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Another Boardgame Player Aid By: Game: Pub

AT-43 is a registered trademark owned by RACKHAM. A unit may be given one or more combat drills at a cost of 1 LP each. An infantry unit engaged or grounded loses its combat drills.

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0% found this document useful (0 votes)
116 views8 pages

Another Boardgame Player Aid By: Game: Pub

AT-43 is a registered trademark owned by RACKHAM. A unit may be given one or more combat drills at a cost of 1 LP each. An infantry unit engaged or grounded loses its combat drills.

Uploaded by

THE ELDER
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Another boardgame player aid by

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reference sheets and player aids at www.headlesshollow.com

Universal Head • Design That Works • www.universalhead.com


These sheets are intended only for the personal use of existing owners of the game for
additional reference. Universal Head makes no claim whatsoever to the rights of the publisher
and copyright holder, and does not benefit financially from these player aids. Artwork from the
original game is copyrighted by the publisher and used without permission. This PDF may not
be re-posted online, sold or used in any way except for personal use.

Game: AT-43
Pub: Rackham Entertainment (2006)
All images and information Copyright © RACKHAM,1996-2009.
All rights reserved.
AT-43 is a registered trademark owned by RACKHAM.

v2.1
Page 1: Rules summary front
Page 2: Rules summary back
Page 3: Rules reference front
Page 4: Rules reference back Mar 2011
Page 5: Army reference UNA & Therian
Page 6: Army reference Red Blok & Karman
Page 7: Army reference Cogs & ONI

Print on card (ensure you are printing at 100% scale) laminate and trim to size.
Game Round Combat Drills Combat move
cm.
1. TACTICAL PHASE A unit may be given one or more combat drills at a cost
Shooting is possible.
of 1 LP each.
Leadership Points Engaged unit move
Players each receive LPs for the entire round equal They remain in effect until the unit’s card is revealed again.
Half cm.
to their commander’s LP value plus the number of An infantry unit engaged or grounded loses its combat drills and
units left in their army (and coming into play that cannot be given new ones while in that state. When a soldier ends his move within 2.5cm of an enemy soldier,
round). Disorganized units do not count. both entire units are engaged in close combat and can only make
Eject! engaged unit movement. AFVs are never considered engaged.
Activation Sequence Heroes with the Heroic Pilot ability. When the hero’s AFV is
Setup Players place the cards for their units face down in the order destroyed, place him anywhere on the battlefield. If there are Running Over Infantry
they wish to activate them, left to right. several heroes in the unit only place one. When an AFV performs a direct rush move, roll a die for each
Choose a mission, build companies with a set number of Army
Authority Test Place the template over the hero, roll D6 and move him 10cm infantry miniature whose base is crossed by the vehicle’s base.
Points (AP), and set up terrain and starting forces.
Players each roll a die and add their commander’s in the indicated direction. The hero (and any heroes with him) If the fighter is free he is eliminated on a 5+; if engaged, on a
Authority value and any LP they have secretly wagered. is eliminated if this lands him beyond the battlefield or on an 3+; if a support weapon, it is destroyed automatically.
Units The highest scorer chooses who has to activate first. impassable obstacle. Other heroes are placed in formation once
A unit is composed of several fighters sharing the same On a draw, re-roll. the final position is determined. If the AFV finishes its movement on soldiers or gunners, the
designation which must respect cohesion for the game. After a survivors are moved 2.5cm away from any opponent by their
Fire at Will! player (a figure that cannot be repositioned and/or respect
unit has been activated, all its members must be within 10cm 2. ACTIVATION PHASE Infantry unit not moving this round and led by a hero. During the
of the unit leader, and each fighter in the unit must be within cohesion is eliminated).
Activate Units next salvo the re-roll score of the weapon used is increased by
2.5cm of another fighter.
Players activate each of their units in turn by revealing the +1. This drill cannot be called several times on the same salvo. Terrain
Infantry: Soldiers (regular, elite or battlesuit) or next card in their activation sequence, then declaring and An infantry unit (not an AFV) performing a combat move can
Knee to the Ground!
Support units (gunners and support weapons). resolving their actions. Infantry only. Call at the end of activation. The unit is move at half only over a low wall or end its move on top of
Armored fighting vehicles (AFVs): Combat striders or Activating a unit without an officer costs 1 LP. not hit if it is caught in a shot’s zone of fire. or on the other side of a container. Fighters on a terrain element
add its Size to their own.
Vehicles . If the unit has been eliminated that round, the player must Overwatch!
spend LP to change their activation sequence, or activation A unit that has not fired during its activation. The unit A unit that opens a container or lifts a low wall is considered
Special fighters (officers, heroes, gunners and support weapons,
passes to his opponent. may shoot during the activation of an enemy unit, at engaged and can no longer move or shoot. A unit can enter a
special weapon bearers and specialists) have special battlefield
the end of the enemy unit’s move. container if the miniatures fit inside it.
roles. All other fighters are standard fighters.
3. CONTROL PHASE A unit that has not moved may not be targeted, and Obstacles can only be destroyed when directly targeted (when
Unit Status only the activated unit may be targeted. Losses are the mission allows it). Fighters on top of or inside a terrain
Check Objectives and Tactical Positions
At the time of activation a unit may be: removed immediately. Once the overwatch fire has element when it is destroyed are eliminated.
Players check the mission objectives.
Free: none of the unit’s members are in contact with an enemy. been resolved, or if it is engaged, the unit is no longer Hoist: a fighter with this ability in contact with a low wall can
Calculate Victory Points (VP) and Reinforcement Points (RP) in overwatch. redeploy it anywhere in contact with the fighter. This action
Engaged: one or more members of the unit are in contact with an
Shield Formation! replaces its close combat action.
enemy. The unit cannot benefit from any combat drills. AFVs are
never considered engaged.
Leadership AFV unit only. The AFVs are now considered Bunkers
A unit is commanded by one officer, who is always the leader of destructible terrain elements. Use the AFV’s base to Only fighters (no vehicles) of Size 2 or smaller can enter a
Grounded: indicated by laying the miniatures down. When a
his unit. When he is killed, the standard fighter closest to him determine who is behind cover. bunker. A unit located in a bunker cannot be issued a Take
grounded unit is activated, these rules apply:
replaces him as leader (but not as officer) and is replaced with Split Fire! cover! combat drill. Each bunker has a single access to the
When half or fewer fighters in a unit are grounded, the grounded the leader figure. Infantry only. Call at the beginning of activation. rear. The loophole allows a unit to shoot, but not to fight in
figures stand up and the unit may act as usual. When more than Special weapon bearers may shoot at a different close combat.
half are grounded, the whole unit is grounded; the fighters stand The highest ranking officer in the activation sequence is the
commander. When he is killed, the remaining highest ranking time than the rest of their unit. If a unit with special Damage inflicted on bunkers is resolved using the Bunker
up, but the unit cannot perform any action or combat drill. weapon bearers is given Overwatch! and Split Fire!,
officer becomes commander. Damage Location table. If the general structure of the bunker
Activating a grounded unit without an officer still costs 1 LP the special weapon bearers may fire at a different is destroyed, the whole bunker is destroyed. If the roof is
(getting up is considered the fighters’ action). If there is no commander, Authority and LP values for the time than the rest of the unit. Leave the Overwatch destroyed, Improved Cover and Secured rules no longer apply.
company are 0. marker in place after the first shot. If the bunker has weapons they are destroyed.
Grounded fighters are not taken into account in zones of fire.
Spending LPs Take Cover! Improved Cover: A unit in a bunker gets 3+ cover tests.
Disorganized: The unit has failed a morale test and may rout. Infantry only. Call at the end of activation. A unit in This cover test also applies to artillery strikes and indirect
Add to the Authority test Add the number of LP wagered (between cover has its cover save increased to 3+. This never
Weapon Stats 0 and the rank of your commander +1). fire weapons, except Projection weapons.
applies to overwatch fire, and is lost once a member
of the unit is engaged. Secured: The bunker cannot be Sabotaged.
Activate a unit not led by an officer (1LP) An LP must be spent
for a unit to do anything, though it is considered activated. If it
Accuracy Attack Rate/Re-Rolls AOE Penetration/Damage is a unit not yet in play, it remains out of play. ACTIONS: Movement ACTIONS: Shooting

