We hope you enjoy this added dimension to Rivet Wars and thank you for Getting in the Fight!

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Rivet Wars: Armies version 2.0 Release Version Rivet Wars: Armies is a rule set that allows Rivet Wars players to take their game to the tabletop. During the kickstarter for Rivet Wars there was a growing interest in tabletop rules that would allow players to take all their minis and play with them in huge battles. To get this moving forward and in the spirit of the kickstarter we have decided to create and grow this rule set as a rolling release adding more complexity as time goes on. We will release these rules to everyone, let people play with them, get feedback and continue to evolve the game and release updates. We hope you enjoy this added dimension to Rivet Wars and thank you for Getting in the Fight! No Grid Armies does not use the standard Rivet Wars grid tiles. Instead Armies is meant to be played on a table or terrain board. This requires the player to measure distances in inches, using a ruler. All measurements of range, radii, etc. will be done in inches. Measurements may be taken at any time even before an attack to make sure range is correct. [DIAGRAM] Stats Conversion: Rule of 4 To play Rivet Wars: Armies a player first needs to understand that the stats of all Rivet Wars units are refactored. But this is fairly simple and only requires the player to multiply certain stats by the number 4. Stats are converted as follows: Movement: multiply by 4. This is how many inches the unit can move.

Attack Ranges: multiply by 4. This is the distance in inches. A range of 0 remains 0. All other stats remain the same. If there is a buff with a range or distance number, simply multiply that number by 4 and that is the measurement in inches. [DIAGRAM] Deployment of Units Rivet Wars armies allows players to create an army before the game begins. The player then deploys this army at the start of the game. Deployment should be within a 6 strip from the edge of opposite sides of the table, or designated areas depending on the terrain and/or scenario. Roll for deployment initiative...the player with the highest roll may choose to place his forces first or last. Players then begin placing squads in their deployment zones. Each player places one squad, then the next player, alternating back and forth until all squads are placed. When creating an army the player can spend the specified number of deployment points to purchase units for their army. Once the player has purchased units equal to or below the limit that player s army is complete. Some restrictions may be in place to limit the number of certain unit types allowed in an army as well as certain support units that are required to field other types. Squads Units must be formed into squads at the start of a game. Units with a 2x2 base as well as heroes are not required to join a squad. Air and Sea units may not form squads. 2x2 land units and larger, such as tanks, may form squads but only with units of the same base size as themselves. Squads can contain no less than 6 DPs and no more that 14 DPs worth of units. A squad may only contain one hero. Units are placed next to each other and move as a block. A squad block must be 3 5 units wide, then a second row of units may be started. The second and consecutive rows must be as wide as the first if possible and may never be wider than the first. All units in a squad must be facing in the same direction at all times. (see facing for more details) [DIAGRAM] Squads must move as a single unit and are therefore limited to the movement rate of their slowest unit. Buffs are conveyed to a squad by a hero that is a member of that squad. Once a squad falls to 3 DPs worth of units and is lacking a hero (hero in squad or touching the squad), that squad must roll against being suppressed at the start of each turn. Roll a D6, and if the number rolled is greater than the sum of all the squad s armor ratings, the squad is suppressed. A suppressed squad can not move or shoot during that turn. If a squad was

suppressed in the last turn the player simply rolls again to see if it is suppressed again in the current turn. Terrain There are several types of terrain in Rivet Wars: Armies and they grant different bonuses or penalties. Before the game begins it must be stated what parts of the table represent which type of terrain. Use the centerpoint of a squad to determine what type of terrain a squad is on. When a squad activates, check the type of terrain it is on for any buffs or penalties. Example a squad of infantry activates with its center on a road. That squad is granted runner and its movement is doubled even if the squad moves off the road. If the unit had also contained none runner units, such as a pounder, then the movement buff would not have been applied. Flat Ground all units move as standard. Grass, Dirt Runner ground that grants runner to certain units. Roads, Paths, Duckboards Rough reduce movement by half. Mud, Rocky Water impassible to all ground units. Shallow streams may be designated as rough if a crossing point is desired. Wooded All ground units besides infantry reduce movement by half. Also provides concealment. Obstacles Squads are slowed down by certain terrain objects. Barbed wire movement reduced to 50% for any squad containing infantry type units Tank traps movement reduced to 50% for any squad containing tank, cav or support type units Minefields Every unit in a squad moving within 5 from the center of a minefield counter will suffer a minefield attack. There are two types that can be defined by the scenario: Anti tank 2 die attack to any non infantry unit. Anti personnel 2 die attack to any infantry unit. Gas! Every unit in a squad moving within 3 from the center of a gas counter will suffer a 2/2/2/2/2 attack. This means if the edge of any units within a squad fall within this radius the squad is attacked. At the end of the attackers turn flip the gas counter over, check for deviation and move it 3 in that direction. Remove it the second time it s flipped. Determining if a Squad can attack Facing Each squad must mark it s facing direction. This can not change during gameplay. Even a tank squad of one unit must mark it s facing direction. This can be done by simply placing some tape

