Abaddon
Abaddon Rulebook
Table of Contents
Table of Contents
-
- Components
- Battlefield Game Board
- Terrain Features
- Tactical Ground Units
- Activation Dice & Stickers
- Lock-On Relay
- Victory Point Counters
- Victory Point Cup
- Weapon System Cards
- Wild Fire Cards
- Wild Fire Markers
- Mission Manual
- Setting Up a Mission
- Object of the Game
- Sequence of Play
- 1 - Place Lock-On Relay Piece
- 2 - Roll Activation Dice
- 3 - Order Units
- 4 - Move Ordered Units
- 5 - Battle
- 6 - Resolve Combat
- 7 - Next Player's Turn
- Victory
- Mission Manual
Components
- 1 Battlefield Game Board
- 1 Rule Book & Mission Manual (16 missions)
- 32 Tactical Ground Units: 8 Heavy Links, 8 Medium Links, 8 Recon Links, 8 Infantry Squads
- 16 Battle Dice: 4 Black 10 sided dice (d10), 4 Red 8 sided dice (d8), 4 Blue 6 sided dice (d6), 4 Green 6 sided dice (d6)
- 80 Weapons System Cards
- 30 Wild Fire Cards
- 140 Power Crystals (4 colors, 35 per color)
- 10 Activation Dice
- 1 Activation Dice & Link Base label sheet
- 4 Lock-On Relays (numbered 1-4)
- 13 Wild Fire Markers
- 32 Victory Point Counters: 8 three-point, 16 two-point, 8 one-point
- 18 Terrain Features (5 city, 5 village, 8 forest)
- 2 Victory Point Cups
Battlefield Game Board
The battlefield game board has a grid system (10 x 16) superimposed over the battle torn landscape. All tactical unit movement and weapon ranges are measured in terms of grid sectors.
Terrain Features
Terrain features are placed on the battlefield to re-create the mission setting. The City, Village and Forest terrain features, when assembled, will occupy an entire grid sector. Terrain features in the battle zone are just too hot to occupy. In game terms, terrain in the battle zone is considered to be impassable.
Tactical Ground Units
| Unit | Movement | Combat Die | Power Crystals |
|---|---|---|---|
| Heavy Link | 1 | d10 | 5 |
| Medium Link | 2 | d8 | 4 |
| Recon Link | 3 | d6 | 3 |
| Infantry Squad | 1 | d6 | 4 |
- Heavy Links are currently the largest operational fighting machine in service. These war-machines are heavily armored and have superior firepower, but are not very mobile. A Heavy Link has a black color status-bar and will use a d10 (ten-sided) black battle die in combat.
- Medium Links are the most versatile type of fighting machine. These war-machines have average armor, acceptable firepower, and a good mobility rating. A Medium Link has a red color status-bar and will use a d8 (eight-sided) red battle die in combat.
- Recon Links are lightly armored war-machines that are built for speed. A Recon Link has a blue color status-bar and will use a d6 (six-sided) blue battle die in combat.
- Infantry Squads are the backbone of most armies. A standard Infantry Squad has ample weapons for a fighting punch. An Infantry Squad has a green color status-bar and will use a d6 (six-sided) green battle die in combat.
Tactical Ground Unit Movement
A unit's movement is the number of grid sectors on the battlefield it may move. Movement can be in any direction, both orthogonally and diagonally, and units may change direction during a movement action.
Tactical Ground Unit Combat Dice
When attacking or shielding during combat, a tactical ground unit will roll the battle die that corresponds to the unit's color status bar. There are three types of battle dice:
- Black ten-sided dice (d10)
- Red eight-sided dice (d8)
- Blue and Green six-sided dice (d6)
Note: On a black d10 die the '0' is read as '10'.
Tactical Ground Unit Power Crystals
A unit's power number is equal to the number of power crystals that are placed in a unit's base when the unit powers up at the start of a battle. It also represents a unit's ability to withstand damage. During battle, when a unit receives a hit, a power crystal is removed. When the last crystal is removed, the unit is destroyed and the unit is removed from the battlefield.
To help identify a player's units from the others, each player should use a single crystal color to power up the units under his control. There are 140 power crystals of four different colors, each color with 35 crystals.
Activation Dice & Stickers
These are rolled at the start of a player's turn, determining the unit types and the number of units a player may order on the turn.
Each Activation die has six blank indented sides requiring stickers. Each die should have the following stickers placed on its indented faces: one Heavy Link, one Medium Link, one Recon Link, one Infantry Squad, one Weapon System, and one Command sticker.
Lock-On Relay
The Lock-On Relay pieces are used to indicate you have locked on to a specific grid sector of the battlefield and the enemy unit in that sector. In multi-player battles with three or four players, the Lock-On Relay pieces will also determine the player turn order in the round.
Victory Point Counters
In some missions, additional victory points may be awarded for eliminating enemy units, capturing and holding terrain hexes or completing certain mission objectives. Victory point counters are used to track these points.
Victory Point Cup
Each time hits are scored against an opponent's unit and power crystals are removed, the lost crystals are placed in your Victory Point Cup. Awarded Victory Point Counters are also placed in your Victory Point Cup.
