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EX43 Main Rulebook BETA 31032023
EX43 Main Rulebook BETA 31032023
Creative Direction
Sebastian Czarnecki and Mark Brendan
Art
Sławomir Lasocki
Miniature Sculptor
Alessio Cisbani
Playtesters
Knut Heykena, <<credit>>
It has the outward appearance of a man, albeit taller than average, fair skinned, gracile, hairless, and with
uniquely pointed physiognomy. It was clad in armour reminiscent of our glorious Teutonic forebears, yet of
modern design and powered by an unknown energy source we believe to be Vril!
It communicates by means of a device mounted at the collar of its armour, which broadcasts its strange,
sibilant, rasping tongue in a perfect approximation of our own German language.
It claims the title of Herald of the Vatari Dominion, and that it has arrived in this place via the ancient portal
located herein. For now we can only take the being’s word for this, as the portal is inert, and seems no more
than an elaborate stone carving of great antiquity.
The Herald seeks to parley with the Leadership of the Reich, and promises to share advanced technology
in return for building a new portal similar to one in the temple, so that more of its kind can come to Earth.
The being readily submitted to our questioning, and it is our intention to comply with its request and bring
it to Berlin. If our theories are correct, these Vatari once came to Earth in the distant past, and civilised the
primaeval tribes. I personally believe them to be the original Aryan race from which our true Nordic people are
descended. As such they should be afforded every courtesy and given all possible assistance.
■ MG-34V
4
From The USA Chronicler front page - March 17th, 1942
Spacemen Do Their Bit
Ever since the so called Vatari Dominion’s flying saucers accompanied Tojo’s Zeroes on that black day in
December at Pearl Harbor last year, our boys have been on the back foot against these sinister space invaders.
But since then, a new bunch of little green men have come on the scene, and they ain’t green and they sure as
heck ain’t little.
At a historic press conference held at the White House yesterday, President Roosevelt announced the United
States formal alliance with the Skarn Federation.
So who are these Skarn fellows? Washington sources say their true place of origin is a planet called Vhog,
meaning Meridian in their language. It’s a bit bigger than Earth, and located in the Cygnus constellation, about
500 light years away. That’s a heck of a ways to come, but they say back home they were enslaved by the no-good
Vatari, then when the planet started dying, their erstwhile masters abandoned them to come here and join up
with the Axis. They got the transportation machines working, and somehow ended up in our great nation.
The scuttlebut has it that they just turned up in New Mexico a few months ago, marching out of a cave and asking
to “Take us to your leader.”.
They’re big, ugly hombres, and don’t speaka da English too well, but when asked what they were here for,
the message was loud and clear: “Kill Vatari!”
Well, that’s something we can all get behind. Welcome to America, friends.
5
Components Setup
To play Exo Alliance '42 you will require the following: Exo Alliance '42 is a set of rules and a model range
that allows you to add sci-fi elements to your 28mm
● A 4’x4’ playing area, plus terrain pieces WWII armies and fight fast-paced platoon-level
battles with them. The set up described here is for
● 2 Platoons of miniatures, plus platoon rosters
two equally matched platoons meeting and fighting.
● Tape measure or ruler For more advanced setup options, see the Scenarios
section at the end of this rule book.
● Area effect templates
● Heavy dice for high explosives and other heavy ● Platoon Leader: This is an individual model that
weapons can issue orders to any other models in the
platoon
● Activation Dice/Counters. Used to indicate a
state that a model is in, all are mutually exclusive. ● Units: Each platoon consists of 2-4 units.
