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Dropzone Commander: Core Rulebook

Dropzone Commander: Core Rulebook Rulebook

Table of Contents

Table of Contents

  • 1. The Basics
    • 1.1 Dice
      • 1.1.1 Re-rolls
      • 1.1.2 Dice Roll Modifiers
      • 1.1.3 Number Modifiers
      • 1.1.4 Modifiers, General Rules
    • 1.2 Ruler
      • 1.2.1 Pre-measuring
    • 1.3 Rules & Stats
      • 1.3.1 Rules Conflicts & Disagreements
    • 1.4 Gaming Pieces
      • 1.4.1 Armies
      • 1.4.2 Tokens
      • 1.4.3 Object Tokens
      • 1.4.4 The Table
      • 1.4.5 Ground
      • 1.4.6 Zones
  • 2. Units
    • 2.1 Measuring
    • 2.2 Placing Units
    • 2.3 Squads
    • 2.4 Groups
    • 2.5 Stats Bar
    • 2.6 Infantry Stats
      • 2.6.1 Bravery Tests
      • 2.6.2 Random Unit Stats
    • 2.7 Weapons
      • 2.7.1 Random Weapon Stats
  • 3. Preparation
    • 3.1 Game Size
    • 3.2 Build Your Army
      • 3.2.1 Rare/Unique Squads
      • 3.2.2 Unit Variants
      • 3.2.3 Weapons Upgrades
      • 3.2.4 Choosing Transports and Forming Groups
      • 3.2.5 Choose Commanders
      • 3.2.6 Build Command Card Deck
    • 3.3 Choose a Scenario
  • 4. Game Rounds
    • 4.1 Initiation Phase
      • 4.1.1 Command Point Generation
      • 4.1.2 Pass Token Generation
      • 4.1.3 Discard Command Cards
      • 4.1.4 Draw Command Cards
      • 4.1.5 Determine Initiative
    • 4.2 Activation Phase
      • 4.2.1 Normal Activations
      • 4.2.2 Orphaned Transport Activations
      • 4.2.3 Fire Weapon Features
    • 4.3 End Phase
      • 4.3.1 Victory Points
      • 4.3.1 Cleanup
      • 4.3.2 End of the Round
  • 5. Command
    • 5.1 Abilities
    • 5.2 Command Cards
      • 5.2.1 Playing Command Cards
      • 5.2.2 The Stack
  • 6. Activating
    • 6.1 Moving
      • 6.1.1 Coherency
      • 6.1.2 Ground
    • 6.2 Attacking
      • 6.2.1 Determine Potential Targets
      • 6.2.2 Assign Weapons to Targets
      • 6.2.3 Total Attacks and Roll to Hit
      • 6.2.4 Roll to Inflict Damage
    • 6.3 Destroyed Transports
      • 6.3.1 Destroyed Aircraft
    • 6.4 Attacking, Other Rules
      • 6.4.1 Anti-Air Weapons
      • 6.4.2 Small Arms Weapons
      • 6.4.3 Damage vs Infantry Squads
      • 6.4.4 Bodyguards-Commanders in Squads
      • 6.4.5 Status Tokens
  • 7. Embarking & Disembarking
    • 7.1 Disembarking
    • 7.2 Embarking
    • 7.3 Two Embark/Disembarks Maximum
    • 7.4 Groups and Embarking/Disembarking
    • 7.5 Embarking/Disembarking from Vehicles
  • 8. Zones
    • 8.1 Modelling Buildings
    • 8.2 Modelling Areas
      • 8.2.1 Areas and Line of Sight
    • 8.3 Occupying Zones
      • 8.3.1 Entering a Zone
      • 8.3.2 Exiting a Zone
      • 8.3.3 Transferring Between Touching Zones
    • 8.4 Attacking a Zone
      • 8.4.1 Collateral Damage
      • 8.4.2 Destroyed Zones
    • 8.5 Siting Occupiers and Attacking from Zones
      • 8.5.1 Entrances Covered
    • 8.6 Attacking Occupiers
      • 8.6.1 Radius Effects vs Occupiers
    • 8.7 Close Quarter Battle (CQB)
    • 8.8 Zones - Features
      • 8.8.1 Weapon Features
      • 8.8.2 Effect Features
      • 8.8.3 Indestructible Features
      • 8.8.4 Bunker Entrances
  • 9. Scenarios
    • 9.1 Scenery Layout
    • 9.2 Territory
    • 9.3 Game Length
    • 9.4 Entry
      • 9.4.1 Deployed
      • 9.4.2 Ready
      • 9.4.3 Reserved
      • 9.4.4 Holding
    • 9.5 Scoring
    • 9.6 Scenario Objectives
      • 9.6.1 Attrition X
      • 9.6.2 Extract X/Y
      • 9.6.3 Displace X
      • 9.6.4 Dominate X/Y
      • 9.6.5 Explore X
      • 9.6.6 Occupy X/Y
      • 9.6.7 Protect X/Y
      • 9.6.8 Raze X/Y
      • 9.6.9 Secure X/Y
    • 9.7 Objects
      • 9.7.1 Finding Objects
      • 9.7.2 Carrying Objects
      • 9.7.3 Passing, Dropping, and Picking up Objects
      • 9.7.4 Destroyed While Carrying
      • 9.7.5 Bravery and Objects
      • 9.7.6 Objects Inside Destroyed Zones
      • 9.7.7 Extraction Types
      • 9.7.8 Variant Objects
    • 9.8 Scenarios
  • 10. Unit Special Rules
    • 10.1.1 Aegis X"
    • 10.1.2 Agile X
    • 10.1.3 AWACS X"
    • 10.1.4 Bloodthirsty
    • 10.1.5 Breachers X
    • 10.1.6 Climber
    • 10.1.7 Command Centre
    • 10.1.8 Delayed
    • 10.1.9 Demo Charges X+
    • 10.1.10 Dogs
    • 10.1.11 Ev X (Evasion)
    • 10.1.12 Fast Mover
    • 10.1.13 Flat Out X"
    • 10.1.14 FS X (First Strike)
    • 10.1.15 Hardy X
    • 10.1.16 Infiltrate X"
    • 10.1.17 Jump X"
    • 10.1.18 Large
    • 10.1.19 Lethal
    • 10.1.20 Living Weapons
    • 10.1.21 Obscurer X"
    • 10.1.22 PX+ (Passive Countermeasures)
    • 10.1.23 Rapid Insertion X"
    • 10.1.24 Regenerate X
    • 10.1.25 Resilient
    • 10.1.26 Scanner
    • 10.1.27 Scout
    • 10.1.28 Shield: X Y" Z+
    • 10.1.29 Skimmer
    • 10.1.30 Stealth
    • 10.1.31 Strike
    • 10.1.32 Strong
    • 10.1.33 Surveyor
    • 10.1.34 Terror
    • 10.1.35 UC (Un-countered)
    • 10.1.36 Wide X"
  • 11. Weapon Special Rules
    • 11.1.1 AA (Anti-Aircraft)
    • 11.1.2 ALT X (Alternate)
    • 11.1.3 Articulated
    • 11.1.4 Assault
    • 11.1.5 Battery X
    • 11.1.6 Blast
    • 11.1.7 Concussion
    • 11.1.8 Critical X
    • 11.1.9 Demo X
    • 11.1.10 Destroyer X+
    • 11.1.11 Devastator X
    • 11.1.12 Dissipate -X
    • 11.1.13 Drive-by
    • 11.1.14 Field
    • 11.1.15 Flame
    • 11.1.16 Focus X
    • 11.1.17 GB (Gravity Bomb)
    • 11.1.18 Ignores Cover
    • 11.1.19 Incendiary X
    • 11.1.20 Indirect
    • 11.1.21 Ineffective: X
    • 11.1.22 Jammer
    • 11.1.23 LX (Limited)
    • 11.1.24 Needs Spotter
    • 11.1.25 Overcharge X
    • 11.1.26 Overwatch
    • 11.1.27 Pen X+ (Penetrative)
    • 11.1.28 Precision X
    • 11.1.29 Repair X/Y
    • 11.1.30 Seeker
    • 11.1.31 Self-Destruct
    • 11.1.32 Smoke
    • 11.1.33 Strafe
    • 11.1.34 Suppress
    • 11.1.35 TX (Tracking)
  • 12. Tokens
  • 13. Behemoths
  • 14. Factions
    • UCM
    • Bioficers
    • Scourge
    • Resistance
    • Shaltari
    • PHR

1. The Basics

1.1 Dice

Dropzone Commander uses six-sided dice referred to as D6. Most rolls require a specific number or better to succeed and will usually be written without the 'D6', i.e., if a player needs to roll at least a 5 on a D6, that's a 5+.

You will often need to roll multiple D6, sometimes written as X D6, with X being the number of dice to roll.

If you're required to roll a three-sided dice—a D3—simulate it using a D6 (1 or 2 = 1, 3 or 4 = 2, 5 or 6 = 3).

1.1.1 Re-rolls

Some rules allow you to re-roll dice. Roll the dice again and apply the second result, even if it is worse. Dice can only be re-rolled once.

1.1.2 Dice Roll Modifiers

Modifiers may be applied to dice rolls. Modifiers that improve a dice roll will make it more likely. For example, a 4+ roll which gains a +1 modifier becomes a 3+ roll.

Modifiers that worsen a dice roll will make it less likely. For example, a 4+ roll that suffers a -1 modifier becomes a 5+ roll.

Modifiers applied to a dice roll cannot make it impossible or certain. After all modifiers are applied, stop at the minimum/maximum value e.g. a 6+ or 2+ on a D6.

Modifiers are usually written in shorthand: 'suffers -2Ac' is a -2 modifier to its Ac value.

1.1.3 Number Modifiers

Modifiers to numbers which aren't dice rolls are applied mathematically (a -2 modifier will reduce an 8 to 6). Numbers can be reduced to a minimum of 0.

Division and multiplication are applied together after all other modifiers are applied.

If a distance is divided, the result is rounded down to the nearest half inch. If anything else is divided, the result is rounded down.

1.1.4 Modifiers, General Rules

Modifiers do not persist after the rule that applied them no longer applies. Multiple modifiers have a cumulative effect.

If anything gains a duplicate stat, use the better one. If the duplicate is random, e.g. D6, use its maximum possible outcome to determine if it replaces an existing stat. Other modifiers are applied after a duplicate stat is gained.

If something receives a modifier to a special rule it does not have, it gains that special rule while the modifier applies. For example, if a Unit without Ev (Evasion) gains +2Ev, it gains Ev2.

A stat with no numerical value cannot be modified.

1.2 Ruler

Dropzone uses inches, so players need a tape measure or ruler marked in inches. Shorthand for inches is used: 12" means 12 inches.

1.2.1 Pre-measuring

You may pre-measure distances at any time—your crews have the sensors of a future universe on hand.

1.3 Rules & Stats

These core rules should be accessible for reference. Players should also have copies of any relevant stats.

1.3.1 Rules Conflicts & Disagreements

A special rule overrides a core rule.

Rarely, obscure rules conflicts and situations are not addressed. If re-reading the relevant rules section does not provide an answer, and the players cannot agree, have one player roll a D6. On a 1-3 one interpretation is correct, on a 4-6 it is the other.

1.4 Gaming Pieces

1.4.1 Armies

Each player's Army is represented by individual Unit miniatures. Their rules are covered in the next section.

1.4.2 Tokens

Tokens represent various statuses and effects. If you use a non-standard token to represent anything, state what it represents.

1.4.3 Object Tokens

These must be 20mm in diameter since these are the only Tokens whose exact placement matters. Distances may be measured to/from any point on Object Tokens.

1.4.4 The Table

Dropzone is played on a 48"x48" gaming area referred to as the Table. For particularly large or small games, you may want to alter this size. You will need extra space for Units yet to enter play, unused dice, and other game components.

All distances are measured parallel to the Table surface.

Anything in play is 'on the Table', including Units aboard Transports.

1.4.5 Ground

Ground is what your Units move over (or not), including roads, fields, and rivers. Ground can be 3D, including hills and cliffs, but should be a practical gaming surface. Avoid long inclines, large expanses of deep texture, and awkward details.

1.4.6 Zones

Zones are removable scenery models which can be Occupied by Infantry Units. These are either Buildings or Areas like forests, ruins, or barricaded redoubts. Zones can be destroyed and sometimes have destructible Features which may be represented by Tokens or removable parts.

Distances measured to/from Zones may be measured from any point on them. If a rule states a Zone should be 'within' anything, any point is used to determine this.

2. Units

Units are individual Vehicle, Aircraft, and Infantry miniatures. An Infantry Unit is 1 or more figures permanently affixed to a 17x35mm base. Legacy 22x45mm bases are acceptable.

An Aircraft sits on a flight stand which must be of stock size and height, as indicated on its stat sheet, and the miniature must be supported by it alone.

Your Units are friendly Units. Your opponent's Units are enemy Units.

Certain rules specify friendly or enemy Units, or may not specify either, in which case both can be affected.

Destroyed Units are removed from play.

2.1 Measuring

All distances are measured to/from a Unit's centre. A Vehicle's centre sits on the top of the miniature's hull. An Aircraft's centre is where its flight stand's stem meets the miniature. An Infantry Unit's centre is the middle of its base.

If a rule states a Unit should be 'within' anything, its centre is used to determine this.

You cannot measure to or from a Unit aboard a Transport. Therefore, many actions, such as targeting them with Weapons, are not possible.

A Unit's stats sheet includes a thumbnail indicating its centre.

2.2 Placing Units

Placing a Unit is letting it stand freely after moving it or putting it on the Table.