Weapon System Cards
There are six types of different Weapon System Cards:
- Target Cards have the word TARGET and a number from 1-8. Target Cards are played when battling an enemy unit with Line-of-Sight range combat.
- Doomsday Bolt, Smart Bombs, and Long Range Bombardment Cards do not require Line-of-Sight to target and battle an enemy unit.
- Anti-Missile Missile Cards are played as a defensive measure.
- When drawn the Reboot Decks Card requires the discards and the draw decks to be reshuffled to form new draw decks.
Wild Fire Cards
The Wild Fire Cards are a mix of unlucky and lucky breaks and events. When a player is attacking and rolls the number "1" referred to as a "critical-1", the opponent's unit takes a critical hit. A Wild Fire Card is drawn and the results listed on the card are applied to the unit receiving the critical hit.
Wild Fire Markers
Some Wild Fire Card instructions will require you to place the corresponding Wild Fire Marker on the unit that received the critical hit to help track how the unit is affected.
Mission Manual
The Mission Manual contains a number of scenarios for two, three, and four players. Each mission contains the following:
- A brief overview of the battlefield situation
- A battlefield map with terrain and unit deployment or designated setup areas
- Orders of Battle for both factions
- Mission objective, special rules, and other important briefing notes
Setting Up a Mission
- Select a mission from the mission manual. If this is your first battle, we suggest you start with the Mission #1 Field Exercise. The first few missions have been designed to allow players to become familiar with the rules and basics of fighting in Abaddon.
- Place the battlefield game board in the center of the table. Each mission displays the Satellite City-States at the top, and the Commonwealth Alliance at the bottom. Players should sit on the side closest to the forces they will control.
- Place the terrain features as indicated on the mission's battlefield map.
- Each player selects a power crystal color and takes the units he will control as detailed in the Order of Battle for his faction. Place the proper number of power crystals in the base of each unit. The unit's power number, on its color status-bar, is equal to the number of power crystals a unit has at the start of a battle.
- Deploy units onto the battlefield as indicated on the mission battlefield map. Some missions have a set-on area for a faction (shaded grid sectors) that will allow players more deployment flexibility. In missions with a setup area, the faction moving first will normally deploy all units first and the other faction will then deploy units.
- Shuffle the Weapon System Card deck and the Wild Fire Card deck. Place the two decks facedown next to the battlefield within easy reach of both sides. Place the Wild Fire Markers next to the Wild Fire Card deck.
- Deal out the number of Weapon System Cards to each player as listed in the Order of Battle for each faction. Players should take care not to reveal their cards to the opposition. You may, however, show your cards to your faction teammates, but you may not trade or exchange Weapon System Cards. If the "Reboot Decks" Weapon System Card is dealt to a player at the start of the game, it is played at once and the instructions on the card are carried out.
- Review the Mission Objective and any special rules. Place the Victory Point Counters near the game board.
- Give each player a set of four battle dice (one die of each color).
- Give each faction a set of five Activation dice and a Victory Point Cup.
Object of the Game
Destroy your opponent or complete the mission objective before your opponent destroys you. Even in man's future, the quest for survival remains constant.
In missions with two-players, victory is decided the instant the mission objective is completed. In missions with three or four players, victory is determined at the end of a round.
Two-Player Mission - The mission briefing notes will state which player will go first. Players then alternate taking turns, until one of the players completes the mission objective. The first player will take the #1 Lock-On Relay piece and the other player takes the #2 Lock-On Relay piece. Each player will keep the same Lock-On Relay piece for the entire mission.
Multi-Player Mission (3 or 4 players) - The Lock-On Relay pieces are used to determine the turn order. There must be one Lock-On Relay piece for each player in the pool. At the start of a round, mix the Lock-On Relay pieces and place them within reach of all players. Each player selects one piece. The number printed on the bottom of the piece determines the player turn order for the round. The player who selected the #1 Relay piece goes first. The player with the #2 takes the next turn, followed by #3 and #4.
It is suggested that players do not announce the number until it is their turn. When a player is eliminated, remove the highest numbered Relay piece at the beginning of the next round.
Sequence of Play
On a player's turn, complete all of the sequence steps in order. When a player has completed all the steps, their turn is over. Play continues with the next player. When every player has completed a turn, start a new round. During your turn, follow the sequence below:
- Place Lock-On Relay Piece
- Roll Activation Dice
- Order Units
- Move Ordered Units
- Play Weapon System Cards
- Resolve Combat
- Next Player's Turn
1 - Place Lock-On Relay Piece
Place your Lock-On Relay piece on a grid sector with an enemy unit. For the duration of the round, your units have locked-onto that grid sector. When any of your units engage in combat with a unit in that grid sector, add +1 to your battle roll. This bonus lasts until the end of the round.
Multiple Lock-on Relay pieces on a grid sector will have no additional effect.
A word of warning, should you forget to place your Lock-on Relay piece and roll the Activation dice, no sector is locked on during your turn.