States represented on the dice are: Typically a unit is a squad of infantry
6
■ Sample profile
Profiles ● represents light armour, for example the
Each model in your platoon has a profile that
power armour worn by some alien infantry, or
determines how it is used in battle, how far it can
light skinned vehicles
move, how effective it is in combat, and any special
Special Rules it may possess. Here is a typical profile
representing URSUS Knights, elite power armoured ● represents heavy armour, such as tank
infantry of the Vatari forces. armour
Name: The first entry on the profile is the name of For more details on how armour works, see the
the model, in this case URSUS Knight Combat section later
Role: Next to name, the role of the model is Combat Stats: The middle section of the profile
displayed, in this case Infantry. Role is important in displays how many dice the model rolls, and of what
determining how the model moves and utilises cover: type, when attacking at different ranges. There are
three ranges, close, medium and long, and two types
● Infantry may move up to 6”
of combat dice, light dice representing small arms
● Walkers may move up to 8” fire and melee weapons, and heavy dice representing
high explosives and other heavy weapons For more
● Vehicles may move up to 12” detail, see the Combat section of the rule book later
Armour: Armour is represented by a shield symbol Special Rules: Special Rules are rules that allow the
next to the model’s role. If there is no shield symbol, unit to perform special actions, or behave differently
then the model has no armour. in certain situations. In this case, URSUS Knights
wield power weapons called Vril Axes that can carve
through armour in melee combat.
7
Playing Area ● If you don’t have fixed terrain, just dice for it
Exo Alliance '42 is designed to be played on a 4’x4’ � You and your opponent roll a die each and the
playing area with two platoons, and all ranged player with the highest score gets to pick and
weapons are effective within that space. You can go place the first piece of terrain
bigger if you like, and add more platoons, but if you
� Alternate placing pieces of terrain until all
do so, apply the following rule:
the terrain you wish to use is on the playing
● The maximum attack range of all models is 48” area
You and your opponent should agree on an amount � Use this method if you’ve decided which side
of terrain coverage for your playing area before you of the table you will deploy your forces to
start. Generally speaking 25%-50% coverage will beforehand
make for an interesting game. You are free to decide
● Defender places all terrain
how to place the terrain, and you may indeed have
battle boards with fixed terrain built onto them. � As the top bullet point states, one player is
designated the defender and gets to place
Terrain will affect lines of fire, provide cover bonuses
all the terrain
to models being attacked, and create obstacles and
modifiers to movement. � The other player is designated the attacker,
and gets to choose which side of the table
If you need some guidance on a fair method of
they deploy their forces to
placing terrain, then we’d recommend one of the
following methods:
8
Terrain Examples
We don’t have hard and fast terrain rules in Exo Here are some examples of terrain pieces you
Alliance ‘42, generally go with what works for you and might include in your games.
your setup. If you're playing tournaments for
example, and need something more specific, we Stand of Trees
suggest you draft your own, detailed rules for terrain 3-4 trees arranged in a cluster that allows infantry
placement. With that said, there will be rules for how to move between them and take cover, but blocks
models interact with terrain, particularly with regard access for vehicles.
to combat, so here are some suggestions.
Bog
● A Terrain “piece” can be a single object, such as
a house, or a cluster of objects representing an An area of difficult ground that reduces the
area when placing, such as a stand of trees or movement of models, but provides no cover.
undergrowth
Pond
● Each terrain piece should probably be no more An impassable obstacle that models must move
than 6” on a side if you’re using an alternating around.
placement method
Farmhouse
� You can place more pieces of the same type
A small, single story building that can be occupied
near existing placement to create larger
by a single squad of infantry. Infantry occupying
areas of a terrain type
a building like this can still be attacked by
● Long, linear terrain pieces, such as rivers should enemies, but they receive cover bonuses.
probably enter on one side of the table, and exit
on a different side
Low Wall
Provides good cover for infantry. Infantry can also
● If you have long, impassable features such as move across it with a movement penalty for
walls or deep rivers, there should be gaps or difficult terrain, but it counts as impassable to
crossing points every 12” or so vehicles.
9
Deployment ● Each player rolls a die and the highest score wins
A typical game of Exo Alliance '42 represents the � The loser must deploy an element first (unit,
point at which two platoons from opposing sides platoon leader or add-on)
enter combat range and engage one another in battle.