Units may only be placed where they fit stably, realistically, and wholly on the Table—no balancing tanks at 45-degrees against a wall!

Units cannot overlap, and flight stands cannot overlap. You cannot move one to overlap with another if it's possible not to. If a rule would force one to overlap with another, the moved Unit's player must shift their Unit so that they are in contact but not overlapping if there's no alternative.

Vehicle and Infantry Units MAY be placed on top of a flight stand's base. If an Aircraft is placed above a Vehicle or Infantry Unit, place that Unit in the same location on top of the Aircraft's flight stand's base if necessary. The flight stand's stem may not be deliberately placed on top of any Unit.

Units may be placed on top of Tokens. If you're using a premium, 3D version of a Token, substitute it for a 2D one if needed.

If a Unit is placed illegitimately or on scenery it must move around, it is destroyed.

2.3 Squads

Units operate together in Squads. Many rules refer to using Squads rather than Units. A Squad with one Unit is still a Squad. If a Squad receives a modifier, every Unit in it receives it.

2.4 Groups

A Group is normally one Squad and, often, a Squad of Transports to carry it. Squads within Groups operate together, and many rules refer to using Groups rather than Squads. A Group with one Squad is still a Group. If a Group receives a modifier, every Unit in it receives it.

2.5 Stats Bar

Each Unit has a stats bar, for example:

UCM Main Battle Tank — 2-9 Standard — 35pts

TypeMvADPSpecial
Vehicle4"71-
  1. Name: The Unit's name.
  2. Squad Size and Category: How many may form a Squad and what category it is.
  3. Points (pts): How much it costs to field.
  4. Type: The Unit's type—either a Vehicle, Aircraft, or Infantry.
  5. Move (Mv): How far it may move.
  6. Armour (A): How well protected it is physically.
  7. Damage Points (DP): The amount of damage it can take before being destroyed.
  8. Special: Any special rules it has.

2.6 Infantry Stats

Infantry have an Offence (OF) stat, representing their lethality against Infantry up close. They also have a Defence (DF) stat instead of an Armour value, representing their skill at surviving certain situations.

Legionnaires — 2-3 Standard — 20pts

TypeMvOFDFBDPSpecial
Infantry2"55+5+5-

2.6.1 Bravery Tests

Infantry also have a Bravery (B) stat. If an Infantry Squad/Unit needs to take a Bravery Test, roll 1D6 against its B stat. If it has a B value of 'A', it passes automatically.

2.6.2 Random Unit Stats

If a Unit, or a Unit's special rule, has a random stat, determine this once each time it is used. All Units in the Squad with that stat use that result.

2.7 Weapons

Most Units have Weapons. A Weapon's capabilities are described in its profile, for example:

WeaponArcMARAttAcESpecial
UM-100 Avenger RailgunF/S/RFull∞/24"12+6Articulated, Demo 0, T1
  1. Name: The name of the Weapon.
  2. Arc: The direction/s in which it may attack.
  3. Move and Attack Limit (MA): The maximum distance its Unit may move and still attack with this Weapon. If it may move its full distance, this value is 'Full'.
  4. Range (R): Its range. If it has two values, the second is used against Vehicles and Aircraft to represent their active countermeasures destroying incoming munitions.
  5. Attacks (Att): The number of dice it attacks with.
  6. Accuracy (Ac): How accurate it is. Weapons with an Ac value of A hit automatically.
  7. Energy (E): Its power.
  8. Special: Any special rules it has.

2.7.1 Random Weapon Stats

If a Weapon, or a Weapon's special rule, has a random stat, determine this each time it is applied, e.g. if it has 2 Attacks, Energy D6, roll for each attack as it attempts to damage.

3. Preparation

3.1 Game Size

First, decide the game's size and points limit within the margins below. Each game size dictates the maximum number of Groups your Army may contain:

  • Skirmish: 501–1000 points. 9 Groups Max.
  • Clash: 1001–2000 points. 12 Groups Max.
  • Battle: 2001–3000 points. 16 Groups Max.
  • Reconquest: 3001 points and above. 20 Groups Max but add 4 Groups to the maximum allowed for every 1000pts above 3000.

3.2 Build Your Army

Building your Army is as simple as building around Standard category Units, keeping within the game's points and Groups limits, and meeting these restrictions:

CategoryRestriction
Standard-
VanguardPoints: no more than Standard
HeavyPoints: no more than Standard
SupportPoints: no more than Standard

Lastly, no Group may cost more than 1/4 of your total allowed pts.

3.2.1 Rare/Unique Squads

These are indicated by 'Rare' or 'Unique' besides their points cost. You may only take one Rare Squad with the same name in a Skirmish, two in a Clash, and three in a Battle/Reconquest. You may only take one Unique Squad with the same name.

3.2.2 Unit Variants

Some Squads have Variants—options for different Weapon loadouts or special rules. A Weapon with an orange-highlighted name box will only be used by certain Variants—that Variant's name will be shown in brackets after the Weapon's. Special rules which only apply to certain Variants will be indicated in brackets after the rule.

A Squad may contain any mixture of Variants.

3.2.3 Weapons Upgrades

Some Units offer Weapons upgrades. These Weapons have green-highlighted name boxes including the points cost of the upgrade.

Some Weapon upgrades will replace existing Weapons. The stats sheet will state which. All Units of the same Variant within a Squad must be upgraded equally.

3.2.4 Choosing Transports and Forming Groups

Units with the category 'Transport' may only be chosen along with a Squad they may transport. Transports do not have a minimum or maximum Squad size—you may take as many identical Transports as needed to carry their Squad. Those Transport(s) form a Squad. Those two Squads form one Group.

Transports must be taken full, and a Squad must have enough Transports for all its Units. Squads with Transports begin the game aboard them. You may take Squads without Transports, but this can affect when they can join the battle (see 'Entry' in the Scenarios chapter).

3.2.4.1 Sharing one larger Transport

Up to 4 Squads, plus their Transport Squads if they have any, may all share ONE Transport. These all form one Group.

Examples of valid Groups:

  • Group 1: Single Squad, no Transport (e.g. an Archangel).
  • Group 2: Single Squad entirely filling a single Transport (e.g. 3 Sabres filling a Condor).
  • Group 3: Single Squad filling multiple identical Transports (e.g. 6 Sabres filling 2 Condors).
  • Group 4: One or more Squads in (but not necessarily filling) a single Auxiliary Transport Squad (e.g. 4 Ferrets carrying 2 Legionnaires and 2 Hazard Suits).
  • Group 5: Up to 4 different Squads (with their filled Transports if applicable) filling one larger Transport (e.g. an Albatross carrying 2 Bear APCs, each carrying 3 Legionnaires, plus 3 Sabres and 2 Gladius).

This example shows how a Condor carries Bear APCs which then carry Legionnaires: the Condor (capacity 6) carries 2 Bear APCs (each taking 3 capacity), and each Bear APC (capacity 3) carries 3 Legionnaires (each taking 1 capacity).

3.2.4.2 Transport Symbols

Transports and Units which can be transported have a Transport Symbol. A Transport's Symbol is hollow. Its shape abstractly represents what Units it can carry. A number inside that Symbol shows how much it can carry.

A Unit which can be transported has a solid Symbol matching the Transports that can carry it. A number inside that Symbol shows how much space it fills.

Transports which can be carried by a larger Transport will have both types of Symbol.

Transports may only carry Units with the same shaped Symbol as itself and may not carry more than their number indicates.

If carrying another Transport, the cargo of the smaller Transport is ignored (they are already aboard).

A Transport with two hollow Symbols separated by a slash (/) may not carry a mix of those Symbol shapes (in this case, either all of one shape or all of the other). A Transport with two hollow Symbols separated by a plus (+) may carry both simultaneously. A Unit with two solid Symbols separated by a slash (/) may use either.

For example, a Condor has a Transport capacity of 6 and each Sabre takes up 2 capacity, therefore the Condor can transport 3 Sabres.

3.2.4.3 Auxiliary Transports

Units with a hollow Transport Symbol which are not of the category 'Transport' are Auxiliary Transports—these are taken like normal Squads. Auxiliary Transports do not have to be full. Any Squad/s which the Auxiliary Transports do carry join the Auxiliary Transports' Group. A carried Squad cannot be split between multiple Auxiliary Transport Squads.

3.2.5 Choose Commanders

You must take at least one Commander from the table below or from your faction's Famous Commanders:

Commander LevelPointsAllowed In
450All Game Sizes
590All Game Sizes
6150Clash, Battle, Reconquest
7230Battle, Reconquest

Commanders must be assigned to a Unit when building your Army. Squads can only contain one Commander. Famous Commanders are automatically assigned a Unit in their profile. The Commander's points combine with that Unit's points during games but are ignored during Army composition besides counting towards your total allowed points.

If the Unit a Commander is assigned to is destroyed, that Commander is killed.

3.2.6 Build Command Card Deck

Command Cards represent special actions made by Commanders. They are optional in Skirmish-size games. Otherwise, players must build their decks before playing.

All players have access to a 33-card Core Set. By agreement, players can use this as-is when learning to play. Otherwise, each player constructs a deck of 45 cards from a combination of this Core Set and their faction's 33-card Faction Set. Players may not, for example, take cards from two Core Sets. To check this, all cards have a number in the bottom-left corner: the maximum number of copies of this card your deck can contain.

For casual games, players may simply combine both Sets to make a 66-card deck. Famous Commanders, narrative events, special Armies, and some miniatures may include Special Command Cards to supplement a player's pool of available cards.

Shuffle your deck before each game and place it face-down.

3.3 Choose a Scenario

Every military action has objectives. Scenarios define how the Table should look, how your Units approach it, how long the game is, and how to win.

Choose a Scenario before each game once players have built their Armies—this avoids unbalanced Armies designed to tackle a specific Scenario.

4. Game Rounds

Dropzone Commander is played over several Rounds, with each split into Phases. During a Round, players must follow each Phase and any steps within it in order. Once all Phases have been completed, the game advances to the next Round.

This is a quick summary of how to play each Round. Terms you are not yet familiar with will be covered later.

4.1 Initiation Phase

4.1.1 Command Point Generation

Players generate/replenish their Command Points (CP) up to a number equal to their highest Commander Level on the Table. Players lose CP here if they have more than that.

Commanders count as Level 0 throughout Round 1.

4.1.2 Pass Token Generation

If a player has two fewer Groups on the Table/Ready to enter it than their opponent, they generate a Pass token. For each additional Group fewer than their opponent, they generate another Pass token. Groups which contain only non-auxiliary Transports are ignored when generating Pass tokens.

Players may find it useful to keep a stack of Activation tokens equal to their available Groups to help calculate if any Pass tokens are needed. Activation tokens can later be placed onto activated Groups as reminders.

4.1.3 Discard Command Cards

Each Player may discard any unwanted Command Cards face-up.

4.1.4 Draw Command Cards

Each player may draw/replenish their hand of Command Cards up to a number of cards equal to their highest Commander Level on the Table. Players must discard cards here if they have more than that.

Keep your hand hidden from your opponent.

If you have no cards remaining in your deck, you cannot draw more cards.

4.1.5 Determine Initiative

Each player rolls a D6 and adds the level of their highest level Commander on the Table. A roll of 6 wins automatically, but if both players roll 6s, add their Commander Level as normal. Re-roll any ties after adding the Commander Level. The winner has the Initiative until the next Round.

4.2 Activation Phase

4.2.1 Normal Activations

The player with the Initiative either picks one of their Groups on the Table or one that's Ready to enter, or they can force their opponent to instead. Groups containing only non-auxiliary Transports cannot be picked.

That player completes that Group's activation.

A player may use a Pass token instead of activating a Group. Choosing not to move a Ready Group onto the Table is also a pass—it counts as activated.

Once that player has completed that activation, the next player activates one of their Groups.

Once all Groups which may activate normally have done so, discard any remaining Pass tokens.

4.2.2 Orphaned Transport Activations

The player with the Initiative activates all their un-activated Groups containing only non-auxiliary Transports as if they were one Group, or they can force their opponent to instead. The other player then activates all of theirs.

4.2.3 Fire Weapon Features

See 'Weapon Features' in the Zones chapter.

4.3 End Phase

4.3.1 Victory Points

If the Scenario awards Victory Points at the end of this Round, award them now.

4.3.1 Cleanup

Various rules take effect.

4.3.2 End of the Round

Various rules take effect, and the Round ends.

5. Command

5.1 Abilities

Players can use Abilities which cost CP to perform. Players may use each Ability once per Round. Players have access to 3 core Abilities:

CostAbilityEffect
0CPField PromotionAt the start of the Initiation Phase, if all your Commanders have been killed, place a L3 Commander on any friendly Unit on the Table. That Commander is worth 0pts.
1CPReassign TransportOn the activation of a friendly Group, if it does not have enough Transports, you may Reassign another to it. Pick one of your empty Transports which has not yet activated this Round and is not aboard another Transport. That Transport leaves its original Group and joins the active Group. It must be able to Transport all/some of the Units in its new Group. You may not Reassign Auxiliary Transports.
XCPPlanAt the end of the Round, look at the top X cards of your Command Card deck and return some/all of them to the top of your deck in any order. Place any remaining ones on the bottom of your deck in any order.

Famous Commanders may grant players additional Abilities. These may only be used while their respective Commander is on the Table, but if that Commander is killed or leaves the Table, any effects of previously used Abilities persist.

