Trilaterum Stories and Background by Stacy L. Colonna, without whom this book would not have been possible. Art by Bob Stearns. Photographs by Timothy W. Colonna. Images by NASA/STSci. Miniatures produced by Stan Johansen Miniatures and Blue Moon Manufacturing. All Miniatures Painted by Timothy W. Colonna. Writing and Edited by Timothy W. Colonna and Stacy L. Colonna. Special Thanks to Bella and Max Colonna, Bob Norky, Frank Brown, Richard Chalone, Stan Johansen, Don Piro, Scott Kunian, Rob Myers, and Dave Soucey. Trilaterum Copyright 2018 Timothy Colonna
TRILATERUM Errata Abilities Nanobots Change D3 to D4 Drop Deployments - A unit may be loaded into a drop capable transport at the start of the game. At the beginning of turn two make a stamina check on 2d8. If failed then they automatically deploy turn 3. Place the drop capable unit anywhere on the board and scatter it 2d8 in a random direction. If the unit is a transport Vehicle they may then disembark any carried units in BTB contact with the vehicle. Disembarked units may activate later in the turn. If the drop capable unit does not disembark units, it may make 1 shooting action. Units that are not vehicles that land in ANY terrain may not use a shoot action, but will benefit from cover. Commander - Commanders are adept at keeping their troops motivated and making sure they have the support they need. Commanders may sacrifice their actions to give another unit within 6 a single action including a regroup action. Close Assault Weapon - This weapon allows a vehicle to fight in a firefight, but it may only use the Firefight weapon listed on its profile NOT its ranged weapon. Weapon Abilities AP Change D3 to D4 HE Change D3 to D4
2.1 ACTIVATION - Replace entire section Starting with the player with initiative, up to three units are activated, and all their actions are resolved. This is an integrated turn system, so you will activate squads then pass to the next player. You must activate even if they do nothing. If any squads have stamina markers, take a stamina test for them as they are activated. Each turn you may select the squads differently, as this indicates squads coordinating their attacks and communicating the positions of the enemy. Each squad may perform 2 actions in any order. Actions may be repeated. Finish a squad s actions before going on to the next squad in a unit, though they must do the same actions. Mark the squad as activated. Keep alternating until all squads have activated. 2.6 Firefight Replace entire section When a unit is moved into base-to-base combat with an enemy unit, you may initiate a firefight. This represents initiating close range combat with weapons, fists, grenades, etc. Squads that move into base contact with the enemy during either move are considered charging. Once the target has been nominated, determine if the target has been activated this turn. If the squad at which they are charging has not activated, they may
shoot at the chargers as they move in with a -1 penalty. Resolve this before completing the charge move. If any stamina markers are gained, the squad is stopped in their tracks and moved 1 away and charge fails. Starting with the charging squad, attack using its standard weapons and apply any modifiers or abilities. Keep rolling hits as per the rapid fire but 1 s do not count. (Basically keep rolling till all dice eventually miss.) Roll armor checks and apply stamina markers. The defending squad now takes a stamina check. If it fails it is destroyed. If they succeed they may attack back. If assaulting a squad in a building, the squad attacks back without a stamina check. The winner of the combat is the squad that causes more stamina markers. The loser of the combat is destroyed. In the case of a tie, fight another round until there is a clear winner. Subsequent rounds are simultaneous as with building combat. The winner can choose to make a single move in any direction. This move can be used to enter or exit difficult terrain without penalty. You cannot engage in hand-to-hand combat with a vehicle.
Quick Reference Sheet Actions Move Ranged Firefight Suppressing Fire Regroup Stamina Results Stamina Roll +tokens Less or equal to than Stamina Stat More than Stat Result Act Normally Movement Suppressed Squad Rate Infantry 6" Hover 9" Vehicles 9" Slow Vehicles 6" Flyers 12 Shooting Modifiers Condition Modifier Close range (6 or under. +1 Does not apply to CC) Long Range (6 or under -1 from max range) Light Cover -1 Heavy Cover -2 Suppressed -2 Rapid Fire Result D8 Result 1 Crack Shot resolve the attacks at +1 power 2 Spray and Pray Attack again after this attack is resolved 3 Cease Fire - Resolve attacks, but stop rolling 4 Cease Fire - Resolve attacks, but stop rolling 5 Jam - weapons are jammed and are automatic misses and you are suppressed. 6 Friendly Fire - Resolve the attacks on the nearest friendly target 7 Ammo explosion - resolve the attacks on this squad. Add an additional D4 stamina markers 8 Hey what does this do? - Immediately remove the squad as a casualty. Trilaterum Copyright 2018 Timothy Colonna