2 - Roll Activation Dice
Roll the five Activation dice. This Activation dice roll will determine the unit types, and the number of units a player may order on the turn.
Command Roll
When an Activation die roll shows a Command, you have a number of tactical choices: You may use the Command and choose to draw a Weapon System Card, attack with a Doomsday Bolt card, order any unit that you control, or remove a Wild Fire Marker on a unit that received the critical hit. You may remove a Wild Fire Marker on one of your units or on one of your opponent's units.
Command Roll - Draw Weapon System Card
You may choose to use the Command die to draw a Weapon System Card, announce the number of Command dice that are being used to draw cards. Place these dice with any dice that rolled a Weapon System for now.
Weapon System Roll
Each Activation die roll showing a Weapon System result allows you to draw a Weapon System card. Draw Weapon System Cards equal to the number of dice that rolled Weapon System plus any Command dice that are being used to draw cards. Place these spent Activation dice to the side after drawing cards.
For each Weapon System card you draw, immediately check to see if you have drawn the "Reboot Decks" Card. If so, it must be played immediately and the instructions on the card are carried out. In addition, any Wild Fire Cards in front of the players are discarded, and all Wild Fire Markers in play are returned to the Wild Fire Marker Pool. After all players have drawn their Weapon System Cards, re-shuffle the two card decks and their discard piles to form new draw decks.
Command Roll - Doomsday Bolt
If you have a Doomsday Bolt Card in your hand, you may choose to use a Command die roll to play a Doomsday Bolt Card. A Doomsday Bolt is a special Weapon System Card that allows you to target any enemy unit anywhere on the battlefield with no Line-of-Sight restrictions. Announce the targeted enemy unit and roll the Activation die. If the targeted unit type is rolled, the unit is destroyed. Place the destroyed unit's crystals into your Victory Point Cup. Any other symbols rolled are a miss. Discard the card and place the spent Activation die to the side.
Unit Roll - Heavy Link, Medium Link, Recon Link, Infantry Squad
Each die roll showing a unit type may be used to order one unit of this type under your control.
Command Roll - Order Unit
Command dice not already used may be used during unit order. Each die will order one unit of your choice under your control.
3 - Order Units
Place one or more Activation dice on a matching unit's grid Sector. Each unused Command die may be used to order any one of your units. Only units with an Activation die may move and battle this turn.
If you do not have a unit under your control of the type rolled, the Activation die is set to the side.
4 - Move Ordered Units
A unit with one or more Activation dice assigned to it is Ordered, enabling it to move and engage in combat. When Ordered, a unit may move up to its full Movement number, indicated on the unit's Status Bar. Each Activation die assigned to a unit allows the unit to make one full Movement action once. With multiple Activation dice, a single unit can move its full Movement value multiple times, but may only engage in combat once.
A unit may move in any direction, orthogonally or diagonally, up to its full Movement value, counting one for each Sector the unit enters. Units may change Movement direction from Sector to Sector. A unit may not move through or onto a grid Sector occupied by another unit or a terrain feature. A unit may not normally move off the battlefield unless allowed to by the mission's briefing notes. A unit may not move diagonally between two Sectors that are occupied.
All unit movements are made sequentially, one unit at a time, in the sequence of your choice. When moving a unit, also move the Activation dice along with the unit. This will help track which units are eligible to battle. You must complete one unit's movement before beginning another. In addition, you must complete all your unit movements before battling.
5 - Battle
There are two types of combat: Ranged Combat and Close Combat. A unit battling an enemy unit more than one grid sector away is said to be conducting Ranged Combat (firing at the enemy unit). A unit battling an enemy unit in an adjacent grid sector is said to be conducting a Close Combat against the enemy unit.
Any unit engaging in Ranged Combat requires the use of a Weapon System card in order for that unit to battle. Close Combat does not require the use of a Weapon System card to battle.
A unit may only battle once per turn. Battles are resolved one unit at a time in the sequence of your choice. A unit that is ordered does not have to battle.
Ranged Combat
Ranged Combat can take one of two forms: Either Line-of-Sight Fire or Indirect Fire.
Line-of-Sight Fire Combat - To conduct Line-of-Sight Fire Combat, a unit must have range and Line-of-Sight to the targeted enemy unit. As with all Ranged Combat, you must play a Weapon System Target Card from your hand for the ordered unit.
A unit's range is the distance between the firing unit and the target unit measured in grid sectors. When counting the range, include the target unit's sector, but not the firing unit's sector. A unit's Line-of-Sight Fire Combat range is five or fewer grid sectors.
Line-of-Sight runs up, down, across, or diagonally, along a series of five grid sectors. Terrain features and units (both friend and foe) will block a unit's Line-of-Sight.
A unit's diagonal Line-of-Sight is also blocked if it touches the corner of occupied sectors on both sides of the diagonal line.
When firing on an enemy unit, select a Target Card from your hand and place it facedown near your unit that is firing with the arrow pointed towards the enemy unit. The arrow on the front of the Weapon System Card will assist in tracking the firing unit and at which unit it is targeting. Always try to set the arrow facing the unit being targeted and also announce the targeted unit.