5.2 Command Cards

Command Cards are set out as follows:

  • Name: The card's name.
  • Cost: Its cost in CP, paid when the card takes effect. If a second, red cost is present, it may be paid instead to Boost the card. If you don't/can't pay its cost, the card fails to take effect. If a card is prevented from taking effect, no CP is due.
  • Radius: How far from one of your Commanders its target may be. Infantry inside Zones can be targeted if the Zone is within this. Cards with no Radius value can target anything, even if it's not on the Table.
  • Play: When it can be played.
  • Target: Its allowed target/s. If the target is a Group or Squad, only one Unit within it needs to be targeted.
  • Effect: The effect it has. This lasts until the end of the Round unless otherwise stated. If this creates Units, Features, or Tokens, those remain.
  • BOOST: If a red CP cost was paid, the card is modified as described.

Each card also has a Play Symbol indicating roughly when it can be played: Initiation Phase, Activation Phase, End Phase, or CQB.

5.2.1 Playing Command Cards

Players may only play Command Cards if they have a Commander on the Table. Players may play as many cards from their hand as they like during a Round.

To play a card, follow its rules. Sometimes, the sequencing of multiple cards played at the same time matters (see 'The Stack' below).

Played and discarded cards are placed face-up on their player's discard pile.

Command Cards with gold outer borders cannot be prevented from taking effect.

If a Command Card requires a Unit have a special rule or not have a special rule (e.g. if it Effects Units with Assault, or it Targets Units without UC), that Unit must have that special rule natively on its stats sheet.

5.2.2 The Stack

When cards are played at the same 'Play' requirement (e.g. the end of the Initiation Phase) or in response to other cards, they form a Stack which determines the order they resolve.

When you play a card, announce you're doing so and declare its 'Play' requirement. Before your opponent sees it, they may announce cards that may be played then, and you may do the same. Once all cards are announced, the player without the Initiative reveals one, declares its Target, and places it on the Stack. Next, the player with Initiative does the same until all played cards are revealed.

Next, players may announce more cards that may be played then. As above, reveal them, declare their targets, then place them on the Stack. Continue until both players have played all the cards they want to.

Now resolve all the cards' effects, starting with the highest in the Stack. Further cards cannot be played until these have resolved.

Players may wait until the Stack resolves before playing more cards, starting a new Stack.

One revealed card is still a Stack.

6. Activating

When a Group is activated, each Squad within it may move and then attack, or attack and then move. Units may choose not to attack. Units outside Transports and Zones which have not moved make a 0" move at the end of their activation.

Squads within a Group are moved one Squad at a time, either before or after attacking, but all must attack simultaneously. For example, a Squad of Tanks could move, attack with their Dropship, and then their Dropship could move.

Squads within Groups do not have to stay near each other.

Once a Group completes these steps, its activation is over.

6.1 Moving

Move every Unit within the Squad up to its maximum Mv, or if it has attacked this Round, the lowest MA of any Weapon it attacked with. If the Unit moves around anything, the real distance is measured. Units may turn freely while moving but pivoting on the spot counts as moving 1".

Units may move through Infantry, Aircraft, and friendly Units but must move around Zones and enemy Vehicles. In an exception to the Placing Units rules, Vehicles may end their move overlapping Infantry—the Infantry must then be shifted the minimum possible distance by their player, maintaining coherency.

Aircraft can move over anything, but no Unit may end its move on top of a Zone.

(All distances are measured centre to centre.)

6.1.1 Coherency

Units must maintain a coherency of 3"—the maximum distance one may be from at least one other Unit in its Squad. A Squad of one Unit is always in coherency. Units inside the same Zone count as within 3" of each other. Units aboard Transports are always in coherency.

You may not end a Squad's movement with Unit/s out of coherency if it's possible not to.

A Squad cannot have more than one set of Units outside Transports in coherency. If it would, pick one set to be in Coherency. All other Units outside Transports in that Squad are out of coherency.

A Squad may not attack if any of its Units are out of coherency.

Units can only be in coherency with others in their Squad.

6.1.2 Ground

Ground is all scenery that isn't Zones—generally the contours of the playing surface. Ground quality can affect movement.

Exceptional—roads, tarmac. Vehicles gain +2"Mv if they spend their entire move with the whole miniature on this Ground (not including moves while aboard a Transport).

Good—hard soil, smooth rock, pavement, cracked tarmac, flat ice, compacted sand. No restriction to movement.

Poor—deep snow, marshes, bogs, shallow water, uneven surfaces. Vehicles and Infantry must use 2" of their available Mv for every 1" crossed.

Impassable—quicksand, deep water, lava, acid fields. Infantry and Vehicles must move around this.

Most of the Table should be Good Ground. Clearly define any other Ground.

6.1.2.1 Protruding Details

Ground also includes any non-Zone details—like boulders, street furniture, and car wrecks—that protrude from the gaming surface.

Vehicles and Infantry must move around anything they couldn't realistically move over. Use reasonable judgement—a tank won't be stopped by a wooden fence, but it couldn't move over concrete tank traps.

6.1.2.2 Inclines

Vehicles and Infantry cannot move up or down an incline above 45 degrees. Small 'steps up', like curbs, can be moved over—again, use reasonable judgement.

6.2 Attacking

You may attack with Weapons with a MA equal to or less than the distance its Unit has moved this Round. To attack, follow this sequence:

  1. Determine potential targets
  2. Assign Weapons to targets
  3. Total attacks and roll to hit
  4. Roll to inflict damage

NB: Since players may pre-measure, steps 1 and 2 are completed simultaneously.

6.2.1 Determine Potential Targets

Targets may be Units or Zones. You may not target friendly Units.

Only Weapons with the AA (Anti-Air) special rule may target Aircraft.

Potential targets must be in range. Use the Weapon's R value. If it has two R values, use the second against Vehicles and Aircraft. For Weapons with a R of 'CC', any part of the attacking miniature or its base/flight stand must be touching any part of the target miniature or its base/flight stand.

Potential targets must lie within a Weapon's arc, measured as 90-degree wedges from the centre of the attacking Unit's main body/base. Arcs are Front (F), Side (S) and Rear (R). Side arcs are sometimes restricted to Side Left (SL) or Side Right (SR). If the target is on the line between Arcs, the attacker must decide which Arc it is in for that attack. Units cannot be in more than one Arc.

Potential targets must be in Clear or Obscured Line of Sight.

6.2.1.1 Line of Sight

Units and Scenery obstruct Line of Sight, except Aircraft flight stands and Infantry.

A Unit has Clear Line of Sight to another if an unobstructed straight line can be drawn between their centres (these two Units themselves do not obstruct this line). If a Unit is sat on another's flight stand, measure as if the flight stand wasn't there.

A Unit has Obscured Line of Sight if the line can be drawn to any part of the target, excluding gun barrels, but not its centre. For example, a Sabre has Obscured Line of Sight to a group of Drones if a straight line cannot be drawn from the centre of the Sabre to the centre of the Drones' base, but can be drawn to another part of it.

A Unit may draw Line of Sight through other Units in its own Squad. If doing so, the target is Obscured. For example, if a Tusk must draw Line of Sight through its squadmate Polecat 2 to see another squadmate, Polecat 1, the Tusk is Obscured to Polecat 1, while Polecat 2 (with a clear line) has Clear Line of Sight to the Tusk.

Line of Sight can be measured to/from any point on a Zone. If checking range to/from a Zone while checking Line of Sight, use this same point.

6.2.1.2 Modelling for Advantage

Do not build models unfairly, i.e., by lengthening a walker's legs or assembling it crouched ultra-low. It's not cool.

Players should not re-pose models mid-game, and Aircraft should be posed at/near level flight on their stands—Aircraft banked at 90-degrees are modelled for advantage.

6.2.2 Assign Weapons to Targets

You must assign a target for every attacking Weapon within a Group before rolling any dice.

6.2.3 Total Attacks and Roll to Hit

Assign attacks to each target equal to each Weapon's Att.

Roll a D6 for each attack—results of at least the Weapons' Ac hit.

Weapons attacking Obscured targets suffer -2Ac.

6.2.4 Roll to Inflict Damage

Against Infantry, each hit inflicts 1DP without rolling to inflict damage.

E0 hits cannot inflict damage, including against Infantry.

Otherwise, for each hit, use the Energy vs Armour table below to determine the roll required to inflict damage. Here, treat values above 10 as 10. Note that damage here is never certain, but sometimes impossible.

Weapon Energy (E) vs Target Armour (A) — table entries show the D6 roll required to inflict damage; a blank cell means damage is impossible:

Target A \ Weapon E12345678910
03+2+2+2+2+2+2+2+2+2+
14+3+2+2+2+2+2+2+2+2+
25+4+3+2+2+2+2+2+2+2+
36+5+4+3+2+2+2+2+2+2+
4-6+5+4+3+2+2+2+2+2+
5--6+5+4+3+2+2+2+2+
6---6+5+4+3+2+2+2+
7----6+5+4+3+2+2+
8-----6+5+4+3+2+
9------6+5+4+3+
10-------6+5+4+

Each success inflicts 1 damage—the target loses 1 DP. If the result is at least 2 higher than the required roll, that result is a Critical—another 1 damage is inflicted. Since you do not roll to inflict damage against Infantry, they cannot receive Criticals.

Also roll against this table for hits from other sources e.g. Command Cards.

When a target is reduced to 0DP, it is destroyed. Any additional damage is ignored.

Record lost DP on surviving targets using dice or tokens.

6.3 Destroyed Transports

When a Transport is destroyed, Units aboard are destroyed on a 5+ (roll for each Unit). Do not roll for Units aboard a Transport aboard the destroyed Transport, but if a Transport is destroyed by this roll, then roll for its contents.

Survivors must be placed within 3" of the original destroyed Transport and, if possible, in coherency—Infantry must be placed within 2". They may still activate and use their full Mv but may not attack later that Round.

6.3.1 Destroyed Aircraft

When an Aircraft with an initial DP of 2-4 is destroyed, Vehicles and Zones within 2" suffer an E5 hit. Each Infantry Unit within 2" is destroyed on a 4+.

When an Aircraft with an initial DP of 5 or more is destroyed, Vehicles and Zones within 2" suffer 2 E5 hits. Each Infantry Unit within 2" is destroyed on a 3+.

If the destroyed Aircraft had Units aboard, place any survivors after resolving these hits.

6.4 Attacking, Other Rules

6.4.1 Anti-Air Weapons

Weapons with the AA special rule are anti-air Weapons.

Only AA Weapons can target Aircraft normally. AA Weapons ignore the Ev (Evasion) special rule on non-Aircraft.

6.4.1.1 Reaction Attack

When an enemy Aircraft completes its move, and if, during its move, it passed within range and Line of Sight of an AA Weapon which has not attacked this Round and may attack, you may declare a Reaction Attack. A Unit that moves 0" has still moved.

Target where the top of the Aircraft's flight stand would be from Ground level, or above the roof of a Building, at that point during its movement.

The Weapon immediately attacks the enemy Aircraft, suffering -2 Ac. It must follow the normal rules and attacking limits, so it may not usually attack again later that Round, although its Unit may attack with other Weapons if/when it activates.

If the Aircraft is destroyed, it is destroyed at the targeted point.

Multiple Weapons may Reaction Attack the same Aircraft—declare and resolve each individually, so if you're unsuccessful, you can attack with the next qualifying Weapon. The next Weapon must target the same point or a point further along that Aircraft's movement.

6.4.1.2 Anti-Air Weapon Variants

Anti-Air Reactive (AA-R) Weapons may only Reaction Attack but suffer no penalty for doing so. Anti-Air Slow (AA-S) Weapons may not Reaction Attack.

6.4.2 Small Arms Weapons

Small Arms Weapons have an E value of 'S' followed by a number. They can only damage Infantry—each hit inflicts 1DP without rolling to inflict damage.

Obscured Infantry may roll against their DF value to block each Small Arms hit. However, against Vehicles or Aircraft, 5 attacks from Small Arms Weapons, which may come from multiple Units, can be combined into a single attack of an E value equal to the lowest number after 'S' from these attacks. For example, six S2 attacks and four S3 attacks could be combined into two energy 2 attacks. These are no longer Small Arms attacks. Use the worst Ac, after any modifiers, from these attacks for the combined attack. Except 'Alt', 'Ineffective', and 'Strafe', any special rules those Weapons have are ignored for the combined attack if they do not all share that special rule.

Energy modifiers to Small Arms Weapons only affect their combined attack/s—apply the worst modifier among the combining attacks.

Other sources may inflict Small Arms hits—these cannot be combined.

6.4.2.1 Massed Infantry AA

Aircraft can be vulnerable to massed, handheld gunfire. Non-AA Small Arms Weapons carried by Infantry may target Aircraft within 9" if their R permits. These attacks may be combined. They may not Reaction Attack.

AA Small Arms Weapons use their full R values, and multiple examples may Reaction Attack simultaneously.

6.4.3 Damage vs Infantry Squads

Many sources deal damage/hits to an Infantry Squad, not individual Units within it. When this happens, damage is dealt to that Squad's most damaged Unit until it is destroyed, then to the next Unit of their player's choice. If two Units begin equally damaged, their player chooses which to damage. Any remaining damage against destroyed Squads is discarded.

6.4.4 Bodyguards-Commanders in Squads

Weapons targeting a Vehicle or Aircraft containing a Commander that's in coherency with at least 1 other Unit suffer -1Ac.

If an Infantry Unit containing a Commander is destroyed, that Commander may transfer to another Unit in coherency.

6.4.5 Status Tokens

Some special rules place Status Tokens. These indicate special effects to the Squad they are placed on.

You may only place one of the same type of Status Token during a Group's activation. If something, e.g. one of your Blast Weapons, might place Status Tokens on multiple Squads, you choose which Squad receives one.

