Professional Documents
Culture Documents
Strike Legion Skunk Works
Strike Legion Skunk Works
LEGION
SKUNK WORKS
http://www.LegionnaireGames.com
TABLE OF CONTENTS
The Strike Legion tactical game system has been designed to be detailed, yet easy to play, with the complexity
primarily found in the unit design process and off the tabletop. This book changes all that.
Well, not completely. While Skunk Works does increase the game’s complexity through new rules, weapons, and
systems options, it also introduces some interesting new tactical situations to the Strike Legion game system.
Many of the new rules in this book were considered for inclusion in one of the other three books in the Strike Le-
gion series but were considered to be too detailed, ‘fiddly’, or involved. Players should therefore consider many of
the additions found herein to be ‘advanced’ rules, geared towards the player looking for a little more detail than the
previous rulebooks have provided.
Lest the player believe that we have truly ‘jumped the shark’ by including any of this new material, we’ve included a
consolidated set of construction rules that incorporate the construction sections from all three previous Strike
Legion rulebooks (which also includes all of the new options presented herein).
As with all Strike Legion game modules, all of the rules presented herein are considered optional and may only be
used if all players agree to their use.
Note: some of the materials contained in this book were originally made available to players via the Strike Legion
Mailing List (http://games.groups.yahoo.com/group/StrikeLegionmailinglist/) and the Legionnaire Games web-
site (http://www.LegionnaireGames.Com) as experimental rules or as part of the different Army Lists found on
those sites.
These materials have been refined and, in some cases, expanded over what is available from those sources. When
using any Army List downloaded from either location that features a rule with the same name as one found herein,
the text in this book takes precedence over the downloaded Army List in question.
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MAIN RULES
ADDITIONS
1.0 SCOUTS
When using this rule, a Scout-capable vehicle may only be placed in a platoon with other Scout vehicles that have
identical EW and Scout ratings.
Scout EW
A vehicle with the ‘Scout (x)’ entry in its ‘Systems’ column may assign a portion of its EW to Scout functions during
EW Allocation. This assignment is in addition to possible OEW and DEW allocation, so a Scout divides its EW rating
between three categories (OEW/DEW/SEW).
Allocation Limits
The maximum amount of a vehicle’s EW that may be assigned to SEW in any turn is indicated by the number in ( )
next to the Scout designation. Place an SEW marker face down next to each Scout platoon during EW Allocation to
indicate the amount of EW allocated to Scout functions.
Each individual Scout vehicle in a Scout platoon must use the same SEW allocation, but it may allocate SEW to oth-
er friendly vehicles as the owning player sees fit (within other restrictions).
Function
Each point of SEW may be ‘lent’ to friendly elements in the Scout’s EW range (Rx). No more than two SEW points
may be lent to a single element, and the element benefiting from the SEW must be a vehicle with an EW rating
higher than zero. SEW may not be lent to elements using Tunnel or Sub movement, or to a vehicle with the Scout
(x) system.
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The receiving unit may use these ‘lent’ SEW points to augment either its OEW or DEW for the turn; it may not split
the SEW points (if it receives more than one) between both OEW and DEW.
Elements receiving lent SEW do so during their activation for the turn. Place a Scout 1 or Scout 2 marker next to
the element to show that it has received SEW points, using blue-colored markers for DEW and red for OEW aug-
mentations.
Size Differential
A Scout that ‘lends’ EW to a vehicle that is three or more signature sizes larger than itself must use 2 points of
Scout EW to ‘lend’ one point of EW to the larger vehicle. Scout EW may not be assigned to a vehicle that is four or
more signature sizes larger than itself.
A Scout that ‘lends’ EW to a vehicle that is three or more signature sizes smaller than itself gives 2 points of EW to
the receiving vehicle for each point of Scout EW allocated to that vehicle. This does not increase the number of
‘lent’ EW points that may be received by a smaller vehicle (e.g., a smaller vehicle may be assigned a single point of
SEW, which results in receiving 2 EW points for use during the turn; the Scout could not ‘lend’ 2 SEW points to the
smaller vehicle to increase the smaller vehicle’s EW by 4 points).
Range
An element receiving SEW loses the benefits of those SEW points at the end of a turn, or if it is outside the Scout’s
range when performing any function related to the use of EW..
A Scout’s SEW Range is affected by Frequency Warfare Suite attacks as follows (round fractional inches up):
Fixed EW Scouts
Scout elements that operate under Fixed EW restrictions must set their Scout EW prior to the beginning of a sce-
nario (at the same time they determine their OEW and DEW allocations for the upcoming game).
Capacity
The number of teams that may mount a vehicle is based on the vehicle’s signature. Vehicle # Rider
Signature Teams
Only Wheeled, Tracked, Hover, Grav, and Primary Displacement mobility elements that are 5-6 1
not Open-Topped may carry Riders.
3-4 2
Riders Attacking 1-2 3
Tank Riders may make attacks according to the Mounted Fire rule (Main Rulebook section 0, -1 4
15.0).
-2, -3 6
Riders on a vehicle making an Overrun (OVR) attack may roll their Damage dice as part of -4 8
the vehicle’s OVR attack, subject to the restrictions on Mounted Fire. They do not roll a
separate attack.
Rider Casualties
When a vehicle carrying riders suffers a penetrating hit or a Close Assault result on the IFC, roll against each Rider
team using the Passenger Casualty chart from the Main Rulebook, subtracting one from the die roll.
Whenever an Armored vehicle carrying Riders is hit but not penetrated by enemy fire, any teams being transport-
ed by the struck vehicle are also attacked. Using the same Damage die as the original attack (do not re-roll this die;
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use the original Damage die roll), add the roll of one Training die of the type used by the firing element to the Dam-
age die and resolve the attack against the Riders using this total on the IFC.
If the target vehicle is a Soft Target, make one attack die roll and compare it to the Defense values of the Riders
and the vehicle separately on the IFC to determine casualties.
Riders as Targets
Riders may be targeted by AP weapons normally and receive the +1 In Cover defense bonus for all such attacks
against them. Riders are treated as separate targets by ART strikes, and they receive no cover bonus for their
transporting vehicle.
When in the AoE of an ART strike, Riders do not take a CQ Avoidance test; if their transporting vehicle fails its
Avoidance roll, any Riders on the vehicle also fail and are attacked by the ART strike.
Bailing Out
Regardless of the results of an attack against a Rider’s transport vehicle, a Squad must take an unmodified CQ
test whenever the transporting vehicle is hit by enemy AT or missile fire. If the squad passes the test, it remains in
place as Riders.
If the test is failed, the Squad immediately dismounts and rolls for each team on the Passenger Casualty table as if
the vehicle was Damaged. Regardless of the result of this die roll, the squad immediately becomes Suppressed.
Riders that Bail Out due to one or more enemy squads making a CA attack against their transporting vehicle are
not subject to CC attacks from the same enemy squad(s) in the current turn.
Prior to making the To Hit roll, the firing player announces that he is taking an aimed shot against Mobility, Weap-
ons, and/or Shields or Fields of any type installed on the target vehicle. When calculating the To Hit number, in-
crease the total by two points for an Aimed Shot.
If the Attack hits the target vehicle, use the most appropriate armor/Sharmor factor for that facing based on the
targeted system to determine if the shot penetrated the target vehicle. Aimed shots against:
If the attack penetrates the target vehicle, do not roll a d10 to determine the system damaged. Instead, mark the
damage against the targeted location.
If the target is hit, roll the weapon’s Damage die. If the result is higher than 1, the target is Immobilized.
Personnel squads and Personalities may make DI attacks when performing CA attacks against small vehicles. In-
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crease the vehicle’s Defense value by two points and roll the attack on the IFC normally. On a Damaged result or
better, the vehicle is immobilized; all printed IFC results are ignored.
Restrictions
Units with Poor C2 or Civilian CQ ratings may never declare an Aimed Shot.
These elements may only exit the game once they have Depleted all weapons with a Depletion number, expended at
least half of their limited use items, or no longer have Passengers aboard. Elements exiting the game under these
conditions do not award VP to the enemy in scenarios that determine victory conditions using VP, and they do not
count as Destroyed in games using other victory conditions.
5.0 CAPTURE
5.1 Capturing Personnel
Prior to any dice roll in the first round of CC, a player may declare that he is attempting to capture one or more
enemy teams. A player attempting to capture enemy elements does not inflict casualties against an enemy squad
due to CC results; mutual casualties on a differential of ‘0’ or ‘1’ are still assessed against both players normally
unless both players are attempting to capture their opponent.
Power Weapons, FT, and EFT Attributes may not be used during a CC capture attempt.
The player attempting to capture enemy teams in CC is successful in capturing one enemy team for each incre-
ment of three points that his dice total exceeds that of his enemy. Reduce that differential by one for each friendly
team in excess of the total number of enemy teams in CC and/or if the friendly squad Ambushed the enemy squad
(see 6.0: Ambush); increase the differential by one for each enemy team in excess of friendly teams in CC.
After Capture
Captured enemy teams must be guarded by friendly teams/squads. Each
friendly team may guard up to three captured enemy teams who then be-
come part of the guarding squad for purposes of movement and receiving
casualties (only).
If engaged in CC, guards do not add the captured teams to the number of
teams in the squad when determining the number of Damage dice to roll.
Casualties inflicted against enemy squads guarding captured teams are
removed alternately from the guarding squad and the captured teams, with
the first casualty being removed from the guarding squad.
Should all guarding teams be eliminated ,or if the ratio of guards to captured
teams falls below 1:3, the former prisoners are deemed to have escaped
and may operate as a normal squad. For the remainder of the game, the
escaped elements/squads have their Training rating reduced by one level
and may not use any LATW or equipment-based Attributes (such as FT, Foundationist power armor troops
Power Weapons, Defensive Mines, etc.) that they possessed prior to cap- assault an Andrayada walker
(Microworld/Dark Realm).
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ture.
Captured vehicles become the property of the capturing player, but they may only be issued Move and Fire or Dou-
ble-time orders. The vehicle may not fire weapons or use any limited use systems. Each Captured vehicle becomes
its own platoon for purposes of orders and activation during the turn, and it has its EW rating (if any) halved. All EW
of a Captured vehicle must be assigned to DEW.
Air/STOVL Elements
These element types may be Captured by enemy Personnel when Landed but may never be moved by the captur-
ing player.
This test need only be passed once, but the vehicle may not be issued any orders nor move until the test is suc-
cessfully passed.
Note that some Personalities may have abilities that supersede these rules.
The Gun becomes part of the capturing platoon for activation purposes, but
it does not suffer ‘Out of C2’ penalties if the other squads of the platoon
move out of C2 range of the Gun.
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5.5 Capture Effects on Game Outcomes
In games that use VP or point values to determine victory, Captured vehicles and Personnel teams count double
the normal number of points in either category. This bonus only applies to Captured elements still in play at the end
of the game.
6.0 AMBUSH
6.1 Personnel Ambush
When a squad moves into base-to-base contact with an enemy Squad or Personnel element with the intention of
engaging them in CC, an Ambush may occur if both combatants occupy any type of Foliage or Urban terrain, or if
the CC will take place in a Tunnel.
When determining if one side gains the benefits of Ambush, roll each side’s CC dice normally but do not immediate-
ly resolve the CC. Compare each side’s Training die to the other side’s Training die. If one side’s Training die result
is double (or more) the result of the opponent’s Training die roll, the higher rolling player has Ambushed his oppo-
nent.