Target Weapon System Cards have a number from 1-8. During Fire Combat, the number printed on the Target Card is added to the unit's battle die roll.
Some Target Weapon System Cards will score additional damage. When resolving combat, simply remove the additional Crystals (if available) from the enemy unit according to the conditions described on the card. Note that additional damage is only inflicted if the attack is successful.
Units directly adjacent (orthogonally or diagonally) to one or more enemy units cannot engage in Ranged Combat. They may only engage in Close Combat.
Indirect Fire Combat - To conduct Indirect Fire Combat, a unit must be in range, but does not require Line-of-Sight to target the enemy unit. You will also need to play an indirect Weapon System Card from your hand for the ordered unit. Indirect Fire Combat Weapon System Cards are Doomsday Bolt, Long Range Bombardment, and Smart Bomb.
Indirect fire Weapon System cards may be used regardless of whether or not the attacking unit has Line-of-Sight on the targeted enemy unit.
- Doomsday Bolt - A Doomsday Bolt Card is played after the Activation dice are rolled. The play of Doomsday Bolt is discussed in the "Order" section of the rules. Note that use of a Doomsday Bolt card requires an unused Command die result.
- Long Range Bombardment - When targeting an enemy unit with a Long Range Bombardment, take the Long Range Bombardment Card from your hand and place it face-up next to your unit, the card pointing towards the targeted enemy unit. The unit that is being targeted must also be announced. A Long Range Bombardment Card will allow a unit to target an enemy unit over five grid sectors away, but not more than eight, with no Line-of-Sight restrictions. A Heavy Link when firing a Long Range Bombardment will add +1 to the unit's battle die roll as noted on the card. Other unit types may conduct a Long Range Bombardment but they will not add +1 to the unit's battle die roll.
- Smart Bomb - When targeting an enemy unit with a Smart Bomb, take the Smart Bomb Card from your hand and place it face-up next to your unit, the card pointing towards the targeted enemy unit. The unit that is being targeted must also be announced. A Smart Bomb Card will allow a unit to target an enemy unit within two to five grid sectors with no Line-of-Sight restrictions.
A Long Range Bombardment and a Smart Bomb Weapon System Card may be played on a unit, even when the unit has Line-of-Sight to the targeted enemy unit.
Defending Unit Responds
After the current player has placed all his Weapon System cards for his units, the defending player(s) may place Weapon System cards from their hand to respond to each Line-of-Sight Fire attack, using a maximum of one Weapon System Card per attack. Place the appropriate card next to each defending unit which is responding to an attack.
When being targeted by two or more units, a defending unit may only respond to one attack.
A unit may not respond and play a Target Weapon System Card to an Indirect Fire Combat attack.
A unit may not respond to a range combat attack when it is on a sector adjacent to an enemy unit.
Anti-Missile Missile
An Anti-Missile Missile Card may be played as a defensive measure against a range weapon attack.
Line-of-Sight Fire Attack - Instead of playing a Target Weapon System Card to respond to an enemy Line-of-Sight fire attack, you may play an Anti-Missile Missile Card from your hand and place it facedown with the arrow pointed toward the attacking enemy unit. When Ranged Combat is resolved between the two units, both Weapon System Cards are revealed at the same time and the enemy's Target Card is destroyed with no effect, and there is no combat. Discard both Weapon System Cards.
Doomsday Bolt - An Anti-Missile Missile Weapon System Card may be played from your hand in response to a Doomsday Bolt attack. Play the Anti-Missile Missile Card just before your opponent is going to roll his Doomsday Bolt attack die. The attack is cancelled and the enemy's Doomsday Bolt Card is destroyed with no effect. Discard both Weapon System Cards.
Long Range Bombardment or Smart Bomb - An Anti-Missile Missile Weapon System Card may be played from the your hand in response to a Long Range Bombardment or Smart Bomb attack. Play the card just before your opponent is going to roll his Long Range Bombardment or Smart Bomb attack die. The attack is cancelled and the enemy's Long Range Bombardment or Smart Bomb Card is destroyed with no effect. Discard both Weapon System Cards.
Close Combat
A unit, ordered to battle an enemy unit in an adjacent grid sector, is said to be in Close Combat. You must order a unit to Close Combat. An ordered unit adjacent to an enemy unit does not have to battle. An ordered unit may only make one Close Combat attack on a turn. A unit making a Close Combat may not use a Weapon System Card. A unit adjacent to an enemy unit may not fire on another, more distant enemy unit: It must Close Combat the adjacent enemy unit.
When two or more ordered enemy units are adjacent, a defending unit may be attacked in Close Combat more than once. A defending unit, when being attacked in close combat, is also considered to be attacking, even against multiple Close Combats. A defending unit may not respond to a range attack when it is in a sector adjacent to an enemy unit.
6 - Resolve Combat
Combat is resolved one ordered unit at a time, in the sequence of the attacker's choice. An ordered unit does not have to battle. An ordered unit may only battle once per turn. The number of crystals on a unit (including any crystals gained or lost) has no effect on combat die rolls. The attacker may choose to resolve Ranged Combat and Close Combat attacks in any sequence, including a mixed sequence.
