Crimson Dusk Wargames rules For skirmish to platoon level games In Near Future, Sci-Fi and Post Apocalyptic settings. Written by Duncan Thompson

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Crimson Dusk Wargames rules For skiirmiish to platoon level games IIn Near Future,, Scii- -Fii and Post Apocalyptiic settiings.. Wriitten by Duncan Thompson

2 Crimson Dusk Index Page Page Introduction 3 Weaponry 14 Scale 3 Weapon traits 14 Model Characteristics 3 Basic Weaponry Profiles 16 Skill Tests 4 Extra Ammunition 16 Turn Sequence 5 Vehicles 18 Winning the Initiative 5 Movement 18 Line of Sight 6 Passengers 18 Unit coherency 6 Collisions 19 Reorganising Sections 6 Vehicles in Melee 19 Confusion 7 Vehicles as targets 19 Action Points 8 Typical Vehicle Profiles 20 Movement 8 Buildings 22 Running 8 Extra Equipment and Training 22 Going to Ground 8 Special Rules 23 Shooting 9 Psykers 25 Hitting 9 Common powers 25 Aiming 10 Biomancy 25 Impossible hits 10 Pyromancy 26 Multiple targets and dividing shots 10 Kronomantic 26 Wounding 11 Telekinetic 27 Pinning 11 Telepathic 27 Melee 12 Points Values 29 Melee Weapons 12 Wounding 13 Winning a Melee 13

3 Crimson dusk After having grown tired of some of the well known commercial rule sets, I figured I could do just as well and could add a reasonable level of detail to a rule set to allow it to be easily modified to a gamers specific needs. These rules are designed to encourage gamers to be creative with the models that they own, whether Sci-fi or modern. Scale These rules are designed to be used with a variety of different scales to make the most of your existing model collection. All distances in the rules are referred to as units, these units are suggested as being: 15mm 1 unit = 15mm/½ 20mm 1 unit = 20mm/1 25/28mm 1 unit = 25mm/1 These can be varied as seen fit or to fit other scales. Models characteristics Just as real people have different abilities, so our little models do. Each model will have a profile such as the one below; this defines how good the model is at various things. Typical Model Profile: Quality AP SM MM AV Special Rg 3 0 0 8 - The first characteristic is its Quality. This can be one of 4 different qualities: Irregular/Militia/conscripts Ir Regular Rg Veteran Vt Elite El This defines how well the model can shoot, and how easy it is to hit. It also defines how well the model can do a range of other tasks. The next characteristic is its AP value this defines how many action points the model has. Action Points are used to determine how fast the model can move, shoot, and other activities. The next 2 characteristics are the models Shooting modifier (SM) and Melee Modifier (CM), these two characteristics are modifiers that are applied to the models to hit rolls in shooting and melee. More often than not these will be 0.

4 The final characteristic is it Armour Value (AV), the armour value used to determine if the model takes a wound. Below are some typical Armour Values: Unarmoured human 6 Flak armour 8 Carapace 10 Full enclosed Carapace 11 Powered armour 13 THAS (Tactical Heavy Armoured Support) 15 In the final box can be noted various special rules and abilities. Some models can be noted as Personality, this means they are exempt from the unit coherency rules (see later). Some personality models also have a command bonus which can be noted such as CB +1, this means that the personality model can help by modifying a section s skill test roll that is within coherency with the personality model. Other examples of special rules can be: Brain-dead, fanatic, Non-com and are listed later. Skill Test At certain points a model or section can be required to make a skill test. This is taken based on the model s quality as shown in the table below: Quality D10 roll Ir 6+ Rg 5+ Vt 4+ El 3+ A natural 1 is always a fail, a natural 10 is always a success for all tests except damage rolls.

5 Turn Sequence A game is divided into a sequence of turns. In each turn, players take turns to activate one of their sections or personality models. Once all of the sections have been activated, a new turn will start and the players will take it in turns to activate each one of their sections again. A turn is divided into several phases, the first phases is the initiative phase. Winning the Initiative To determine which side has takes the initiative, an Initiative roll is made at the start of each turn. Roll a D10 for initiative. The initiative roll is modified by the player s troop rating and the command bonus of the highest ranking model in their forces. Taking the best troop rating in their force, add the modifier from the table below: Rating Ir Rg Vt El Initiative modifier +0 +0 +1 +2 Each player also adds the highest command bonus in their forces. This model must be on the table and not pinned, in melee or confused. The player with the highest result wins the initiative that turn. In the event of a tie, re-roll the dice. The player with the initiative may select a section or personality model to be activated. The section or personality model may belong to an opponent as long as the opposing unit is paused or is not confused. Once a section or model is activated, they will perform all their actions using Action Points. These will include moving, shooting and other activities. Models that are in melee are an exemption from the initiative phase and activation round and are activated simultaneously at the end of the turn. Models that move into melee during their turn and have AP left are considered to pause until the end of the turn when the melee is resolved. When the activated models have used all of their AP or have entered into melee, the opposing player may now activate one of their own sections or personality models and complete its actions. Play alternates between the players until there are no more models left to activate on either side. Once there are no more models to activate or all the models are in melee, then whatever melees there are, are resolved. Once the melee(s) are resolved the turn has been completed and the next turn will start with rolling for initiative and so the process continues. Often there will be an uneven number of sections on each side; when there are an uneven number of sections per side, one player may run out of sections or models to activate whilst their opponent still has un-activated sections and models. In this case, once the player with the least number of models to activate has activated all of their models that can be activated, play passes to their opponent and they can activate any of their remaining models until there are no more left to activate and play passes to the melee phase. Sometimes it can be advantageous to wait to see what your opponent is doing so you react to it. This advantage goes to the player with the least number of un-activated sections or models at the start of the turn. This player may hold a section or personality model in reserve, this means that these models don t get to use any of their AP until their opponent is finished with moving all of their models. This can be very advantageous when a section is well out of LoS; the section can come out of hiding and fire without fear of retaliation or at least for that turn!