In cases where multiple squads or elements are involved in the same CC, each Training die roll is compared sepa-
rately against the enemy’s Training die roll. It is possible to gain Ambush benefits against one enemy unit but not all
enemy units.
It may choose to break off the CC prior to determining casualties from the CC dice roll just made, ignoring the
dice totals altogether; no casualties will result from the just-completed CC roll. The unit may move up 3” in any
direction while breaking off, and must end its move at least 1” away from the enemy unit that opposed it in the
just completed CC/Ambush dice roll. A unit that initiates the CC during its activation may attempt to engage a
different enemy unit in CC during this turn.
It may choose to let the CC dice roll stand and add two points to all subsequent CC Training die rolls for the
duration of the CC against the enemy unit against which it achieved the Ambush result.
It may attempt to Capture the enemy, even if no Capture attempt was announced prior to the dice roll just
completed. Use this dice roll to determine the results of the Capture attempt as per 5.1 or 5.3 (see above).
An Ambush can only occur as the result of the first CC dice roll made by the players in any CC resolution.
An Ambushed vehicle may not use any Close Defense Systems (if installed), and it has its Defense rating reduced
by two points when resolving any type of attack against it (i.e., a ‘normal’ attempt to destroy the vehicle, or a Cap-
ture attempt). Regardless of the outcome of the CA, the attacking squad may break off as indicated in the Ambush
Benefits.
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6.4 Tech Differential (optional)
Increase a side’s Training die roll result by one point for each two complete TL higher than its opponent, but only
for purposes of determining whether or not an Ambush occurs.
7.0 MISSILES
7.1 Optional Missile Warheads
Anti-Tank and Anti-Air missiles may be equipped with specialized warheads that are equivalent to different types of
direct fire weapons already available in the game (Laser, Plasma, Ion, etc.). Each of these warheads has the same
effect as its direct-fire counterpart, including how penetrating hits and/or effects are scored against the target.
Some missiles are also armed with warheads that are the equivalent of specific types of UW attacks. These weap-
ons attack in the same manner as if the attack originated from the appropriate UW system.
Warhead types are listed after the basic missile type, (example: ‘ATM/Disr’ would indicate an anti-tank missile with
a disruptor-class warhead), or as a footnote, when entered on a unit’s Data Card.
To resolve an MTAV attack, determine the To Hit number as if the target were a single vehicle. If the To Hit roll is
equal to the To Hit number, a single vehicle in the enemy platoon has been hit. For each full two points above the To
Hit number showing on the dice, an additional enemy vehicle in the target platoon has been hit(up to the total num-
ber of vehicles in the target platoon), beginning with the second closest vehicle to the firing element.
If the unmodified To Hit roll is boxcars (a natural 12 on the To Hit dice), all vehicles in the enemy platoon are auto-
matically hit by the MTAV. Regardless of the number of vehicles in a platoon hit by an MTAV missile, vehicles in the
target platoon that are Out of Command are never eligible targets for an MTAV attack.
Roll Damage dice for each enemy vehicle hit by an MTAV attack separately. If an MTAV is equipped with an Optional
Warhead, all Damage dice from a single MTAV use the same type of warhead when determining if the weapon
penetrates or does other specialized damage to the target.
Intercepting an MTAV
Each target vehicle equipped with a Vulcan system rolls against any potential hit by an MTAV normally, with the
attempt only providing missile intercept capabilities against the warhead targeted at the individual vehicle.
An Aegis system may attempt to intercept the MTAV prior to attacking individual vehicles within the area it pro-
tects. The Aegis system makes a single roll to intercept the MTAV; if it is successful, no vehicles in the target pla-
toon are attacked by the MTAV.
HYMP fired as ART may not be intercepted by Vulcan systems, but they may be intercepted by Aegis systems. As
with other missiles, some, none, or all HYMP may be launched from a firing vehicle in a single activation.
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7.4 Missile Batteries
Missile Batteries are simply Guns that fire missiles. All Gun (14.1, Main Rulebook) and Towing (15.0, Main Rule-
book) rules apply to Missile Batteries.
In order to move missiles held in a Reload Rack to positions from which they may be fired, the vehicle must use
Intensive Fire orders during a turn. The missiles are considered to be in their firing mounts at the end of the End
Phase of the current turn and may be used on the following turn. The number of missiles added to those that may
be fired in the next game turn, however, may never exceed the original number of missiles mounted on the vehicle.
Reload Racks on a vehicle may be used to reload a Missile Battery, provided the missiles are of the exact same
type as those fired by the Missile Battery.
Large vehicles that suffer a Weapons Damage penetrating hit while they still have at least one missile in a Reload
Rack have an additional Damage roll made against them. Signature 3 or smaller vehicles having at least one mis-
sile in a Reload Rack add one to the AFV Damage die roll when resolving a penetrating hit against them.
The number and type of missiles in each Reload Rack are listed under the entry for the Reload Rack on the unit’s
Data Card, with each check box representing two missiles of the listed type.
A nuke-tipped missile may be intercepted by Vulcan and Aegis systems normally and does not detonate if intercept-
ed. Pee Wee Nuke-armed missiles must be targeted against an enemy element or Fortification (exception: mine-
fields may not be targeted); Micronuke-armed missiles may be targeted against an area of the table, an enemy
element, or a Fortification.
Weapons that have depleted their ammunition may not fire for the remainder of the game. Low Ammo weapons
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have their Damage die type printed in red text on the element’s Data Card, with the weapon’s Depletion number
printed in the ‘Notes’ or ‘Munitions’ section of the Data Card.
Each vehicle of an ART platoon may choose a different firing mode in the same activation, but each weapon may
only fire in one mode during a single activation.
No single target point may have the enemy’s CQ Avoidance die roll increased by more than two points due solely to
SMART attacks. SMART does not affect elements in the AoE of FAE (see below) or any type of Nuke, but it does
combine its effects with those of the Munitions listed in 9.3.
SMART are listed as such in the Weapons Data section of an element’s Data Card.
9.3 Munitions
Additional munitions available to GART, ART, or SMART weapon are listed on an element’s Data Card, along with
their Depletion numbers.
Antimatter Munitions roll two Damage dice, adding each die to the firing unit’s Training die roll separately; each
total is compared to the target’s Defense rating, and both results are applied to the target. Increase the CQ Avoid-
ance target number by two points when attacked by Antimatter Munitions.
Disruptor Munitions add two to their IFC total against all targets, and they increase the CQ Avoidance target num-
ber by one for all unit types.
Ion Munitions attack shielded vehicles as if they were attacked by a direct-fire Ion weapon, using the ART’s Damage
die to roll the attack against the element’s Shields.
Nuke Munitions (Micronuke and Pee Wee Nukes) ignore the artillery weapon’s normal damage profile when fired
at a target. Use the Damage die/dice, AoE, and special attack characteristics of the type of nuke fired at a target
point when resolving all attacks.
Plasma Munitions add one to their IFC total against vehicle targets and two to their IFC total against Personnel
targets.
Sub-munitions add two to the dice total of all IFC attacks against Soft and Personnel targets, and they increase the
CQ Avoidance target number by two for these target types.
Electronic Munitions
Each of these munitions may be fired independently or as part of a Combined Strike, and they make specific UW
attacks in the same manner as their UW system counterparts against targets that fail their Avoidance roll (and
that they are capable of affecting) within the ART/SMART strike’s AoE.
Electronic Munitions include EMP Burst, Comm Eliminator, Viral Chaos/Death/Inhibitor/Tagging, and Bio Nano-
bots.
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Fueled Air Explosives (FAE)
FAE are always fired as a Barrage attack
and are Persistent, with effects expiring on
a d6 roll of 5+. Roll two Damage dice
against any Personnel or Soft target in the
attack’s AoE; use the single highest roll for
resolving the attack. Armored/shielded
targets are attacked normally.
Pee Wee Nukes create short-term, high radiation areas that may not be entered by ground-based elements or
moved over by Air/STOVL elements. These areas also block all LOS traced through the area of the marker. After
resolving a Pee Wee Nuke attack, place a 1” radius Nuked marker centered on the original Target Point of the at-
tack. These Nuked areas are Persistent and removed on a d6 roll of 6 during the Persistent Effects segment of the
turn.
Ammo vehicles may re-supply any friendly vehicles that are both within 1” of them and which meet the other crite-
ria for being re-supplied.
Depletable Munitions for ART platoons must be re-supplied for all vehicles of the platoon during the same game
turn.
Neither the ammo vehicle platoon, nor the platoon receiving an ammo load, may fire weapons during a turn in
which a vehicle will be re-supplied or transfer ammo. If either an ammo vehicle or the intended recipient of an
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‘ammo load’ are Suppressed or suffer any type of penetrating hit (even one that causes no damage to the target),
the vehicle resupply is interrupted and cannot be completed this turn.
Ammo vehicles may transfer munitions/missiles to other ammo vehicles or platoons of the same using the same
process as outlined above.
Vehicles are considered to be re-supplied and to have their munitions or missile fully loaded at the end of the End
Phase of the turn.
Ammo Bins are noted as being present in the Weapons Data section of a vehicle’s Data Card; each ammo load is
noted by the specific type of ammo carried in an Ammo Bin/Reload Rack in the Systems section of the ammo vehi-
cle’s Data Card.
Air/STOVL Resupply
Air and STOVL elements may not be resupplied by an Ammo Vehicle during a game.
Players may allow these element types to be re-supplied at on-map bases (pre-defined as part of the game’s set-up
parameters) during a game if they have landed within the perimeter of the base and are within 1” of a base’s Point
of Lading (POL), which functions as an Ammo Vehicle for these element types.
Players may also define that off-map bases exist where these functions may be performed. If this is done, players
should decide upon the number of turns an element must remain off-board before it can return to the tabletop with
its armaments replenished.
Large ammo vehicles suffer a Critical damage result when their Ammo Bin is hit, rolling one d10 for each Ammo
Bin (or every two Reload Racks), the vehicle currently possesses.
Secondary Damage
If an ammo vehicle that has munitions/missiles still on-board is Brewed Up (small vehicles) or Destroyed due to an
Ammo Bin critical hit (large vehicles), any element or squad within 1” of the vehicle is attacked as if by an ART
strike, with no CQ Avoidance roll allowed (all potential targets are automatically hit).
The attack uses a base d4 Damage die and a d8 Training die; increase the Damage die by one die type for each
non-empty Ammo Bin after the first on a vehicle (e.g., d6 for two Ammo Bins, d8 for three Ammo Bins, etc.), to a
maximum d12 attack. Reload Racks increase the die type by one for each two non-empty Reload Racks on the vehi-
cle (d4 for one or two, d6 for 3 or 4, etc.).
11.0 DRONES
Drones are vehicle elements that operate under the control of another element, are part of the launching/
controlling vehicle’s platoon, and are always considered to be in C2 range of their controlling platoon. Each Drone
may use its own, individual EW assignment, but it activates during the same activation as its launching/controlling
platoon.
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Drones are considered to be Passengers on the vehicle that will launch them and may not begin a game already
deployed, except as allowed in a scenario’s special rules. Launching a Drone from a vehicle uses 1/4 of the
Drone’s movement during the turn in which it is launched. Once launched, Drones may not be recovered or re-
armed during the game (exception: reload racks installed on the Drone itself).