Line-of-Sight Fire Combat - Both Units Play a Weapon System Card
When both units are playing a Weapon System Card for Line-of-Sight Fire Combat, both units are considered to be attacking. Resolve the combat as follows:
a. Turn over the attacker and defender Weapon System Cards at the same time. Note when a defending player's Weapon System Card is an Anti-Missile Missile Card, there is no combat, and both Weapon System Cards are discarded without effect (see "Anti-Missile Missile" rule section). b. Each player rolls the proper battle die for his unit. c. Each player adds the target number printed on his card to the die number rolled to get a total. d. If either player is locked on to the other player's unit sector, that player then adds +1 to his total. f. The player with the highest total wins the combat. One power crystal is removed from the unit with the lower total. When the higher total is twice that or more of the lower, two power crystals are removed. Note even if the higher number is triple the lower number, only two crystals are removed. Give the lost power crystals to your opponent to place in his Victory Point Cup. Lastly, if the winning unit used a Weapon System Card with a damage bonus, remove the number of crystals indicated on the card. g. When the last crystal is removed from a unit, the unit is destroyed and removed from the battlefield.
Ranged Combat - Attacking Unit Weapon System Card, Defending Unit Shielding
When the attacking unit is playing a Weapon System Card and the defending player does not to respond to an attack, his unit is only using its shields. Resolve combat as follows:
a. Reveal the attacker's Weapon System Card. b. Each player rolls the proper battle die for his unit. c. The attacking player adds the target number printed on his card to the die number rolled to get a total. Also remember when a unit is locked-on you will add +1 to your total. d. Compare the totals. e. The player with the highest total wins the combat. When the attacking player has the highest total, one power crystal is removed from the defending unit. If the number is twice or more, two power crystals are removed. Give the lost power crystals to your opponent to place in his Victory Point Cup. Lastly, if the attacker used a Weapon System Card with a damage bonus, remove the number of crystals indicated on the card. When the defending unit has the higher total, the unit's shields have withstood the attack and no power crystals are lost. A defending unit cannot inflict ranged damage against an attacker without using a Weapon System Card. When the last crystal is removed from a unit, the unit is destroyed and removed from the battlefield.
Close Combat Resolution
To resolve a Close Combat between units in adjacent sectors, the player taking his turn must order his unit to Close Combat. The defending unit when being attacked in a Close Combat is also considered to be attacking.
a. In Close Combat, each player rolls the proper battle die for his unit. b. When a unit is locked-on you will add +1 to your combat number total. c. Compare the totals. d. The player with the highest total wins the Close Combat. One power crystal is removed from the unit with the lower number. When the higher total is twice or more than of the lower, two power crystals are removed. Give the lost power crystals to your opponent to place in his Victory Point Cup. e. When the last crystal is removed from a unit, the unit is destroyed and removed from the battlefield.
An Infantry Squad fighting in Close Combat will roll two d6 (green and blue d6 dice). The higher die rolled of the two must be used as the combat number.
Ties During Combat
After both players have rolled and totaled their battle dice scores, if the two totals are equal, it is a stand off and no crystals are lost. Each player will draw one Weapon System Card when a combat is a tie.
A Critical-1 Die Roll
Unless using its shields, any time a unit's battle die result is "1", a critical hit is scored on the opposing unit. If one or both players roll a critical-1 in Ranged or Close Combat, all other battle results are ignored for that combat.
Critical hits take precedence over ties during combat.
When both players roll a critical-1, both units receive a critical hit and both players will draw a Wild Fire Card for their respective unit.
Units using only their shields are not attacking, and therefore cannot inflict a critical-1 result.
The player receiving the critical hit draws a Wild Fire card for the affected unit, and must follow the instructions printed on the card.
In Close Combat both players are considered to be attacking. When either or both player rolls a critical-1, the dice rolls have no effect. Instead, a Wild Fire Card is drawn for the unit that received the critical-1 and it must follow the instructions printed on the Wild Fire Card.
Some Wild Fire Cards will require one or more power crystals to be removed. Give the lost power crystals to your opponent to place in his Victory Point Cup. When the last crystal is removed from a unit, the unit is destroyed and removed from the battlefield.
Some Wild Fire Cards will require you to place a Wild Fire Marker on the base of the unit that received the critical hit to remind you how the unit is affected. These Wild Fire Cards also have the words "retain card" and the card is placed face up in front of you for reference.
When an Activation die roll shows a Command, you may choose to remove a Wild Fire Marker on a unit that received the critical hit. You may remove a Wild Fire Marker on one of your units or on one of your opponent's units.
7 - Next Player's Turn
When you have completed all the steps, your turn is over. Play continues with the next player. When every player has completed a turn, start a new round.
Missions with two-players: take your Lock-On Relay piece from the battlefield and start a new round. Missions with three or more players: take all Lock-On Relay pieces from the battlefield, mix them and all players will draw a Lock-On Relay piece at random to start a new round.