A player can delay the arrival of units. An officer’s unit can also There are 2 shooting modes: Direct Fire and Indirect Fire. Only
Facing, Line of Sight & Measuring A unit may make a rush move, a combat move or an
choose not to enter the game when activated. engaged unit move once during its activation. free units can shoot. An engaged unit may not shoot (though they
Figures can usually see and move in all directions. To determine may perform a engaged unit move to end the engagement and
if a figure has line of sight (LOS) to another figure, trace a line Or one of the following before activating a unit: Fighters and terrain elements are usually obstacles that must then shoot).
from the outside edges of the figure’s base to the outside edges Relocate the first card (1LP) Relocate the first card in your be moved around. A figure’s base must be able to pass between
obstacles, and movement cannot end on an obstacle. Only the fighters with LOS to at least one of the target unit’s
of the target figure’s base. sequence; the following card must then be played immediately. members may shoot.
If at least one line does not encounter an obstacle, the target is Friendly soldiers do not hinder movement, only enemy soldiers
Delay activation (2LP) Pass (you cannot pass twice in a row). All members of a unit must shoot at the same time and at the
visible. If both lines encounter an obstacle, the figure only sees (though movement cannot end with bases overlapping).
Extra activation (2LP) In the turn following a Delay Activation, same unit, except fighters with special weapons, who may fire at
the target if he can see over the obstacle (check the figure’s
AFVs can pass through any soldiers, though the soldiers may be a different unit. A fighter may fire once with each of his range
point of view and check the figure’s Size if there is a dispute). reveal the first 2 cards in your sequence and play them in any
run over. weapons before or after a combat move if using a different weapon
order you wish.
Soldiers never block line of sight. for each salvo.
Rush move
Rally (2LP) Rally a disorganized unit to valiant status.
No measurements can be made before declaring an action. Free units only. Fighters with multiple weapons may fire before and after a
Distances are measured between base edges or terrain element Artillery Strike (3LP) In some missions you may have the option combat movement, and at different targets, if using a different
+ 6 cm for infantry, + 10 cm for combat striders.
edges. Unit to unit measurements are always made from leader to call an artillery strike once per game round, just before weapon for each salvo.
to leader. activating any of your units. No shooting possible.
Shooting Procedure Cover is ignored when the leader of the shooting unit is within ACTIONS: Close Combat A morale test is resolved outside of a unit’s activation, when one
Weapons have an Attack rate (before the slash) and a 10 cm of the cover closest to the targeted unit. of the members of a unit of AFVs is destroyed or abandoned.
Re-Roll value (after the slash). Choose the type of weapon A close combat is resolved when at least one fighter of a unit is
A unit in cover may roll to cancel each Impact on a 5+ engaged after its movement (even if it hasn’t moved). If a morale test is a success, morale status is unchanged.
(same name and characteristics) used; all fighters in the unit (3+ with the Take Cover! combat drill). If a morale test is failed, morale status worsens (Valiant to
with the chosen weapon resolve their shots simultaneously. Only engaged fighters equipped with a close combat weapon can Disorganized to Rout).
4. Determine Damage & Remove Losses attack. Once a unit has attacked it can no longer act that turn.
1.Pick a Target Fighters with the Nerves of Steel ability (indicated by a ‘-’ in
Each successful impact causes a Damage test. Each melee is split into several combats, resolved in an order Morale) never roll morale tests.
Direct Fire: pick a target unit. If the unit is engaged, the whole
Check the Universal Resolution table to find the minimum chosen by the attacking player, as follows: a fighter has a
melee is considered the target unit (range is determined from
result required to cause a number of Damage points equal to different weapon to others in his unit; the defenders belong to Morale Status
the leader of the targeted unit). A single AFV can be targeted
the Damage value of the weapon. different units; or there are gunners and support units among Disorganized Unit: The unit cannot perform any action
instead of the whole unit.
the defenders. or be given combat drills. Spend 2 LP to rally he unit
Indirect Fire: pick a single target (friendly or enemy) fighter. If the target is an infantry unit, remove eliminated fighters back to valiant status before activation.
starting with those closest to the leader of the shooting unit. Special weapon bearers are not equipped with close combat
At least one of the fighters in the shooting unit must have LOS
weapons; they can be attacked but cannot attack others. Routing Unit: The unit is eliminated.
to the target. If the eliminated figure is the leader of the target unit, swap
the leader with the fighter closest to him and remove that A fighter may attack once with each of his close combat weapons.
2. Determine the Zone of Fire figure instead. A unit may shoot, move to engage and then attack in close Heroes
combat, but a unit cannot move or fire once it has attacked. Heroes are officers, and cannot join a unit which already has an
The zone of fire (ZOF) is determined by connecting the outside A soldier, gunner or support weapon is eliminated when it
edges of the shooting unit to those of the target unit (or both units suffers one Damage point. If a unit is in contact with multiple units, combats are resolved officer.
if the target unit is engaged). Indirect fire has no ZOF. unit by unit. A fighter in contact with fighters belonging to If a hero is deployed alone, he may lead any unit without an
If the target is an AFV, split the impacts as evenly as possible multiple units may choose which unit he attacks. officer if he shares the same category and type. This transfer
Any figure even partially in this area, and not belonging to the among the targets, beginning with those closest to the leader of
shooting or target units, is in the ZOF. When only one of the AFVs of leadership takes place in the Control phase if the hero has
the shooting unit. Damage tests are then resolved individually Roll dice equal to the weapon’s Attack rate multiplied by the
of a unit is the designated target, the ZOF is determined from this cohesion with the unit. Any combat drill applied to the unit is
for each vehicle. number of fighters attacking. Then make Re-Rolls and roll
vehicle alone. immediately applied to the hero. The hero is now activated at the
Damage tests for impacts just as with shooting.
An AFV is divided into the frame, the propulsion system and the same time as his unit (remove him from the activation sequence).
3. Make a Shooting Test weapons, each of which has a number of Structure Points (SP). Losses A hero never suffers any impacts or damage as long as there are
Roll dice equal to the weapon’s Attack rate multiplied by the Roll on the Location table to determine which part is hit and If the defender is an infantry unit, the attacker chooses which other fighters in his unit (even if they are completely hidden).
number of fighters shooting. Check the Universal Resolution table loses SP. Excess damage is transferred to the frame. figures are removed from among the fighters in contact with his However, if the hero is specifically targeted (eg the Sniper
to find the minimum result required. Misses can be re-rolled as attacking fighters. ability) he may be eliminated normally.
When a part falls to 0 SP it is destroyed. Destroyed weapons can
many times as the Re-roll value of the weapon. no longer be used. A destroyed propulsion system immobilizes If the defender is an AFV unit, the attacker distributes impacts Recruitment
Who can shoot? the vehicle. If the frame is destroyed the vehicle is removed. among the vehicles in contact with his attacking fighters, then
Direct Fire: fighters without LOS on a figure in the target unit, rolls Damage tests and their location. Each player controls a company, split into as many platoons
An immobilized vehicle cannot move. Other members of the
or in the ZOF, cannot shoot. as desired, themselves split into units. Players build their
unit can either stay in cohesion with the vehicle, or the pilot
companies from an agreed-upon number of Army Points (AP).
Indirect Fire: all fighters with the appropriate weapon, even can eject from the vehicle to join the unit, and the vehicle is Control Phase
those without LOS, can shoot. removed. The highest ranking officer is the commander of the company. A
Who is hit? 1. Objectives and Tactical Positions company can only have one rank 5 officer (and must have at least
Direct Fire: each successful shot causes an impact. If a unit is
Special Weapons An objective or tactical position is controlled by the player with
one officer), a platoon can only have one rank 4 officer, and a unit
Special weapons are listed under the dotted line on the unit can only have one officer (and some units cannot have an officer).
caught in the ZOF, impacts are first distributed to one per fighter the most infantry figures (minimum one) within 10cm of it.
in the zone, beginning with the fighter closest to the shooting cards. Unless given the Split Fire! combat drill, fighters armed An army is built around a 5 slot platoon pattern. The ! slot is
unit’s leader, and then to the target unit (once every fighter in with special weapons must shoot at the same time as their unit, If there is a tie, neither side controls the objective/position. compulsory; others are optional. Each slot is a category of unit
the zone has received one impact). but may target a different unit. These conditions are checked in this phase and the objective/ and the type (number of stars), and can be filled only once per
position remains under control until the next Control phase. platoon. All slots in a platoon must be filled before starting a
Fighters of a smaller Size than the shooters or the targets are The special weapon-equipped fighter cannot replace a leader if
the leader is killed, and only becomes a leader (still equipped An objective is captured when a side controls it for the first time. new platoon.
ignored. Grounded fighters or those with the Knee to the Ground!
combat drill are ignored. Locked shot weapons only hit the with his special weapon) when he is the only fighter remaining A given objective may be captured only once by each side. Assault units are those available at the game’s start.
designated target. in the unit.
Reinforcement units are those that join the battle when the player
A fighter equipped with a special weapon may not attack in 2. Calculate VP and RP
Indirect Fire: place the template on the targeted fighter. If the controls secondary objectives and the required RPs are spent. An
score to hit indicates an automatic failure, the shot doesn’t close combat. Each player counts his Victory Points (VP) and officer in a reinforcement unit cannot be the commander, but
hit anything. If at least one shot misses, the shot deviates: roll Reinforcement Points (RP). may become the commander once he is in a reserve unit.
D6 and move the template 1cm in the indicated direction per Support Units Starting with the loser of the Authority test The AP cost of assault units must be less than or equal to the
test failed. If all the shots miss, the template must be moved a Static support units are infantry units with weapons that that round, players can spend their RP to turn number given by the mission. The AP cost of the reinforcement
minimum of 10cm. cannot be used while moving. They are composed of weapons reinforcement units into reserve units for the next units is not important as long as the total value of the company
All fighters even partially within the affected template radius and gunners. round (their cards are added to the activation is equal to or less than the AP allowed by the mission.
suffer an impact. If all the tests miss, the radius equals the Area The unit cannot perform rush moves and can shoot only if it sequence).
of Effect of the weapon. On at least one successful shot, the didn’t move this activation.