6 Line of Sight (LoS) At certain times models can only react to what they can see. Each model can see any other model or part of the tabletop that isn t blocked by intervening terrain, smoke or some other object. When a model can see an object it is referred to as being in Line of sight or LoS. If an enemy model is hidden from view from your model behind say a building then the enemy model is considered to be out of LoS. Sometimes the easiest way to check this is to actually get down and try to see the tabletop from the models own viewpoint, otherwise a long tape measure or ruler can also help. Models in woodland are considered visible to other models outside the wood if their base is within 3 units of the edge of the wood, though a model can t see through a piece of woodland even if it is less than 3 units wide. Models in woodland can see other models in woodland if they are within 3 units of themselves. Any section, whether friendly or enemy, that is not gone to ground will also block LoS to all other enemy models that are directly behind them; though if a section that is gone to ground won t block LoS as long as the section behind them is not also gone to ground. Models in woodland, scrub or other such terrain are counted as being concealed. This means that they are more difficult to target as they are partially hidden from view though not entirely. Unit Coherency All models other than personality models and vehicles are grouped into sections. A section is the basic combat unit in an army with the soldiers trained to operate together as a single entity. The higher the models quality the more dispersed the formation that the section can fight in, and the lower the minimum number of troops in the section. Models organised in a section must be coherent with each other, this means that the models must stand within the spacing as indicated below with another model in the same section. For the section to be coherent the models must be in a continuous chain of coherent models. Quality Spacing Min No. in section Ir 2 unit 5 Rg 2 unit 4 Vt 3 units 3 El 4 units 2 Sections that fall below the minimum number of models in a section will be confused the following turn as explained later. After the section has spent a turn being confused, the section must take a skill test to be able to operate again normally, if the section fails it remains confused. Reorganising Sections Under battlefield conditions it can be necessary to alter section formations, either joining 2 formations that are under strength due to casualties or to split a HMG team off to give covering fire, as such so can our models. A personality model with a command bonus may join 2 or more under strength units together to form a new section, but must pass a skill test to do so. These sections must both be in coherency with either the personality model or with each other; though the personality model must be in coherency with at least one of them. If the skill test is failed

7 then the section suffers from confusion until its next turn. This section now counts as being at maximum strength for the purpose of pinning tests. A personality model in coherency with a section may also split some models off, for example a HMG team, these models must remain in place but otherwise may act normally. The whole section takes skill tests as a single entity (for example if one part loses a melee) and both parts suffer the consequences, though only the models that are being shot at take the pinning tests relevant to them. To re-unite the section the split off models may move at full pace, running if desired, towards the mother section, the models may not do anything else other than move until they are in coherency again with the parent section. A personality model may take charge of split off models forming a new section based around him; he may not leave this new section if it is less than the minimum number of models in a section, until it has been re-united with its parent section. These models may be united with other models as above to form a new section. A section which has had some models split off may not be joined with another section or split off more models before the whole section has been re-united. Confusion Sometimes a section will be noted as suffering from confusion. Whilst confused the section may not advance towards any enemy in sight, nor fire. If engaged in assault they will break off at the earliest opportunity.

8 Action Points Action points (AP) are used to determine how quickly a model can act. Each model has a fixed number of AP a turn; these can be used to move, to shoot, to go to ground or to do a variety of other things. If one model in a section uses an AP for an action then the whole section is also considered to have used an AP, even if it is just a single model that moves or shoots for example. Movement To move the use of 1 AP allows 2 units of movement. This movement can be in any direction. Models that are marked as being quick can move 3 units per AP, instead of the normal 2 units, whilst fast models can move 4 units per AP. Models that move in base to base contact with an enemy model are considered to be in melee as described later. Running Models with an AV of 9 or less can run this means that they move at double their movement allowance, whilst doing so they may not be gone to ground (as described below) and anyone targeting them in the next turn gains a bonus of +1 to hit as the model is only interested in moving forwards as fast as possible and are not interested in avoiding incoming fire. If the model is moving through difficult terrain the model halves the number of units it move per AP rounding up as long as it is moving through that terrain. Difficult terrain can be terrain such as close woodland or scrubland, scree, marsh or water features; this isn t an exhaustive list but is used as a guideline. The players should agree what the terrain represents and if it is difficult terrain before the game begins. Going to ground As mentioned above a section can also use 1AP to attempt to go to ground, even if the model is in the open as the model dives to the ground, uses natural folds in the terrain, curb stones, etc. The section must be at least 12 units from any enemy in LoS and have an AV of 11 or less (more heavily armoured models are just too bulky to go ground) and should take a basic skill test with a +1 modifier; personality models may not use their command bonus to modify this test. If the section passes the test then it counts has having gone to ground until the controlling player decides otherwise or they are engaged in melee. If the section fails this test it may use another AP to try again until the section has no remaining AP or decides to do something else instead. Sections that have gone to ground may move 1 unit for each AP instead of their normal movement allowance. Models that have gone to ground in concealment giving terrain as described above are considered to be hidden and not gone to ground.