Victory
At the end of a round, each faction should determine if it has fulfilled the objective. The mission briefing notes will detail what you will need to accomplish to win.
Missions with two-players, victory is decided the instant the mission objective is completed. Missions with 3 or 4 players, victory is determined at the end of a round. If both sides have achieved the mission objective at the end of the round, the faction that eliminated the most enemy units is the tiebreaker.
In a Victory Point mission, the faction that has gained the highest point total is the winner. In a Victory Point mission, each time you score a hit and power crystals are removed from your opponent's units, the opponent's lost crystals are placed in your Victory Point Cup. Each enemy crystal you have in your Victory Point Cup is worth 1 point. It is possible that some missions may end in a Draw.
Additional Bonus Victory Points may be awarded for capturing or holding certain grid sectors or completing a mission objective as well as eliminating enemy units. Bonus Victory Point Counter awards will be detailed in the mission briefing notes.
When Battle Damage rule is in effect, you are awarded a bonus point counter for each enemy unit eliminated.
| Unit Eliminated | Battle Damage Bonus Award |
|---|---|
| Heavy Link | 3-point counter |
| Medium Link | 2-point counter |
| Recon Link | 1-point counter |
| Infantry Squad | 2-point counter |
Mission Manual
Before each game, players must select a mission and determine sides. If this is your first battle, we suggest you start with the Mission #1 - Field Exercise. The first few missions have been designed to allow players to become familiar with the rules and basics of fighting in the Abaddon region. Each mission contains briefing notes, an objective, a brief overview of the battlefield situation, a battlefield map with terrain and unit deployment or designated entry areas, Orders of Battle & Starting Weapon System Cards, and any special rules. The battlefield maps are printed in the mission manual and are not reproduced here.
Mission #1 - Field Exercise
Briefing Notes:
- Two-player mission.
- Deploy your units as detailed on the map.
- Commonwealth Alliance takes the first turn.
Objective: Destroy any 2 of the opposition's units.
| Satellite City States | Commonwealth Alliance |
|---|---|
| 1x Heavy Link | 1x Heavy Link |
| 1x Medium Link | 1x Medium Link |
| 1x Recon Link | 1x Recon Link |
| 1x Infantry Squad | 1x Infantry Squad |
| 6x Weapon System Cards | 6x Weapon System Cards |
Mission #2 - Meeting Engagement
Briefing Notes:
- Two-player Mission
- Deploy your units as detailed on the map.
- Satellite City States takes the first turn.
Objective: Destroy 8 of the opposition's Power Crystals.
| Satellite City States | Commonwealth Alliance |
|---|---|
| 1x Heavy Link | 1x Heavy Link |
| 1x Medium Link | 1x Medium Link |
| 2x Recon Links | 2x Recon Links |
| 1x Infantry Squad | 1x Infantry Squad |
| 6x Weapon System Cards | 6x Weapon System Cards |
Mission #3 - Seek and Destroy
Briefing Notes:
- Two-player Mission.
- Deploy your units as described on the map.
- Each faction rolls five Activation dice. The side which rolled the most Command will go first. Reroll if a tie.
Objective: Destroy both of the opposition's Heavy Links or 11 of the opposition's power crystals, whichever comes first.
| Satellite City States | Commonwealth Alliance |
|---|---|
| 2x Heavy Links | 2x Heavy Links |
| 1x Medium Link | 1x Medium Link |
| 1x Recon Link | 1x Recon Link |
| 2x Infantry Squads | 2x Infantry Squads |
| 5x Weapon System Cards | 5x Weapon System Cards |
Mission #4 - The Gauntlet
Briefing Notes:
- Two-player Mission
- Deploy your units on any shaded baseline grid sector. Satellite City States deploys first
- Satellite City States takes the first turn.
Objective:
- Satellite City States - move one Infantry Squad off the board from any space in the Commonwealth Alliance's deployment zone.
- Commonwealth Alliance - Destroy all opposition Infantry Squads.
| Satellite City States | Commonwealth Alliance |
|---|---|
| 2x Recon Links | 2x Heavy Links |
| 4x Infantry Squads | 2x Medium Links |
| 6x Weapon System Cards | 6x Weapon System Cards |
Mission #5 - One-on-One Challenge
Briefing Notes:
- Two-player Mission
- Deploy your unit on any shaded baseline grid space. Commonwealth Alliance deploys first.
- Commonwealth Alliance takes the first turn.
Objective: Destroy your opponent!
Special Rules: These Heavy Links are the very best that each faction can field. Both have super-charged shielding. An attacker must double their opponent's total to inflict 1 point of damage, and triple it to inflict 2 points of damage.
| Satellite City States | Commonwealth Alliance |
|---|---|
| 1x Heavy Link | 1x Heavy Link |
| 3x Weapon System Cards | 3x Weapon System Cards |
Mission #6 - East Front
Briefing Notes:
- Two-player Mission
- Deploy your units on any shaded grid sector. Commonwealth Alliance deploys first.
- Commonwealth Alliance takes the first turn.
Objective: 20 Victory Point Mission. Each Opponent's lost crystal is worth 1 point.