1 RP is worth 1 AP.
Tactical Positions
radius is multiplied by the number of successful shots (if greater Access zones allow players to bring in units. The first action of
than 10cm, radius is 10cm and affected fighters suffer 2 impacts). Impacts to the unit are distributed equally among the gunners Unspent RP and VP are kept from one round to the such a unit is a movement, measured from the battlefield edge.
and weapons, beginning with the miniature closest to the next. If a player has fulfilled all his objectives the Permanent zones are specific to a side for the entire game;
An infantry fighter suffering an impact is grounded and his shooting unit. Without a corresponding gunner, a static support game ends. neutral zones have to be controlled to be used.
miniature laid down (if he is not eliminated). weapon is destroyed.
Deployment zones are areas inside which units can be placed
Cover Mobile support units are entirely composed of special weapon Morale in the first round only. They must have enough room to be
Cover does not affect impacts from indirect fire. bearers.
The morale status of a unit is either Valiant (the default) or deployed, otherwise they must enter through another zone.
An obstacle provides cover if a fighter could hide behind it. If it Disorganized; or the unit is in Rout.
Artillery Strikes Drop points are terrain elements which allow players who control
does, the zone of cover is the area between the outside edges of
them to bring in reserve units. They can be used from the second
the firing unit and the outside edges of the obstacle. A fighter Artillery strikes can be called before activating any unit, once A unit uses its officer’s Morale for any Morale tests.
round of the mission. All the fighters in the unit must be within
whose base is even partially within this zone is behind cover. per game round, for 3 LP. They target any fighter in the LOS of
A morale test is resolved before a unit’s activation, and before 10cm of the drop point, and the unit cannot perform any action
an officer or a leader.
If at least half the members of a unit are hidden or behind any spending of LPs, when a Type 1 or 2 infantry unit has fallen or be given any combat drills in the round it is deployed, though
cover, the entire unit is under cover, otherwise, the entire unit Use the rules for indirect fire, though the strike hits on a fixed to 3 members or fewer, a Type 3 infantry or infantry support unit it must still be activated as normal (which might require the
is exposed. result. has fallen to 1 member, or a unit of AFVs is entirely immobilized. spending of LP).
Universal Table of Resolution Universal Table of Resolution
... / -6 -4 / -5 -2 / -3 -1 / 0 / +1 +2 / +3 +4 / +5 +6 / ... ... / -6 -4 / -5 -2 / -3 -1 / 0 / +1 +2 / +3 +4 / +5 +6 / ...
✖ 6 5+ 4+ 3+ 2+ ✔ ✖ 6 5+ 4+ 3+ 2+ ✔