Each Drone has a maximum range; this represents how far away from its controlling platoon it may be. The drone’s
range is measured at both the beginning and end of the platoon’s activation, and any Drone that is further than the
maximum range from its controlling platoon at either point of the platoon’s activation has gone ballistic and is re-
moved from play.
Interference
Controller vehicles affected by enemy Frequency Warfare UW attacks reduce their maximum Drone control range
as follows:
ART-Delivered Drones
Certain types of Drones may be delivered to a target point via ART strikes. Drone Munitions are fired as an ART
strike but never as part of a Combined Strike nor as a Barrage, and all vehicles of a firing platoon must fire their
Drone unitions at the same target point during the same activation. Place one ART Drone on the target point for
each element that fires an ART Drone.
Drone Munitions are limited use items; they have no Depletion numbers.
Drone Munitions fired within the firing element’s Long range must roll for scatter, with all Drones rolling to scatter
individually from the target point location.
Once deployed, Drone Munitions use their own, independent, activation, with all elements deployed from a single
ART platoon functioning as a Drone platoon. Being placed on the board via an ART strike constitutes the complete
activation for a platoon of Drone Munitions.
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Mecha assault with power armor support troopers (EM4/Brigade).
Hit Locations
Walkers are rated for separate Arm, Leg, Torso, and Head armor factors, each of which is valid in all target arcs.
When determining the hit location against a Walker, an even doubles roll (double 2’s or 4’s) indicates an Arm hit;
an odd doubles roll (double 3’s or 5’s) indicates a Leg hit, and Boxcars indicate a Head hit. Any other To Hit dice
combination results in a Torso hit (although snake eyes still automatically miss).
Penetrating hits to the Torso location roll a d10 to determine damage normally.
Penetrating hits to the Leg location automatically result in a Mobility hit (and a CQ Crash test if the damage scored
results in the element having its mobility reduced).
Penetrating hits to the Head location automatically result in a Critical Hit; roll two damage results against the ele-
ment’s Primary systems.
13.0 OVERHEATING
Elements that are susceptible to Overheating have their movement allowance printed in red text.
At the end of a platoon’s activation (after all other game functions have been completed), each vehicle that is sus-
ceptible to Overheating that used either a Double Time movement or a Move and Fire order to make an attack with
more than one weapon must take a CQ Overheating test. Add one to the element’s CQ target number for each To
Hit dice roll or AP attack made this turn, and add one if it is already under Overheat 1 restrictions. Add two to the
target number if the element used Double-time and/or Jump Jet movement during this activation, and add two if it
is currently under Overheat 2 restrictions. If the element fails this CQ test, it has Overheated.
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An element automatically Overheats if it rolls snake eyes while taking a CQ Overheating test.
When an element Overheats, place an Overheat 1 marker next to it on the tabletop. An element that already pos-
sesses an Overheat 1 marker that Overheats again replaces that marker with an Overheat 2 marker. An element
with an Overheat 2 marker that Overheats again is Destroyed.
Effects of Overheating
Overheat 1: Reduce the element’s movement allowance and EW by one quarter (rounded up and reducing already
allocated EW as evenly as possible, with any odd points reducing allocated DEW), add one to all To Hit numbers,
and subtract two from all dice totals used to resolve attacks on the IFC.
Overheat 2: Reduce the element’s movement allowance and EW by half (rounded up and reducing already allocat-
ed EW as evenly as possible, with any odd points reducing allocated DEW), add two to all To Hit numbers, and sub-
tract three from all dice totals used to resolve attacks on the IFC.
All Overheating effects are applied immediately upon acquiring either Overheat 1 or Overheat 2 status.
Reducing Overheating
An element automatically reduces its Overheat level by one level (2 to 1; 1 to none) at the end of its activation if it
neither made any type of attack (To Hit, IFC, Walker Mobile Attacks, or OVR) nor moved more than half (rounded
down) of its available movement during that activation, OR if it makes no attacks of any kind and moves up to its
printed movement allowance exclusively in or through water terrain.
Elements that begin their activation under Overheat 1 or 2 may voluntarily attempt to reduce their Overheat status
prior to taking any other action during their activation. The element takes a CQ Overheating test, increasing the
target number by double the Overheating status (+2 for Overheat 1; +4 for Overheat 2). If this test is passed, re-
duce the element’s Overheat status by one level; there is no penalty for failing this test.
Elements that attempt to voluntarily reduce their Overheat status are limited to using only Intensive Fire or Over-
watch orders during their current activation, and they may still take advantage of automatic Overheating reduc-
tions if they meet the requirements of such at the end of their activation.
14.0 PSIONICS
Some elements may make specialized attacks or defenses using
their inherent mental abilities. Each of these elements has the
‘Psionic x’ entry in the Attributes section of its Data Card, along with
a listing of specific Psionic functions it may perform. Individual Psion-
ic functions have their own Range (‘Rx’) within which that function
may be used.
Affected Elements
Psionic functions may be targeted against both friendly and enemy
Personnel squads, individual Personalities, and single vehicle ele-
ments that are within the using element’s Psionic range.
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Psionic-capable Organic and Hybrid vehicle elements are exempt from these additional modifiers and use their
Psionic rating instead.
Using Psionics
To resolve a Psionic function, players first check that the conditions of each function (range, appropriate target
type, etc.) have been met. After this is done, each player rolls the element’s Training die and adds its Psionic rating
(the number indicated after the ‘Psionic’ entry on its Data Card), if any, to its Training die roll.
If the attacking unit/element’s total is equal to (or higher than) the defending unit/element’s total, the attempted
function succeeds.
Limitations
A unit capable of using Psionic functions may attempt to use only one of those functions during its activation.
The use of a Psionic function is not considered to be the use of a weapon during a unit’s activation; a Psionic unit/
element may use all weapons and attributes normally during any activation or turn in which it uses a Psionic func-
tion.
Rail mobility elements are limited to using Move and Fire or Intensive Fire orders only; they may never use Over-
watch or Double-time orders.
Rail mobility elements are also limited to increasing or decreasing their movement allowance from turn to turn. An
element using Rail movement may increase or decrease the distance it moves in a turn by ¼ of its movement al-
lowance from one turn to the next.
Rail mobility elements may move ‘backwards’ along the Rail path only if they were at Full Stop at the beginning of an
activation, and may only resume moving ‘forward’ along the Rail path from a Full Stop.
Example: A Rail mobility element has a movement allowance of 12” and moved at the rate of 6”, or half, of its move-
ment in its previous turn’s activation. During the current turn’s activation, it could stay at the same speed of 6”,
increase its speed to 9”, or decrease its speed to 3”.
Markers indicating an element’s Rail Speed (Full Stop, ¼, ½, ¾, and Full Ahead) are provided for players in the
back of the book.
A Rail-moving element must use all of its available movement allowance each turn, as dictated by its current speed
setting.
At the instant a Rail mobility element moves across/into an obstruction, it makes a CQ test, modifying the Target
Number according to the following list:
16
+2 Obstruction is 3 or 4 Signature sizes larger than Rail element
+2 Obstruction is an Armored Vehicle* with any Armor rated 4 or higher
+2 Rail element is moving Full Ahead
+3 Obstruction is 5 or more Signature sizes larger than Rail element
*Includes vehicles with any type of Sharmor, Advanced Shields, or Gravitic Shields.
Effects of Collision
When a Collision occurs, use the amount by which the Rail element failed the CQ test to determine the severity of
the Collision:
1 or 2: Damaged
3 to 5: Double Damage and Stopped
6 or more: Triple Damage and Derailed
Explanation of Results
Damaged: The smaller element’s signature (between the Rail element and the obstructing element) is automatical-
ly Damaged. Roll once on the AFV Damage Table or the vehicle’s individual Damage tables for Large vehicles. For
Soft vehicles, roll 1d6 plus 1d6 for each one-point difference in the element’s signatures on the IFC, halving the
vehicle’s Defense value (rounded down).
Double Damage: Both elements are automatically Damaged. The element with the larger Signature receives one
Damage roll as per the instructions above; the smaller element receives two Damage rolls, calculated as above.
Triple Damage: Both elements are automatically Damaged. The element with the larger Signature receives one
Damage roll as per the instructions above; the smaller element receives three Damage rolls, calculated as above.
In all Damage cases, if both the Rail and obstructing elements have the same Signature, apply the results in the
previous descriptions for the smaller element to both the Rail element and the obstructing element equally.
Stopped: The Rail mobility element immediately ends its movement during its current activation and may move no
farther during this turn. It may resume movement in a subsequent activation (at ¼ of its movement allowance).
Derailed: The Rail element is automatically Immobilized and may not move for the remainder of the scenario. Addi-
tionally, each Rail Car of a Train (see 15.24: Rail Cars) may be Damaged due to the Train’s Derailment. Roll one
attack on the IFC against each Rail Car that is being transported by the Rail Element, using a d8 Damage die for
the attack. The Training die of this attack varies depending on the movement allowance of the Rail element when
the Derailment occurred:
15.2 Trains
Trains are multi-element vehicles that move as a single element using a single activation to perform all game func-
tions. They generally use Rail mobility, but may be of other mobility types as well (see 15.3, Land Trains).
The printed movement allowance of a Train is reduced by either ½” or 1” for each Rail Car (see 15.24: Rail Cars)
attached to the train. This reduced movement allowance is used to calculate the allowable increase or decrease of
the Train’s movement allowance each turn.
17
A Train is considered to be moving forward if the Train’s Engine is in the first, forward-most position of the Train in
relationship to its direction of travel. If the engine is moving opposite this direction, it is moving backwards.
A Train and all of its component elements (Engine and Rail Cars) are Immobilized if its Engine is Immobilized, De-
stroyed, or Brewed Up.
Rail Cars are placed in any desired order behind the Engine during game set-up. The placement order of Rail Cars
may not be altered during play, and all Rail Cars must have the same vehicle Signature as that of the Train’s En-
gine.
There is a Train Record Sheet in the Appendix of this book to help players keep track of their Train organizations/
car order.
A Train Engine that becomes Immobilized or Destroyed while part of a multi-Engine Train does not Immobilize the
Train; all Engines must suffer one of these conditions to Immobilize the Train. An Immobilized or Destroyed Engine
may not negate Rail Car movement penalties and counts as a Rail Car itself, imposing a 1” movement penalty on
the Train’s movement allowance.
LOS exists to any and all elements that comprise a Train if the firing player has LOS to any part of the Train’s En-
gine model on the tabletop.
When targeted by direct fire attacks, each element of the Train is considered to be a separate vehicle target; the
firing player must specify which element of the train is being attacked by each weapon used against the Train.
When in an ART weapon’s AoE, a Train makes a single CQ Avoidance test regardless of the number of elements
that compose the Train. Add one to the Avoidance Target Number for each element of the Train in the attack’s
AoE. If the Train fails its Avoidance test, roll an attack against each element of the Train that is within the attack’s
AoE.
Each Rail Car’s Data Card will have either a Movement Modifier entry under ‘MV’ section to indicate the amount of
reduction to the Train’s movement allowance for each occurrence of this type of Rail Car that is part of the same
Train.
Regardless of the number of Rail Cars in a Train, only the highest EW rating of all elements of the Train (Engine or
Rail Cars) is used for game functions involving EW.
18
Each Rail Car may have a different Armor and/or Shield rating, type of Armor or Shields, or be a Soft Target. Each
Rail Car is also considered a separate element (as is the Train Engine) for targeting direct-fire weapons and mis-
siles at the Train.