9 Shooting Most models are equipped with some sort of ballistics weapon and may use as many AP as they have each turn to fire these weapons as described below. Models may only attempt to shoot and hit other models that are in line of sight and within the maximum range of their weaponry. Though models may also attempt to shoot beyond the maximum range of their weapons by up to an additional 50% of the maximum range, however any hits that are created cause no damage but do count towards the number of shoots the enemy section can take before taking a pinning test pinning. Note that misses beyond the maximum range of the weapon do not count towards the number of shots the enemy section can take before taking a pinning test. Models will also more often than not attempt to shoot at the most pressing target, as such each section can only shoot at the nearest enemy infantry section in LoS unless it passes a skill test. If it passes a skill test then the section can elect to shoot at any target in LoS. Models equipped with weaponry with an AT value may ignore infantry and elect to shoot the nearest vehicle or model with AV 13 or higher without taking a skill test. Hitting Once the section has elected its target it needs to see if it can hit the target. The table below shows the minimum roll on a D10 needed to hit the target. The dice roll required is dependant on the quality of both the shooter and the target, the better the quality the shooter the more versed they are in shooting a target, the better the quality the target the better they are making themselves less of a target. Horizontal lines represent the shooter and the vertical lines represent the target, e.g. a regular shooting at a Veteran requires a basic roll of 7+; an elite shooting at an irregular requires a basic roll of 5+. D10 roll to hit- Ir Rg Vt El Ir 7 7 7 8 Rg 6 7 7 7 Vt 6 6 7 7 El 5 6 6 7 This can be modified if the troop type is especially good with their armament, or if the target is concealed, camouflaged, etc. These modifiers are applied to the dice roll and are shown below. If the target is- Concealed - -1 (by either going to the ground or by being in concealment giving terrain) Hidden - -2 (by going to ground in concealment giving terrain) Camouflaged - -1(see extra equipment and training) Fast moving - -1 for each full 6 units the target has moved in the previous turn. Large target +1 to hit if the target is larger than 2 units Small target -1 to hit if the target is less than ½ a unit Short range -1 to hit for living targets between 1 and 4 units away count as being in short range (it s very difficult to hit a target at close quarters).

10 Target ran - +1 to hit Shooting from a moving platform - -1 to hit for each time a vehicle has moved over its Ac/Dc rounding up. This means a vehicle moving just 1 unit will cause a -1 to hit modifier. Aimed - +2 to hit, see below. Some models are better or worse at shooting than their quality might suggest, these models are noted as having an SM value, such as -1 or 2, this is also applied to the dice roll. For example a regular model with a -1 SM shooting at another regular model would require a 6 on a D10; the model rolls a 6, but adds the -1 SM to get a final result of 5 and as such misses. Once a model is hit roll to see if the model is wounded as below. Aiming By taking time to be sure that the shot is on target can increase the chances of hitting significantly. Models with a weapon with a RoF of 1 or less can spend an AP to aim ; if the model then shoots with the AP directly afterwards they gain a +2 to hit. This can be carried over to the following turn if necessary. A moving platform makes taking careful aim very difficult as such a model on a moving platform can not aim. Impossible hits Sometimes a shot will be particularly difficult to make and require a to hit roll of 11 or more, which is quite impossible on a D10! The shot will still hit on a D10 roll of 10, but for each point over 10 the required result is reduced the P or AT value for the hit by one. Multiple Targets and Dividing Shots Sections will often have a mixture of weaponry and not all of it will be useful for shooting at the same target, for example a unit of 6 warriors have 5 equipped with assault rifles whilst the last has an RPG; the RPG would be wasted firing at some opposing soldiers, whilst the assault rifle would be wasted shooting at a tank. A player may elect to divide a sections shooting between multiple targets, but most name which weapons are shooting at which targets and roll each set separately so there can be no confusion. If the shots are divided in such a way that they target models that are no the most pressing target as noted above, each group of models must take a skill test or they will fire at the most pressing target. Overwatch (or some other better name) Sometimes models will occupy a good defensive position or know that the enemy is out there and closing in on them. In these situations it can be advantageous to settle down and prepare to fire at the enemy at the first moment they show themselves, this is referred to as overwatch. The model can use 2AP to go into overwatch, but to do so there must be no enemy models that are in LOS and that are also within maximum range of the weapon that is used by the majority of the models in the section, i.e. you may ignore the rules for shooting beyond maximum range for this and also ignore a light machine gun or grenade launcher in the section. During your opponents turn a section that is on overwatch will fire 1AP s worth of shooting at any one target that comes within LOS and maximum range, the opponent will then pause their turn whilst this shooting is worked out, rolling to hit and wound as normal.