Remove any Status Tokens on a Squad at the end of its activation unless they were placed that activation.

7. Embarking & Disembarking

If Units exit a Transport, they and the Transport have each completed a Disembark operation—the Units Disembark from the Transport, the Transport Disembarks the Units.

If Units enter a Transport, they and the Transport have each completed an Embark operation—the Units Embark into the Transport, the Transport Embarks the Units.

Units which Embark or Disembark may not move more than half their Mv that activation.

Units may Embark or Disembark at any time during their activation. Embarking/Disembarking is not a move. A Transport could move, attack, then Embark Units. It could also move a bit, Disembark Units, then continue to move. However, Units may not split their move before/after Embarking or Disembarking into or from a Transport.

Units may not attack in the same Round as Embarking or Disembarking from a Transport.

For example, a Condor (Mv18") moving 9" could Disembark Bears (Mv6") within 3", which move a further 3", and those Bears could Disembark Legionnaires (Mv2") within 2", which move a further 1".

7.1 Disembarking

Disembarked Units must be placed within 3" of their Transport—Infantry must be placed within 2". All Units aboard Transports within a Squad must Disembark simultaneously and into coherency with the full Squad, or those Units can't Disembark.

Units may not Disembark from a Transport Aircraft if it is within 3" of an enemy Vehicle.

7.2 Embarking

When Embarking, every Unit in the Squad must be within 3" of their Transport/s—Infantry must be within 2". All Units not aboard Transports in the Squad must Embark simultaneously, or those Units can't Embark.

Units may not Embark into a Transport Aircraft if it is within 3" of an enemy Vehicle.

7.3 Two Embark/Disembarks Maximum

No Unit may complete more than two Embark and/or Disembark operations per Round. Placing Units after their Transport has been destroyed is not Disembarking.

Units aboard a Transport that is Embarking/Disembarking from a larger Transport (e.g. Infantry aboard an APC aboard a Dropship) use up one of these operations as well when their Transport Embarks or Disembarks. For example, an APC could Disembark from a Dropship and then the Infantry aboard the APC could Disembark from it—1 operation for the Dropship, 2 for the APC, 2 for the Infantry. The APC could not Embark into a Dropship, Disembark, and then Disembark its Infantry—that would be 3 operations for the APC and the Infantry.

7.4 Groups and Embarking/Disembarking

Squads within Groups do not have to Embark or Disembark together, but their Transport can still only complete 2 Embark/Disembark operations per Round.

Embarking or Disembarking multiple Squads simultaneously is a single operation. For example, a Dropship could Disembark two Squads in two separate places (2 operations) or Embark both in one place then Disembark both in another (2 operations). It could not Embark them in separate places then Disembark them in separate places (4 operations).

7.5 Embarking/Disembarking from Vehicles

A Unit cannot Disembark from a Transport Vehicle if scenery it cannot move over lies between the point it would be placed and that Transport Vehicle. A Unit cannot Embark into a Transport Vehicle if scenery it cannot move over lies between the point it would Embark from and that Transport Vehicle.

8. Zones

Zones are scenery pieces that Units can interact with, and Infantry can Occupy. They are either Buildings or Areas.

Zones cannot be moved but can be destroyed.

Scenarios will specify which to use and where to place them. Most specify standard sizes:

ZoneDPA (Weak)A (Normal)A (Hardened)
Small Building10134
Medium Building20134
Large Building30134
Small Area10013
Medium Area25013
Large Area40013

Zones can be any size and height—the profiles above cover Small, Medium, and Large Buildings and Areas as guidelines—but players must define which profile all Zones have before playing.

8.1 Modelling Buildings

Buildings should be fully enclosed with at least three faces—straight walls are best. In unclear examples, like a round tower, divide it visually into faces.

Flat roofs with plenty of room to place Infantry are recommended—you'll see why shortly.

8.2 Modelling Areas

Areas are dense regions, typically forests, boulder fields, ruins, and barricaded redoubts. Areas should have a clearly defined edge, so are best modelled onto a base.

It's helpful to leave at least 1" of mostly flat base around the edge of an Area—deep enough to place Infantry.

8.2.1 Areas and Line of Sight

Since Areas often feature foliage and other ambiguous forms, they are an exception to the normal Line of Sight rules. Line of Sight may be drawn through up to 3" total of one or more Areas, in which case the target is Obscured. Areas are infinitely high for Line of Sight purposes but are ignored when drawing Line of Sight to/from Aircraft, Buildings, and Sited Squads inside Buildings.

Given these rules, using 2D templates for Areas is acceptable.

8.3 Occupying Zones

Infantry may enter/exit Zones via their Entrances: the edges of Areas, or the doors and windows of Buildings. Entering is Embarking, exiting is Disembarking—treat the Zone as a Transport. Zones however have no Embark/Disembark limit, and Transport symbols are ignored.

8.3.1 Entering a Zone

Once Infantry have entered, indicate their presence inside using tokens or by placing the models centrally on a Building's roof/inside an Area. They now Occupy the Zone and are Occupiers.

Infantry may also enter a Zone directly from a Transport if it is within 1" of an Entrance. This is a single Disembark/Embark for the Infantry.

Infantry may not re-enter a Zone in the same Round as exiting it.

8.3.1.1 Controlling / Contesting

Players Control a Zone if their Infantry Occupied it while it was empty, or if only they have Occupiers.

Players Contest a Zone if their Infantry Occupied it while enemies were already inside.

Squads gain +1B if their player Controls the Zone they are Occupying.

For example, a Bear APC disembarking a Legionnaires Squad from a Condor within 1" of a Zone's entrance lets the Legionnaires Disembark and directly enter the Zone in a single operation. If Legionnaires instead Disembark into open ground and move, but have already used 2 operations, entering the Zone would be a 3rd operation and is not allowed—unless the Disembark and move only used 1 prior operation (e.g. Disembarking directly from an Aircraft such as a Vulture into open ground, then moving within 1" of the Zone), in which case entering the Zone is their 2nd operation and is allowed.

8.3.2 Exiting a Zone

Infantry may not voluntarily exit a Zone in the same Round as entering it.

Your Infantry may not exit a Zone unless you have more Occupying Units in it than your opponent. If you have more Occupying Units, take a Bravery Test for each of your Occupying Squads when they activate. At least one Squad which passes may exit, but beyond that you must leave at least 1 Unit per enemy Unit inside.

When exiting, if it's impossible for every Unit to be placed within 2" of an Entrance, e.g. from a bunker with only one door, then they must be as close as possible to it.

Infantry may also exit a Zone directly into a Transport if it is within 1" of an Entrance. This is a single Disembark/Embark for the Infantry.

8.3.3 Transferring Between Touching Zones

Infantry may transfer from one Zone into another which touches it. This is still exiting, but costs one Disembark and one Embark.

8.4 Attacking a Zone

Weapons always hit Zones on a 2+. This cannot be modified, even by special rules. Weapons with an Ac value of A hit Zones automatically.

Criticals do not inflict additional damage against Zones.

Players may target Zones containing friendly Infantry.

8.4.1 Collateral Damage

For each DP inflicted against a Building, or 2DP inflicted against an Area, each Occupying Squad suffers one Small Arms hit. Squads gain +1DF against these hits if no enemies Occupy that Zone.

8.4.2 Destroyed Zones

When a Zone is reduced to 0DP, it is destroyed. Any additional damage is ignored—extra collateral damage is not inflicted.

Destroyed Areas are removed. Each Occupying Unit is destroyed on a 4+. Players must place their survivors in coherency within the space where the Area was.

Destroyed Buildings are replaced by an Area of identical size with 10DP, A2, representing the ruins. Outside, Vehicles and Infantry within 2" of the Building suffer D6-2 damage. Inside, each Occupying Unit is destroyed on a 2+. Survivors now Occupy the Area as before.

8.5 Siting Occupiers and Attacking from Zones

Occupiers may only attack if Sited.

First, when a Squad enters a Zone or activates inside one, you may Site it. Indicate where each Squad is Sited using tokens or, preferably, the miniatures, by placing that Squad against a single face with windows or doors (for Buildings) or a single edge point (for Areas). Miniatures can overlap here since they are just functioning as markers. This is not moving.

A friendly Squad Occupying a Zone you Contest must pass a Bravery test to be Sited.

Squads automatically un-Site at the beginning of their activation but may immediately re-Site. Once Sited, a Squad cannot un-Site or exit the Zone that Round unless forced to.

When attacking from a Building, Line of Sight and range may be measured from any window or door on the face that Squad is Sited on, excluding its corners (use the same point for both). Each Unit may use a different point.

When attacking from an Area, Line of Sight and range are measured from the edge point that Squad is Sited at—this is always at Ground level.

Squads may not attack others inside the same Zone (that happens later in CQB).

For example, a Legionnaire Squad Sited in an Area at a single edge point has Clear Line of Sight to a Tusk they can see directly, but only Obscured Line of Sight (since they Occupy a Zone) to a Tusk they can only see by drawing a line through up to 3" of the Area. They have no Line of Sight at all to a Tusk beyond 3" of Area away. An Aircraft such as a Condor has Clear Line of Sight to all Tusks (Areas don't affect Lines of Sight to/from Aircraft) but only Obscured Line of Sight to the Legionnaires, since they Occupy a Zone.

8.5.1 Entrances Covered

Buildings cannot be entered via a face on which an enemy Squad is Sited. Areas cannot be entered from any point within 3" of a point where an enemy Squad is Sited.

For example, Legionnaires Sited on a single face of a Building can draw Line of Sight from anywhere on that face—they have Clear Line of Sight to a Tusk visible from that face but no Line of Sight to Drones that aren't.

8.6 Attacking Occupiers

All Occupiers are Obscured and may only be targeted with Weapons while Sited. These Weapons target Squads, not individual Units.

When targeting Sited Squads inside Buildings, any window or door on the face that Squad has been Sited on, excluding its corners, may be used to measure range and Line of Sight to it (it doesn't have to be the same point they attacked from).

When targeting Sited Squads inside Areas, the point where that Squad has been Sited must be used. As with all Zones, you can only target Squads inside Areas if they are Sited, but you can draw Line of Sight through up to 3" of the Area to the point where they are Sited.

8.6.1 Radius Effects vs Occupiers

Things which affect Units within a radius outside the Zone, such as Blast Weapons, Field Weapons, Units with the Shield special rule, or destroyed Aircraft, do not affect Occupiers directly, including Sited Units.

If a rule says it can affect Occupiers within its radius, they can be affected if the Zone is within this radius.

You may only measure a radius or distance from an Occupier to anything outside the Zone if it is Sited. Measure as if you were attacking. From a Building, you may measure from a different point to each Unit measured to. Units Occupying the same Zone are always within the radius or distance.

8.7 Close Quarter Battle (CQB)

A CQB occurs once an Infantry Squad completes a full activation Occupying a Zone containing enemies—it must begin and end its activation inside—and in which a CQB has not occurred this Round.

Fighting in a CQB is not attacking. CQBs are resolved in these steps:

  1. Each player combines the OF values of each of their Units in the Zone, giving them a total number of CQB dice. If a Unit is Sited or has half or fewer of its DP remaining, it contributes half its OF (it isn't halved twice).

  2. The player without the Initiative rolls their CQB dice—Contesting players hit on 4+, Controlling players on 3+. Criticals do not occur.

  3. That player freely allocates their hits against the enemy Squads.

  4. Their opponent attempts to block each of these hits using only their Squad's DF value.

  5. Each remaining hit inflicts 1DP on that Squad.

  6. The player with the Initiative completes steps 2-5. Their CQB dice are not re-totalled.

  7. If enemy Occupiers remain in the Zone, each Occupying Squad that has been damaged in this CQB and with half or fewer of its original Units remaining must take a Bravery test. You may elect to fail without rolling, even if the Squad has more than half of its Units remaining.

    If the test is failed, the Squad must immediately exit the Zone or transfer into another Zone which touches it. This does not count towards any Unit's Embark/Disembarks. The Squad may not exit directly into a Transport.

    If this would result in all Squads exiting, one of the Controlling player's Squads may remain if that player wishes. Otherwise, the Squad with the most Units left must remain (dice-off if tied).

  8. If enemy Occupiers remain, the Zone's Controlling player, if there is one, becomes a Contesting player.

8.8 Zones - Features

Features are distinct elements of a Zone with special rules. Scenarios will specify which to use. Features are represented by tokens or removable parts since they can be destroyed.

For every 5 damage a Zone takes during a single activation, the active player may remove one Feature from that Zone instead of inflicting 5DP. Collateral Damage is still inflicted.

8.8.1 Weapon Features

Each Weapon in the following table corresponds to a Feature with the same name. A Zone may have duplicates of the same Weapon Feature.

WeaponArcRAttAcESpecial
Railgun TurretF/S/R∞/24"22+6Demo 1
Missile TurretF/S/R48/9"62+4Strafe
Laser TurretF/S/R∞D32+5-
Flak TurretF/S/R36/18"63+2AA-S
Heavy Cannon TurretF/S/R∞/24"23+9Demo 2
Superlaser TurretF/S/R∞14+10Destroyer 5+, Demo 5

In the Fire Weapon Features step of the Activation Phase, the player with the Initiative picks a Zone they Control with Weapons Features, activates it, and attacks with it like a Squad. Next, their opponent picks one of theirs, and so on until all Zones with Weapons Features have been activated.

Range and Line of Sight for each Weapon may together be measured from any point on a Building or any edge point on an Area.