Special Rules: Battle Damage rule is in effect: Award a Bonus Point Counter for each enemy unit eliminated (Heavy Link 3-point counter, Medium Link 2-point counter, Recon Link 1-point counter, Infantry Squad 2-point counter).
| Satellite City States | Commonwealth Alliance |
|---|---|
| 2x Heavy Links | 2x Heavy Links |
| 2x Medium Links | 2x Medium Links |
| 2x Recon Links | 2x Recon Links |
| 2x Infantry Squads | 2x Infantry Links |
| 8x Weapon System Cards | 8x Weapon System Cards |
Mission #7 - Man vs Machine
Briefing Notes:
- Two-player Mission
- Deploy your units on any shaded grid sector. Commonwealth Alliance deploys first.
- Satellite City States takes the first turn.
Objective: 16 Victory Point Mission
Special Rules: Battle Damage rule is in effect. Award a Bonus Point Counter for each enemy unit eliminated (Heavy Link 3-point counter, Medium Link 2-point counter, Recon Link 1-point counter, Infantry Squad 2-point counter).
| Satellite City States | Commonwealth Alliance |
|---|---|
| 1x Recon Link | 2x Heavy Links |
| 6x Infantry Squads | 2x Medium links |
| 6x Weapon System Cards | 2x Recon Links |
| 5x Weapon System Cards |
Mission #8 - The Drop
Briefing Notes:
- Two-player Mission
- Commonwealth Alliance deploys units as detailed on the map.
- Satellite City States units must jump on! Roll a d10 and d6, for each unit working down the order of battle, and cross reference the numbers on the map, and place the unit accordingly. A unit which lands on terrain or another unit is moved to an adjacent, unoccupied space. A unit which lands on an enemy unit must also draw a Wild Fire Card. Satellite City States takes the first turn.
Objective: 17 Victory Point Mission
Special Rules: Battle Damage Rule is in effect. Award a Bonus Point Counter for each enemy unit eliminated (Heavy Link 3-point counter, Medium Link 2-point counter, Recon Link 1-point counter, Infantry Squad 2-point counter).
| Satellite City States | Commonwealth Alliance |
|---|---|
| 1x Medium link | 2x Heavy Links |
| 4x Recon Links | 2x Medium Links |
| 2x Infantry Squads | 1x Recon Link |
| 6x Weapon System Cards | 1x Infantry Squad |
| 5x Weapon System Cards |
Mission #9 - Breakout
Briefing Notes:
- Three-player Mission
- Deploy your units on any shaded grid spaces. Satellite City States deploy first. Commonwealth Deploy Company B on the left, Company A on the right.
- Lock-On relays determine turn order.
- Satellite City States player rolls 6 Activation dice on his turn. Each Commonwealth Alliance player only rolls 4 Activation dice.
Objective:
- Satellite City States - Exit units that still have at least 14 or more Power Crystals from any space on the Commonwealth Alliance edge of the map.
- Commonwealth Alliance - Reduce the number of Satellite City States Power Crystals to 13 or less.
Satellite City States: 1x Heavy Link, 1x Medium Link, 2x Recon Links, 2x Infantry Squads, 6x Weapon System Cards
Commonwealth Alliance:
- Company B: 2x Medium Links, 2x Infantry Squads, 2x Weapon System Cards
- Company A: 1x Heavy Link, 1x Medium Link, 2x Recon Links, 2x Weapon System Cards
Mission #10 - Ambush
Briefing Notes:
- Three-player Mission
- Deploy your units on any shaded grid sectors. Satellite City States deploy first. Commonwealth deploy Company B on the left, Company A on the right.
- Lock-On relays determine turn order.
- Satellite City States player rolls 6 Activation dice on his turn. Each Commonwealth Alliance player rolls 5 Activation dice.
Objective: 18 Victory Point Mission
Special Rules: Battle Damage rule is in effect. Award a bonus point counter for each enemy unit eliminated (Heavy Link 3-point counter, Medium Link 2-point counter, Recon Link 1-point counter, Infantry Squad 2-point counter).
Satellite City States: 1x Heavy Link, 2x Medium Links, 2x Recon Links*, 2x Infantry Squads, 5x Weapon System Cards. (* Deployed as shown on the map.)
Commonwealth Alliance:
- Company B: 2x Heavy Links, 1x Medium Link, 1x Recon Link, 1x Infantry Squad, 4x Weapon System Cards
- Company A: 1x Heavy Link, 2x Medium Link, 2x Recon Links, 4x Weapon System Cards
Mission #11 - Relief Force
Briefing Notes:
- Three-player Mission
- Satellite City States deploy units as detailed on the map, deploy Company B on left, company A on the right.
- Commonwealth Alliance deploy on any shaded grid spaces.
- Lock-On Relays determine turn order
Objective: 21 Victory Point Mission
Special Rules: Battle Damage rule is in effect. Award a bonus point counter for each enemy unit eliminated (Heavy Link 3-point counter, Medium Link 2-point counter, Recon Link 1-point counter, Infantry Squad 2-point counter).