11 Wounding Once hits have been determined, we need to know if the hits cause any damage, i.e. whether the hit is a slight hit that does no serious damage or if the hit is deflected by armour. Each model has an armour value (AV), e.g. 8, and each weapon has an armour penetration value (P) e.g. 4. When a hit is scored the shooting player rolls a D10 adds the P value, if the result is higher than the targets AV then a the model is killed and removed, if the result is equal the model is stunned and may do nothing the next turn. If the result is equal or below then the model shrugs off the hit and carries on as normal. Pinning Coming under fire can be a nerve racking experience, and it is instinctive to get out of harms way and duck down and not move forwards into the fire. Each section that comes under fire and is shot at by as many shots as there are models in the section must take a pinning test as soon as the results of these shots have been worked out, i.e. this can be in the middle of the turn or in the middle of a models movement and shooting. This is a basic skill test, but the dice roll is modified by as in the table below. Personality models with a command bonus may modify this roll as normal. Losses Modifier 10% -1 25% -2 50% -3 75% -4 If the test is passed then the section acts as normal next turn. If the test is failed the section will go to ground if it is in the open or if it is in cover it will remain where it is, either way the section can not move at all during its next turn and halves its AP value rounding up, but otherwise the section can shoot normally. In large games it can help to place some dice next to each section were the number of shots that the section receives is counted up.

12 Melee It can happen that the best when to win a combat is through an up close and personal close combat or melee. When a model moves into base to base contact with an enemy model it is considered to be in melee. Once in a melee each model gets to strike each turn, i.e. in player A s turn both player A s and player B s models will strike in a melee. In the turn that contact is made the model that made the contact will always strike first, whilst in subsequent turns Elite will strike first, followed by veteran, regular and irregular in that order. If two or more models are of the same quality they will strike simultaneously. To see if the model hits its opponent use the table below, which shows the minimum roll on a D10 needed to hit the target. The dice roll required is dependant on the quality of both the attacker and the target, the better the quality the attacker the more versed they are in close combat, the better the quality the target the better they are making themselves harder to hit. Horizontal lines represent the attacker and the vertical lines represent the target, e.g. a regular striking at a Veteran requires a basic roll of 7+; an elite striking at an irregular requires a basic roll of 5+. D10 roll to hit- Ir Rg Vt El Ir 5 6 6 7 Rg 5 5 6 6 Vt 4 5 5 6 El 4 4 5 6 Troops that have been pinned will often react a little slower, so models also gain a bonus +1 to hit if the target was pinned in that turn. The basic to hit roll is assuming the model is attacking with a knife, bayonet or an improvised weapon such as a chain, pickaxe or wretch; models equipped with specific close combat weapons such as swords, axes, spears, etc gain an additional +1 to hit. Models equipped with a close combat weapon or pistol in each hand may have 2 attacks and so may roll an additional dice, if both attacks hit treat each attack as a separate hit, i.e. roll to wound separately for attack, using the relevant P values of the different weapons. Models that are behind an obstacle, such as a wall or fence or just inside a wooded area when contact is made have a distinct advantage against the models moving into contact, as they have the obstacle to help defend them and make them harder to hit. Models that are behind an obstacle when contact is made force a -2 to hit modifier on the attacker until they lose a combat and the enemy model is considered to have made it over the obstacle or they move from the position after a consolidation or pursue move (see more later).hits can only be scored on models that are either in base to base contact or are within 2 units of the model, this can mean that all the hits must be focus on a few enemy models, whilst the majority of the enemy section goes unscathed. Melee Weapons Once hits have been determined rolls to damage should be taken as described later. Each model is assumed to have a P value of 4 in melee unless noted in its special rules, models equipped with a double handed weapon gain an extra point to their P value (e.g. they will generally have a P

13 value of 5). Chainsaws, light sabres, power swords axes and such like add an extra 2 to their P value. These are able to be combined together, so that a really mean melee fighter with a double handed power sword could get a bonus of +3 to its P value. Note that chainsaws are almost always used double handed but even still they do not gain a +3 bonus, and count as improvised weapons so don t gain a to hit modifier. Wounding Once hits have been determined, we need to know if the hits cause any damage, i.e. whether the hit is a slight hit that does no serious damage or if the hit is deflected by armour. Each model has an armour value (AV), e.g. 8, and each weapon has an armour penetration value (P) e.g. 4. When a hit is scored the shooting player rolls a D10 adds the P value, if the result is higher than the targets AV then a the model is killed and removed, if the result is equal the model is stunned and may do nothing the next turn. If the result is equal or below then the model shrugs off the hit and carries on as normal. Winning a Melee Melee can be an event that makes or breaks a battle, with the victors streaming after the losers or consolidating on an important position. At the end of the melee count up the number of kills each section has caused, the side which has caused the least more of kills must take a basic skill test, which can be modified by personality models as normal. If this test is failed the section will fall back D10 units and will be confused next turn. The victors can choose to pursue D10 units after them, if they roll higher than the losers they catch them and all models remain where they are and each of victors gain a free automatic hit on the losers. If the victors roll lower than the losers move the losing models the score indicated by the dice directly after the victors and the victors the score indicated by their dice directly after them. This can mean that the victors engage a new enemy section, if so the victors the victors will count as having made contact in the melee next turn. The victors may also decide not to pursue if they can pass a skill test and can consolidate instead; to consolidate the section may be moved up to 1 AP s worth of movement in any direction. If through a pursuit or a consolidation move the section contacts a new enemy it counts as having charged in the following turn. Sections may voluntarily break off or may have to break off if they are confused and follow the rules as above. If neither section has broken off, then all models not in base to base contact may move as if they had up to 1 AP starting with the victors. If there were no models still in base to base contact this can mean that the sections that were in melee together no longer counted as being melee if no other models make contact with this follow up move and as such are free to act normally in their next turn.