8.8.2 Effect Features

A Zone gains the following rules if it has any of these Features—their effects are duplicated if it has multiple, identical Features:

  • ACM Package — Weapons with two R values that target this Zone or its Occupiers must use their 2nd value.
  • Automated Sentries — Each Infantry Squad entering this Zone takes 2D6 Small Arms hits before entering. Once a player Controls this Zone, only enemy Infantry are hit.
  • Comms Uplink — This Zone's Controller generates an additional CP in the Planning Phase.
  • Jamming Device — Units within 8" of this Zone that are enemies of this Zone's Controller gain UC and cannot benefit from Aegis.
  • Power Core — If this Feature is destroyed, this Zone takes 3D6 damage. This damage may not be converted into destroying another Feature. If this Zone is destroyed by this or destroyed with this Feature, Units are potentially damaged within 4" rather than the usual 2".
  • Seal — This Zone can't be entered through any of its faces or edges.
  • Shield Generator — This Zone gains 4+ Passive countermeasures.
  • Shimmer Field — Weapons can never hit this Zone or its Occupiers on a better roll than 4+ instead of always hitting it on a 2+. This cannot be modified, even by special rules. Weapons with an Ac value of A hit this Zone automatically.
  • Basement — Squads may be Sited in the basement. Squads Sited in the basement cannot attack or be attacked, even by Weapons with Flame or Seeker. They have DF2+ against Collateral Damage hits and suffer -1 to Search rolls (see 'Objects' in the Scenarios chapter).
  • Excellent Vantage — When attacking from this Zone, Infantry Weapons gain +1E and +6" to their R value/s. Their Small Arms Weapons may attack aircraft within 12" rather than 9".
  • Internal Flaw — A Controlling player whose Squad begins its activation Occupying this Zone may instantly destroy it at the end of any friendly activation, providing none of their Squads still Occupy it. If their opponent becomes the Controller, the player loses this ability.
  • Secret Entrance — This Feature comes in pairs, placed on one Zone and one point on the Table. Infantry may enter that Zone from this point. Squads cannot be Sited on that point.
  • Underground Monorail — This Feature comes in pairs, placed on two Zones. Infantry may transfer between those Zones as if they were touching.

8.8.3 Indestructible Features

These Features cannot be destroyed. Remove them if their Zone is destroyed.

8.8.4 Bunker Entrances

These are special Zones where only a small part is visible on the surface. These cannot be damaged or destroyed. Features placed on Bunker Entrances by Scenarios cannot therefore be destroyed, but they cannot gain Features during games.

Only one Squad may be Sited on Bunker Entrances.

9. Scenarios

9.1 Scenery Layout

The Scenario will dictate where to place important Zones and other functional scenery. Scenarios do not usually define where to place non-critical scenery, but plenty should be used. As a guideline, a 48"x48" table should have 15-20 Zones of varying sizes. Other scenery choices are up to players.

Zones are interchangeable between Areas and Buildings unless the Scenario specifies which. All Zones have normal Armour unless the Scenario specifies which.

9.2 Territory

Territories are where each player's Groups begin the game or enter the Table from. If the Territory includes a Table Edge/s, Groups enter from those Edges. If it does not, Groups enter from any point within it.

A player's Table Edge ends at the edge of their Territory if it does not cover the whole side of the Table. A Territory may be just a Table Edge / a portion of one/s.

9.3 Game Length

Games last 6 Rounds unless the Scenario says otherwise. If the available time runs out or a player's Army is wiped out, the game ends early.

9.4 Entry

Vehicles and Infantry which do not begin the game aboard an Aircraft, or in a Transport aboard an Aircraft, always begin Reserved. Otherwise, Scenarios / special rules specify how your Groups may enter. Once on the Table, Units cannot normally leave it. Groups may enter in these ways:

9.4.1 Deployed

These Groups begin on the Table within their Territory. Before the game's first Initiation Phase, each player rolls a D6, and the lowest scoring places one of these Groups. Alternate until all these Groups are placed.

Infantry may Deploy inside a Zone which touches this Territory. Units may be Deployed outside of their Transports, but only within 3" of them.

9.4.2 Ready

These Groups begin off the Table and may enter when activated.

9.4.3 Reserved

These Groups begin off the Table and become Ready from Round 2.

9.4.4 Holding

These Groups may only enter when and where a rule allows them to, often not from their Territory. Units in Holding at the end of the game count as destroyed.

9.5 Scoring

Scenarios award players Victory Points (VP)—the player with the most wins. Ties are resolved by who has the most Kill Points (KP)—the total points cost of all enemy Units and Commanders they destroyed.

Players are awarded VP for meeting Scenario Objectives. Any points or KP requirements for Scenario Objectives are halved for Skirmish-sized games.

Some Scenarios award VP on certain Rounds—award these in those Round's End Phases. Otherwise, VPs are awarded as Scenario Objectives are achieved.

9.6 Scenario Objectives

9.6.1 Attrition X

Players are awarded X VP at the end of the game for every 200 KP they have scored.

9.6.2 Extract X/Y

Players are awarded X VP for Extracting certain Objects (see 'Objects' below). Otherwise, Y VP are awarded at the end of the game for Objects you Carry but have not Extracted.

9.6.3 Displace X

Players gain X VP at the end of the game for every 200pts of Vehicles they have within regions indicated by the Scenario.

9.6.4 Dominate X/Y

Players with 200pts or more of Vehicles within certain Table segments Challenge for Y VP per segment. Or, players with the most points of Vehicles within those segments, and only if they have 200pts or more there, Dominate for X VP per segment.

Since a Unit's centre is infinitely small, it can't be in two segments.

9.6.5 Explore X

When a Squad completes a full activation Occupying certain Zones—it must begin and end its activation inside—its player gains X VP. Each Zone may only yield VP in this way once per player per game.

9.6.6 Occupy X/Y

Players are awarded X VP for Controlling certain Zones, or Y VP for Contesting them. If the Zone is destroyed, players no longer score for that Zone.

9.6.7 Protect X/Y

Players are awarded X VP at the end of the game if certain Zones are not Compromised, or Y VP if they are not destroyed. Compromised Zones have half or fewer of their initial DP remaining.

9.6.8 Raze X/Y

Players are awarded X VP when certain Zones are destroyed, or Y VP if they are Compromised at the end of the game. Compromised Zones have half or fewer of their initial DP remaining.

9.6.9 Secure X/Y

Players are awarded VP for having Vehicles within 3" of certain Zones or within 6" of certain points. Players Secure the Zone/point for X VP if only they have Vehicles there, or Challenge instead for Y VP if they have 100pts or more of Vehicles there. If the Zone is destroyed, players no longer score for that Zone.

9.7 Objects

For the Extract Scenario Objective, the capture and/or extraction of movable Objects is the goal. Objects are represented by tokens—the Scenario will dictate where to place them.

9.7.1 Finding Objects

Objects must be found before they can be interacted with.

Objects on Ground are found by moving over them with Infantry or a Vehicle.

Objects inside Zones must be Searched for. When an Occupying Squad begins its Activation, it may Search. Roll 1D6—on a 6+ for Large Zones or a 5+ for other sizes, the Object is found. If no enemy Units Occupy this Zone, Squads gain +1 to this roll. Squads which Searched this Zone in one or more previous Rounds gain +1 to this roll.

Each player may only Search a Zone up to twice per Round.

9.7.2 Carrying Objects

A Unit that finds an Object may carry it. If it was found inside a Zone, any Unit in the Squad that Searched may carry it.

Only Infantry and Vehicles, or Aircraft which can directly carry Infantry, may Transport Objects. Aircraft may transport Units carrying Objects.

Carrying an Object does not require Transport capacity. A Unit may carry multiple Objects.

9.7.3 Passing, Dropping, and Picking up Objects

Objects may be passed between friendly Units up to 2" apart during either Unit's activation. A Unit inside a Zone which contains no enemies may pass it to a friendly Unit within 1" of an Entrance during either Unit's activation. Objects may be passed between friendly Units inside Zones at any time, including the instant they are destroyed.

A Unit may drop an Object at any point during its activation—place it underneath that Unit where it is dropped or inside the Zone in which it was dropped.

A Unit may pick up an Object inside a Zone it's Occupying during its activation, or by moving over it.

For Vehicles and Aircraft, picking up or being passed an Object counts as Embarking.

9.7.4 Destroyed While Carrying

If a Unit carrying an Object outside a Zone is destroyed, that Object is destroyed on a 5+. Otherwise, place it where the carrying Unit was destroyed.

If a Unit carrying an Object inside a Zone is destroyed, and if there are no friendly Units to pass it to, then its player must either:

  1. Drop it inside the Zone. If enemy Occupiers remain in the Zone, one of those Units of their player's choice gains it.
  2. Try to pass it to a friendly Unit within 1" of an Entrance. On a 5+, the player may pass it. Otherwise, it is dropped inside the Zone as above.

9.7.5 Bravery and Objects

If a Unit carrying an Object fails a Bravery Test at the end of a CQB and has no friendly Occupiers to pass it to, it must drop it inside the Zone. If enemy Occupiers remain after the CQB, one of those Units of their player's choice gains it.

9.7.6 Objects Inside Destroyed Zones

If a Building is destroyed containing an un-carried Object, that Object is destroyed on a 3+. Otherwise, it remains inside the replacement Area. If an Area is destroyed containing an un-carried Object, that Object is destroyed.

If a Zone is destroyed containing a carried Object, it is destroyed if the Unit carrying it is destroyed and it has no friendly (soon to be former) Occupiers to pass it to.

9.7.7 Extraction Types

An Object that leaves the Table as specified below has been Extracted and is removed from the game:

  1. Friendly Lines: Squads may leave the Table from any Table Edge within their Territory if carrying an Object, transporting a carrying Unit, or sharing a Transport with one—simply move them off the Table. They become Ready and may return next Round from the same Table Edge.
  2. Enemy Lines: This works like Friendly Lines, but the Object must be Extracted from a Table Edge within the opponent's Territory.
  3. Extraction Point: One or more points are specified for each player. Each Carried Object that player has within 3" of one of their points at the end of the game is Extracted.
  4. Hold: You cannot extract these Objects.

9.7.8 Variant Objects

Some scenarios use special, variant Objects:

9.7.8.1 Data Download

Once found, this Object is worth 1 additional VP for every Cleanup Phase it spends inside the Zone in which it was found.

9.7.8.2 Remaining Intel

At the end of the Round in which this Object was removed from the Zone it started in, place another un-found Object with Remaining Intel in that Zone. Squads lose any +1 Search bonuses for having previously searched that Zone.

9.8 Scenarios

Each Scenario below specifies its Zone layout (illustrated by a map diagram in the printed book), any Features those Zones have, its Objectives, its Entry method, and optional Variants. Diagrams referenced below (Zone placement, colour-coding) appear as maps in the original book and are not reproduced here.

Battle Royale

  • Layout: 3 Medium Zones; plus 2 further Medium Zones (Clash, Battle & Reconquest only).
  • Features: Heavy Cannon Turret, Railgun Turrets, Flak Turret, Excellent Vantage (all Buildings).
  • Objectives: Attrition for 2 VP.
  • Entry: Ready or Reserved.
  • Variant 1: The red and green Zones gain Power Core.
  • Variant 2: The game only ends when your opponent's Army is wiped out or your opponent concedes.

Bunker Complex

  • Layout: 3 Bunker Entrances; plus 2 further Bunker Entrances (Clash, Battle & Reconquest only).
  • Objectives: Secure these Bunker Entrances for 3/1 VP (score on Round 4 and game end). Occupy all Bunker Entrances for 3/1 VP (score on Round 4 and game end).
  • Entry: Ready or Reserved.
  • Variant 1: All Bunker Entrances have Missile Turrets.
  • Variant 2: All Bunker Entrances have Automated Sentries.

Castles

  • Layout: 4 Hardened Large Zones; plus 2 further Hardened Large Zones (Clash, Battle & Reconquest only).
  • Features: ACM Package (these only function with Occupiers present). All Infantry without Living Weapons and/or Bloodthirsty gain Demo Charges 4+.
  • Objectives: Protect Red and Green Zones in your Table half for 3/1 VP (score on game end). Dominate each table half for 3/1 VP—you cannot Dominate your opponent's Table half, but can Challenge it (score on game end).
  • Entry: Ready or Reserved.
  • Variant 1: You cannot Dominate your own Table half, but can Dominate your opponent's instead.
  • Variant 2: The Green and Red Zones gain Laser Turrets.

Command and Control

  • Layout: 2 Large Zones, each containing 1 Object; plus 1 further Large Zone containing 1 Object (Clash, Battle & Reconquest only).
  • Objectives: Secure these points for 3/1 VP (score on Round 4 and game end). Extract these Objects from Friendly Lines for 4/2 VP.
  • Entry: Ready or Reserved.
  • Variant 1: Change Extraction to Extraction Point. That Point is a Secure point in your table half.
  • Variant 2: Remove Objects. Instead, Occupy the yellow and green Zones for 4/2 VP (score on Round 4 and game end).

Crucible

  • Layout: 2 Large Zones, each containing 1 Object; plus 2 Medium Zones, each containing 1 Object (Clash, Battle & Reconquest only).
  • Objectives: Secure these points for 6/2 VP (score on Round 4 and game end). Attrition for 2 VP. Extract these Objects from Friendly Lines for 3/1 VP.
  • Entry: Ready or Reserved.
  • Variant 1: Replace Extraction Type with Hold.
  • Variant 2: Make yellow Zones Large. Raze the one in your opponent's table half for 4/2 VP.

