Order per unit per Turn.
- Add one suppression token - If damage exceeds Res, it • Giving Orders:
to each unit that took more explodes. All units within - Orders use up your
than one point of damage. X" (where X is the amount Activation. Use before an
- If a loosing unit is grounded Res was exceeded by) suffer Activation, on an unactivated
it is destroyed. Res+D6 hits with AP1. It is friendly unit.
• 6. Pushed Back then left as impassable
- Orders are used in
- Winning player may make a terrain.
response to an enemy action.
Move action with losing unit, - If damage is double Res or
- Other Orders are given
but cannot engage. more, it is removed after
before or after an Activation,
- Winning unit may then exploding.
do not mark units as
make a Move action, but may • Tanks:
activated, and can be used on
not engage a new enemy. - Cannot enter terrain or
activated units.
• 7. Gaining Ground engage enemies in terrain.
- Commanders can issue
- Can move into and through
Orders up to Command
Overwatch (P. 48) enemy Infantry. This is a
value.
• Place an Overwatch counter charge and the Tank will
- All targets must be within the
next to the unit, and pass to your Assault even if it ends its
same Commander’s 12"
opponent without activating. move out of contact.
range.
• The unit may activate later in the - Can charge other Vehicles,
- Grounded Commanders
Turn, but may only perform 1 but may not move through
cannot issue Orders.
action. them.
- Dice:
Regroup (P. 49) - Are never engaged.
• 1 success
• Remove 1 suppression token. - Only Assault when they
Rally (P. 49) charge (not when they are • 2 successes
• Remove D6+1 suppression tokens. charged by others) using • 3 successes
• Make a Move action. Cannot weapons with Range R. • Blank = 0 successes
engage. - Can only retaliate in Assault,
Suppression (P. 50) • + = return die to pool
with full dice, if the attacking after Order.
• Suppressed if suppression tokens unit is also using a Range
equal to or higher than Ner. - If more than one blank face is
R attack. This does not mark rolled, opponent may add 1
• Grounded if suppression tokens them as activated.
equal to or higher than twice Ner. Command die to their pool.
- Can Shoot as a charge - Orders need successes equal
• The following add suppression reaction.
tokens: to their level.
• Flyers: - At the start of each turn
- 1 for any hits from a Shoot - Ignore all terrain.
or Blaze Away action. (after the first) roll all used
- Must end their Activation at command dice. Each one that
- 1 for each hit from a Blaze least their Speed value in
Away action. rolls a + is returned to the
inches away from their Command Pool.
- when a unit takes more than starting point. Setting Up (P. 25)
one point of damage from - Do not halve Speed when • 1. Select Mission
the same action.. suppressed. • 2. Build Forces
- X for being hit by a weapon - Are at -1 to hit when shot at. • 3. Place Terrain
with Suppressive Fire (X). - Do not have a height. They • 4. Roll for Initiative, place
• Grounded units: can always be seen and can Strategic Assets and roll for
- Can only Recover. always see all units unless Secondary Objectives
- Cannot make charge they are in the shadow of • 5. Deploy
reactions. terrain or another unit. They • 6. Play
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160