14 Weaponry All weapons have different rates of fire, penetration abilities, or other effects. As such each weapon also has its own profile, for example: Weapon Range RoF P Special Pistol 12 1 3 Pistol, move and fire The first characteristic is its range; this is the maximum effective range of a weapon. Weapons can fire beyond this range, but loose affectivity as described earlier. The next characteristic, RoF, is its Rate of Fire; this is how many shots you get for 1 AP. If the RoF is negative this is how many AP you need for 1 shot, these action points must be continuous and can not be used for something else. The last characteristic is its armour penetration value or P value, this is used to determine whether hits from this weapon wound or damage the target. In the final box, marked special, can be a variety of other special effects, such as whether the weapon explodes, whether it s a pistol or heavy weapon; the effects of these are described below: Pistol ignores the short range to hit modifier Blast (x) These weapons work slightly differently than other weapons, nominate a target model or point and roll to hit as normal to land the projectile on the point of target, with the usual modifiers for shooting. If the shot misses then the centre point of the blast scatters d10 units in a random direction. Once the centre point of the shot is established measure out a circle x units in diameter around the blast point, any model in this radius is automatically hit, models within an extra unit radius are hit if they fail a skill test. Sections hit by blast weaponry will always take a pinning test and with an extra -1 modifier. Blast weapons firing beyond their maximum range roll to hit as normal weaponry, if the shot misses it does not scatter or count towards pinning tests. If it does hit, the section must take a pinning test with an extra -1 modifier, but no damage will be caused. Heavy (x) these are often support weapons such as heavy machine guns, artillery, etc. These weapons require x number of models to move and fire them, once moved it also will take the full team x AP before the weapon is ready to fire again. These weapons can be moved by less then the required number, but for each model less than x add x to the value, and when fired by less than the required number reduce its RoF by 1 for each model less than x. Flamethrower (x) These weapons are used some what differently to other weapons and can be terrifying to face. Mark the first target within the maximum range, the flamethrower can now make a jump of up to 2 units per x, this can be in any direction, but must remain in the maximum range of the weapon. To determine whether the weapons hits these targets take a skill test with a +1 modifier for each target point and resolve wounds as normal; ignore to hit modifiers for being concealed, hidden or short ranged. A model can be hit repeatedly by focusing 2 or more jumps on a single model; roll to hit and to wound for each hit as usual. Any unit which takes a hit is automatically pinned, no questions asked! A flamethrower can not fire beyond its maximum range. AT (12) Anti-tank weaponry. These weapons are specialized in taking out armoured targets and are typically good against heavily armoured targets, when wounding a target with an AV higher than 12 or any vehicles regardless of their AV use the AT value

15 instead of the normal P value. For targets with an AV of 11 or less use the normal P value. Hail these weapons fire a hail of shot and ignore negative hit modifiers for the target being concealed, hidden, and in short range. Pinning A section targeted by these weapons must always take a pinning test even if the number of shots they received is less than the number of models in the section. Sections hit by these weapons must also take their pinning test with an additional -1 modifier; this modifier is not cumulative for sections shot at by multiple pinning weapons. To hit (x) some weapons are notoriously hard to shoot and have an additional minus to hit modifier. Some weapons such as sniper rifle are fitted with scopes and make it easier to hit and have a positive to hit modifier. Move and fire these weapons are designed to be shot on the move. A model equipped with one of these weapons can as part of an action point use it for moving and shooting with a -1 to hit penalty. Indirect A friendly model in LoS of both the weapon and the target can direct the weapon to fire indirectly even if the weapon can t see the target. Apply a -3 to hit, but follow blast rules as normal.

16 Here is a list of some of the basic weaponry found: Weapon Range RoF P Special Pistol 12 1 3 Pistol, move and fire Rifle 32 1 4 Shotgun 16 1 4 Hail Assault rifle 24 1 4 Move and fire Flechette Gun 24-1 5 Hail, to hit -1 SMG 16 2 3 Move and fire RPG 48-3 5 AT (12) LMG 36 2 4 MMG 40 3 4 Heavy (2) HMG 44 4 5 Heavy (3) Grenade Launcher 32 1 5 Blast (1) Grenade Machine 40 2 5 Blast (1), Heavy (3) Gun Panzerfaust 12-1 5 AT (10), to hit -1 Blaster 18-2 12 To hit -1 Heavy Blaster 32-2 13 To hit -1, Heavy (2), blast (1) Plasma Rifle 18 1 8 Heavy Plasma 32 1 9 Heavy (2), Blast (1) Rifle Sniper Rifle 40-1 5 To hit +1, pinning, Heavy (1) Bolt gun 18 1 5 To hit -1, pinning Heavy Bolt gun 32 2 6 To hit -1, pinning, heavy (2) Auto Cannon 48 1 8 Heavy (2) Laser Cannon 60-2 12 Heavy (2) Flamethrower 12-1 5 Flamethrower (3) Missile Launcher 70-3 5 AT (14), heavy (2) Light Mortar 32-1 5 Blast (1), Heavy (1), Indirect Medium Mortar 44-1 5 Blast (2), Heavy (2), Indirect Rail Gun 84-3 8 Heavy (5), AT (14) Tank Gun 70-2 7 AT (12) blast (1), Heavy (5) Thrown Grenade 8 1 5 Blast (1), move and fire Artillery Piece 200-3 6 Heavy (5), Blast (3), pinning Extra Ammunition Different types of grenade Smoke Grenades used instead of normal grenade ammo, and has the range and RoF of the firing weapon. Smoke grenades have Blast (3) and no P value. Once the hit point is established leave the template in place until the beginning of your next turn. The template can not be shot through or out of.