Shooting Activating Units Shooting Activating Units


Accuracy minus Range (between unit leaders) One of the following just before activating a unit: Accuracy minus Range (between unit leaders) One of the following just before activating a unit:
Locked shot tests are as given. Relocate first card (1 LP): Relocate the first card Locked shot tests are as given. Relocate first card (1 LP): Relocate the first card
where desired in your activation sequence. The where desired in your activation sequence. The
Close Combat following card is revealed and played immediately. Close Combat following card is revealed and played immediately.
Accuracy minus defender’s Combat Delay activation (2 LP): You pass (but cannot pass Accuracy minus defender’s Combat Delay activation (2 LP): You pass (but cannot pass
twice in a row). twice in a row).
Damage Damage
Extra activation (2 LP): In the turn following a Delay Extra activation (2 LP): In the turn following a Delay
Penetration minus target’s Protection Activation reveal the first 2 cards in your activation Penetration minus target’s Protection Activation reveal the first 2 cards in your activation
sequence and play them in any order you desire. sequence and play them in any order you desire.
Morale Morale
Morale minus 8 Movement Morale minus 8 Movement
Rush move Free units only. + 6 cm for infantry, Rush move Free units only. + 6 cm for infantry,
Game Round + 10 cm for combat striders. No shooting possible. Game Round + 10 cm for combat striders. No shooting possible.
1. TACTICAL PHASE Combat move cm. Shooting is possible. 1. TACTICAL PHASE Combat move cm. Shooting is possible.
Leadership Points Leadership Points
Engaged units Half cm. When a soldier ends Engaged units Half cm. When a soldier ends
Receive LPs for the entire round equal to his move in contact (within 2.5cm) with an enemy Receive LPs for the entire round equal to his move in contact (within 2.5cm) with an enemy
commander’s LP plus the number of units soldier, both entire units are engaged. AFVs are never commander’s LP plus the number of units soldier, both entire units are engaged. AFVs are never
left in army (and coming into play that considered engaged. left in army (and coming into play that considered engaged.
round). Disorganized units do not count. round). Disorganized units do not count.
Activation Sequence Cover Activation Sequence Cover
Place unit cards facedown in desired activation Place unit cards facedown in desired activation
order, left to right. A unit in cover may roll to cancel each Impact on a order, left to right. A unit in cover may roll to cancel each Impact on a
5+ (3+ with the Take Cover! combat drill). 5+ (3+ with the Take Cover! combat drill).
Authority Test Authority Test
Roll a die each and add commander’s Morale Roll a die each and add commander’s Morale
Authority and any LP secretly wagered Authority and any LP secretly wagered
(up to his rank +1); highest scorer chooses Valiant › Disorganized › Rout (up to his rank +1); highest scorer chooses Valiant › Disorganized › Rout
who activates first. On a draw, re-roll. who activates first. On a draw, re-roll.
Test before activation: Test before activation:
2. ACTIVATION PHASE Type 1 or Type 2 infantry unit at 3 members or less; 2. ACTIVATION PHASE Type 1 or Type 2 infantry unit at 3 members or less;
Activate Units Type 3 infantry or infantry support unit at 1 member; Activate Units Type 3 infantry or infantry support unit at 1 member;
Activate units in turn by revealing the next card, Activate units in turn by revealing the next card,
AFV unit entirely immobilized. AFV unit entirely immobilized.
then declaring and resolving actions. then declaring and resolving actions.
Activating a unit without an officer costs 1 LP. Test outside activation: Activating a unit without an officer costs 1 LP. Test outside activation:
AFV unit when one of its members is destroyed or AFV unit when one of its members is destroyed or
If the unit has been eliminated that round, abandoned. If the unit has been eliminated that round, abandoned.
spend LP to change the activation sequence, spend LP to change the activation sequence,
or activation passes to your opponent. Disorganized Unit: Cannot perform or activation passes to your opponent. Disorganized Unit: Cannot perform
any action or be given combat drills. any action or be given combat drills.
3. CONTROL PHASE Spend 2 LP to rally back to Valiant 3. CONTROL PHASE Spend 2 LP to rally back to Valiant