� Next the winner deploys one of their
Depending on the method you chose to place elements
terrain, each player will deploy their models to one
� Continue alternating like this until all
side of the playing area.
elements have been placed
● Players deploy their models to opposite sides of
the playing area
10
To Battle! Initiative
With compulsory moves out of the way, it is time to
You’ve got your playing area all set and your determine who has initiative during the round.
respective forces are ready to go, so here’s how you
play. ● Both players roll a die, and the highest score is
the winner
Rounds ● The winner has the initiative and can choose to
Exo Alliance '42 plays out over a series of rounds take the first action, or make their opponent take
until one side is victorious. an action first
11
These are the actions you can perform: ● Each model moves and attacks individually, and
is subject to the usual targeting rules, modifiers,
Move etc (See Combat rules later)
Move a single model up to the maximum distance
determined by its role. ● Place activation markers next to the models on
resolving the action
● If the model encounters impassable terrain it
must move around or stop Charge
Charge is an order given by a leader to attack with
● If the model encounters difficult terrain, such as
multiple models with the Melee special rule.
a mud filled crater or a low wall the model, then
any remaining move it has is halved as it ● Each model moves and attacks individually
struggles through the mud, or shins over the wall
● See the Melee special rules later for details on
● Models occupying buildings should be placed at how to move and attack with models during a
an entrance, then moved as described above charge
● Place an activation marker next to the model on ● Place activation markers next to the models on
resolving the action resolving the action
Forward Overwatch
Forward is an order given by a leader to move A model on Overwatch is waiting to respond to enemy
multiple models up to the maximum distance movement within an area to their front.
determined by their roles.
● Place an overwatch marker next to the model,
● Place activation markers next to the models on with the pointer in the direction the model is
resolving the action covering
� If you decide to move, then place the model � If the attack dice fail to cause any
at any entrance and move it away from the suppression (see Combat later), your
building, as described above opponent may complete the move
● Place an activation marker next to the model on � If the model is destroyed, remove it from play
resolving the action. as normal
12
● The model takes the option to fire on an enemy Recover
target
Recover removes the effects of suppression on the
Covering Fire model.
Covering Fire allows a leader to lock down an area of ● If the model has a retreating marker on it, replace
the battlefield with sustained fire from multiple it with a pinned marker
models, effectively neutralising enemy overwatch,
attacks or manoeuvres within it. ● If the model has a pinned counter on it, replace
it with an activated marker
● Place covering fire markers next to all models
participating in the covering fire action Rally
Rally allows leaders to remove the effects of
� Models occupying buildings can provide
suppression on multiple models.
covering fire too, place the markers so they
are pointing out of one side of the building ● If a model has a retreating marker on it, replace
where there are windows and/or doors it with a pinned marker
● Then place the large circular template anywhere ● If a model has a pinned counter on it, replace it
within the leader’s LOS (line of sight, see the with an activated marker
Combat section later for more details)
13
Combat LOS
LOS stands for line of sight, which is used to
Now to the crux of the situation. How do you crush determine if a model can target an enemy model or
your enemies? Read on! a point on the playing area.
Diagram - LOS - I
Skarn Warrior A is given an attack action, but the only
enemy model within range is fully obscured by
intervening cover, therefore the attack cannot be
made.
Diagram - LOS - II
In the same scenario, Skarn Warrior A can see part of
the model, but less than half of it is visible. Therefore
A
15
Range Dice
On models’ profiles you will see three different range Exo Alliance '42 uses special 6-sided dice to
bands: close, medium and long. When attacking, determine combat results. The white ones are for
models may use different dice at different ranges. light attacks, representing small arms and traditional
melee weapons, and the red ones are for heavy
● Close: Up to 6” attacks such as high explosives and armour piercing
rounds.
● Medium: 6-24”
Here’s what each result means:
● Long: 24”+
Diagram - Range
Target model B is clearly in Close Range, Target model
C is in medium, and target model E is clearly in long
range. Target model D straddles the line between
■ Gauss Thompson SMG
medium and long range, but as distances are
measured from edge of base to edge of base, it counts
as being at medium range.
16
Special Rules � Each model only has 1 use of the action per
game, so after they complete a demolition
Special Rules are listed on models’ profiles, and action, mark it off on their roster so it cannot
represent abilities, training,or equipment used by the be used again
model. In most cases these rules will allow models to
● The target must be within close range and LOS
perform certain unique actions, or benefit from
advantages conferred by the rule. In a limited number ● If the target is an enemy vehicle or walker, roll 1
of cases Special Rules also account for restrictions heavy die and apply the result
on how the models can be used during a game.