17 Gas Grenades used instead of normal grenade ammo, and has the range and RoF of the firing weapon. Gas grenades have Blast (3) and no P value. Any models caught under the template must take a basic skill test or die immediately. Tanglefoot Grenades used instead of normal grenade ammo, and has the range and RoF of the firing weapon. Tanglefoot grenades have Blast (3) and no P value. Any models caught under the count as being in difficult terrain for the whole of their next turn. Incendiary grenade or Molotov cocktail these can only be thrown grenades. These grenades have Blast (2) P 5 and AT9. Once the hit point is established leave the template in place until the beginning of your next turn. Models cannot voluntarily move through the template. Flash-bang used instead of normal grenade ammo, and has the RoF of the firing weapon. These grenades have Blast (3) and no P value. Any model hit can not fire or fight in melee and can only move 1AP next turn. Vehicles will also be effected on a D10 roll of 8+, if the vehicle is effected it will move straight ahead and may decelerate if the controlling player wishes. Heat Seeking Munitions RPGs, Missile Launchers and Panzerfausts, may be equipped with heat seeking munitions. This special ammunition searches for and strikes towards heat sources, this has the affect that when a weapon fitted with these munitions shoots a vehicle it ignores to hit modifiers for shooting at a fast moving target and firing from a moving platform.

18 Vehicles Vehicles are often featured on battlefields from simple motorbikes used in reconnaissance roles, to the commanding officers run about to Armoured Personal Carriers (APCs) to large battle tanks. These rules cover how these vehicles operate in our tabletop battles. Movement Vehicles have an ac/dc value; a vehicle can accelerate from a standing start by up to their Ac/Dc, and may increase their speed each turn by the ac/dc value up to the vehicles maximum speed. A vehicle can decelerate each turn by up to double the ac/dc value. If a vehicle is moving at equal to or less than their Ac/Dc value a vehicle may turn up to 90 on the spot as long it moves at least 1 unit forwards before turning. If a vehicle is moving at greater than their Ac/Dc value than they wheel on a radius equal to their TR value x how many times their Ac/Dc value they a moving. Example: a Car with Ac/Dc 10 Max speed of 40 and a TR of 5 starts from a dead stop. In the first turn it may move up to 10 units and does so, it turns once 90 on the spot. The next turn it accelerates again up to 15 units and turns again, the turning radius is 5 the vehicle is moving 1½ times its ac/dc value so its 1x its TR value of 5. Later it accelerates to 25 units and turns again this time with a turning radius of 10 units its moving twice is Ac/Dc value so is 2x TR5. Sometimes vehicles will cross terrain that is harder going than a firm grassy field or road. This could be a patch of soft sand, a river, an area of dense vegetation or something entirely else again. Vehicles moving through rough terrain have a chance of bogging down on a D10 roll of 1, 2 or 3 bogged vehicles stop immediately in the middle of any rough terrain pieces they are crossing. The crew may attempt to free the vehicle by passing a skill test. Vehicles may also attempt to cross obstacle that could cause a collision, work out any damage from the collision first before moving the vehicle further. Obviously some terrain pieces can not be crossed by vehicles such as woodland, large rock outcrops, thick walls, etc. The players should agree before the game begins what terrain pieces can be crossed and what can t. All vehicles will be noted as having different modes of locomotion: Wheeled Roads and firm terrain are easier to move over than other surfaces and as such add 2 to their Ac/Dc when moving on these surfaces. Half tracked or off road these vehicles only become bogged on a roll of 1 or 2. Roads and firm terrain are easier to move over than other surfaces and as such add 1 to their Ac/Dc when moving on these surfaces. Tracked these vehicles only become bogged on a roll of 1. Hover These vehicles ignore any water features or soft terrain (such as soft sand or snow) they move over. Anti-Grav As these vehicles float above the surface of the ground they are able to move over any terrain pieces not higher than 2 units with out any penalty. Passengers Vehicles have a crew value such as 2+3, this means that the vehicle has 2 crew to drive and gun it and can carry 3 other passengers. Models can board a vehicle in their movement turn if the vehicle does not move that turn by move up to the vehicle or if they do not move and the vehicle