Area Shields and Area Defenses affect a number of Rail Cars (counting the Engine as a Rail Car for purposes of
this rule) equal to their effect radius. The affected cars must be determined prior to the beginning of the game and
must be contiguous with the Rail Car that has the Area system installed.
Vulcan systems mounted on a Rail Car may be used against missiles that target any element of the Train.
Some Rail Cars may have Troop and/or Transport Bays. Passengers and equipment transported via Trains may
only mount/dismount a Rail Car if the Train begins its activation at Full Stop.
Rail Cars (and engines) are considered to be capable of carrying Tank Riders.
Destroyed and/or Immobilized Rail Cars may be ‘dropped’ from the Train to allow it to increase its movement al-
lowance in subsequent turns. To drop Rail Cars from a Train, the Train must be at Full Stop and be issued Intensive
Fire orders in the activation in which it wishes to drop one or more Rail Cars. No element that is part of the Train
may fire during an activation in which it is ‘dropping’ one or more Rail Cars.
At the end of an activation in which a Rail Car is dropped from the train, the dropped Rail Car and all Rail Cars that
are further from the Train’s Engine than the dropped Rail Car are removed from play.
Brewed Up Rail Cars move their Brewed Up marker with the Rail Car while it is still attached to a Train. If the Rail
Car is dropped from the train, leave the Brewed Up marker on the table for the remainder of the game in the same
location occupied by the Rail Car prior to its removal.
Land Trains may use Overwatch orders but may never use Double-time orders. Halving a Land Train’s movement
allowance is based on its speed (Full Ahead, ¾, ½, ¼, or Full Stop) in its current activation.
Any Terrain that would cause a vehicle to make a Bog Check is Impassable to Land Trains.
Each Land Train has a Turn Radius based on the number of elements that compose it, just like Sea or Air ele-
ments.. A Land Train Engine with zero to three Rail Cars has a Turn Radius of 1”; its Turn Radius is increased by 1”
for each fraction of four additional rail cars that are part of the same Land Train.
19
NEW SYSTEMS,
WEAPONS, AND
ATTRIBUTES
16.0 NEW ITEM DESCRIPTIONS
16.1 SYSTEMS
Advanced Shields
These act as both shields and armor with an armor rating two points lower than the shield rating. Advanced
Shields are immune to the effects of Ion weapons.
Advanced Area Shields function as Area Shields with the Advanced Shields properties.
Bulkheads
Some vehicles have multiple layers of armor and/or improved compartmentalization that increase their ability to
absorb damage without affecting their systems.
Large vehicles with Bulkheads have the first of each of their Systems Damage check boxes (for Signature 2
through -1 vehicle elements) colored blue to indicate the vehicle suffers no reduction to its statistics in that catego-
ry as a result of that damage point. Similarly, the first two Damage check boxes are colored blue for Signature -2
through -4 vehicles.
Signature 3 and 4 vehicles with Bulkheads subtract four points from the first roll of the game against them on the
AFV Damage Table, with any result less than one being treated as No Damage. Mark the Bulkheads check box cor-
responding to that element on its platoon’s Data Card when an element has exhausted this capability.
Drone Rack
Each Drone Rack allows an equipped vehicle to launch one Drone. Multiple Drones Racks mounted on a single ele-
ment may launch their Drones in a single turn.
Grenade Rack
A Grenade Rack is similar to a Close Defense System but may be used offensively during an OVR attack as well as
defensively against an enemy CA attack. The Grenade Rack attacks an enemy unit with an AP d10 attack.
Grenade Racks that attack as part of a vehicle’s OVR attack include their Damage die with that attack; they do not
make a separate OVR attack. They may be used during multiple OVR attacks in a single turn but must roll for Deple-
tion after each use.
Mercury I/II/III
A Mercury system provides protection against incoming artillery strikes. Subtract the number of the system (I, II, or
III) from the vehicle’s CQ Avoidance target number when making an Avoidance roll.
20
Repair Bay
A Repair Bay allows a vehicle to use its Auto-Repair or Advanced Auto-Repair system on another vehicle that is
within 1”. A vehicle that benefits from this system’s abilities may neither fire nor move more than half of its availa-
ble movement during a turn in which a repair attempt is made.
Ventilators
Ventilators reduce the target number of any CQ Overheating test by the number of points listed with the system
entry on a unit’s Data Card. TL4.
16.2 WEAPONS
Ammo Bins
Ammo Bins hold a specific type and amount of ART munitions with which they may re-supply a vehicle. Each Bin
may hold up to two loads of the same type of munitions, with each load capable of re-supplying one vehicle with that
type of ammo. Munitions carried are listed with the type and Depletion number for each bin. Mark off the check
boxes next to each type of ammo when it is transferred to another vehicle.
Drones
Drones are constructed as other vehicles and are always launched and/or controlled by another vehicle. Drones
must always be at least one Signature smaller than their launching/controlling vehicle.
Vehicles may use their DCC to control any Drones launched from vehicles in the same platoon, but control may
never be “transferred” to vehicles of another platoon, even if they possess available DCC.
A vehicle’s DCC range may be extended by 12” (to a maximum of 36”) for each DCC not used for controlling
Drones.
Reload Rack
Each Reload Rack carries two missiles of the same type; see 7.5 for rules on their use.
Contagion
At the conclusion of any CC involving elements with the Contagion attribute, roll a d10 for each element or team of
a squad involved in that CC that suffered a K result but that does not have the Contagion attribute. On a roll equal
to (or higher) than the number in parentheses next to the name of the
Contagion attribute, one team (or one hit of one Herd team) of the type
that ‘began’ the contagion is placed on the table under the control of the
‘Contagion player’. These teams/hits may be used to ‘resurrect’ eliminat-
ed friendly Contagion units/elements.
21
If both players field elements with the Contagion attribute, only elements with the higher Contagion success num-
ber are susceptible to (the enemy’s) Contagion attribute.
Units/Elements with the Contagion attribute always are always considered to be Trained and In Command.
Improved Command
Increases the Organic Command range from 2” per point of Command to 3” per point of Command and eliminates
the line-of-sight requirement for another unit/element to be In Command. There is no reduction in range for Tun-
neling elements to be In Command; the element exercises its full Command abilities on any element or Tunneling
marker within its Command range.
Inspiring
Any Personnel unit within 6” of a unit/element with this Attribute adds one to its IFT, CC, and CA dice roll totals.
Regenerate
Herd Elements with this attribute use the rule of the same name as that found in Strike Legion: The Genome Gam-
bit, with each successful Regeneration roll replacing one lost hit.
Foot/Slow
This mobility type may never use Double-time orders.
Teleport
The squad may teleport up to its normal movement allowance in place of using its printed mobility type. Teleport
movement may be used in conjunction with the Hit and Run attribute.
Commissar
Any unit within C2 range of a Personality with the Commissar trait ignores all detrimental modifiers for any Morale
test. If a unit still fails the test under these conditions, roll a d6. On a 3-4, the unit breaks normally; on a 5-6, the unit
is Suppressed instead of Broken; and on a 1-2, the unit passes the Morale test, is not Suppressed, and removes
one team from play. Commissars have no effect on vehicle elements.
Confuse
A unit/element affected by Confuse may not move during its next activation unless compelled to do so due to an
adverse Morale result.
Encourage
Increase the target unit/element’s Training die by one die type, to a maximum of a d10, for the duration of the
current turn.
Escape
May be used prior to any enemy-executed CC, CA, or OVR attack against the psychic element/unit. A successful
result allows the unit/element to negate attacks by enemy units/elements using any of the above methods for the
duration of the turn. Roll against each such attacking unit.
Use of this function disallows the use of any other Psionic function during the same turn, but the using unit/
element may roll against each and every enemy attack of the types listed above.
Enrage
Forces an affected enemy unit to attack the closest unit/element that is friendly to it during its next activation. The
enemy unit/element’s method of attack must be able to affect the selected target. If the affected unit has no eligi-
ble target by the end of its next activation, it turns upon itself; remove one Team (Personnel squad), inflict one hit
22
(Personality), inflict a Damage result against it (small vehicle), or roll a Primary Systems damage roll (Large vehicle)
against the target element.
Foresight
A successful Foresight roll forces the target unit/element to re-roll all successful IFC or To Hit dice rolls (i.e., one
that results in a hit against or an IFC result of 0 or higher) during its next activation. If the second roll is also suc-
cessful, do not re-roll a second time for the same action.
Frighten
The target becomes Suppressed on a successful usage of this function.
Fumble
The target reduces its Training die by one die type or increases all To Hit numbers by two points for the duration of
the turn, with the player initiating the function choosing the effect.
Kill
On a successful use against a Personnel or Personality target (only), the target rolls a d6. On a 1-2, the target is
Suppressed; on a 3-4, it becomes Broken; and on a 5 or 6, the unit suffers a K1 result and becomes Suppressed.
Resolve
Gives the target Personnel or Personality squad/element the Fearless attribute for the remainder of the current
turn.
23
OPTIONAL RULES
These rules assume that the player will be the commander of one of the forces on the table, and the second force
will be the opposition force during the game. Players who wish to apply these rule restrictions to both forces to
make them more ‘fair’ to the opposition should feel free to do so.
The player will, of course, be responsible for all game functions, dice rolls, and movement of miniatures on the tab-
letop for both forces during the game.
24
opponent’s point of view. After doing so, the player assigns an Attitude marker to each enemy platoon. Attitude
markers place certain conditions and restrictions on the operation of an opposition unit during the turn.
Opposition EW is not selected by the player prior to beginning the turn. EW assignment is made for opposition vehi-
cle platoons at the moment an EW rating – either OEW or DEW – is necessary to resolve an attack.
(Example: The player wins the initiative roll for the turn and chooses to activate the first unit; this unit fires at an
enemy vehicle platoon during its activation. The opposition platoon’s DEW needs to be known at the point at which
the player’s vehicles fire at the enemy platoon so that the attacks can be resolved according to the rules for direct
fire combat. The enemy platoon’s EW assignment is determined immediately prior to the resolution of the player’s
attacks against it.
After those attacks have been completed, the opposition – via the player – chooses to activate a different vehicle
platoon than the one that was just fired on; the player will have the opposition platoon fire at one of his vehicle pla-
toons during its movement. At the point the platoon fires on the player’s elements, he will need to determine the
opposition’s EW for the turn.)
If the platoon’s Attitude is Offensive, divide the vehicle’s EW rating by 2, rounding fractions up. This amount is
automatically assigned to OEW. Add the roll of a single die of the type that is numerically closest to half of the
vehicle’s EW rating (using d3 and d5 are acceptable die types when determining opposition EW). The remain-
der of the platoon’s EW is assigned to DEW.
(Example: an opposition platoon’s vehicles have an EW rating of 8 and an Offensive Attitude. Half of the EW rating,
or 4 points, is automatically assigned to OEW. The player then rolls a d4 – being half of the vehicle’s original EW
rating of 8 points – resulting in a 2. The die result is added to the 4 points figured initially, giving the platoon an
OEW rating of 6 and a DEW rating of (8-6=) 2 for the turn.
25
If the platoon’s Attitude is Defensive, divide the vehicle’s EW rating by 2, rounding fractions up. This amount is
automatically assigned to DEW. Add to this the roll of a single die of the type that is numerically closest to half
of the vehicle’s EW rating (using d3 and d5 are acceptable die types when determining opposition EW). The
remainder of the platoon’s EW is assigned to OEW.