● If the target is a structure, roll 1 heavy die
Grenade
� If the target is a hardened structure, it is
Many regular infantry carry a limited number of
destroyed if the result is 3 hits. otherwise it
grenades that can be used at close range to clear
is unharmed
infantry out of cover positions, or to disable armour
by perhaps throwing a track. � If the target is a normal structure it is
destroyed if the result is 2 or more hits
● You may give a Grenade action to a model that
has the Special Rule ● Place an activation marker next to the model on
resolving the action
� Each model only has 3 uses of the action per
game, so after they complete a grenade Platoon Leader
action, mark it off on their roster. After 3
Platoon Leader is an officer Special Rule that enables
uses, the model may not be given the action
them to give orders to troops under their command,
again
activating multiple models, and ignoring the usual
● Models occupying buildings can lob grenades out target priorities.
of any windows or doorways
● See the list of Actions for more details on the
● Place the small, circular area effect template orders that can be given by officers
anywhere within close range of the model
● Actions initiated by officers change target
performing the action
priority rules if they involve directly attacking
● Roll 1 heavy die against each enemy model enemy models (i.e. Blitz)
touched by the template
� Instead of attacking the nearest enemy
● You can also throw grenades into structures. If model in LOS, models may choose the
you do so, there must be a window or door within nearest enemy model in LOS from a different
close range of the attacking model enemy unit as the target (e.g. there is a
closer enemy infantry squad, but the
� Do not place a template, just roll 1 heavy dice sergeant issuing the order determines a
against each occupant of the structure more distant machine gun team to be the
greater threat)
● Place an activation marker next to the model on
resolving the action ● Platoon Leader allows the officer to give orders
to any models in the Platoon
Demolition
Demolition is a limited use close range attack used Squad Leader
by engineers and some special forces to destroy Squad Leader is an officer Special Rule that enables
structures and enemy armour. them to give orders to troops under their command,
activating multiple models, and ignoring the usual
● You may give a Demolition action to a model that
target priorities.
has the Special Rule
17
● See the list of Actions for more details on the � Also roll 1 heavy die for any destructible
orders that can be given by officers terrain touched by the template. It is
destroyed on a result of 3 hits
● Actions initiated by officers change target
priority rules if they involve directly attacking � Hardened terrain such as bunkers are
enemy models (i.e. Blitz) unaffected by mortar fire
� Instead of attacking the nearest enemy ● Mortar teams may not move and attack in the
model in LOS, models may choose the same action
nearest enemy model in LOS from a different
enemy unit as the target (e.g. there is a ● The weapon may only be operated if both crew
closer enemy infantry squad, but the members are within 3” of one another, and
sergeant issuing the order determines a neither is retreating
more distant machine gun team to be the
● Instead of attacking with the mortar, individual
greater threat)
crew members may be activated and use their
● Squad Leader allows the officer to give orders to profile to engage enemies
any models in their Squad
� If one member of the mortar team is
eliminated or retreating, the weapon is
Camouflage
abandoned, and the remaining crew member
Models with the Camouflage Special Rule may not be fights on using their profile
attacked if there are other targets available.
MG Team
● This overrides Special Rules that allow models to
ignore target priority rules, such as Tactical Weapon teams operate machine guns such as US .30
Training and orders given by officers Cals and German MG-42s. It requires both members
of the team to operate the weapon.
● If models with Camouflage are attacked, they
● When an MG team is given an action, both models
gain 1 against attacks that originate from are activated and perform it
beyond close range � MG Teams may be given an Attack action for
4 light dice at any range. LOS is taken from
Tactical Training
the weapon operator, model, not the loader
Models with tactical Training can ignore target
priories and choose any legitimate target in LOS � MG teams may be put on Overwatch, again,
when attacking. the overwatch marker should be placed on
the weapon operator
Mortar Team
� MG Teams can be given a covering fire order.
Mortars are used by weapon teams to provide light
They will attack with 4 light dice according
artillery support for their platoon. Mortars can clear
to the normal rules for covering fire
infantry from cover and damage armour.