19 was moving as less than its Ac/Dc value and moves past the models. Models can get off in the same manner, and can jump from a vehicle moving at any speed though if getting off a moving vehicle they take damage with a P value equal to the vehicles speed. Sections must travel together if possible. If not possible 2 or more vehicles may transport the section but these vehicles must remain within 5 units if possible. If the vehicles don t remain with 5 units of each other then the vehicle must move with so that they are within 5 units or the section they are carrying will count as being split and will be confused for the first turn they get off the vehicle. Passengers may also ride on top of vehicles if space looks reasonable, the vehicle may not move greater than its ac/dc value otherwise the passengers fall off and receive damage as above. Also when shot or in a collision each hit the vehicle receives will also hit one of the passengers on top i.e. the shot causes 2 hits one on the vehicle and one on a passenger. Collisions If a vehicle collides with another object with an AV at least equal to its own will take damage with a P value equal to the combined speeds of the vehicles involved. For example the car above now collides with a wall with AV 14 it takes damage equal to a P value of 25. If it was to collide with a car with a speed of 15 then both vehicles would take damage equal to a P value of 40 (25+15). Bike work differently in a collision as the rider is vulnerable not being sheltered behind the body of the vehicle. If a bike is involved in a collision any riders on the bike will also take damage from the collision as if they were also hit. Vehicles in melee Vehicles do not fight in melee in the normal way. A vehicle may attempt to ram infantry, to do so move the vehicle its full movement, if it touches any infantry models, move the models to one side to allow the vehicle to pass if they pass a skill test (personality models may not modify this test) with a +2 modifier for models with an AV of 8 or less, +1 for models with AV10 or 11, and -1 for models with an AV of higher than 14. If the vehicle hits them work out damage as if it was a collision. If any of the models were on overwatch they may fire as normal when the vehicle comes into range. Models may engage a stationary vehicle in melee and will hit automatically and work out damage as normal but add 2 to the models P value. Models engaging a vehicle moving less than its Ac/Dc hit on a successful skill test (personality models may not modify this test) and work out damage as normal, but with no bonus to their P value. If a vehicle is moving higher than its Ac/Dc value it can t be hit. Bikes work differently in a melee as the rider is easily accessible and bikes are more fragile. Bike may not attempt to ram a model and if they do so any riders on the bike will also take damage from the collision as if they were hit. A bike may make a hit and run attack, driving by a single model and rolling once to hit as normal for each rider, resolve the hits as if it was a normal melee, but add 2 to the P value as the model has the speed of the bike behind the attack. The model being attacked may also strike back but at -1 to hit instead. Vehicles as targets All vehicles count as irregular when shot at. Use the vehicle s crew s rating and AP points when the vehicles itself shoots. Roll to damage as normal. If the vehicle is damaged it accumulates

20 damage equal to the P value of the damaging weapon, though weapons with an AT value use double the AT value. This is cumulative with any other damage the vehicle takes, if this takes the vehicles cumulative damage over its Dam value the vehicle is wrecked. If wrecked whilst moving greater than its Ac/Dc value the vehicle will move directly forwards equal to its ac/dc value before coming to a halt, if moving less than its Ac/Dc value the vehicle will come to a stop where it is. When a vehicle takes damage all sorts of things can go wrong with it, therefore each time the cumulative damage goes over 10, 20, 30, 40, etc roll on the following table: D10 roll 10 add an additional D10 to the cumulative damage and roll again on this table is require 9 Engine damaged the vehicle will come to a stop as if it was decelerating and can t move again for the rest of the game 8 the vehicles Ac/Dc is halved rounding up 7 Crew hit, one randomly determined crew member is also hit by the shot work out the damage immediately. If the driver is hit the vehicle will come to a stop as if it was wrecked, though another model can take over in the vehicles next turn. 6 One randomly determined weapon on the vehicle is hit and destroyed. If the vehicle has no weapons ignore this result 5 Driver stunned, the vehicle can not turn next turn and will continue at is present speed or may decelerate as normal. 3 or 4 The vehicle veers to the side. Roll a d10 1-5 turn the vehicle 45 to the left; 6-10 turn the vehicle 45 to the right. 1 or 2 crew stunned; one randomly determined crew member in charge of a gun may not shoot that weapon next turn. If the vehicle has no weapons ignore this result. Flamethrowers and blast weapons that hit a vehicle of Av 12 or less will also affect any crew caught under the blast roll to wound the crew as well. Any model riding on a bike will also be hit as if it was riding on top of the bike, i.e. the hit will hit both the bike and a crew model. Vehicle examples: max speed Ac/Dc TR Av Dam Crew special Typical 40 10 5 10 20 2+3 car Typical 50 12 5 10 20 2+0 racing car Typical 30 8 6 11 30 2+10 truck Typical 60 15 3 9 10 1+1 bike Typical 30 8 6 13 35 2+8 APC Typical 30 7 6 16 50 4+0

21 Tank These values can be modified as seen fight for the actual vehicle involved. Buildings Buildings are hit and damaged as vehicles, though don t roll on the vehicle damage table, roll on the following table: 10 - Add D10 the cumulative damage 8 or 9 One randomly determined model in the building is also hit by the shot work out the damage immediately. 6 or 7 One randomly determined model in the building is stunned and may not shoot next turn. 1 to 5 - some nice piece of furniture now has a non-decorative hole in it! A typical house might have an Av of 14 and a Dam of 60, a wall Av 14 and a Dam of 15 for each 3 unit long section and a bunker an Av of 18 and Dam of 60.