A platoon with the Redeploy Attitude has its entire EW amount assigned to DEW for the turn.
The remaining platoons in the opposition force are assigned either an Offensive or Defensive Attitude marker, and
the player may choose which order to execute for that platoon’s activation (within the restrictions of its Attitude) at
the moment it activates in the current turn.
The opposition platoon that has the highest probability of being eliminated or reduced below 50% strength
during the turn;
The opposition platoon that has the highest probability of spoiling the player-controlled forces’ plans during the
turn; and
The opposition platoon that has the highest probability of causing the greatest amount of immediate damage
to the player-controlled forces.
Platoons with a Defensive Attitude should always take advantage of terrain that offers Cover or Hard Cover
26
status;
Platoons with an Offensive Attitude should close the distance between themselves and player-controlled forces
or terrain objectives, taking advantage of terrain as the opportunity arises and when it is beneficial for the unit
to do so during its movement; and
Platoons with a Redeploy Attitude should do their best to move into their new positions without coming under
direct enemy fire.
Opposition targeting of player-controlled units should be executed against player-controlled forces using these pri-
orities:
The player-controlled platoon or elements that pose the greatest immediate threat to the active opposition
platoon;
The player-controlled platoon or elements whose elimination would complete a scenario victory conditions or
improve the opposition force’s chances of achieving one or more of the scenario’s victory conditions; and
The player-controlled platoon or elements that are physically closest to the active opposition platoon.
When this occurs, check the opposition unit’s Data Card to ensure that the platoon is capable of affecting the play-
er’s moving platoon. If it cannot affect the moving platoon because it lacks a weapon that can inflict a combat result
against the platoon, or if it must roll the highest result possible on its weapon’s Damage die to inflict a result, no
Overwatch attack is made.
If, however, the opposition platoon would be capable of inflicting a combat result against the moving platoon, roll a
d6. On a result of 5+, the opposition platoon makes an immediate Overwatch attack against the player’s moving
platoon prior to the player being allowed to declare an attack against the opposition platoon.
Immediately after the last attack by the opposition platoon is completed, the opposition platoon may move up to half
of its movement to complete its Overwatch orders for the turn, and it is considered to have used its activation for
the turn. When this is completed, the player’s platoon may complete its activation.
Should more than one opposition unit be qualified to make an Overwatch attack against the player’s moving pla-
toon, roll a d6 for each platoon that meets the Overwatch attack requirements. If more than one opposing platoon
rolls a 5+, the player chooses only one platoon to make an Overwatch attack, and the platoon chosen must be the
one most likely to inflict one or more combat results against the moving platoon.
Immediately prior to executing a CC attack against an opposition Personnel squad/element, that opposition
squad/element may attempt to avoid the player’s CC attack if it meets certain criteria:
The opposition squad/element must have a Trained or Veteran Training rating and may not already be Bro-
ken;
The player-controlled squad(s)/element(s) that wish to engage that opposition squad/element must outnum-
ber the opposition by a ratio of 3:2 in terms of the number of teams or hits involved (with one hit equaling one
team if both options are present); and
After considering all Attributes, the player-controlled squads/elements will use a Damage die type that is at
least one die type greater than all opposition squad/element Damage dice that could legally be used in this
specific CC.
If all of these conditions are met, make an unmodified CQ test for the opposition squad/element. If the test is
passed, the squad/element becomes broken and immediately makes a rout move away from the player-controlled
27
attacking squad(s)/element(s). There is no penalty for failing this test, save that of being required to stand and
fight.
In cases where an opposition squad/element voluntarily becomes Broken, the player-controlled squads and/or
elements that attempted to initiate the CC must move to occupy the position vacated by the opposition unit prior to
its rout movement.
The player should note that the activation status of the opposition squad/element is irrelevant when determining if
it will use this option.
Andrayada Verger walkers (L) and a Progenitor Tigerclaw super-heavy tank (R) (DRM/Plasmablast).
28
SCENARIOS
The Data Cards and force organizations for the combatants in these scenarios - The Omani Imperium and the
Rikai’ishi’i Empire - can be found in Appendix I of this book.
SECURITY CONCERNS
Introduction
Omani invasion forces usually attack in two waves. The first wave of the assault clears and secures the immediate
vicinity of the drop zone so that the heavier (second wave) assault formations can land unopposed. Only when both
of these initial elements of a Strike Brigade have accomplished their objectives do the bulk of the Omani invasion
forces drop from orbit with the heavy vehicles, equipment, and personnel necessary to wage a protracted cam-
paign across the surface of an entire world.
Forces
Omani: one Armored Infantry Company, one Armor Company, one Scout Platoon, and one Signal Platoon.
Rikai’ishi’i: one Armor Company, one Artillery Battery, one Heavy Tank Platoon, one CAS Section, and one Scout
Section.
Map
Level 1 Hill
Light Foliage
Urban Area
(4”x 4”)
(1 level)
Rikai’ishi’i
Setup Area
Special Rules
Rikai’ishi’i forces set up first, and may be placed anywhere on the table that is at least 12” from a table edge. The
controlling player may choose to place the Heavy Tank Platoon in reserve. If this is done, it may enter on any table
edge during turn 2.
Omani forces enter play from any board edge on game turns 1 and/or 2. Some, none, or all of these forces may
enter on either turn, but all units must enter the board by the end of the second game turn.
Victory Conditions
The Omani player wins if there is a contiguous 2’ x 4’ area of the table that contains no Rikai’ishi’i elements that are
not Broken, Immobilized, Damaged, or Destroyed at the end of turn 5.
29
GRAND THEFT… AUTO?
Introduction
Omani Independent Marine Battalions are often tasked with special operations duty when there are no dedicated
special ops forces in-theater that can be readily inserted for a specific mission.
Forces
Omani: one Independent Marine Landing Company, two Fast Attack Platoons, one Scout Section, and one Marine
Commandant. One Air Section becomes available on turn 3.
Rikai’ishi’i: one Infantry Company, two Fast Attack Platoons, one Scout Section, one Garrison Commander, and one
Electronic Warfare Section.
Map
Level 1 Hill
Light Foliage
Urban Area
(4”x 4”)
(1 level)
Special Rules
All Rikai’shi’i forces set up first, and may be placed anywhere on the table that is more than 4” from the table edge.
The Electronic Warfare Section must be placed in the sole Urban area on the map, and neither vehicle of this Sec-
tion may move more than 6” per turn until/unless it is captured by the Omani player.
All Omani forces (except the Air Section) enter play on turn one. All Heavy Marine squads enter via the Teleport
rules; all other forces may enter from any table edge.
For purposes of Rout movement, all table edges are friendly to both players; Rout moves must be made towards
the closest table edge to the routing unit.
The Rikai’ishi’i may make no attacks of any type against the Voschak UW vehicles unless they are captured by the
Omani player.
Victory Conditions
The Omani player wins if he captures at least one of the Voschak UW vehicles and retains control of it until the end
of the game. The Rikai’ishi’i player instantly wins the game if he captures the Marine Commandant. Any other result
is a win for the Rikai’ishi’i.
30
DETACHED CONTACT
Introduction
Omani first-wave forces are stranded due to a Rikai’ishi’i counterattack and must attempt to extract themselves
from the combat zone.
Forces
Omani: one Armored Infantry Company, one Armor Company, one Heavy Armor Company, one Scout Section, and
one Strike Commander.
Rikai’ishi’i: one Heavy Armor Company, one Armor Company, two CAS sections, one Artillery Battery, and one Com-
mand Section.
Map
Level 1 Hill
Omani Level 2 Hill
Entry/
Exit Light Foliage
Area Omani
Setup Dense Foliage
Area
Rough
Special Rules
The Omani player sets up all of his Assault infantry platoons without their transports, the Strike Commander, and
the Armor Company in the setup area indicated on the map. All vehicles of the Armor Company begin the game
Landed.
All other Omani platoons secretly roll a d3, and all Rikai’ishi’i platoons secretly roll a d4, and record the number
rolled for each platoon. This is the turn number that that platoon will enter the game, with all forces entering along
their respectively marked table edges.
Victory Conditions
Scenario victory is determined by unit point values. The Rikai’ishi’i player receives the full point value of each Destroyed or
Brewed Up Omani vehicle, and the full point value of any non-Immobilized/Damaged/Destroyed Omani vehicle on the table at
the end of the game. He also receives half the point value for each Damaged vehicle or infantry squad (at any strength) on the
table at the end of the game.
The Omani player receives the full point value of each Destroyed or Brewed Up Rikai’ishi’i vehicle, half the point value of any Dam-
aged Rikai’ishi’i vehicle, and one-quarter the point value of any Immobilized enemy vehicle on the table at the end of the game. He
also receives points for friendly elements exited off the table on turns five and six through the marked Omani exit area, with
Damaged elements counting half their point total, and undamaged vehicles and infantry squads with any number of teams
counting their full point value.
The side with the higher point total wins the game. In the unlikely event that the point totals are tied, the Rikai’ishi’i player wins
the game
31
PERIMETER PARAMETERS
Introduction
The final ‘textbook’ step for the first-wave Omani forces is establishing a defensive perimeter to allow the second-
wave forces to deploy relatively unmolested by enemy action.
Forces
Omani: one Armored Infantry Company, one Heavy Marine Platoon, two Area Defense Sections, two Artillery Sec-
tions, and four Gallos Light Dropships.
Rikai’ishi’i: two Infantry Platoons, two Artillery Sections, and three CAS sections.
Map
Omani
Setup Level 1 Hill
Area
Level 2 Hill
Light Foliage
Rikai’ishi’i
Setup Area
Special Rules
The Rikai’ishi’i Infantry Platoons and Artillery Sections set up first in the area indicated on the map. The Omani Ar-
mored Infantry Company sets up second in the area indicated on the map.
One Rikai’ishi’i CAS section enters play on turn one, with the remaining CAS sections entering play on turn 2. Both
must enter through the long table edge of their deployment area.
The Omani Heavy Marine Platoon enters play on turn one via the Teleport rules. All Omani Area Defense and Artil-
lery Sections enter play as Passengers aboard the four Gallos Light Dropships from any table edge in the Omani
setup area during turn three.
Victory Conditions
The Omani player wins if there are no unbroken or undamaged enemy elements within 12” of any level 2 hill AND
at least one undamaged/undestroyed Kerosbaugh Defense Vehicle and one undamaged/undestroyed Sperator
Artillery Vehicle occupy each of the level 2 hills
32
UNIT CONSTRUCTION
In addition to the vehicle designs included for use with Strike Legion, players may want to create their own designs
based on their personal preferences, to field units based on their favorite Sci-Fi setting, or to round out and develop
the forces presented in the TSEs. Whatever a player’s motivation, the Unit Construction rules will allow players to
put their own imaginations and design skills to the test against their friends or the official armies of the Far Future.
This section is also where players determine the overall complexity level of their games. By omitting certain catego-
ries of units from play (such as limiting vehicle designs to Signatures 3 to 6), limiting the tech levels used, or disal-
lowing specific weapons or systems (Unconventional Warfare, for example), players can tailor their gaming experi-
ence to be as simple and quick, or detailed and leisurely, as they like.
1. Tech Level
Choose a Tech Level (1 through 8) for your force. This will be the maximum Tech Level for the construction of every
one of your army’s weapons and vehicles. Each numerically higher Tech Level allows different, larger, and more
advanced systems to be built into each vehicle.