● MG teams may not move and attack in the same
● When a Mortar Team is given a Mortar action,
action
both models are activated and perform it
● The weapon may only be operated if both crew
� Place the small circular template within LOS
members are within 3” of one another, and
of either member of the team, or if the order
neither is retreating
is given by a squad or platoon leader, then
you can use their LOS ● Instead of attacking with the MG, individual crew
members may be activated and use their profile
� Roll 1 heavy die against each model covered
to engage enemies
by the template and apply the result
18
� If one member of the MG team is eliminated ● If the target is an enemy vehicle or walker, roll 2
or retreating, the weapon is abandoned, and heavy dice and apply the result
the remaining crew member fights on using
their profile ● If the target is a structure, roll 2 heavy dice
● You may give a Flamethrower action to a model ● Place an activation marker next to the model on
that has the Special Rule resolving the action
� Instead of placing the template, simply roll 3 ● Place the small, circular area effect template
attack light dice against each occupant of anywhere within LOS of the model performing
the building and apply the results the action, or if the order is given by a squad or
platoon leader, then you can use their LOS
● Place an activation marker next to the model on
resolving the action ● Roll 1 heavy die against each enemy model
touched by the template
AT Launcher
● You can also launch grenades into structures. If
AT Launchers are single use, high explosive you do so, there must be a window or door within
launchers, such as bazookas and panzerschreck, for close range of the attacking model
use against armour and fortifications.
� Do not place a template, just roll 1 heavy dice
● You may give an AT Launcher action to a model against each occupant of the structure
that has the Special Rule
● Place an activation marker next to the model on
� Each model only has 1 use of the action per resolving the action
game, so after they complete an AT
Launcher action, mark it off on their roster
so it cannot be used again
19
Mechanic ● For a precision bombing mission, target any one
Models with the Mechanic special rule can effect non-infantry model or structure within the
field repairs on damaged vehicles, getting them back Leader’s LOS
into the fight at full strength. � Roll 2 heavy dice to attack the model or
● As an action, a Mechanic can remove all structure
suppression from a single vehicle model within � If the target is a destructible structure, it is
3” destroyed if either dice scores 2 or more hits
� Place activation markers on both models � If the target is a hardened structure, it is
destroyed if either dice scores 3 hits
Medic
Medics improve morale by their mere presence, as Secondary Attack
well as being able to treat injuries in the field and get Some larger single models such as tanks and walkers
troops back in the fight. can make multiple attacks during their action.
● As an action, a Medic can remove all suppression ● When models with this Special Rule receive an
from a single infantry model within 3” attack order, attack with their primary weapon
� Place activation markers on both models as usual, but then you may make another attack
using the secondary weapon’s attack dice
● During the cleanup phase, automatically remove against a different target.
1 suppression marker from one infantry model
within 3” of the medic Melee
Units with the melee special can make a close
Radio Operator quarters attack, either with natural weapons such as
Radio operators allow nearby officers to order teeth and claws in the case of some units, or
support from HQ in the form of artillery strikes and specialist close assault weaponry like Vril Axes in
precision bombing. others.
● As an action, the Radio Operator can either call ● Models with this rule that have ranged capability
an artillery strike or a precision bombing mission can choose to make a normal attack or a melee
attack
� There must be an available model (i.e.
unactivated) with either the Platoon Leader � If the model has no ranged capability, then it
or Squad Leader within 3” may only make melee attacks
� On completing the action, place activation ● When a model with this special rule is given a
markers by both models Melee order, it must be able to move to base
contact with the desired target (normal targeting
● For an artillery strike, place the large, circular rules apply)
template anywhere within the Leader model’s
LOS � You may move the model up to its full move
to make a Melee attack
� Roll 1 heavy to attack each model touched by
the template � If the model cannot reach, you may not
attack with it
� Roll 1 heavy die for any destructible terrain
touched by the template. On a result of 3 it is � To attack targets inside buildings, move the
destroyed attacking model to base contact with a door
or ground floor window on the building. The
defending player may choose which model is
attacked
20
● Targets attacked in this way receive no benefit � Starting with the model that is nearest ANY
from cover other model of a different type to the Beast
model, make a melee attack against the
● The attacker rolls the dice listed with their melee nearest model (according to the Melee
rule special rules). For example, if a Gorehound
Pack loses their Packmaster, they will attack
● You cannot attack terrain with the Melee rule
any non-Gorehound model that they can
Controller reach
Models with the Controller special rule are a type of � If no models are in attack range, move the
officer that controls dangerous units in battle that model its maximum move towards the
would otherwise attack indiscriminately, such as the nearest model of a different type
Skarn Gorehounds and the Vatari Vril Puppets.