or making a pencil mark on the base of one of the squads front line units. If that unit is killed make sure to re mark the squad is some way. Note that the facing should also be evident from the direction the miniature units are oriented. All units must be oriented to face in the same direction. A squad s firing arc is defined by a 180 arc in its facing direction. The firing arc determines the arc that a target must fall within to be attacked. Determine the center point of the attacking squad, then trace a line to the target. If the line falls within the firing arc, then the enemy may be a valid target (the target could still be invalid for other reasons). A special list of firing arcs for units composed of only the following type of unit: Infantry 360 Ostrich 360 Center Point of a squad to determine the center point mark the center of the front row of units, then move the point back in the ranks until it is halfway between the front most base point and the backmost of any units. All measurements for squads are made from their centers.

Range Range is measured from squad center to squad center. Concealed Units By placing your squads behind terrain objects you can conceal them from the enemy. Units that are concealed get a Bolster Defense ( 1). If half of a squad is not visible to an enemy squad it is considered concealed. To check this, if a line drawn from the center of the attacking squad to the center of the targeted squad crosses concealing terrain then the targeted unit is considered concealed.

Attacking Each individual unit in a squad targets and attacks enemy squads individually. But all units of the same type in a squad must attack the same squad. Before rolling for attacks all targets must be declared. If the target squad is destroyed no new targets can be declared and the attack ends. (ex. infantry in a squad must all attack squad A, but the rocket bikes in that same squad may choose to attack a different squad such as B. If the rocket bikes wipe out squad B, but still have attacks left, their turn is over. They may not acquire new targets.)

Squad Attack Order Like in Rivet Wars: Eastern Front squads are attacked in order. But to determine the order first check to see which side of the enemy is being hit by drawing a line from the center of the closest squad to the center of the targeted squad. The side that this line passes through determines the orientation of the attack order. Example: Allied squads A and B attack through the front of the Blight infantry so the attack order is oriented normally. However, Allied squad C draws a line through through the side of the enemy squad so its attack order is reoriented, hitting the Blight on the right side first. Flat Grid Attacks flat grid attacks are limited in how many units they can attack in a squad. Using the squad attack order, count out first group of units whose combined DP value is no more than 4. If the first units DP value is greater than 4, that unit will be attacked. example A pounder targets a squad of 6 panzerfaust. Only the first four panzerfaust can be attacked. Squad Bonuses By grouping certain units into a squad bonuses can be granted to that squad. Support unit types only +4 to range

Cavalry units only +4 to movement Infantry units only +1 attack (as if there were an additional unit pick cheapest unit type) Tanks only squad (2 or more tanks) +4 to range Starting the Game Roll a d6. Player with the highest roll goes first. Game Rounds The game rounds play the same as the board game. Each game round is broken up into each player taking a turn and performing each phase described below. Once a player has performed all the phases, it s the next player s turn. Once all players have taken their turn, a new round begins. [These will get more fleshed out as needed] Card Phase Combat Phase Before shooting the player may not change the facing of his units. Activate the squad that will be attacking. Check for buffs. Movement Phase Activate the squad to be moved. Check for buffs. Check terrain type for movement bonuses or penalties. Squads can move in any direction regardless of facing. At the end of movement the player can change a squads facing. Squads can be rotated up to 180 in either direction, around their center point. Rotation has no movement cost. Wrap up Phase During this phase the player may reform the grid order of his squads. Standard Game Setups Small starter game 30 DP, 6 Rivets no reinforcements Large game 100 DP, 20 Rivets reinforcements 25% We recommend playing on a 4 x4 or larger table depending on the scenario and terrain.

Small to Medium Sized Army List (requires two core box sets) Allies (18) 18 Rifleman (08) 4 Pounders (12) 6 Rocket Cycles (08) 2 Ostriches (03) 1 Wolverine (03) 1 Parman (02) 1 hacksaw turrets (02) 1 Patston Plug (56) Total & (09) Rivets Squad 1 ( ) 1xOstrich w/ hacksaw, 1x Ostrich w/ Patston Plug Squad 2 ( ) 9xInfantry, 1xWolverine Squad 3 ( ) 9xInfantry Squad 4 ( ) 3xRocket Cycles, 1xParman Squad 5 ( ) 3xRocket Cycles Squad 6 ( ) 4xPounders Blight (18) 18 Panzerfaust (08) 4 MGs (12) 6 Monowheels (08) 2 Sturmpanzers (03) 1 Gaston (03) 1 Jaeger Erwin (02) 1 Der Cyclops (02) 1 Romler Plug (56) Total & (09) Rivets Squad 1 ( ) 1xSturmpanzer w/ Der Cyclops, 1x Sturmpanzer w/ Romler Plug Squad 2 ( ) 9xPanzerfaust, 1xJaeger Erwin Squad 3 ( ) 9xPanzerfaust Squad 4 ( ) 3xMonowheels Squad 5 ( ) 3xMonowheels Squad 6 ( ) 4xMGs,1xGaston