When creating units, no weapon or system may be chosen from a Tech Level higher than that selected for your
force. Weapons and systems may be chosen from lower Tech Levels. Items chosen from lower levels reduce the
number of System Points used for each item by one point per level lower, to a maximum reduction of two System
Points per system and a minimum usage of one System Point.
Tech Levels for weapons and systems are listed as (TL#) when not in table form.
Unless stated otherwise, all fractions resulting from calculations are rounded up to the next whole number during
each step of construction. Final unit point values are rounded off normally.
Keep in mind when choosing your vehicle’s Signature that Hard Points are used for placing weapons in the
vehicle, while System Points are used to equip the vehicle with defenses and other systems that improve
battlefield performance.
33
Bulkheads
Bulkheads are available to Signature 4 and larger vehicles. Increase the BHV of a vehicle with Bulkheads by 10%.
4. Add Armor
Armor is purchased individually for each target facing of a vehicle. Vehicles may be built without armor, making
them Soft targets. No single armor factor on an Armored or Partially Armored vehicle may exceed 6, and all fac-
ings of the vehicle must have the same type of armor (Basic, Ablative, or Active), although each facing may have a
different armor value (or no armor value at all).
Turreted
Each turreted vehicle has eight different facings - front, left side, right side, and rear - for both the vehicle’s Turret
and Hull. Side armor must be identical for both side facings in Turret and Hull locations. The cost of both the left
and right armor facings of a Turret or Hull are pointed as a single armor facing (i.e., point values for a Turret’s ar-
mor would be the cost for front/sides/rear, not front/left side/right side/rear).
Non-Turreted
Non-turreted vehicles have only front, left side, right side, and rear facings. Both side armor values must be identi-
cal and are pointed as above.
Partially Armored
Any facing of an Armored vehicle that does not have armor uses its Soft Defense value for fire directed through
that target aspect. Enter an ‘S’ in the place normally used for the armor value of that facing.
Walkers
Each Walker purchases armor factors for its Head, Torso, and Extremities, in front and rear locations. Extremities
of Signature 2 and larger walkers may be divided into Arms and Legs for purposes of purchasing armor; these
units use the hit location rules found in 11.0 of this rulebook.
The cost for each type of Armor or Sharmor is based on the vehicle’s Signature:
An Armored Open Top vehicle reduces the cost of its Turret Rear (on a turreted vehicle) or Hull Rear (for a non-
turreted vehicle) armor by 50%
Reactive Armor (TL3) may be added to each of a non-Air/STOVL Mobility vehicle’s Armored target facings at a
point cost equal to half of the Basic Armor cost. Non-Walker vehicles may not add Reactive Armor to any rear fac-
ings, and Walkers may not add Reactive Armor to their Head target locations. Reactive armor may not be added
to a vehicle with Active armor.
Any vehicle may also increase its Defense rating by up to two points, to a maximum Defense rating of 12. Each
34
point of Defense rating increase costs 50 construction points.
NOTES:
1. Airships only.
2. Cost based on second movement value.
3. May not be Unreliable.
4. Dirigibles only.
Unreliable Mobility
To give an element the Unreliable Mobility characteristic, choose a die type that is lower than the element’s maxi-
mum purchased movement allowance before adjusting for armor and size. Subtract half of the Unreliability die type
(d6=3, d8=4, etc.) from the element’s base movement allowance prior to calculating the cost of the element’s
Mobility.
35
Air Mobility Turn Mode
Turn modes are based on an Air element’s Signature, with Signature 4-6 turn mode = 1, Signature 1-3 = 2, Signa-
ture 0 to -2 = 3, and -3 or less = 4. Add one to the Turn mode for each fraction of 8” of movement.
No type of Sharmor reduces a vehicle’s movement allowance for having any values in excess of four; Primary Dis-
placement movement is never reduced for having armor values of four or higher.
For Air or STOVL mobility vehicles, reduce the movement allowance by 2” for each point of armor over 4, and by 2”
if Signature 0 or larger.
Reduce the number of System points used by any system by one (to a minimum of one System Point) for each Tech
Level of the higher than the system’s listed Tech Level.
Unreliable Systems
The Unreliable/1 characteristic reduces the cost of a system/weapon by 10%; Unreliable/2 reduces the sys-
tem’s cost by 25%. Unless noted otherwise, systems of any TL may be Unreliable.
EW/Fixed EW, Organic attribute, Autonomous, Command systems, Streamlining, Troop Bay, and Tow packages
are never Unreliable Systems.
Note: Absorber Fields may have one to five points of capacity (first number), and one point of reduction (second number) if their
36
capacity is 1 or 2. If their capacity is 3 or 4, they have 2 points of reduction, and 3 points of reduction if the damage capacity is
5. Costs are paid for by total capacity plus reduction (5/2 would be seven, for 350% of BHV); system points used are based on
capacity (2nd number) only.
Fixed EW may be purchased at TL higher than 2, but has the same EW rating limitations as those of EW at a higher TL.
Area Shields have a maximum AoE of 2” at TL4 and TL5, and a maximum AoE of 3” at TL6 and above.
Each italicized entry is a type of UW attack specific to the system that precedes it in bold text in this table. No type
of UW attack may be installed in a vehicle if the appropriate UW system is not installed.
The cost of each type of UW attack is the Point Cost of the attack times the Tech Level of the element. Attack point
costs are never included in the base UW system cost.
The range of any UW is the force’s Tech Level squared (range for all TL5 weapons would be 25”; TL6 range would
be 36”).
Note that a vehicle with any type of UW system must have a Command Package installed (see 6-C, Other Systems).
37
6C - Other Systems
SYSTEM TECH LEVEL SYSTEM POINTS POINT COST SEE NOTE
Aegis System 2 4/max. 2” AoE 80 x AoE 1
Aegis System 3+ 4/max. 3” AoE 80 x AoE 1
Aerosol Defense 2 1 per value/max. 3 20 per value
Auto-repair 5 4 1 x BHV
Adv. Auto-repair 6 5 1.5 x BHV
Repair Bay 6 2 2 x BHV 2
Automated Turret 3 1 10% BHV
Control
Autonomous* 6 2 50% BHV
Braking Jets 3 1 25% BHV 3
Chaff Pod 3 1 (total)/max. 3 uses 40 per use 4, 12
Charge Rack 2 1/2 per value/max. 6 10 per value
Close Defense System 3 1 40
Command Package 2 1 10% BHV
Coordinated Fire Control 4 2 90
Countermeasures* 2 1 per use/max 3 40 per use
Digging Charges 4 1 25% BHV
Displacement Amplifier 7 3 120 5
Drone Rack 3 1 40
Environmental Systems 1 2/4/6 25/50/75 6
Fascines 1 2 25
Flight Deck* 1 2 5% BHV per point
FSO* 2 0 50
Gas or Mine Deployment 2 1/2 per
“ of MF or GAS 20 per inch of MF or GAS
max. 3”x 2
Grenade Rack 3 1 80
Hangar Deck* 1 2 5% BHV per system
Infantry Jacks 3 1 20% BHV
Impr. Infantry Jacks 4 1 25% BHV
Jump Jets 4 2 10% BHV 7
Linked Fire Control 3 1 60
Marines* 1 2 per point 30 8
Mine Clearance (d6) 2 2 60
Mine Clearance (d8-1) 3 2 80
Mine Clearance (d8) 4 3 100
Mine Clearance (d10) 5+ 3 140
38
SYSTEM TECH LEVEL SYSTEM POINTS POINT COST SEE NOTE
Mercury I/II/III 4/5/6 2 50/100/175
Observer* 1 1 40
Physical Training* 1 0 50 9
Pontoons* 2 1 20 10
Radar 1 2 per value/max. 3 20% BHV per value
Radar Jammer 1 2 100
Ramming Prow* 1 1/2/3 20/45/80 6
Range Finder 1 3 50% BHV
Scout EW 2 1/3; max 1/2 of EW (5% x TL) x EW cost per point 13
Signal Jammer 1 2 75
Smoke Mortar 2 1 (total)/max. 2 uses 20 per use 12
Smokescreen 2 1 per use/max. 2 uses 60 per use
Stabilizers 3 1 25% BHV 4,7
Streamlining* 3 0 50% BHV
Targeting Laser 2 1/max. range = 35” 1 per inch of range
Telecomm System 1 2 50
Teleport Platform 6 1 per team capacity 50% BHV per team
Teleport Ring 7 2 per value/max. 16 50% BHV per value
Torpedo Tube* 2 ½ per value/max. 6 10 per value
Tow Package* 3 1 10 points per gun size 11
Troop/Transport Bay* 1 2 5% BHV per Bay
Ventilators 4 2 per value/max. 2 40 per value
Vulcan-I/II/III 3/4/5 1 40/60/80
NOTES:
1. May not be installed on Sub or Air elements.
2. Must also have Advanced Auto-Repair.
3. Drop Pods only.
4. Air/STOVL mobility only.
5. Must have Displacement mobility (any type).
6. Signatures 3 to 6/-1 to 2/-4 to 1.
7. Walker mobility only.
8. Large Sea/Land/Airship only.
9. Sea/Physical mobility only.
10. Air/STOVL mobility only.
11. Based on the unmodified damage die of the towed Gun, with d4 = size 1, d6 and d6-1 = size 2, etc.
12. These systems use a single system point regardless of the number of uses purchased.
13. Scout EW cost is based on the total ‘normal’ EW cost of the vehicle. The cost for one point of Scout EW is the element’s TL
times 5% (a TL6 element would have a 30% cost) times the total point cost of the vehicle’s EW. Multiply this by the total
number of Scout EW points the vehicle will possess. The Scout EW total may not exceed half of the vehicle’s EW rating,
and its range is three times the vehicle’s TL.
General notes:
1. When system point cost is listed as ‘x per value’, the number of system points is accrued for each point of the system in
question (example: a vehicle with two Ventilators uses four System Points for that system rating).
2. ‘Max.’ refers to the maximum value that system may have.
3. An asterisk (*) next to the name of a system indicates that it may not be Unreliable.
4. Refer to a system’s text description in the appropriate module if you’re unsure about the specific use of that system or the
benefit of increasing its rating before mounting it on your vehicle.
39
7. Direct-Fire Weapons
Choose weapons to mount on the vehicle from the list below. Options will be limited by the vehicle’s Tech level and
the number of Hard Points available for use. Also assign a basic game function (AT or AA) to each non-AP weapon.
When deciding the Damage die to be used for the weapon, a die type lower than the one listed in the Max. Damage
Die column may be used. Lower die choices include the same die type ‘-1’. For example, a d8-1 would be a lower die
type than a d8.
Each weapon uses some or all of the Hard Points available for the basic hull chosen in step 2. The number of Hard
Points used for each weapon is its Damage die type minus two. If a weapon will be a Dual-mount weapon, increase
the Hard Points used by 50% (rounded up); if it is a Quad-mount weapon, double the number of Hard Points used.
Unreliable Weapons
The Unreliable/1 characteristic reduces the final cost of a weapon by 10%; Unreliable/2 reduces the weapon’s
cost by 25%. Weapons marked with an asterisk (*) may not be unreliable.