Check Objectives and Tactical Positions status before activation. Check Objectives and Tactical Positions status before activation.

Calculate VP and RP Routing Unit: Unit eliminated. Calculate VP and RP Routing Unit: Unit eliminated.
Spend RP to turn reinforcement units into A unit uses the officer’s morale for any morale tests. Spend RP to turn reinforcement units into A unit uses the officer’s morale for any morale tests.
reserve units for the next round. Fighters with Nerves of Steel never roll morale. reserve units for the next round. Fighters with Nerves of Steel never roll morale.
AFV DAMAGE Location COMBAT DRILLS 1 LP EACH AFV DAMAGE Location COMBAT DRILLS 1 LP EACH
D6 Damaged Part A unit may be given one or more combat drills that D6 Damaged Part A unit may be given one or more combat drills that
1 - 2 Propulsion remain in effect until the unit’s card is revealed again. 1 - 2 Propulsion remain in effect until the unit’s card is revealed again.
An infantry unit engaged or grounded loses its combat An infantry unit engaged or grounded loses its combat
3 - 5 Frame drills and cannot be given any while in that state. 3 - 5 Frame drills and cannot be given any while in that state.
6 Weapon (chosen by active player) 6 Weapon (chosen by active player)
Eject! Eject!
Heroes with the Heroic Pilot ability. When the Heroes with the Heroic Pilot ability. When the
STRUCTURES hero’s AFV is destroyed, place him anywhere on the STRUCTURES hero’s AFV is destroyed, place him anywhere on the
Protection Structure Size AP battlefield. If there are several heroes in the unit only Protection Structure Size AP battlefield. If there are several heroes in the unit only
Points place one. Place the template over the hero, roll D6 Points place one. Place the template over the hero, roll D6
and move him 10cm in the indicated direction. The and move him 10cm in the indicated direction. The
Bunker 17 4/2 3 250 Bunker 17 4 / 2 3 250
hero (and any heroes with him) is eliminated if this hero (and any heroes with him) is eliminated if this
Container 8 3 3 - lands him beyond the battlefield or on an impassable Container 8 3 3 - lands him beyond the battlefield or on an impassable
obstacle. Other heroes are placed in formation once obstacle. Other heroes are placed in formation once
Crystals 8 4 ∞ 50
the final position is determined.
Crystals 8 4 ∞ 50
the final position is determined.
Low/High wall 12/13 1/2 1/2 - Low /High wall 12/13 1/2 1/2 -
Fire at Will! Fire at Will!
Nanogenerator 11 1 2 25 Infantry unit not moving this round and led by a Nanogenerator 11 1 2 25 Infantry unit not moving this round and led by a
hero. During the next salvo the re-roll score of the hero. During the next salvo the re-roll score of the
BUNKER DAMAGE LOCATION weapon used is increased by +1. This drill cannot be BUNKER DAMAGE LOCATION weapon used is increased by +1. This drill cannot be
called several times on the same salvo. called several times on the same salvo.
D6 Damaged Part D6 Damaged Part
Knee to the Ground! Knee to the Ground!
1 - 2 Roof 1 - 2 Roof
Infantry only. Call at the end of activation. Infantry only. Call at the end of activation.
3 - 5 General structure Unit is not hit if caught in a shot’s ZOF. 3 - 5 General structure Unit is not hit if caught in a shot’s ZOF.

6 Weapon (chosen by active player), 6 Weapon (chosen by active player),
Overwatch! Overwatch!
or the roof if the bunker is not armed. or the roof if the bunker is not armed.
Give to a unit that has not fired during Give to a unit that has not fired during
its activation. Unit may shoot during the its activation. Unit may shoot during the

Indirect Fire activation of an enemy unit, at the end of Indirect Fire activation of an enemy unit, at the end of
the enemy unit’s move. the enemy unit’s move.
Pick a single target (friendly or enemy) fighter. Pick a single target (friendly or enemy) fighter.
At least one of the fighters in the shooting unit must A unit that has not moved may not be At least one of the fighters in the shooting unit must A unit that has not moved may not be
have LOS to the target. Place the template on the targeted, and only the activated unit have LOS to the target. Place the template on the targeted, and only the activated unit
targeted fighter. may be targeted. Losses are removed targeted fighter. may be targeted. Losses are removed
immediately. Once the overwatch fire has immediately. Once the overwatch fire has
If the score to hit is an automatic failure, been resolved, or if it is engaged, the unit If the score to hit is an automatic failure, been resolved, or if it is engaged, the unit
the shot doesn’t hit anything. is no longer in overwatch. the shot doesn’t hit anything. is no longer in overwatch.
If at least one shot misses, the shot deviates: If at least one shot misses, the shot deviates:
roll D6 and move the template 1cm in the Shield Formation! roll D6 and move the template 1cm in the Shield Formation!
indicated direction per test failed. AFV unit only. The AFVs are now indicated direction per test failed. AFV unit only. The AFVs are now
considered destructible terrain elements. considered destructible terrain elements.
If all the shots miss, the template must be If all the shots miss, the template must be
Use the AFV’s base to determine who is Use the AFV’s base to determine who is
moved a minimum of 10cm. behind cover. moved a minimum of 10cm. behind cover.
All fighters even partially within the affected All fighters even partially within the affected
template radius suffer an impact: Split Fire! template radius suffer an impact: Split Fire!
Infantry only. Call at the beginning of Infantry only. Call at the beginning of
If all the tests miss, the radius equals activation. Special weapon bearers may If all the tests miss, the radius equals activation. Special weapon bearers may
the Area of Effect of the weapon. the Area of Effect of the weapon.
shoot at a different time than the rest of shoot at a different time than the rest of
On at least one successful shot, the radius is their unit. On at least one successful shot, the radius is their unit.
multiplied by the number of successful shots multiplied by the number of successful shots
Take Cover! Take Cover!
(if greater than 10cm, radius is 10cm and (if greater than 10cm, radius is 10cm and
Infantry only. Call at the end of activation. Infantry only. Call at the end of activation.
affected fighters suffer 2 impacts). affected fighters suffer 2 impacts).
Cover save is increased to 3+. Never Cover save is increased to 3+. Never

