Professional Documents
Culture Documents
30mm System Update
30mm System Update
per side and would be played on a 3’ x 3’ board. C3 dice are the strongest dice in the game. They
Larger advanced games of 200+ points should be have no blank values so using them will always give
played on a 6’x3’ board. The amount of terrain you a score of at least 1.
placed on the table will vary depending on what
scenario or game size you are playing. A3 dice
A3 dice are reasonably strong dice. They are almost
It is important that your unit stat listings are written like C3 dice except they have 1 blank side. This
from top to bottom with the unit with the lowest means they have a 1 in 6 chance of scoring zero.
Strategy Rating number first, followed by the next
highest and so on until the last entry on the force list S3 dice
will be the unit with the highest Strategy Rating. S3 are the weakest dice in the game. They only
Once the board, terrain and force roster are ready, it have a top value of 2 and also have 2 blank sides.
is time to deploy your units. Unless otherwise
stated, units will deploy in Strategy Rating order
from lowest to highest. Once each player’s units are
deployed, it is time to start the game.
7 8 9 10 11 12
The game uses custom dice and counters to resolve
game actions. When resolving all kinds of attacks,
simply add up the number of dots on each of the
dice. If the dice is a blank, it means that attack has
missed. 13
1. Unit Name
2. Points cost to field this unit in your force
3. Unit type
4. Distance in inches the unit may make a
ranged attack
5. Amongst of heroic tokens the unit has
6. Heroic Abilities this unit may use
The dice types are listed below – 7. Strategy Rating
8. Movement in inches
Purple dice – Abbreviation A3 – See details 9. Amount and type of dice this unit uses for
Red dice – Abbreviation S3 - See details Ranged Attacks
Black dice – Abbreviation C3 - See details 10. Amount and type of dice this unit uses for
D6 (six-sided dice with values 1 to 6) – Used for Close Attacks
randomizing damage, selecting scenarios, or 11. Amount and type of shield dice this uses for
determining tie breaker Strategy Ratings defense
D10 (ten-sided dice with values 1 to 10) – Used for 12. Amount of damage the unit may take before
damage tracking its destroyed
Heroic Token – Green counter with medal picture 13. Unique special rules for the unit
Flying Token – Green counter with jet picture
terrain, unless
otherwise
Units activate in ascending strategy rating order. stated.
This means the lower the Strategy Rating listed on At the
the Unit’s profile, the sooner it will activate in the beginning of a
turn. It does not matter what side the units are on. unit’s first
For example, player 1 may activate a Unit, but then activation, if it
player 2 activates 3 of their Unit’s before player 1 cant see the
has another Unit in the ascending order. target unit, it
may not move
into base-to-
base contact
with that target unit at all that turn, unless otherwise
Unless otherwise stated, there are a maximum of 6 stated.
turns in a game. Each game turn is made up of 3
phases. These are –
Start of turn
Activation phase Ranged attacks is a broad term used for all kinds of
End of Turn attacks made at a distance. The maximum range of
each model’s range is listed on the unit’s stat listing.
Once each unit on the table has had its activation Players may not target units in base-to-base contact
phase, then 1 game turn has been completed. This with enemy units with ranged attacks. Units in base-
process is then repeated for the second game turn. to-base contact with an enemy unit may not use
ranged attacks at all.
Out of Ammo!
When using a ranged attack. If 2 or more values of
The start of turn phase allows for the reset of each “3” are rolled on any attack dice, resolve the attack
turn. In this phase the dice is rolled to determine as normal, but the unit may not use another ranged
priority as well as any start of turn specific special attack activation again that turn.
rules requirement. Note: Whenever multiple units
have start of turn requirements these are always Short Range, Long Range, and Artillery
done in Strategy Rating order. If the distance between the base of the unit using
the ranged attack and the base of the target unit is
10” or less, it is a “short” ranged attack. If the
target is over 10” it is a “long” ranged attack.
Each unit has 2 activations that may be used in any Short ranged attacks use the ranged attacks stat as
order or quantity. For example, a unit may choose listed on the stat card of the unit activating.
to move twice or not move and instead use ranged
attack twice. Or perhaps ranged attack then a move. Long ranged attacks must –
- Subtract a 1 from the number of dice listed
Players may choose from the following activations on the unit’s RA stat.
and these activations may be used in any order – - Cannot use Full Auto Heroic Ability
Move, Ranged Attack, Close Attack, Heroic Action, Note: A dice is subtracted even for sections or
Take Cover. squads that are already below their starting ranged
attack value from loss of models/hit points.