Demolish

  • Layout: 6 Hardened Medium Zones; plus 4 further Medium Zones (Clash, Battle & Reconquest only).
  • Features: Heavy Cannon Turret, ACM Package. All Infantry without Living Weapon and/or Bloodthirsty gain Demo Charges 4+.
  • Objectives: Raze the red and green Zones in your opponent's table half for 3/1 VP. Dominate each table half for 3/1 VP (score on game end).
  • Entry: Ready or Reserved.
  • Variant 1: The red and green Zones gain Internal Flaw.
  • Variant 2: Add a central, hardened Medium Zone with a Superlaser Turret. Raze does not apply to this Zone.

Domination

  • Layout: 2 Large Zones, each containing 1 Object with Remaining Intel; plus 2 further Large Zones, each containing 1 Object with Remaining Intel (Clash, Battle & Reconquest only).
  • Objectives: Dominate each table quarter for 2/1 VP (score on Round 4 and game end). Displace within the table quarter containing your opponent's Territory for 1 VP. Extract these Objects from Friendly Lines for 3/1 VP.
  • Entry: Up to 2 Groups may Deploy. Otherwise Ready or Reserved.
  • Variant 1: Change Extraction to Enemy Lines.
  • Variant 2: Remove Objects and instead Occupy the green and red Zones for 4/2 VP (score on Round 4 and game end).

Encroach

  • Layout: 2 Large Zones, each containing 1 Object. Features: Shield Generator.
  • Objectives: Secure this point for 2/1 VP. Score on Round 2, 4 and 6. When a player scores 2VP for this point, move this point 12" towards their opponent's Table Edge. It cannot be moved off the Table, but may be placed on top of Zones or Impassable Ground. Extract these Objects from Friendly Lines for 3/1 VP.
  • Entry: Ready or Reserved.
  • Variant 1: Each player may place 2 Railgun Turrets in different, non-green Zones.
  • Variant 2: Also Explore non-green Zones in your opponent's Table half for 1VP.

Ground Control

  • Layout: 4 Large Zones, each with Excellent Vantage. Features: Railgun Turret, Comms Uplink, Excellent Vantage. Zone Placement: Zones should not be placed overlapping multiple table quarters.
  • Objectives: Dominate each table quarter for 4/2 VP (score on Round 4 and game end). Infantry (including Infantry in Zones) count toward points thresholds. Displace within the table quarter containing your opponent's Territory for 1VP.
  • Entry: All Groups may Deploy. Otherwise Ready or Reserved.
  • Variant 1: All green Zones gain Flak Turrets.
  • Variant 2: Also Secure these Zones for 1/2 VP (score on game end).

Kill Box

  • Layout: 2 Large Zones, each containing 1 Object; plus 2 further Large Zones, each containing 1 Object (Clash, Battle & Reconquest only).
  • Objectives: Secure this point for 4/2 VP (score on Round 4 and game end). Extract these Objects from Friendly Lines for 4/2 VP.
  • Entry: Ready or Reserved.
  • Variant 1: The green and yellow Zones gain Railgun Turrets.
  • Variant 2: The green and yellow Zones gain Seal.

Strategic Points

  • Layout: 2 Hardened Large Zones (48" table). Features: Comms Uplink, Shield Generator.
  • Objectives: Secure this point for 6/2 VP (score on game end). Secure this point for 3/1 VP (score on game end). Secure this point for 3/1 VP (score on game end)—only use in Clash, Battle & Reconquest. Attrition for 1 VP.
  • Entry: Ready or Reserved.
  • Variant 1: Make all secure points Medium Zones. Occupy these for 3/1 VP as well as Secure (score on game end).
  • Variant 2: Remove Attrition and add Dominate these table quarters for 3/1 VP (score on game end, 1 VP).

Targets of Opportunity

  • Layout: 3 Large Zones, each containing 1 Object; plus 2 Medium Zones, each containing 1 Object (Clash, Battle & Reconquest only); plus 2 further Medium Zones, each containing 1 Object (Battle & Reconquest only).
  • Objectives: Secure these Zones for 2/1 VP (score on Round 4 and game end). Extract these Objects from Friendly Lines for 4/2 VP.
  • Entry: Ready or Reserved.
  • Variant 1: All Objects gain Data Download.
  • Variant 2: All objects gain Remaining Intel.

10. Unit Special Rules

10.1.1 Aegis X"

Friendly Units within X" of this Unit lose UC.

10.1.2 Agile X

During CQBs, this Unit automatically passes X DF rolls—each Unit in the Squad contributes X. It cannot automatically pass First Strike hits but gains +1DF against them.

Agile Units gain +1DF against Collateral Damage hits.

10.1.3 AWACS X"

Enemy Aircraft within X" of one or more Units with this rule may be attacked with +1Ac bonus.

10.1.4 Bloodthirsty

While Occupying a Zone containing enemies, Bloodthirsty Infantry suffer -2 to Search rolls and may not exit.

10.1.5 Breachers X

Breachers may enter a Building from any point on it—they do not require an Entrance. Breachers ignore Sited enemies and the Automated Sentries and Seal Effect Features when entering Zones.

When a Squad with Breachers enters a Building, select one random enemy Occupying Squad. Each Breaching Unit inflicts X Small Arms hits on that Squad.

10.1.6 Climber

This Unit may move over any scenery that isn't Impassable Ground.

10.1.7 Command Centre

If this Unit contains a Commander, double the Radius of Command Cards measured from this Unit.

10.1.8 Delayed

This Transport cannot Disembark or Embark Units in the same Round that it Disembarks.

10.1.9 Demo Charges X+

If this Infantry Unit begins its activation inside a Zone, you may place a Demo Charge Token on that Zone. If enemy Occupiers are present, its Squad must pass a Bravery Test first.

If you have no Occupiers in a Zone containing your Demo Charge Tokens, you may remove them all at the end of any friendly activation—each inflicts 2DP on that Zone on an X+. This suffers -1 if one enemy Occupying Squad is present, or -2 if more than one is present.

10.1.10 Dogs

Friendly Squads Occupying the same Zone as one or more friendly Dogs Units gain +1 to Search rolls.

During step 3 of CQBs, players must allocate at least 1 hit to each enemy Squad with Dogs per remaining DP that Squad has before allocating any to other Squads.

Dogs with Living Weapons may Embark into Transports.

10.1.11 Ev X (Evasion)

Weapons attacking targets with Ev suffer -X Ac. Ev is ignored when targeting friendly Units.

10.1.12 Fast Mover

Fast Movers are Aircraft with two Mv stats—a minimum and maximum. They must move at least their minimum Mv each activation, in a straight line, and before attacking. They may move less than their minimum Mv when entering the Table. They may pivot up to 45 degrees at the beginning of their move and again at its end. Units within a Fast Mover Squad must end their move parallel to each other, facing the same way.

Fast Movers can always move off the Table. If any Unit in the Squad moves off, the Squad leaves the Table. They then return to Ready.

Fast Movers ALWAYS begin the game Reserved.

Fast Movers are ignored for determining Victory Points but do concede Kill Points.

Commanders may not be assigned to Fast Movers.

10.1.12.1 Flying High

A Fast Mover Squad can elect to fly high at the end of its move, before pivoting—indicate this with a token. High-fliers can pivot up to 180 degrees. High-fliers can only target and be targeted by other Fast Movers flying high. Nothing blocks Line of Sight to high-fliers.

A high-flier can end its move in illegitimate places, including over Zones - remove it from its flight stand/substitute a token for it if it can't stand up.

The Squad remains flying high until it leaves the Table or elects to return to normal height. It may do this at the end of its move, before pivoting.

10.1.13 Flat Out X"

If this Unit does not Embark, Disembark, or attack in an activation, it gains +X" Mv.

10.1.14 FS X (First Strike)

At the start of a CQB, each non-Sited Unit with First Strike inflicts X Small Arms hits on the enemy Squads, distributed freely. If both players have First Strike Units involved, the player without the Initiative distributes their hits first. DF saves are then attempted simultaneously.

10.1.15 Hardy X

Instead of using its DF, even if it would not normally be able to, this Infantry Unit may use a save of X+ against hits from Weapons, Collateral Damage, and Command Cards. Hits from anything above E2 ignore this rule.

10.1.16 Infiltrate X"

This Unit may always Deploy up to X" from their Territory. Infiltrating Infantry may Deploy as Occupiers in a Zone, but that Zone must be wholly within X" of their Territory.

Non-Auxiliary Transports of Squads with Infiltrate that choose to Infiltrate must begin Ready—they are allowed to start empty. Otherwise, Units cannot Infiltrate if part of a Group containing Units without Infiltrate.

A Transport with Infiltrate confers Infiltrate to all Units aboard.

10.1.17 Jump X"

If it does not Embark or Disembark from a Unit that activation, this Unit may Jump when it starts moving—during its move, but not at its end, it is an Aircraft with an X" Mv. If Embarking/Disembarking from a Zone, this Mv is not halved.

If an AA Weapon Reaction Attacks it, this Unit suffers -3A for that attack. Line of Sight is measured to a point 2" above the Jumper. Jump Infantry are still damaged as Infantry.

10.1.18 Large

Large Vehicles cannot be Obscured except by Obscured Status Tokens granted by Stealth—otherwise, if Obscured, you have Clear Line of Sight.

If any part of a Large Vehicle miniature is within 2" of a Building when that Building is destroyed, it takes hits as if its centre was within 2".

When attacking with a Large Vehicle's Weapons, use the Weapon's pivot point (if it's on a ball joint or turret) or the base of the barrel (if it's fixed) to determine range and Line of Sight for that Weapon. Arcs should be drawn from the centre of the model as usual.

When Embarking or Disembarking into or from a Large Transport, add 2" to the allowed Embark/Disembark distance.

If the size of a Large Vehicle makes it impossible for a Weapon to get into range against it, physical contact is sufficient.

10.1.19 Lethal

CQB dice contributed by this Unit hit automatically.

10.1.20 Living Weapons

Commanders cannot be assigned to Living Weapons. They may begin the game aboard a Transport but may not Embark into one. They may enter Zones.

Living Weapons cannot Search for or carry Objects. They cannot exit Zones with enemy Occupiers. A player with only Living Weapon Occupiers can only Contest that Zone.

Living Weapons with the same name Occupying the same Zone automatically form one Squad/join an existing Squad of Living Weapons with the same name at the start of the Initiation Phase—their player may choose which Squad they join. This can take the Squad above its maximum Squad size.

10.1.21 Obscurer X"

All friendly Vehicle and Infantry Units within X" of this Unit are Obscured to enemies.

10.1.22 PX+ (Passive Countermeasures)

This Unit may attempt to block any damage it would receive by rolling 1 D6 for each point of damage—each result of at least X blocks the damage.

Against damage from E9 sources, after modifiers are applied, Passive Countermeasures suffer a -1 modifier. E10 sources, after modifiers are applied, ignore Passive Countermeasures.

Once all modifiers are applied, Passive Countermeasures can never exceed 3+.

Occupiers inside Zones with Passive Countermeasures gain those Passive Countermeasures against damage dealt directly by Weapons.

10.1.23 Rapid Insertion X"

An Aircraft transporting Rapid Insertion Units which have not Embarked this Round may move up to an additional X" after all other modifiers are applied before these Units Disembark. The Aircraft cannot move further than its unmodified Mv using this rule.

Units with Rapid Insertion may Disembark when their Transport is within 3" of an enemy Vehicle.

10.1.24 Regenerate X

This Unit recovers X lost DP in the Cleanup step of the End Phase.

10.1.25 Resilient

Criticals from non-Blast Weapon hits below E9, after modifiers are applied, do not inflict any additional damage against this Unit.

10.1.26 Scanner

This Unit gains Clear Line of Sight against targets that would otherwise be Obscured. Other Units in this Unit's Squad, and other Units in its Group within 4", also gain Clear Line of Sight against targets that would otherwise be Obscured.

10.1.27 Scout

You may measure a Command Card's Radius from friendly Scout Units.

If a Weapon with Indirect draws Line of Sight from this Unit, the -2Ac penalty is ignored.

10.1.28 Shield: X Y" Z+

All Units/Zones as defined by X within Y" of this Unit gain Z+ Passive Countermeasures.

10.1.29 Skimmer

Skimmers ignore all types of Ground and may move over protruding Ground details less than 1" high. Skimmers may drop down any incline.

10.1.30 Stealth

If it will spend its full activation disembarked, this Squad may choose to only move OR move 0" and attack. If it does, this Squad gains an Obscured Status Token. Squads with Obscured Status Tokens are Obscured.

10.1.31 Strike

This Unit may always begin the game Ready. Units Disembarking directly from this Unit gain Assault on their Weapons.

10.1.32 Strong

Per Squad with two or more Strong Units in a CQB, one enemy Squad of your choosing suffers -1DF for that CQB, assigned at the start of step 1 of that CQB. If both players have Strong Units involved, the player without the Initiative chooses an enemy Squad(s) to affect first.

10.1.33 Surveyor

If one or more friendly Units with Surveyor are within 1" of a Zone with friendly Occupiers at the end of the Round, you may place one Mapping Token on that Zone. When Searching for an Objective, you may spend two Mapping Tokens on that Zone to find the Objective on a 2+.

If you have no friendly Units with Surveyor within 1" of a Zone at the end of any activation (yours or your opponent's), remove all your Mapping Tokens from it.

10.1.34 Terror

Enemies Occupying the same Zone as Terror Units suffer -1B and -1 to Search rolls.

10.1.35 UC (Un-countered)

If a Weapon targeting this Unit has two R values, it may always use its first.

10.1.36 Wide X"

Units in this Squad must maintain a coherency of X" rather than the usual 3".

11. Weapon Special Rules

11.1.1 AA (Anti-Aircraft)

Only AA Weapons can target Aircraft normally. AA Weapons ignore Ev on non-Aircraft. AA Weapons may Reaction Attack—see main rules.