An infantry fighter suffering an impact is grounded applies to overwatch fire, and is lost once An infantry fighter suffering an impact is grounded applies to overwatch fire, and is lost once
and his miniature laid down (if he is not eliminated). a member of the unit is engaged. and his miniature laid down (if he is not eliminated). a member of the unit is engaged.
EQUIPMENT Sniper Gun EQUIPMENT THERIAN OVERSEER ROUTINES
Sniper:
Flamer – can only be used if the fighter does not move at Flamer and Heavy Flamer An overseer of an infantry unit may only use infantry
Projection: routines, and an overseer of an AFV unit may only
all during his activation. Projection:
– when a unit contains several flamers, each can use AFV routines. If he is also the commander, he
– cover and fighters in the ZOF are ignored. – when a unit contains several flamers, each can
pick a different target. may use his type of routine (infantry or AFV) on any
pick a different target.
– cannot be used in Overwatch. of the same type of units within the company he
– cover and fighters in the ZOF are ignored. – cover and fighters in the ZOF are ignored. commands.
– may choose target of each impact among the
– no shooting test necessary (no successes; shots – no shooting test necessary (no successes; shots A routine affecting a movement or a test is declared
visible fighters of the targeted unit.
cannot be combined to increase the area of effect). cannot be combined to increase the area of effect). at the time of the movement or the test. Otherwise
If an AFV, may choose the location of each impact.
– Accuracy shows the flamer’s maximum range – Accuracy shows the flamer’s maximum range it is declared during the activation of the overseer’s
in cm. Centre the template on a fighter; all the in cm. Centre the template on a fighter; all the unit. Routines not instantaneous remain in effect
miniatures even partially under the area of effect SPECIALISTS miniatures even partially under the area of effect until the unit’s following activation.
take a damage test. take a damage test.
Mechanic Infantry Routines
Grenades Repair: At the beginning or end of his unit’s Transfer (1 LP) One of the unit’s soldiers is
Indirect fire. If used, cannot use any ranged weapons activation he may repair a friendly AFV within Light Grim Scythe replaced by another soldier already eliminated. Unit
during the current activation. 2.5cm. The AFV recovers 1 SP in a chosen location. Hoist: If the fighter is in contact with a low wall it composition rules must be respected.
Destroyed parts may be repaired. can redeploy it anywhere in contact with the fighter.
Accuracy: 0 Attack rate / Re-rolls: 1/0 Dash (2 LP) If the unit performs a rush move it can
This action replaces its close combat action. cover up to 30 cm.
Area of Effect: 1 Penetration / Damage: 4/1
Medic
First Aid: Once per round he can save a member of Hyper nanonucleus (2 LP) The unit can reroll all its
G-Pack Light Virus Cannon failed Damage Tests once.
his unit. Shout “Medic!” right after the fighter is
Rocket Jump: May jump over miniatures and terrain Jammer:
eliminated. A medic who has taken damage points Reconstruction (3 LP) One of the unit’s fighters
elements during movement. – can only target AFVs.
cannot use this ability. comes back into the game.
Gyroscopes – minimum result needed for the Damage test is
Combat Engineer shown instead of the weapon’s Penetration. AFV Routines
Stability: The fighter is not grounded when caught in
Sabotage: During his unit’s activation he may Repair (1 LP) An AFV regains 1 SP. The AFV and the
an indirect fire weapon‘s area of effect.
sabotage a terrain element within 2.5cm. The chosen location repaired are chosen by the player.
element is removed from the battlefield. Medium Nucleus Cannon
Jammer Sniper: Dash (2 LP) If the unit performs a rush move it can
Jammer: cover up to 50 cm.
Civil Engineers – can only be used if the fighter does not move at
– can only target AFVs. all during his activation. Hyper nanonucleus (2 LP) The unit can re-roll all its
Engineers don’t take part in the fighting, but follow
– minimum result needed for the Damage test is their unit and count towards the control of objectives. – cover and fighters in the ZOF are ignored. failed damage tests once.
shown instead of the weapon’s Penetration.
An engineer who suffers an impact is immediately – cannot be used in Overwatch. Creation (4 LP) A type 1 combat strider appears
eliminated. No damage test is required. He can be on the battlefield in contact with the overseer,
Laser Targeter – may choose target of each impact among the
constituting a new unit.
saved using appropriate abilities (eg. Medic!). visible fighters of the targeted unit. If an AFV, may
Designator: During his activation a fighter may tag an
enemy unit he can see. choose the location of each impact. Its card is placed in the activation sequence for the
Minefield: Each field/combat engineer can lay a
next round. The player must have the miniature and
Until the end of the round, indirect fire and locked minefield at the end of its unit’s move.
room to place it on the battlefield.
shot weapons do not need LOS to hit the tagged unit. Put a minefield card (choose the side used) on the Optical Camo Module Fusion (4 LP) The overseer chooses 2 combat
field out of contact with any enemy and within range Stealth: Any shot (including locked shots) targeting striders of the unit to be immediately destroyed and
Missile Launcher 1 of the engineer. Any unit triggers the mines if: the unit from beyond range 1 is a failure. replaced by a new strider of the next highest type.
Locked Shot:
– its profile shows one of the icons on the minefield; The new strider is deployed where one of the 2
– can only target AFVs or terrain elements with
Structure points. – at least one of its members travels even partially Nanostorms previous striders originally stood. It is not an overseer
over the card during his move. A unit may trigger Indirect fire. If used, cannot use any ranged weapons and forms a new unit; its card is placed in the
– cannot use Overwatch fire.
several minefields in the same movement. during the current activation. activation sequence for the next round. The player
– cover and fighters in the ZOF are ignored. must have the miniature and room to place it on the
