Professional Documents
Culture Documents
Layout Notes
Change Log:
Firefight
Any text in red indicates text that has
changed since the last version.
1
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
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
2
ACTIONS - MOVEMENT
INTRODUCTION
3
ACTIONS - MOVEMENT
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.
4
ACTIONS - MOVEMENT
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.
RUL
EBO
OK
5
ACTIONS - MOVEMENT
Playing a game
Introduction
What is Firefight?
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.
6
ACTIONS - MOVEMENT
7
ACTIONS - MOVEMENT
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
8
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
™
™
him.
CH R
VER TOPH
IS
S PE E R
22:46
2016
15/08/
0462
046966
e: 506 36
Barcod MGDZM
t Code:
Produc
9
ACTIONS - MOVEMENT
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.
10
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.
11
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.
12
ACTIONS - MOVEMENT
Core Concepts
13
ACTIONS - MOVEMENT
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
Massive
Infantry
Vehicle
Regular
Large Infantry Infantry
14
ACTIONS - MOVEMENT
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.
16
ACTIONS - MOVEMENT
17
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
18
ACTIONS - MOVEMENT
19
ACTIONS - MOVEMENT
LINE OF SIGHT
a game
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
Marionettes
Height 2 Industrial Machinery Veer-myn Barricades and
Height 2 Infantry / Height 2 Obstacles
Height 1
20
ACTIONS - MOVEMENT
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:
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
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).
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!
25
25
ACTIONS - MOVEMENT
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
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.
6. Play!
27
ACTIONS - MOVEMENT
MISSIONS
a game
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
28
ACTIONS - MOVEMENT
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
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
30
ACTIONS - MOVEMENT
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.
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
24"
missions
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.
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
33
ACTIONS - MOVEMENT
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.
There are no restrictions for this mission. All Strategic Assets in this mission must be
Playing
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
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
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.
37
ACTIONS - MOVEMENT
SEQUENCE OF PLAY
a game
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.
39
39
ACTIONS - MOVEMENT
Playing
Playing a game
a Game
40
ACTIONS - MOVEMENT
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
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
42
ACTIONS - MOVEMENT
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
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
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.
44
ACTIONS - MOVEMENT
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.
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
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 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.
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
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
49
ACTIONS - MOVEMENT
• 1 token for taking any number of hits Grounded units are affected by the following
Supression
• 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
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:
• 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
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
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
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
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
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
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
chosen position.
A unit containing one or more models with
Playing
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.
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
Shoot action stays as a Short action. This model inspires fierce protection from
the units around it, who will leap to its
Playing
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
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
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
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.
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
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
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.
67
ACTIONS - MOVEMENT
COMMAND
a game
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
68
ACTIONS - MOVEMENT
69
ACTIONS - MOVEMENT
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
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.
70
ACTIONS - MOVEMENT
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.
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
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
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.
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
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).
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
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
80
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.
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.
81
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
82
ACTIONS - MOVEMENT
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
83
ACTIONS - MOVEMENT
5 4+ 2+ 5+ 1 3 Regular 10 4+ 2+ 5+ 1 3 Regular
Infantry Infantry
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.
84
ACTIONS - MOVEMENT
14 4+ 2+ 5+ 2 3 Large 7 3+ 3+ 2+ 1 2 Regular
Infantry Infantry
85
ACTIONS - MOVEMENT
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
86
ACTIONS - MOVEMENT
Weapon Drone
SPD MEL ACC Def res ner
5 4+ 4+ 6+ 1 4 Vehicle
Height 2
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
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
89
ACTIONS - MOVEMENT
12 - 4+ 7+ 3 4 Vehicle 5 5+ 4+ 6+ 2 4 Regular
(Tank) Infantry
90
ACTIONS - MOVEMENT
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
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.
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.
93
93
ACTIONS - MOVEMENT
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
94
ACTIONS - MOVEMENT
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
• 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.
96
ACTIONS - MOVEMENT
and, when things get loud, its speed has proved • Leadership
• Command ❶
similarly valuable.
97
ACTIONS - MOVEMENT
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
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:
98
ACTIONS - MOVEMENT
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
100
ACTIONS - MOVEMENT
101
ACTIONS - MOVEMENT
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
Forward Observer
102
ACTIONS - MOVEMENT
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
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
105
ACTIONS - MOVEMENT
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
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
106
ACTIONS - MOVEMENT
Stormrage Veterans
107
ACTIONS - MOVEMENT
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
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
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
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.
109
ACTIONS - MOVEMENT
110
ACTIONS - MOVEMENT
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.
111
ACTIONS - MOVEMENT
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
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 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.
115
ACTIONS - MOVEMENT
Units
Playing a game
Marines
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)
116
ACTIONS - MOVEMENT
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+)
• 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
• Leadership
• Command ❶
118
ACTIONS - MOVEMENT
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
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
Add up to 15 additional Recruits Pts: 7 each Add up to 5 additional Rangers Pts: 20 each
• Leadership
120
ACTIONS - MOVEMENT
121
ACTIONS - MOVEMENT
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
122
ACTIONS - MOVEMENT
123
ACTIONS - MOVEMENT
9 4+ 4+ 9+ 5 3 Vehicle 5 4+ 4+ 5+ 2 3 Regular
(Tank) Infantry
124
ACTIONS - MOVEMENT
125
ACTIONS - MOVEMENT
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
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
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 Auxiliary
127
ACTIONS - MOVEMENT
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
Mawbeasts
129
ACTIONS - MOVEMENT
• Command ❶
Special Rule: Leadership
Mauler Suit
130
ACTIONS - MOVEMENT
Marauders: Stunt-Bot
SPD MEL ACC Def res ner
131
ACTIONS - MOVEMENT
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
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
134
ACTIONS - MOVEMENT
135
ACTIONS - MOVEMENT
136
ACTIONS - MOVEMENT
5 5+ 5+ 4+ 1 2 Regular 7 4+ - 4+ 1 2 Regular
Infantry
Infantry
137
ACTIONS - MOVEMENT
Add up to 4 additional Bursters Pts: 22 each Add up to 4 additional 2nd Gen Pts: 30 each
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’.
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 -
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
139
ACTIONS - MOVEMENT
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
140
ACTIONS - MOVEMENT
Strider
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
• Command ❹
Weapon Range Dice AP Special
Teeth and Claws A 4 3
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
• 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
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
144
ACTIONS - MOVEMENT
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
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.
147
ACTIONS - MOVEMENT
5 3+ 5+ 5+ 2 2 Large 10 4+ 4+ 6+ 3 2 Massive
Infantry Infantry
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
148
ACTIONS - MOVEMENT
150
ACTIONS - MOVEMENT
151
ACTIONS - MOVEMENT
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 Tiles
154
ACTIONS - MOVEMENT
Partial Tiles
Open Tiles
155
ACTIONS - MOVEMENT
Index
Playing a game
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
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
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
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:
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
• +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
160
160