11.1.1.1 AA-R (Anti-Aircraft-Reactive)

This AA Weapon may only Reaction Attack but suffers no penalty for doing so.

11.1.1.2 AA-S (Anti-Aircraft-Slow)

This AA Weapon may not Reaction Attack.

11.1.2 ALT X (Alternate)

Units may only attack with one Weapon with the same ALT number (X) each Round.

11.1.3 Articulated

Line of Sight may be measured from a point 1" above the model's centre when attacking with this Weapon.

11.1.4 Assault

This Weapon may attack on the same round as Disembarking from a Transport, and/or entering or exiting a Zone. If it does any of these it suffers -2 Ac, or -1 Ac if it has a R of CC. It still may not attack in the same Round as Embarking into a Transport.

If a Unit with an Assault Weapon Disembarks then moves 0", it counts as having moved 1" for attacking purposes.

11.1.5 Battery X

This Weapon gains X E for each other instance of this Weapon in coherency. Only one Battery Weapon with the same name may attack per Squad per Round. If one attacks, each other instance of that Weapon in coherency counts as having attacked.

11.1.6 Blast

This Weapon uses the Blast Template — a 5" diameter circle. First, place the template's centre over the target's centre—this is the primary target. Place all templates from one activation's attacks simultaneously. All Units and Zones within the template are now targets.

Roll to hit once against each target for each template. If the primary target was Obscured, everything under the template is Obscured, otherwise Obscured is ignored. Roll D6 times per template against Infantry.

If the primary target is a Vehicle with Large or a Zone, do not place the template but roll to hit D3 times. This Weapon can inflict Critical damage against Zones.

If the primary target is a Sited Squad, do not place the template. Instead, roll to hit the Squad D6 times. Roll to hit the Zone once.

If the primary target is an Aircraft, only Aircraft under the template and not flying high are targets. If the primary target is a non-Aircraft, aircraft are not targets.

11.1.7 Concussion

If a Unit is hit by this Weapon, place a Concussed Status Token on its Squad. Concussed Squads suffer -2Ac. Concussed Infantry also count as Sited in CQBs and do not contribute to Entrances Covered.

11.1.8 Critical X

This Weapon inflicts X additional DP for each Critical it inflicts against Units.

11.1.9 Demo X

This Weapon can inflict Critical damage against Zones. It also inflicts X additional DP for each success when rolling to inflict damage against Zones.

11.1.10 Destroyer X+

If this Weapon hits by rolling equal to or higher than X, it will automatically cause a Critical instead of rolling to damage. This counts as a successful roll to damage. This Weapon's Ac cannot be modified below X.

11.1.11 Devastator X

This Weapon inflicts X additional DP for each success when rolling to inflict damage against Units.

11.1.12 Dissipate -X

This Weapon may suffer -X E to double its R value/s. It may do this twice to quadruple its R.

11.1.13 Drive-by

This Weapon may measure range and Line of Sight from any point its Unit moved through that activation if it moved in a single straight line. It may pivot before moving.

11.1.14 Field

This Weapon does not target anything. Instead, each Zone, Vehicle, and Infantry Unit within its R are assigned attacks equal to its Att. Since it does not target anything, Line of Sight is not needed and friendlies may be hit.

Units within this Weapon's Squad are not damaged by it and cannot receive Concussed, Jammed, or Suppressed Status Tokens from it.

If this Weapon has AA, its attacks are assigned to Aircraft instead of Zones, Vehicles, and Infantry.

If this Weapon places Status Tokens, place one on every Squad within its R that could receive the Token. This counts as placing one of that Token.

11.1.15 Flame

This Weapon ignores the Ac penalty against Obscured targets, and it ignores Evasion. Infantry suffer -1DF against this Weapon.

This Weapon may target Occupiers as if they were Sited anywhere on a Zone.

If friendly Squads are present in this Zone, all misses from your Flame Weapons which targeted enemies in this Zone this activation hit one random friendly Squad in that Zone instead.

Flame Weapons with Small Arms may also combine their attacks against Zones. This Weapon can inflict Critical damage against Zones. Flame Weapons gain +1 Demo against Areas.

11.1.16 Focus X

You may discard any number of successful hits from one or more instances of this Weapon to add X E to another remaining hit. For example, two identical E2 Cannons with Focus 1 and 4 attacks each score a total of 6 hits. Their player chooses to discard 4 of these hits to add 2 Energy to each of the remaining hits, resulting in two E4 hits.

11.1.17 GB (Gravity Bomb)

A Weapon with a R value of GB is a Gravity Bomb. It may target anything within 2" of any point its Unit moved over that Round. Line of Sight is checked from that point.

11.1.18 Ignores Cover

This Weapon ignores the Ac penalty for Obscured targets. Sited Infantry may not use their DF value to block hits from this Weapon.

11.1.19 Incendiary X

Each hit from this Weapon that inflicts 1 or more damage against a Building inflicts X additional Collateral Damage hits. Each hit that inflicts 1 or more damage against an Area inflicts 2x X additional Collateral Damage hits.

11.1.20 Indirect

When attacking with this Weapon, any other friendly Unit may also be used to draw Line of Sight from, in which case it suffers -2Ac. If that friendly Unit has Scout, the -2Ac is ignored.

For Sited Units with Indirect, no portion of a Building they Occupy can lie between the face they are Sited on and their target.

11.1.21 Ineffective: X

This Weapon cannot damage or affect things of the type X.

11.1.22 Jammer

If a Unit is hit by this Weapon, place a Jammed Status Token on its Squad. Weapons with two R values that attack a Jammed Squad may use their 1st value. Jammed Squads, and Units and Weapons within them, cannot be affected by their player's Command Cards that take effect while the Squad is Jammed.

11.1.23 LX (Limited)

This Weapon may only attack X times/game.

11.1.24 Needs Spotter

This Weapon's target must be in Clear or Obscured Line of Sight of a friendly Unit with Scout, or it suffers -2Ac.

11.1.25 Overcharge X

If its Unit moves 0" (before or after attacking), this Weapon gains +X E that activation.

11.1.26 Overwatch

This Weapon may Reaction Attack against Vehicles and suffers no penalty for doing so. It may only Reaction Attack.

11.1.27 Pen X+ (Penetrative)

When rolling to inflict damage against Units, this Weapon may always succeed on a roll of X+ regardless of E or A values. This cannot be modified. This can alter the roll required for a Critical—Pen 4+ would inflict a Critical on a 6+.

11.1.28 Precision X

If its Unit moves 0" (before or after attacking), this Weapon gains +X Ac that activation and if it has Destroyer, it also gains +X Destroyer.

11.1.29 Repair X/Y

This Weapon may only target Y, and Y may be a friendly Unit. For each hit by this Weapon, the target regains X lost DP.

11.1.30 Seeker

This Weapon may target Occupiers as if they were Sited anywhere on a Zone. This Weapon ignores the Ac penalty against Obscured targets if they Occupy the same Zone as friendly Occupiers.

11.1.31 Self-Destruct

This uses the same rules as a Field Weapon, except that the attacking Unit is destroyed, and Units within its Squad can be damaged by it.

If a Unit with a Self-Destruct Weapon is destroyed while not Embarked, roll a D6. On a 4+, the Unit must immediately attack with the Weapon before being removed, even if it could not normally attack.

11.1.32 Smoke

If a Squad receives at least as many hits from Weapons with Smoke during a single activation as it has Units, place an Obscured Status Token on that Squad. Squads with Obscured Status Tokens are Obscured.

This Weapon may target friendly Units and may target its own Unit.

11.1.33 Strafe

When attacking during its Unit's activation, this Weapon may freely split its attacks between Units within 3" of at least one other Unit it targets. This must be a single chain of targets.

11.1.34 Suppress

If a Unit is hit by this Weapon, place a Suppressed Status Token on its Squad. Suppressed Squads may only move 0" if any Unit within it attacks. Suppressed Fast Movers may not attack.

11.1.35 TX (Tracking)

This Weapon reduces the target's Ev by X to a minimum of 0. For example, T2 would reduce Ev3 to Ev1.

12. Tokens

This chapter is a pictorial reference key identifying the token icons used for the game's Zone Features and Status effects: Shield Generator, Power Core, Shimmer Field, Automated Sentries, Jamming Device, ACM Package, Comms Uplink Tower, Flak Turret, Heavy Cannon (Turret), Laser Turret, Super Laser (Turret), Missile Turret, Internal Flaw, Railgun Turret, Seal, Excellent Vantage, Bunker Entrance, Underground Monorail, Basement, Secret Entrance, Object, Pass, Mapping, Secure Point, Concussed, Suppressed, Jammed, and Obscured. Each rule referenced by these tokens is defined in the Zones, Unit Special Rules, and Weapon Special Rules chapters above.

13. Behemoths

Behemoths are among the largest land-based fighting vehicles in the 27th century. Towering over even super-heavy tanks, these colossi are capable of laying waste to entire formations single-handedly. They also feature exceedingly thick armour, making them nigh-on invulnerable to all but the most powerful weapons, usually those carried by other Behemoths.

To reflect their extreme size and power, Behemoths have a unique set of rules. These are fairly in depth and advanced, so we recommend new players get a few games in before scaling up their battles with the massive Behemoths.

Behemoth rules are distributed free online alongside this rulebook, as a separate reference document.

14. Factions

UCM

Forged in desperation and united by adversity, the UCM exists to end Scourge dominion over mankind's lost strongholds. A dynamic federation of ex-frontier worlds that escaped Scourge control, it is a melting pot with a righteous thirst for vengeance.

In the 173 years since the Scourge took Earth and the bountiful Cradle Worlds, the UCM expanded, assembled the greatest armada in the history of mankind, and unleashed it. Their galaxy-wide Reconquest has burned for a decade. It largely reclaimed Eden, Elysium, Shangri-La, Olympus' orbital yards, and swathes of Earth years ago, but war grinds on. Assaulted by a new foe and down on allies, the UCM must reignite this struggle or die. It has leveraged hard-won conquests, raised fresh legions, and built a new generation of war machines.

Governed from Aurum, the Colonies are military-industrial powerhouses exceeding 19 billion souls. A billion died in the Scourge's 2672 counterattack, but ex-resistance from conquered worlds have bolstered the ranks. There are hundreds of planets in the UCM, but most are harsh rocks. Of 'The Big Dozen', Cuprum, Titania, and Ferrum serve, house, and build much of the UCMA's Legions, Maganum and Aluminia are the bread baskets, and Niccolum's yards construct and berth the UCMF's Battlefleets.

Each planet elects an Assembly, Governor, and representatives to the Senate. Senior military posts often come with automatic Senate seats. Direction comes from the High Council. Planets with over 500 million citizens return a representative to this, as do the UCMA and UCMF. Every eight years, it elects a President from within itself. Helena Bellaque, a galvanising figure, was barely re-elected for her final term in 2676.

Service is accepted as paramount. 5.7% of the population is mobilised, up 1.7% since 2670 despite massive casualties—over a billion in uniform. Authorised in 2672, conscription still incites protests and crackdowns, tainting any noble ideals. Colonial citizens are war-weary, but largely resolute.

The bulk of the UCMA's soldiers form the mighty Colonial Legions. Each has around a million warfighters, plus support staff, and is generally raised from the same planet. Legions are supported by the Colonial Armoured Corps: all vehicle crew and support staff. Armies are deployed by the Army Air and Space Corps, which includes dropship crews, gunship crews, and support staff. The AASC integrates with the fleet, being the interface between orbit and battlefield. Army Headquarters, AHQ, is possibly the most influential body in the UCM and includes Army Intelligence and the Military Science Division.

Colonial armies are characterised by their efficiency, affordability, uniformity, flexibility, and kinetic firepower. Its famous tanks fulfil many roles, generally offering reasonable speed and excellent protection for their small crews. Overwhelming numbers can come from rank-and-file Legionnaires while the elite Praetorians provide special forces.

Air power is always on tap with a range of lethal gunships from the nimble Falcon to the enormous Phoenix. Forward drone bases augment this, as do fast jets from the Fleet. Built by the thousand, the UCM's dropships are among the most cost-efficient in this conflict.

Lastly, and when only a sledgehammer will do, the Colonial Anvil's behemoth formations provide walking, starship-grade firepower for truly titanic engagements.

Bioficers

The Bioficers—ancient, corrupted artificial intelligences—have observed mankind's aptitude for violence, and it pleases them. Biology is their clay. They can vaporise it, ingest it, and shape it, turning their victim's own molecules against them. Their bio-drones are woven in minutes, built for specific tasks, and might be any shape that nightmares can conjure.

Their armies are uniquely advanced, resilient, and utterly lethal. They have no grand strategy and no goal besides revelling in war and the slow suffering of capable prey. They are a factor apart and may be the greatest threat sentient life has ever faced.

They have only been present in any numbers for a year and a half and have already traumatised life. In space, initially, Bioficer raiders arrived without foldspace jumps to torment unlucky vessels. Soon, they were annihilating whole taskforces. Then the ground landings began, and the horror truly manifested. Seeing your squadmates vaporised then being assaulted by silent, mouthless horrors woven from their reconstituted flesh will do that. And those were just the drones—their sentients took clear, gleeful malice in slaughter.

So far, their operations have been erratic but generally near current or recent battles, drawn in by their hidden, ancient listening stations. They seem eager to sow maximum terror and hysteria. They like leaving mutilated survivors, rotting drones, and broadcast especially grotesque kills on common frequencies.