After its move, the unit suffers a number of impacts Accuracy: 0 Attack rate / Re-rolls: 1/0 battlefield.
– minimum result needed for the Shooting test is equal to the number of its members for each card it Area of Effect: 1 Penetration / Damage: 5/1
shown instead of the weapon’s Accuracy. has travelled over. Penetration and damage: Infantry:
THERIAN NANOGENERATORS
4/1; AFV: 16/2.
Triple Lense Helmet Relay Nanogeneration: A Therian unit controlling a
The triggered minefields are then removed.
Detection: +1 Accuracy with all direct fire weapons Unit leader only. Activating the unit doesn’t cost any nanogenerator gains this ability: the routines it uses
and ignore enemy’s Stealth ability. Minefields are resolved after any Overwatch! fire. LP. The relay is lost when the leader is eliminated. cost 1 LP fewer to a minimum of 0.
EQUIPMENT SPECIALISTS
Assisted Propulsion Combat Engineer
EQUIPMENT SPECIALISTS
Blitz: Sabotage: During his unit’s activation he may
– Movement increased by 10 for their first round on sabotage a terrain element within 2.5cm. Flamer Mechanic
the battlefield. The chosen element is removed from the battlefield.
Projection: Repair: At the beginning or end of his unit’s
– may act normally when they arrive in – when a unit contains several flamers, each can activation he may repair a friendly AFV within
reinforcement from a drop point. Civil Engineers pick a different target. 2.5cm. The AFV recovers 1 SP in a chosen location.
Engineers don’t take part in the fighting, but follow Destroyed parts may be repaired.
Communication Disruptor – cover and fighters in the ZOF are ignored.
their unit and count towards the control of objectives.
Disruption: For each fighter with this ability on the – no shooting test necessary (no successes; shots Medic
An engineer who suffers an impact is immediately
battlefield, each enemy company loses 1 LP during cannot be combined to increase the area of effect).
eliminated. No damage test is required. He can be First Aid: Once per round he can save a member of
the tactical phase. The LP reserve of a company saved using appropriate abilities (eg. Medic!). – Accuracy shows the flamer’s maximum range his unit. Shout “Medic!” right after the fighter is
cannot fall below its commander’s LP value. in cm. Centre the template on a fighter; all the eliminated. A medic who has taken damage points
Minefield: Each field/combat engineer can lay miniatures even partially under the area of effect cannot use this ability.
Flamer a minefield at the end of its unit’s move. Put a take a damage test.
Projection: minefield card (choose the side used) on the field
– when a unit contains several flamers, each can out of contact with any enemy and within range 1 of KARMAN VEHICLES
the engineer. Any unit triggers the mines if:
Grenades
pick a different target. Variable altitude is represented by miniature height
Indirect fire. If used, cannot use any ranged weapons
– cover and fighters in the ZOF are ignored. – its profile shows one of the icons on the minefield; during the current activation. with or without the extra pin. The pin can be added
before or after a movement. Changing altitude is
– no shooting test necessary (no successes; shots – at least one of its members travels even partially Accuracy: 0 Attack rate / Re-rolls: 1/0 considered moving and can trigger overwatch fire.
cannot be combined to increase the area of effect). over the card during his move. A unit may trigger Area of Effect: 1 Penetration / Damage: 4/1
– Accuracy shows the flamer’s maximum range several minefields in the same movement. Vehicles have limited shooting arcs.
in cm. Centre the template on a fighter; all the After its move, the unit suffers a number of impacts Jammer
miniatures even partially under the area of effect equal to the number of its members for each card it Jammer: KARMAN CRYSTALS
take a damage test. has travelled over. Penetration and damage: Infantry: – can only target AFVs.
A Karman unit controlling a crystal gains the
4/1; AFV: 16/2. – minimum result needed for the Damage test is
Grenades Resonance ability: it is always considered behind
The triggered minefields are then removed. shown instead of the weapon’s Penetration. cover even though there might be no terrain element
Indirect fire. If used, cannot use any ranged weapons
during the current activation. to grant it cover.
Minefields are resolved after any Overwatch! fire. Jet Pack
Accuracy: 0 Attack rate / Re-rolls: 1/0
Rocket Jump: May jump over miniatures and terrain
Area of Effect: 1 Penetration / Damage: 4/1 Electronic Warfare Specialist elements during movement.
Disruption: For each fighter with this ability on the
Infrared Goggles K-armor
battlefield, each enemy company loses 1 LP during
Detection: +1 Accuracy with all their weapons the strategic phase. The LP reserve of a company Hoist: If the fighter is in contact with a low wall it
(already in profile) and ignore enemy’s Stealth ability. cannot fall below its commander’s LP value. can redeploy it anywhere in contact with the fighter.
This action replaces its close combat action.
Loudspeaker
Countermeasure: The enemy’s Disruption and
Mechanic
Interference abilities have no effect on the company. Repair: At the beginning or end of his unit’s Sniper Gun
activation he may repair a friendly AFV within Sniper:
Motion Sensors 2.5cm. The AFV recovers 1 SP in a chosen location. – can only be used if the fighter does not move
Detection: +1 Accuracy with all their weapons Destroyed parts may be repaired. at all during his activation.
(already in profile) and ignore enemy’s Stealth ability. – cover and fighters in the ZOF are ignored.
Medic
– cannot be used in Overwatch.
Sniper Gun First Aid: Once per round he can save a member of
Sniper: his unit. Shout “Medic!” right after the fighter is – may choose target of each impact among
– can only be used if the fighter does not move at eliminated. A medic who has taken damage points the visible fighters of the targeted unit. If an
all during his activation. cannot use this ability. AFV, may choose the location of each impact.
– cover and fighters in the ZOF are ignored.
Super ZZ-battery
– cannot be used in Overwatch. Concentrate fire: K-shooters’ zz-guns. The player
– may choose target of each impact among the may re-roll all of the unit’s failed damage tests once