22 Extra Equipment and Training Communicators Enable a solo model to use their bonus on any section also equipped with communicators even if not in LOS or command radius. Stabilisers This device stabilises the weapon to make it more balanced for shooting from a moving platform. Fitted to vehicle mounted weapons. It allows to firer to ignore the first to hit modifier for firing from a moving platform. Scopes Give a +1 to hit bonus. Thermal Detonator These are small demolition devices often used by assault engineers to blow bridges and other field structures, though they are equally useful to blow enemy armour if you can catch it. Models equipped with this may use them against stationary objects and vehicles; they then count as having P 14 whilst hitting the object or vehicle. Gas Masks Models equipped with gas masks can ignore the effects of Gas grenades. Jump Packs The model counts as being fast. It can also leap over intervening terrain and so ignore movement penalties for this terrain, though if the model starts or stops in difficult terrain it must take a skill test to avoid colliding with a tree branch or something similar. Treat this as a collision, i.e. the model as it is moving fast will suffer damage with a P value of 4. Camouflaged These models are in gilly-suits or some hi-tech equipment that mimics a chameleon s skin. Models electing these models as targets have a -1to hit modifier as described in the shooting rules. Powered Armour This is a form of heavy armour that under normal circumstances would be much to heavy to bear and use in combat, however the armour is fitted with power systems that assist the wearer in their movements. The level of protection offered is immense in comparison to normal body armour, but that is not only where the benefits end. Powered armour also allows the wearer to bear heavy objects than would normally be possible, and as a consequence a model wearing powered armour reduces any equipments heavy rating by 1 and increases the models P value in melee by 1. THAS (Tactical Heavy Armoured Support) This is the latest development of heavy powered armour. It forms a robotic skeleton around the wearer, and supports massive thick armour plates. These plates are typically even heavier than the plates that form powered armour. In addition to its protective abilities THAS also has the

23 ability to allow heavy weapons to be carried more easily. This means that a model carrying a heavy weapon halves it Heavy (x) value rounding down and increases the models P value in melee by 1. Monstrous Creature (x) This model is really huge and it ll take a lot of punishment to bring it down. The model must be at least 2 units in size to be monstrous. When a monstrous creature is shot at roll to damage as normal, though weapons with an AT value will always use the AT value regardless of the monsters own AV. A monster that is wounded doesn t necessarily die from the first or umpteenth wound it takes. If the monster is wounded it will accumulate damage equal to the P value of the wounding weapon, though weapons with an AT value use double the AT value. This is cumulative with any other wounds the monster receives; if this takes the monster cumulative damage over its Monstrous Creature (x) value the monster is finally dead. Monstrous creatures are also much stronger and able to carry heavy weaponry more easily than their lesser compatriots, as a result halve the heavy value rounding down of any heavy weapons the model is carrying. Riot or Combat Shield The model can only use pistols, grenades and melee weapons when equipped with a shield, however when in a melee the model adds 2 to their AV. Holo-field The model has a special disruptive field, that blurs the models outline, making it hard to see and spot. The model always counts as concealed even in open terrain, and if in covering giving terrain always counts as being hidden. It does not need to go to ground to gain any of these benefits and can not gain additional to hit modifiers by also going to ground. Medi-pack The model is equipped with sophisticated medical gear that can heal a grievous wound on a comrade. The model can use 3AP and allows one model that was in unit coherency and killed during the last turn to return to life on a successful skill test. Special Rules As noted at the start some models also have various special rules which can be applied to them. These are listed below: Brain-dead the model really doesn t think any more and so can t be pinned. Fanatic the model is a whirling frothing lunatic and can re-roll failed pinning tests, if a test is still failed then it can move towards the nearest cover, even if it is in front of the section. Non com Non combatant, this can only be Ir troops and they can t test to avoid pinning. If shot at they are pinned! They will also attempt to break off from melee at the earliest opportunity.

24 Infiltrate these models can be deployed anywhere on the board as long as they are out of Line of sight of the enemy and at least 15 units away from them. Tough(x+) The model is extra tough and if wounded and killed the model leave the model on its side where it is. It will struggle back to its feet and carry on fighting normally at the start of its next turn as if nothing happened on D10 roll of x or higher. Quick strike (+x) models with this ability are quicker than their troop quality suggests and will strike at the same time as a model x quality bands higher than them, i.e. a regular model with quick strike +1 will strike at the same time as veteran models in a melee. Furious assault the model rolls 2 dice as its basic attacks in melee. So if the model also has an extra close combat weapon then it will roll 3 dice; if this is the case at least one dice must be assigned to each weapon if they have different properties. Savage assault - the model rolls 2 dice as its basic attacks in melee for the first turn of each melee only. So if the model also has an extra close combat weapon then it will roll 3 dice; if this is the case at least one dice must be assigned to each weapon if they have different properties. Critical Shot the model is an expert marksman, able to put the shot where it will do the most damage. Unless the model requires a roll of 11 or more when rolling to hit with a ranged weapon then on a natural roll of 10 the model doubles its P value (though not AT value) for that shot. Critical Strike the model is an expert close quarters fighter, able to put the blow where it will do the most damage. In melee when rolling to hit on a natural roll of 10 the model doubles its P value for that hit. Gun fighter The model can shoot 2 pistols at the same time, effectively doubling their RoF with pistols, however this comes at a price of -1 to hit. Fearsome this model is a fearsome model that causes fear in its enemies. Models wishing to move into melee with this model must pass a skill test to do so. If the test is failed the model remains where it is and does nothing with that AP. If the fearsome model wins a combat the enemy must take the skill test to see if the section breaks from combat with an additional -1 modifier. Terrifying this model is not only fearsome but also absolutely terrifying. Models either activated or moving within 5units for this models must take a skill test of freeze in terror for a whole AP. Models wishing to move into melee with this model must pass a skill test to do so. If the test is failed the model remains where it is and does nothing with that AP. If the fearsome model wins a combat the enemy must take the skill test to see if the section breaks from combat with an additional -2 modifier.