Transport
Some vehicles can transport other models. The
capacity and the type of models that a vehicle can
transport will be listed on its stat listing. The stat
listing will also show the location of the entry/exit
point of the transport.
Units are unable to use a ranged attack if they are
being transported.
Large Models
Large models on a 60mm to 90mm base receive 1
extra C3 dice added to their dice when making a
close attack.
Air Attack - Used at the start of the unit’s
Extra-large models activation. This costs 1 activation and 2 heroic
Extra-large models on a 100mm base or larger tokens to perform. Once activated, the unit may
receive 2 extra C3 dice added to their dice when triple its movement value and may fly over
making a close attack. intervening terrain or models. It may not finish its
move on impassable terrain. It may use this move
to land in base-to-base contact with enemy units. If
Flyers it does so, and chooses to fight a close attack for its
If a unit has the Air Attack Heroic Action listed on its second activation, it will forfeit any C3 dice it may
stat listing, it is considered a flying model. Flying have received for the close attack that turn and may
units must declare at the start of the turn if they are not use the combat skills heroic action.
grounded or flying. Failure to declare means that the
unit is by default on the ground unless otherwise Charge – Used at the start of the unit’s activation.
stated elsewhere. This heroic action costs 2 activations and 1 heroic
token to perform. The unit adds 4” to its movement
Grounded or Flying characteristic. If this movement takes the unit into
Place a jet token on the model’s base or stat card to base-to-base contact with an enemy the model will
show it is flying. If grounded, the unit behaves as immediately make a close attack and add 1C3 dice to
normal. its attack roll. Note: you may not charge units in the
turn that the charging unit could not see at the
If flying – beginning of its first activation* (* See Line of Sight)
- The model may not be engaged in close Combat skills - Before attacks and shields dice are
attack by any means and no enemy models rolled for any close attacks, the unit may use a
may move into base contact with the flying heroic token to add an additional A3 dice to its total.
model. Only a single A3 dice may be added per activation.
- It will suffer no movement penalties for Note: sections, squads, platoons and divisions still
difficult terrain and may “fly” over only receive a single additional A3 dice regardless of
impassable terrain if it has enough how many models in the unit.
movement distance to do so. A flying model
may not be grounded on impassable terrain, Courage – Before attacks and shields dice are rolled
if for any reason it is, the unit is destroyed. for any ranged attacks or close attacks, the unit may
- If attacked by a ranged attack while flying, choose to use 1 heroic token to add 1S3 dice to its
the unit will take +1 damage in addition to shield dice roll. Note: sections, squads, platoons and
any ranged attack damage it takes. divisions still only receive a single additional S3 dice
regardless of how many models in the unit.
Ram – Used at the start of the unit’s activation. This Terrain and Targeting
heroic action costs 2 activations and 1 heroic token There are 2 classifications of terrain for targeting
to perform. Measure the total distance of its move in purposes.
a straight line directly from the ramming unit to the These are –
target point. If this movement takes the ramming
unit into base-to-base contact with an enemy unit Footprint - For terrain that does have a foot print,
(the first enemy unit that is touched), the ramming such as an open topped ruined building, or a small
model stops in base-to-base contact and immediately tree cluster, the Unit is automatically determined to
rolls 3C3 dice for attacks. The target unit may roll be in cover if over 50% of the Unit or more is within
shields as normal. Next turn the ramming unit may the footprint of the terrain.
move or ram again as normal. The units are not
locked in base-to-base contact. If the ramming unit
impacts terrain the ramming unit simply stops. Note:
you may not ram units in the turn that the ramming
unit could not see at the beginning of its first
activation* (* See Line of Sight)
Avoiding a Ram! - Units may attempt to avoid a Ram
by rolling a D10 dice equal to or above the targeted
unit’s strategy rating. If successfully avoided, move
the ramming unit the full movement and slide the
target unit slightly to one side to avoid the ramming
units’ path. If there is no room for the target unit to
avoid the ram, then it is rammed regardless of
whether the avoidance roll was successful or not.