visible fighters of the targeted unit. If an AFV, more. Announce the use of this ability by shouting
may choose the location of each impact. “Concentrate fire!”
COG INFANTRY MORALE Optical Jamming Module EQUIPMENT SPECIALISTS
Stealth: Any shot (including locked shots) targeting
Cog infantry are considered Type 3 units for the
purposes of morale: they only roll for Morale when
the unit from beyond range 1 is a failure. Bio-Contaminator Interference
they have just one fighter left. Contamination: Any enemy fighter eliminated by a Declare when the unit is activated. Select a card in
Missile Launcher Bio-Contaminator is not removed from the game, but your opponent’s sequence without looking at it and
Locked Shot: returns to play as a Contaminator virus zombie. Its place it wherever you wish within the sequence.
COG INFANTRY force field – can only target AFVs or terrain elements with miniature is placed where the eliminated fighter’s
Cog infantry only benefit from cover when they use Structure points. miniature once stood. Mechanic
the Take Cover! combat drill. When they use the – cannot use Overwatch fire. Repair: At the beginning or end of his unit’s
The virus zombies thus created join the unit that
drill they are always granted cover and the cover activation he may repair a friendly AFV within
– cover and fighters in the ZOF are ignored. created them (the unit may exceed its maximum
save of 3+. 2.5cm. The AFV recovers 1 SP in a chosen location.
number of fighters). The player must have the
– minimum result needed for the Shooting test is
corresponding miniatures and cards to use this Destroyed parts may be repaired.
EQUIPMENT shown instead of the weapon’s Accuracy.
ability.
Prescence Detector Medic
Autorepair
This AFV can control objectives. Bio-explosive First Aid: Once per round he can save a member of
Repair: At the beginning or end of his unit’s
Autodestruct: One or more fighters may be sacrificed his unit. Shout “Medic!” right after the fighter is
activation he may repair a friendly AFV within
during the unit’s activation. The explosion has area eliminated. A medic who has taken damage points
2.5cm. The AFV recovers 1 SP in a chosen location. SPECIALISTS of effect of 2, centered on each of the sacrificed cannot use this ability.
Destroyed parts may be repaired.
fighters, and a Penetration/Damage of 12/1.
A.I. Beacon Z-Demolitionist
A.I. Beacon Reinforcement: See above.
Reinforcement: As long as the specialist controls an Cog Force Field Explosives: Once per round, specialist can inflict
one damage point to a fighter or terrain element in
objective, you may spend 4 LP to bring in a Type 1 Combat Engineer Cog infantry only benefit from cover when they use
contact with him.
Combat Strider in contact with him. The Strider is Sabotage: During his unit’s activation he may the Take Cover! combat drill. When they use the
a new unit of its own and its card is placed into the sabotage a terrain element within 2.5cm. drill they are always granted cover and the cover
Activation Sequence for the next round. The chosen element is removed from the battlefield. save of 3+. Zombie Master
Grants the Contamination ability to all weapons of
Cyberoptics Minefield!: Each combat engineer can lay a minefield Infrared Goggles his unit’s fighters. Any enemy fighter eliminated by
Detection: +1 Accuracy with all their weapons at the end of its unit’s move. Put a minefield card these weapons returns to play as a Contaminator or
Detection: +1 Accuracy with all their weapons
(already in profile) and ignore enemy’s Stealth ability. (choose the side used) on the field out of contact Detonator virus zombie, and the virus zombies thus
(already in profile) and ignore enemy’s Stealth ability.
with any enemy and within range 1 of the engineer. created constitute a new unit. Add their card to the
Deflector Shield Any unit triggers the mines if:
Maser Effect activation sequence starting with the next round.
The player controlling the unit chooses the location – its profile shows one of the icons on the minefield; The heavy maser cannon can be used in normal
of the damage dealt to the AFVs of this hero’s
mode using the characteristics listed. Alternatively,
Zombie Syndrome
company. – at least one of its members travels even partially A shooting unit must spend 1 LP to shoot at a unit
over the card during his move. A unit may trigger prior to shooting, the player can choose the maser
effect instead, and treat the heavy maser cannon as of super zombies.
(Light) Quantum Jammer several minefields in the same movement.
an indirect fire weapon with an area of effect of 3.
Jammer: After its move, the unit suffers a number of impacts ONI VEHICLES
– can only target AFVs. equal to the number of its members for each card it Triple Lense Helmet
– minimum result needed for the Damage test is has travelled over. Penetration and damage: Infantry: The shooting arc of a vehicle’s armament is limited.
Detection: +1 Accuracy with all direct fire weapons
shown instead of the weapon’s Penetration. 4/1; AFV: 16/2. and ignore enemy’s Stealth ability.
Quantum Sniper The triggered minefields are then removed.
Minefields are resolved after any Overwatch! fire.
Zombie Gun
Sniper:
– can only be used if the fighter does not move at Contamination: As above for Bio-Contaminator,
all during his activation. Electronic Warfare Specialist except that the eliminated enemy fighter returns to
play as a Contaminator or Detonator virus zombie,
– cover and fighters in the ZOF are ignored. Disruption: For each fighter with this ability on the
and the virus zombies thus created constitute a
battlefield, each enemy company loses 1 LP during
– cannot be used in Overwatch. new unit. Add their card to the activation sequence
the strategic phase. The LP reserve of a company
starting with the next round.
– may choose target of each impact among the cannot fall below its commander’s LP value.
visible fighters of the targeted unit. If an AFV,
may choose the location of each impact. Medic
First Aid: Once per round he can save a member of
Quantum Wings his unit. Shout “Medic!” right after the fighter is
Rocket Jump: May jump over miniatures and terrain eliminated. A medic who has taken damage points
elements during movement. cannot use this ability.

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