NOTES:
1. Sea/Land/Airships only. 4. May not be Dual/Quad mount or Rapid Fire at TL2.
2. Max Range at TL2 is 7. May have a range band of 12 at TL8. 5. May add Chain Shot for +20 points per die, and
3. Must be Dual or Quad-mounted. Restricted to 900 firing arc. Canister for +10 points per die.
NOTES:
1. Increase the maximum range band to 12 at TL8. 4. Max. range at TL2 is 7; TL3 to 7 max. range
2. Weapon cost is (range band x 30). band is 10; TL8 max. range band is 12.
3. Needs no AT or AA designation. 5. May not be Dual/Quad mount or Rapid Fire at TL2.
40
General Notes on Vehicle Weapons
When multiple entries are listed in a column for a single weapon type, those entries correspond to those found in
other columns of the same entry. For example, an APT weapon has a maximum d8 Damage die and maximum
range band of 8 at TL6, a maximum Damage die of d10 and maximum range band of 9 at TL7, and a maximum
Damage die of a d12 and a maximum range band of 10 at TL8.
7C. AP Weapons
41
Variable Weapons
Variable weapons are TL7 and use a number of Hard Points equal to two less than the attack value. The minimum
attack value of Variable weapons is 14 and the attack value is used as the die type for weapon cost calculations.
Only Disruptor, Laser, or Plasma weapons may be Variable, and the cost multiplier of the weapon is ‘x1.1’. A Varia-
ble weapon may not be a Dual/Quad-Mount, Pulse, or Rapid Fire weapon.
The ranges of a weapon are found by using multiples of the range band. Short range is equal to the range band;
Medium range is double the range band; Long range is 3.5 times the range band, rounding fractions down; Ex-
treme range is five times the range band.
If the weapon has a cost modifier listed in the charts above, multiply the result by this amount now.
TRAIT TL RESTRICTIONS COST MODIFIER SEE NOTE Weapon Trait Cost Modifiers
Multiply the current (running) cost of the
Advanced Pulse 8 x.75 1, 2 weapon by the multiplier shown in this
Dual Mount n/a x.5 table at left for each Trait the weapon will
possess. Add all multipliers together prior
Emulator 7+ x .1 1 to calculating the weapon’s adjusted cost
(example: a Dual-mount Emulator weapon
Pulse 7+ x .5 1, 2
would have a cost modifier of ‘x1.5’), then
Quad Mount n/a x1 3 add this amount to the basic cost of the
weapon.
Rapid Fire n/a x .25
NOTES:
Rift 8 x1 1 1. Energy weapons only.
Universal 8 x1 1, 2 2. Not available to Antimatter weapons.
3. Not Available to Artillery weapons.
Walkers may have no more than half of their weapons (measured in Hard Point usage) assigned to LF, RF, OL, or
OR firing arcs (i.e., each firing arc may mount up to half of the Hard Point total). They may use a T firing arc for any
weapon but may not mount weapons that use Oblique Left Rear (OLR) or Oblique Right Rear (ORR) firing arcs.
Note that a Turret mount cannot be used for any Direct Fire or ART weapon if the vehicle type chosen in Step 3 of
vehicle constructions is other than Turreted or Walker.
42
For Turret-mounted weapons, no cost adjustment is made; use the existing number as the final point cost. Mount-
ings that offer a 1800 firing arc reduce the weapon’s cost by 10%, while mountings that have a 900 firing arc re-
duce the weapon cost by 20%. The resulting number is the weapon’s final point cost and is added to the cost of the
vehicle.
Combined firing Arcs are permitted (such as F+SL), with any firing arc over 900 up to 1800 being treated as a 1800
weapon, and any weapon with a combined firing arc of greater than 1800 being treated as a Turreted weapon for
point value calculations.
Each Artillery weapon uses some or all of the Hard Points available for the basic hull chosen in step 2. The number
of Hard Points used for each weapon is its Damage die type minus two. If an Artillery weapon will be a Dual-mount
weapon, increase the Hard Points used by 50%. There are no Quad-Mount ART weapons.
Indirect Fire weapons may not be mounted on Air mobility vehicles with signatures of 3 through 6.
NOTES:
1. PART are constructed and costed as direct-fire weapons but included here at they are technically artillery. The
cost modifier includes the point reduction for always being limited to a 900 firing arc. PART may not be mount-
ed on elements with Sea/Sail as their primary mobility.
2. AoE may be specified in increments of 1/2” tp to the listed maximums for each weapon type.
3. TL2 Sea elements use TL3 weapon limitations.
The Range band entries for an ART weapon on its vehicle’s Data Card are 2x range band for its short range limit,
and 3x its range band for its long range lmit.
43
Mount weapons; PART, MTR, and RCT may have the Direct Fire trait.
Direct Fire ART ranges are found by taking the ART weapon’s long range and dividing by 10, rounding fractions up. This is its
direct fire range band; use the Range Band Tables from 7F as the weapon’s Direct Fire ranges on its Data Card.
When purchasing munitions for an ART weapon, each subsequent munitions type must have a higher Depletion number than
the previous type purchased (if the first type uses a Depletion number of 3, the next munitions purchased must have a Deple-
tion number of 4 or higher).
The basic cost of each munitions type is either a fixed cost or based on the cost of the ART weapon that will be using that muni-
tions type. Multiply the cost of any munitions type based on the cost of the GART/ART/SMART weapon by the cost multiplier
shown for the munitions type.
Depletion numbers for some munitions types are limited as per the Munitions table below, with specific costs for modifying the
Depletion number given in the table’s ‘notes’ section. If the ‘Depletion #” entry says ‘see chart’, multiply the munitions type’s
basic cost result by the Depletion number modifier to find the cost that is added to that of the vehicle for that munitions type..
MUNITIONS TL RESTRICTIONS COST MODIFIER FIXED COST DEPLETION # SEE NOTE
Antimatter 8 x1 n/a see chart 1, 2
Bio Nanobots 7 x.3 n/a see chart 1
Comm Eliminator 4 x.2 n/a see chart 1
Disruptor 6 x.5 n/a see chart 1
Drone 4 n/a as per Drone (single use) 3
EMP Burst 5 x.3 n/a see chart 1
FAE 2 n/a 75 per inch of AoE 6 1, 4
FASCAM 2 n/a MF cost x3 7 5
Flame 1 n/a 15 n/a 6
GAS 1 n/a GAS cost x3 7 7
Groundbreaker 3 n/a 40 per inch of AoE 5 1, 8
Ion 6 x.2 n/a see chart 1
MicroNuke 2 n/a 7500 (single use) 9
Pee Wee Nuke 3 n/a (see table) (single use) 10
Plasma 4 x.25 n/a see chart 1
Smoke 1 n/a 50 per inch of AoE 6 11
Sub-Munitions 2 x.2 n/a see chart 1
Viral Chaos 7 x.4 n/a see chart 1
Viral Death 7 x.5 n/a see chart 1
Viral Inhibitor 6 x.3 n/a see chart 1
Viral Tagging 6 x.3 n/a see chart 1
44
Note that this is also the cost of a single Ammo Load of the same type. If players will be using the Ammo Vehicle rules, it would
be a good idea to write down the specifics of each munitions type for future reference in calculating the cost of an Ammo vehi-
cle’s Ammo loads.
NOTES:
1. This munitions type resolves attacks in the same manner as the original weapon system for which it is named,
using the artillery weapon’s Damage die, range, and AoE characteristics where applicable.
2. Antimatter munitions have a maximum of 2d10 Damage dice, even if the artillery weapon normally uses a d12.
3. Each Drone munitions type uses one System point of the vehicle’s allowance.
4. May reduce its Depletion number to a minimum of 4. Increase the cost by 50 construction points per point of
Depletion number reduction.
5. See the Minefield Construction table in the Fortifications section of the construction rules.
6. Available only to PART weapons.
7. See the GAS Weapon Construction table in the section immediately following this one. The printed Depletion
number may be reduced to a minimum of 5. Increase the cost by 50 construction points per point of Depletion
number reduction.
8. May reduce its Depletion number to a minimum of 3. Increase the cost by 20 construction points per point of
Depletion number reduction.
9. Each MicroNuke carried on a vehicle uses one Hard Point of the vehicle’s available total. This does not apply to
Ammo Vehicles.
10. Each Pee Wee nuke carried on a vehicle uses one-half of a Hard point of a vehicle’s available total. This does
not apply to Ammo vehicles.
11. May reduce its Depletion number to a minimum of 3. Increase the cost by 25 construction points per point of
Depletion number reduction.
All Drone Munitions are single-use items and use one System Point per occurrence. Add the cost of each Drone to
the cost of the vehicle.
DEPLETION COST
8F. Adjusting Munitions Costs by Depletion Number NUMBER MODIFIER
For each munitions type that has the note ‘see chart’ in its Depletion number col-
umn, multiply the basic munitions cost by the factor found in the chart below to give D3 x.9
that munitions type a specific Depletion number. This result is the munitions’ final D4 x.8
point cost that is added to the cost of the vehicle.
D5 x.7
D6 x.6
D7 x.5
45
9. Missiles, Torpedoes, and Depth Charges
Each type of missile that will be mounted on a vehicle has its characteristics and point cost determined prior to
deciding how many of each type of missile to add to a particular vehicle. The cost of each missile or missile system
is added to the point total of a vehicle once for each occurrence of that missile type or system.
If players are using the Ammo Vehicle or Reload Rack rules, it would be a good idea to make a note of the cost and
characteristics of each type of missile/system created, as this would reduce the amount of redundancy in creating
these weapons for the purpose of arming multiple vehicles.
There are several missile types available to units. These are divided into different tables depending on their con-
struction nuances. All weapons in this section are single use items.
The cost of each of these missiles is its range band x Damage die x Cost Modifier. Note 1: each of these missile
types may mount an Optional Warhead; see 9B.
46
NOTES:
1. Requires that one or more Charge Rack systems be installed on the vehicle; Sea Mobility only.
2. This weapon has access to certain Optional Warheads; see 9B.
3. Requires that one or more Torpedo Tubes be installed on the vehicle; Sea or Sub mobility only. The Turn Mode of
a Torpedo is found by dividing the Speed of the torpedo by 10, rounding up.
9D. Spoofing
Up to three points of Spoofing may be added to any TL3 or higher ATM/AAM/ASM at a cost of 20 points per
point of Spoofing. Any level of Spoofing increases the missile’s Hard Points used by +.5. Spoofing costs are added
after all other costs modifiers have been applied to the missile, and missiles with Spoofing capabilities may be used
as the basis for Ample and Limited missile systems.
47
10. Total Vehicle Cost
Take the point total of all components used on the vehicle - BHV, Mobility, Systems of all types, and Weapons - and
divide the total by 10 to derive the Game Point Value (PV) of the vehicle that has just been created; round fractions
normally.
10A. Overheating
If the vehicle will be subject to Overheating, reduce its Game Point Value by 5%.
Some vehicle types use specific differences in their construction from those found in Part One of the construction
rules. Those differences are outlined here. Unless noted otherwise, all final vehicle PV are derived as per section
10.
Drop Pods, while technically being Air Mobility types (and are treated as such for combat purposes), never pur-
chase a Mobility Type, nor do they have a movement allowance.
A. Drop Pods are limited to Signature 4, 5 or 6 designs, and may only install EW, Troop Bay, Chaff, Shields, Smoke,
Braking Jets, and Vulcan systems.
B. They must be Streamlined and have an Armor value greater than zero. Drop Pods have a single Armor value,
and the Armor point cost is the same as if it was an Air/STOVL element.