According to the PHR's Aurelia Felix, the Bioficers were probably weapons that outlasted their masters—code, but individuals. Each sentience was generated eons ago and cannot be replicated. Some are quite limited, like those that pilot their vehicles, others are towering intellects. Each exists in a distinct, physical space, but can be transferred, say when a vehicle is destroyed. Each transfer introduces data corruptions. Simply, they become less capable and less sane each time. They were built to enjoy war. By now, they are twisted things.

Bioficers are master fleshbuilders, though they cannot synthesise sentient or lasting creatures. They weave a ghastly menagerie of humanoids, spider things, snakes, winged monsters, many-eyed, eyeless, big, small, armed, unarmed, and all murderous. They remotely control these through basic technology. If control is lost, they slump into inactivity. They feel no pain, have no immune systems, no digestion, no cellular structure, and scant organs. They soon rot like raw chicken. Generally, their biomass is reabsorbed post-battle. Some high-tier creations, known as Intelligences, operate with terrible life due to an installed sentient harness.

Bioficer vehicles and aircraft are robust, advanced, and equipped with horrifying weaponry. Molecular deconstruction, or Decon, weapons are the most prevalent. Rifles can only vaporise soft materials when used alone, leaving melon-sized, lukewarm, gushing cavities behind. Vehicle-grade versions can vaporise anything. Collectors then ingest the molecular clouds and transfer them to Genitors to weave fresh units mid-battle. Many Bioficer vehicles use anti-grav technology and have an onboard sentience, being far more precious assets.

Bioficer technology is apparently painstaking to build, and their spacefaring is glacial—foldspace jumps likely degrade their code. Losses might slow them, but they are in no rush. Time is irrelevant to them. They want all sentient life to resist, and it must. In the meantime, humanity, the Shaltari, and even the Scourge are their playthings until annihilated.

Scourge

The Scourge are foul neuroparasites which thrive on the conquest, usurpation, and absorption of other races. They are the Galaxy's ultimate predators.

Their breathtaking assimilation of the central planets, Earth included, made them the primary threat to mankind. Though they defended viciously against the UCM's Reconquest, attack is their forte. Their counteroffensive on the Colonies slaughtered a billion. Now, the missing arm of Scourge fleet has somehow jumped to the Triangulum Galaxy to assault the PHR's homelands.

Scourge are wispy, gelatinous, and repugnant. Once past the larval stage, 'pure Scourge' cannot take a host or move outside a liquid but may be permanently melded to one of their constructs within a nutrient, tarry gel. Intelligence suggests they find life within a host body vastly preferable, creating an insatiable drive to infest all free lifeforms.

To take a host, a larva enters through the ear canal, burrows into the brain and later the spinal cord, resulting in fluid discharge. The host's anguish escalates, necessitating restraint to prevent suicide. It takes weeks, host conscious throughout, for full domination. Internally, it will have spread itself throughout the host's nervous system. Then external tells emerge. A heightened thirst and profuse sweating first, then pigmentation loss until the eyes turn a sickly red.

The Scourge freezes the host's aging process and can live for centuries. When the Scourge nears death, the driven insane psyche of the host manifests, creating raging monsters. When the Scourge dies, so does the host. Any attempt to remove the parasite kills the host.

Scourge are individuals but more race-oriented than humans, always ready to die for their species. They potentially exceed the UCM in fighting manpower. Humans must consent, while Scourge naturally serve their race in whatever capacity is required. Though Scourge communicate with silent, multi-spectra waves, a 'human Scourge' can talk, but this has only happened once in two centuries.

Scourge take many carbon-based hosts, including imported horrors from unknown systems, but they prefer human ones in human-created environments. Captured assets are repurposed, augmented, or reused. They are attempting accelerated vat-growth of humans as natural supply is now a trickle of POWs, but mountains of deformed failures outside these breeding hives suggest difficulties. If they ever perfect this, mankind's armies could be overrun.

The bulk of Scourge warriors are former humans assimilated after the Scourge invasion 173 years ago. The hosts used in that original invasion, the so called 'Lizard Warriors', are now mostly dead, suggesting that species has been exhausted. Other aliens, such as the dreaded Demolishers, Screamers, and Razorworms, are bred as hosts for their sheer lethality, including new horrors from the Cradle Worlds like the winged Vampires.

Scourge armies employ a plethora of fiendish, organic-looking war machines focused on speed, stealth, aggression, and close-range firepower. Swift grav-tanks, skittering walkers, and larger, outlandish constructs, are dreaded. These vehicles are melded with pure Scourge into a permanent communion of jellied flesh and armoured plate, causing heightened, resentful viciousness. Immolation by their plasma weaponry is preferable to being taken alive.

Resistance

Since the Reconquest began, the Resistance has changed radically. Initially ragtag survivors stranded on the Scourge-occupied Cradle Worlds and Earth, the definition now encompasses all groups utilising pre-war technology, including the rogue Colony of Kalium.

Classic Resistance groups survived through luck, guile, and grit. Isolated, they adapted to unique circumstances, resulting in a spectrum of landlocked, isolated cultures from civilised to savage. Some upheld liberty while ruthless despots reigned through merciless cruelty.

As the UCM brought carnage and potential liberation to Earth and the Cradle Worlds, the Resistance's antique and improvised armies arose to do or die. They had made this possible by maintaining surface-based Foldspace nodes, permitting accurate jumps to their systems.

With no hope of besting the Scourge, their goal had been survival. Besides infighting, raids against the real enemy only occurred when materiel was desperately needed or, rarely, when they might deal vastly disproportionate damage. Once UCM scouts appeared, the Resistance learned of this massive civilisation poised to invade. Many committed their most precious assets to this struggle, but some did not.

The UCM used two broad categories to describe free humans on Scourge-occupied worlds: Allied and Feral. Allies are those willing to assist the UCM, even despots, though most value liberty. Rumours of a secret directive to remove all dictators post-conflict made these even less likely to work with the UCM. Once liberated, most Allied groups are prime veteran recruits for the Colonial Legions. The latest Eden and Elysium Legions have proven superlative, if headstrong.

Ferals are uncooperative or hostile. Often totalitarian, they vary from organised, subterranean dystopias to literal savages. Talk of cannibalism and human sacrifice are frequently censored. It dents morale when the people you're trying to free want you dead. Even some enlightened societies view the UCM as just another invader.

A third category then emerged: Independents, those never under Scourge occupation. These remained free via starships which escaped the Scourge but never reached the Colonies. They survived 173 years in space and reappear sporadically in response to the Reconquest or just critically low on supplies. They have generally fought few ground battles, so their armies are less experienced but feature low-mileage vehicles. They have ships, the means to deliver and extract ground forces, making them an unpredictable, strategic factor.

Lastly, there's the rogue colony of Kalium. In the founding days of the UCM, it isolated itself rather be governed from Aurum. Today, the sinister Kabal rules with an iron fist. Totalitarianism has not been seen on this scale since the 22nd Century. Lacking resources and free thinkers, Kalium's grim shipyards and factories churn out antiquated designs. Its armies are distinguished by the newness of their dated equipment, and it uses standardised trucks over the homebrewed versions used by true Resistance groups. They are regimented echoes of mankind's past. Kalium fought as allies in the Battle for Earth, but recently claimed their conquests for themselves, throwing up borders.

Resistance armies are diverse, ragtag, low-tech, and experienced. They often employ homebrewed, ex-civilian vehicles. Most lack active countermeasures entirely. However, survivors from mankind's pre-Scourge arsenal are precious relics of a bygone age where budgets were loose and over-engineering prevailed. These lumbering machines are resilient survivors, just like their grizzled crews.

Shaltari

The Shaltari are a scarce, ultra-developed species. They have traversed the stars for millennia and fought countless wars. Through peerless technology, they transcend even death.

Capricious, treacherous, and self-interested, their schemes can span centuries. Now it seems they manipulated the teeming Scourge and humanity into centuries of bloody conflict and see to it that the war continues.

Their swiftness is unmatched, their firepower unequalled, their bravery undeniable. The beauty of their constructs belies their true nature—instruments of death honed to perfection before man learned to throw stones.

Humanity has had diplomatic relations with the Shaltari since 2342. The Shaltari made first contact and guided mankind to the Cradle Worlds. That this was done only to secure mankind as cannon fodder against other Shaltari characterised subsequent relations—shaky alliances, conflict, and double-dealings.

Shaltari are four-foot humanoids covered in long, thick spines which change colour at bewildering speed, like cuttlefish, though individuals present a 'dominant' colour at rest. Their large, ovoid eyes are an opaque blue and lack pupils. A Shaltari has no discernible nose or ears, although a small mouth is lined with short, sharp teeth. They move with disquieting grace but are faster than humans when pressed.

A vast vocal range coupled with bewildering colour changes make Shaltari language impossible. Any communication is conducted in human languages, in which the Shaltari are fluent. This makes intelligence gathering near-impossible. Most Shaltari individuals and devices are given crude human designations, either by the UCM or the Shaltari themselves.

Their natural lifespan exceeds three centuries, but ultimately, the psyche and memories are transferred into a grown 'shell' body. Thus, Elders have 'lived' for millennia, enriching their race. Over the eons, a pathological fear of oblivion develops—the Shaltari have no religion. Their 'default' colour indicates age. Young Shaltari are invariably dark, while Elders are white or even translucent. Colour reflects the mind. A Shaltari's natural gestation period exceeds 20 years, but new personalities prevent stagnation. These more reckless Firstborns enter the hierarchy at the bottom. Fighting Elders are rare souls born for war.

The most common way for a Shaltari to die is in battle. Logically, war would be avoided, but their warrior veneration has produced a two-tier society—those who have never seen battle cannot be named. They abhor drones, embrace strength through diversity and struggle, and the only contest they truly respect is with other Shaltari. Such feuds are usually pursued only until honour is satisfied.

Humans refer to distinct Shaltari groups as 'Tribes', with arbitrary designations corresponding to ancient Earth cultures. The largest collective, led by the Apache, have focused on disrupting the wider war while the especially warlike Mongols led a coalition to conquer the Cradle World of Aaru—the Shaltari's original homeworld.

According to the White Sphere, the Shaltari went fleet-based to avoid the attentions of the Bioficers, millennia ago.

Shaltari armies deploy via a hierarchical system of interconnecting teleporters ending in a dropship-sized Gate. Troops are only present on the surface or aboard an orbiting mothership, and can be instantly transferred within this system, counterbalancing their inferior numbers and removing risk in transit.

They present an eldritch array of war machines, from towering Warstriders, strange grav-tanks, to personal Warsuits. All are encrusted with unknowable adornments and armed with uniquely advanced weaponry. Surgical strike, sudden attack, and lightning withdrawal are their forte.

PHR

Following the White Sphere, a fraction of humanity escaped before the Scourge invasion. One and a half centuries later, they emerged changed—they are post-humans, a nation of enhanced elites. With remarkable speed, the PHR made advancements, regarding The Sphere with reverence.

An ultra-dense, baseball-sized object fell to Earth a year before the Scourge invaded. By hacking the probes investigating it, The Sphere accessed mankind's network, scrutinised, and issued a warning: run, following directions supplied, or die. Millions chartered or seized starships, broke hasty blockades, and jumped to Vega IV. The government sent a fleet to stop them, and the Abandonists fired first, weakening mankind's fleet on the eve of invasion. They were forever removed from regular humanity, first ideologically, then physically.

On the eve of the UCM's ambitious Reconquest campaign, a sleek vessel brought a delegation from the PHR. They declared themselves altered to a higher state, descendants of those who followed The Sphere. They were perfect, with flashes of silver shimmering beneath pristine skin. They showed no contrition for their forefather's actions, only sorrow.

Their advice against the Reconquest was ignored. Since, they conducted covert operations to silence Bioficer listening stations. But when the opportunity to retake Earth arose, the PHR answered. For some, shared humanity was enough, and Earth had many listening stations.

Of the PHR homeworld/s, nothing was known. Following a single-burst node inveigled aboard a PHR cruiser, the UCM pursuit jumped into intergalactic void. Traces of a second jump remained. One jump easily encompasses this galaxy, so 'home soil' was likely in another. It would take fifty jumps to reach even Andromeda—triple the service life of a UCM Foldspace drive. Most thought this explanation enough for the Republic's conquest of the Tlalocan Moons: a forward base in this galaxy.

Becoming a post-human requires intermeshing installed systems with the patient's organics following nanomachine injections. Only the 'Bound' are full citizens. This is personal and varies from simple limb replacements to bio-artificial melding with fabricated nanostructures. Certain enhancements are present in every PHR soldier: improved cognition, endurance, speed, agility, strength, vision, and pain suppression. Post-humans may mentally commune with each other and AI Familiars. The accomplished can master dozens simultaneously.

The population of the PHR is likely less than one sixth of the UCM's, so its army marries toughness and lethality with matchless training and equipment. Advanced walkers form the core of its armoured fist, supported by jetskimmers, aircraft, and combat nanomachines. For infantry, the baseline is the armoured Immortal. Their special forces, the Siren Corps, are lethal combatants.

The PHR is now, though, divided. Many who fought and died against the Scourge on Earth refused to abandon the fight and return home when ordered by leadership, which follows The Sphere unquestioningly. This 'schism' weakened them for their first true test: invasion by the Scourge. How The Sphere knew they were coming remains a mystery, as does its silence on the nature of the incoming threat. Aurelia Felix, leader of those who remained, likely has her suspicions, but she has only revealed the general location of the PHR's beleaguered homeworlds: the Triangulum Galaxy. Whether she tries to persuade her UCM allies to send aid, or returns herself, remains to be seen. She has been declared a heretic, and the Bioficer threat may prove more critical to her.