Suppression Immunity
● See the list of Actions for more details on the
Models with Suppression Immunity are relentless and
orders that can be given by officers
fearless foes that must be destroyed to remove them
● Actions initiated by officers change target from play as they will never retreat or flee from
priority rules if they involve directly attacking battle. Examples include the mindless Vril Puppets
enemy models (i.e. Charge) of the Vatari.
� Instead of attacking the nearest enemy ● Models with suppression immunity do not suffer
model in LOS, models may choose the any of the effects of being Pinned or Retreating
nearest enemy model in LOS from a different
● Place pinned and retreating markers next to
enemy unit as the target (e.g. there is a
units according to the normal rules, to track how
closer enemy infantry squad, but the
much damage they are taking, but they suffer
sergeant issuing the order determines a
none of the effects of these states, and can be
more distant machine gun team to be the
given orders to move and attack as usual
greater threat)
Fast
Fast models are infantry that can move
considerably faster than a normal soldier.
Beast
Models with the Beast special rule require a
controller to operate safely in battle.
21
Withheld US soldier’s letter from North Africa, 1942
aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
aaaaaaaaaaaaaaaaaaaaaaaaa
My dearest Lucy.
I surely miss you, and can’t wait until the next time I get leave
and can see you again. I showed your photograph to some
of the men and they got real jealous. Reckon I’ve got the
prettiest girl in the whole dang Corps.
All my love,
22
Allied Forces
Forces from this list can represent troops and vehicles from any of the Allied powers of World War 2, including
their new alien friends, the Skarn. The arrival of the aliens has somewhat changed their historical appearance
and platoon compositions, so they favour smaller units, and have aspects of alien tech represented in their
gear and weapons.
Units
You can add 2-4 of the following units to your platoons.
● 4 Riflemen
Rifleman Infantry
● 1 Specialist
Close Medium Long
You may choose one specialist for your regular
infantry unit from the following list: 2 Light 2 Light 1 Light
● Medic
Special Rules Grenade
● LMG
● AT Launcher
23
Skarn Warriors Skarn Squad Leader Infantry
● 3 Skarn Warriors
Skarn Warrior Infantry
● 1 Skarn Specialist
Close Medium Long
You may choose one specialist for your regular
infantry unit from the following list: 3 Light 2 Light 1 Light
0 - -
24
Engineers Engineer Squad Leader Infantry
You may choose one specialist for your Engineer unit Close Medium Long
from the following list:
3 Light 2 Light 1 Light
● AT Launcher
Infantry Specialists
Here are the profiles for the infantry specialists available to Allied human forces
25
AT Launcher Infantry Flamethrower Infantry
Add-ons
Allied Forces can choose from the following Add-Ons for their platoon.
26
Radio Operator Radio Operator Infantry
Libya
…Regarding the effectiveness of our Vatari allies in the field, I am pleased to say they acquitted
themselves with honour and courage, and proved to be a most useful addition to my platoon.
The armoured suits of their Ursus Knights’ operate surprisingly well in desert conditions, neither
slowing nor stifling the Vatari soldiers encased within. Their Vril weaponry is something to
behold, truly a terrifying spectacle for any enemy. They do not wield rifles, like their Skarn
enemies, but instead, most cunningly, the same Vril energy that powers their suits is discharged
through the lenses of their helmets, thus turning their eyes into blazing beams of destruction.