Satellite City States:
- Company B: 1x Heavy Link, 1x Medium Link, 1x Recon Link, 1x Infantry Squad, 3x Weapon System Cards
- Company A: 1x Heavy Link, 1x Medium Link, 1x Recon Link, 1x Infantry Squad, 4x Weapon System Cards
Commonwealth Alliance: 2x Heavy Links, 2x Medium Links, 2x Recon Links, 2x Infantry Squads, 7x Weapon System Cards
Mission #12 - Teamwork
Briefing Notes:
- Four-player Mission
- Satellite City States deploy units as detailed on the map, Company B on the left, Company A on the right.
- Commonwealth Alliance deploy units as detailed on the map, Company B on the left, Company A on the right.
- Lock-On Relays determine turn order.
Objective: 20 Victory Point mission
Special Rules: Battle Damage rule is in effect. Award a bonus point counter for each enemy unit eliminated (Heavy Link 3-point counter, Medium Link 2-point counter, Recon Link 1-point counter, Infantry Squad 2-point counter).
Each of the four companies (Satellite City States Company B and Company A, Commonwealth Alliance Company B and Company A) has: 1x Heavy Link, 1x Medium Link, 1x Recon Link, 1x Infantry Squad, 5x Weapon System Cards.
Mission #13 - Running Blind
Briefing Notes:
- Four-player Mission
- Satellite City States deploy units first as detailed on the map, Company B on the left, and Company A on the right.
- Commonwealth Alliance deploy units as detailed on the map, Company B on the left, and Company A on the right.
- Lock-On Relays determine turn order
Objective: 18 Victory Point Mission
Special Rules: Battle Damage rule is in effect. Award a bonus point counter for each enemy unit eliminated (Heavy Link 3-point counter, Medium Link 2-point counter, Recon Link 1-point counter, Infantry Squad 2-point counter).
Each of the four companies (Satellite City States Company B and Company A, Commonwealth Alliance Company B and Company A) has: 1x Heavy Link, 1x Medium Link, 1x Recon Link, 1x Infantry Squad, 4x Weapon System Cards.
Mission #14 - West Wood
Briefing Notes:
- Four-player Mission
- Satellite City States deploy units first as detailed on the map, Company B on the left, and Company A on the right.
- Commonwealth Alliance deploy units as detailed on the map, Company B on the left, and Company A on the right.
- Lock-On Relays determine turn order
Objective: 26 Victory Point Mission
Special Rules: Battle Damage rule is in effect. Award a bonus point counter for each enemy unit eliminated (Heavy Link 3-point counter, Medium Link 2-point counter, Recon Link 1-point counter, Infantry Squad 2-point counter).
Satellite City States:
- Company B: 1x Medium Link, 3x Recon Links, 2x Infantry Squads, 5x Weapon System Cards
- Company A: 1x Heavy Link, 2x Medium Links, 1x Recon Link, 2x Infantry Squads, 5x Weapon System Cards
Commonwealth Alliance:
- Company B: 1x Heavy Link, 2x Medium Links, 1x Recon Link, 1x Infantry Squad, 5x Weapon System Cards
- Company A: 3x Heavy Links, 1x Recon Link, 1x Infantry Squad, 5x Weapon System Cards
Mission #15 - Spring Offensive
Briefing Notes:
- Four-player Mission
- Satellite City States deploy units first as detailed on the map, Company B on the left, and Company A on the right.
- Commonwealth Alliance deploy units as detailed on the map, Company B on the left, and Company A on the right.
- Lock-On Relays determine turn order
Objective: 24 Victory Point Mission
Special Rules: Battle Damage rule is in effect. Award a bonus point counter for each enemy unit eliminated (Heavy Link 3-point counter, Medium Link 2-point counter, Recon Link 1-point counter, Infantry Squad 2-point counter).
Satellite City States (Company B and Company A each): 1x Heavy Link, 2x Medium Links, 1x Recon Link, 2x Infantry Squads, 5x Weapon System Cards.
Commonwealth Alliance (Company B and Company A each): 2x Heavy Links, 1x Medium Link, 2x Recon Links, 1x Infantry Squad, 5x Weapon System Cards.
Mission #16 - Share Command
Briefing Notes:
- Four-player Mission
- Divide your forces and then deploy them on any shaded grid spaces. Satellite City States deploy first.
- Lock-On Relays determine turn order.
Objective: 30 Victory Point Mission
Special Rules: Battle Damage rule is in effect. Award a bonus point counter for each enemy unit eliminated (Heavy Link 3-point counter, Medium Link 2-point counter, Recon Link 1-point counter, Infantry Squad 2-point counter).
| Satellite City States | Commonwealth Alliance |
|---|---|
| 3x Heavy Links | 3x Heavy Links |
| 3x Medium Links | 3x Medium Links |
| 3x Recon Links | 3x Recon Links |
| 3x Infantry Squads | 3x Infantry Squads |
| 9x Weapon System Cards | 9x Weapon System Cards |
Divide your factions starting number of Weapon System Cards before you look at them.