Not only that, but the axes they wield channel Vril too, enabling them to shear through enemy
armour at close quarters. Lastly the larger suits, known as Talos mount heavier armour and Vril
weaponry making them the equivalent of one-man
tanks. We must surely expedite the production of
these Vatari designs at our manufacturing plants
throughout the Reich, for with such weapons
victory shall be
inevitable…
28
Axis Forces
Forces from this list can represent troops and vehicles from any of the Axis powers of World War 2, including
their new alien allies, the Vatari. As with the Allied Forces, the arrival of the aliens has changed their historical
appearance and platoon compositions.
Units
You can add 2-4 of the following units to your platoons.
● 4 Riflemen
Rifleman Infantry
● 1 Specialist
Close Medium Long
You may choose one specialist for your regular
infantry unit from the following list: 2 Light 2 Light 1 Light
● Medic
Special Rules Grenade
● LMG
● AT Launcher
29
URSUS Knights URSUS Squad Leader Infantry
URSUS Knights are elite Vatari fighters that wear Vril
Close Medium Long
powered suits of armour, fitted with on board
weaponry. They are particularly dangerous at close
3 Light 2 Light 1 Light
quarters where they can bring the powered axes into
play that are capable of hacking apart even heavy
Special Rules Squad Leader, Melee: 2 Heavy
armour. An URSUS Knight unit has the following
composition:
0 - -
30
Engineers Engineer Squad Leader Infantry
You may choose one specialist for your Engineer unit Close Medium Long
from the following list:
3 Light 2 Light 1 Light
● AT Launcher
Infantry Specialists
Here are the profiles for the infantry specialists available to the Axis human forces.
31
AT Launcher Infantry Flamethrower Infantry
Add-ons
Allied Forces can choose from the following Add-Ons for their platoon.
32
Radio Operator Radio Operator Infantry
● 1 Vatari Walker
33
Scenarios
The rulebook describes setting up a standard engagement between two equally matched platoons, but we
can mix it up a bit with some other scenarios which have different platoon selection rules, deployment
rules and victory conditions..
Use the normal deployment rules found earlier in this rule If no models occupy the objective, it is a draw
book.
If one side has more models on or in the objective at the end
Special Rules of the game, they win
Place one piece of terrain in the centre of the playing area, If the objective is destroyed at any point, the game
and designate this as the objective. This could be a building, immediately ends in a draw
a hill, or perhaps a bridge.
Armoured Engagement
In an Armoured Engagement two equally matched Armoured Platoons do battle.
Sides Deployment
Ignore the normal rules for choosing a platoon. Instead, each Use the normal deployment rules found earlier in this rule
side consists of an Armoured Platoon: book.
� 3 Medium Tanks
� 3 Talos
34
Defender
In a Defender scenario a small force must hold out against a larger enemy force.
� 4 Add-Ons The defender wins if more than half the models they started
with remain in play.
Deployment
The attacker wins if more than half the defender’s models
The Defender places their whole army first:
have been removed as casualties.
● All defender models must be within 8” of the centre of
Be aware that if you scale this scenario up to, for example,
the playing area
one full defender platoon versus 2 full attacker platoons,
The attacker then deploys their Platoon Leader plus half of you’ll need to change the time limit in victory conditions
their Units and Add-Ons: (we’d suggest 9 rounds for this example).
Defender
deployment zone
35
Tokens
g
t in
t in
t in
t in
t in
t in
t in
t in
ea
ea
ea
ea
ea
ea
ea
ea
tr
tr
tr
tr
tr
tr
tr
tr
Re
Re
Re
Re
Re
Re
Re
Re
g
g
tin
t in
t in
t in
t in
t in
t in
t in
ea
ea
ea
ea
ea
ea
ea
ea
tr
tr
tr
tr
tr
tr
tr
tr
Re
Re
Re
Re
Re
Re
Re
Re
h
h
at c
at c
at c
at c
at c
at c
at c
at c
er w
er w
er w
er w
er w
er w
er w
er w
Ov
Ov
Ov
Ov
Ov
Ov
Ov
Ov
h
h
at c
at c
at c
at c
at c
at c
at c
at c
er w
er w
er w
er w
er w
er w
er w
er w
Ov
Ov
Ov
Ov
Ov
Ov
Ov
Ov
36
Roster sheet
37