C. They may not mount a weapon with a Damage die greater than a d6.
D. Drop Pods may exchange Hard Points for additional System Points on a 1-for-1 basis, but all additional System
points derived from this exchange must be used to purchase Troop Bays.
For each 1/3 (rounded up) of a Drop Pod’s Hard Points exchanged for System Points, increase the vehicle’s Signa-
ture to the next larger type for targeting purposes only; do not give them the additional System or Hard Points that
would be available to a larger Signature vehicle.
11B. Dropships
Dropships are Air or STOVL mobility vehicles that may use note ‘D’ from the Drop Pods section. All Dropships must
be Streamlined.
Increase a Dropship’s Turn Mode divisor (if Air Mobility) by an additional one for each ‘virtual Signature’ lower than
-4 (+3 for Sig. -5, +4 for Sig. -6, and +5 for Sig. -7).
Drop Capsules
Any Power Armor team may enter play via Drop Capsule, increasing its game point value by 5 points over their
normal point cost for the current game only. Drop Capsule landing procedures are identical to those for Drop
Pods.
11D. Teleportation
Personnel teams may be Teleported to a planetary surface by orbiting ships, so long as the force being teleported
has at least the minimum Tech Level (6) to allow Teleportation. Any type of Personnel team, including those using
Assist Mobility or in Power Armor, may be teleported into battle. Teams using Teleportation for Orbital Insertion
increase their point value by 5% in any scenario in which they are deployed in this manner.
48
12. Seagoing Vehicles
12A. Armor
Sea elements use two Armor facings: Superstructure and Hull. SUB elements have a single Armor factor. Multiply
all Sea/SUB element armor point costs by 3 to find the final cost for the element’s armor.
Sea-going vessels may be partially armored or Soft targets, but may not have Soft ratings for Hull armor if they
have an armor rating for their Superstructure.
All other weapons may have any mounting except Turreted (3600), and receive the normal point reductions for
their chosen firing arc.
12D. Carriers
Any vehicle that has at least one Flight Deck point and one Hangar Deck point is classified as a Carrier and is enti-
tled to use all of the special rules pertaining thereto.
13A. Armor
Armored Airship, Sea Ship, and Land Ironclads have front, side, and rear target aspects for their Hull and Super-
structure locations, plus an additional Armor value for Turrets on Large vehicles of these types which must be pur-
chased. Superstructure Armor may never exceed 5 on any ship type.
Each Squadron initially consists of a single hit when constructed. Increase a Squadron’s final (PV) cost by 50% if it
will have 2 hits; double the cost if it will have 3 hits.
For Flight Deck and Hangar Deck capacities (only), Squadrons having 2 or 3 hits are considered to be one Signa-
ture larger than the Signature used to determine their basic characteristics when determining load-out limits on
Carriers.
14. Drones
Drones are constructed as other vehicles and are always launched and/or controlled by another vehicle. Drones
49
must always be at least one Signature smaller than their launching/controlling vehicle.
15. Trains
Trains are constructed for use in the game by creating an engine and at least one type of Rail Car. When arrang-
ing Trains for play, all Rail Cars must be the same Signature as the engine.
The term ‘Rail Cars’ refers to cars attached to an engine with any mobility type.
Each Engine must use one Build Space for each fraction of 3” of its movement allowance, LAND TRAIN BUILD
and Engine mobility is adjusted normally for Basic/Ablative/Active armor values over 4. ENGINE SPACES
SIGNATURE
15B. Land Train Engines 2 6
Land Train Engines are designed as Land Train Engines with the following differences: 1 9
Land Train Engines may be of any available Signature, with Build Points available as per 0 12
the table to the right. They may have Wheeled, Tracked, Hover, Roller, and Grav mobility. -1 15
Rail Cars always have a Mobility rating that is identical to the Train Engine (Rail or Land) to which they will be at-
tached, but must be constructed with a movement allowance of zero.
A Soft Target Rail Car, as well as an Armored Rail Car that has Basic/Ablative/Active armor values of 3 or less
and/or a Rail Car that uses half or less of its available build Spaces is given a Movement Modifier of -1/2”. A Rail
Car that uses more than half of its Build Spaces or has an armor value for any facing of 4 or more is given a Move-
ment Modifier of -1”.
Direct-fire weapons mounted on a Rail Car may have Side Left/Right, or Fixed Rear firing arcs (only). ART weapons
may use Fixed Forward or Fixed Rear firing arcs (only).
16A. Guns
16A1. Weapons and Systems
A Gun’s weapon characteristics and point cost are determined in exactly the same manner as weapons mounted
on vehicles. Use section 7 of vehicle construction for direct fire AT, AP, and AA weapons, and section 8 for ART
weapons. A Gun may have any Weapon Trait or Munitions type available to the same class of vehicle weapon the
Gun is based upon.
Guns may only be given 900 (FF) or 3600 (T) firing arcs. Reduce the cost of all FF-arc Gun weapons by 20%.
A Gun’s systems are limited to EW, Coordinated Fire Control, and Linked Fire Control. Use (Damage die type x10)
as a Gun’s BHV for finding the cost of EW. All Guns use Fixed OEW (only).
Total the cost of the Gun’s Weapons and Systems before moving to the next step.
50
16A2. Gun Transport Type
Guns may be Limbered or Static. A Limbered Gun may be towed by a vehicle equipped with an appropriately-sized
Tow Package. The cost of a Limber is 10% of the cost of the combined total of the Gun’s Weapons and Systems.
Static Guns are immobile and must remain in their placed positions once a scenario begins. There is no additional
point cost added to field a Static Gun.
Nuke Strikes (Micro/Pee Wee) use only the cost of the nuke as the point value for the ORT strike. Note that the
values calculated in this section are NOT divided by 10 to derive the PV.
51
17D. Availability
ORT strikes costs are calculated for a single usage, but multiple uses may be purchased for a single scenario. The
minimum number of ORT uses purchased for a scenario in which they will be used is one, and the maximum is
three, from a single ORT ‘weapon’.
Hybrid vehicles use specialized vehicle hulls, but may have MECHANICAL ORGANIC HYBRID
most Mechanical vehicle systems or weapon components TECH LEVEL (TL) TECH LEVEL (OL) TECH LEVEL (HL)
installed alongside specified Organic Systems and Attrib- 1 NA NA
utes.
2 NA NA
As Hybrid vehicles use both Tech Levels (TL, or 3 1 1 (TL3+OL1)
‘mechanical’ technology) and Organic Levels (OL, or
‘organic’ technology), the general rule for Hybrid Tech is 4 2 2 (TL4+OL2)
that TL3 is the equivalent of OL1. The systems and limita- 5 3 3 (TL5+OL3)
tions of these two (TL3 + OL1) combine to form Hybrid
Level 1 (HL1) as detailed in the table at right. 6 4 4 (TL6+OL4)
7 5 5 (TL7+OL5)
8 5 6 (TL8+OL5)
18A. Organic Vehicle Hulls
All Hybrid vehicles use Organic hulls. There are no dedicated values for System or Weapon Hard Points in Organic
hulls. Instead, each Signature has a range of Build Spaces that may be used to install System and Weapon points.
The total number of System plus Hard Points used for all vehicle systems and weapons may not exceed the vehi-
cle’s purchased number of Build Spaces.
SIGNATURE OL BUILD SKIN # OF BHV
SPACES RATING HITS When creating a Hybrid hull, one should de-
cide on the systems and weapons to be in-
6 1 1-6 6 1 4 per build space stalled in the vehicle before purchasing the
5 1 7-12 7 1 “ “ “ “ hull (but do not add their costs until the ap-
propriate step in the construction process).
4 2 13-17 8 1 5 per build space This allows for making the hull an “exact fit”
3 2 18-22 9 2 “ “ “ “ for the vehicle’s component systems and
weapons.
2 3 23-26 10 4 6 per build space
52
ATTRIBUTE HL BUILD SPACES COST Hybrid vehicles may not use
Auto-repair, Advanced Auto-
Accurate 2 1 40 repair, Shields, Advanced
Command (see sub-table) ½ per Command Rating 50 per point Shields, or Gravitic Shield sys-
tems.
Death Spasm 3 1 50
Fearsome 4 1 80 Additionally, a Hybrid vehicle
may not install EW systems if
Fearless 1 1 50 it will use the Tuning or Fine
Fine Tuning 4 5 500 Tuning systems as found on
this table.
Motivated 3 2 40
Multi-receptors (2) 3 2 90
Multi-receptors (3) 5 3 120
Receptors 1 1 60 Command Sub-Table
HL MAX. COMMAND
Regenerate 2 5 200 RATING/ RANGE
Speedy 1 2 75 1 2/4”
Stealthy 2 2 40 2 3/6”
Symbiotic 3 2 80 3 4/8”
Tuning 2 3 350 4 5/10”
Vicious 3 1 80 5 6/12”
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PART FOUR - PERSONNEL ELEMENTS
When creating Personnel units, the first step is to define a basic Team, including mobility type, the type of armor
Protection each Team member wears, any Attributes that give the Team members special combat abilities, and
the basic AP weapon wielded by each member of the Team.
Once the basic Team is defined, the number of Teams in a Squad is determined and any heavy weapons carried by
the Squad are added to one or more of the Squad’s Teams..
54
19C. Team AP Weapons
Teams with a Defense rating of 9 or less may have a single AP weapon added to their statistics, while Teams that
have been given a Defense rating of 10 or higher (Power Armor) may have two AP weapons. Each weapon’s point
value is calculated separately and added to the Team’s running point total.
A Power Armor Team with two AP weapons may not subsequently add any other weapons to its squad (SAW,
LATW). Power Armor teams may also be created with no Team AP weapon so as to be equipped with multiple
LATW or SAW weapons per team later in the construction process.
Archaic Machinegun Teams have no Team AP weapons, and must be constructed with two APMG or AAMG weap-
ons.
The range band and Damage die for a Team AP weapon are limited by the Team’s TL. Data Card range entries for
AP weapons are calculated as in section 7F.
The point cost of each Team AP weapon is the (Damage die x extreme range entry). Add the weapon’s point cost
to the costs for the team’s Mobility and Defense.
AP Weapon Table
TL MAX. MAX. SEE
DAMAGE RANGE NOTE
DIE BAND NOTES:
1. Represents muskets.
1 d6-1 1 1, 3 2. Represents rifles.
1 d6 2 2, 3 3. This AP weapon may have a modified range band arrangement; see
19C1.
2 d6 3
3 d8-1 4
19C1. Special Case Team AP Weapons
4 d8 4 Team AP weapons with a range band of zero may not make direct fire
5 d10-1 4 attacks, but use their purchased Damage die to resolve any CC or CA
attacks in which they are involved. The cost of range zero weapons is ½
6 d10 6 the cost of range band one weapons.
7 d10 8
Archaic range zero Team AP weapons have a maximum Damage die of
8 d12 10 d8-1.
Musket and Rifle-armed Teams may reduce their range by using the AP Weapon’s Long range band as their Ex-
treme range band, placing a ‘-’ in the Long range entry. Reduce the cost of any such weapon by 20%.
55
ATTRIBUTE TL COST PER TEAM SEE NOTE NOTES (continued):
3. MCS not included in cost. Use the MCS cost and limi-
Close Combat 2 25 tations as for a vehicle MCS.
Weapons (CCW) 4. Not available to elements with Active Camouflage, and
Combat Engineers 2 40 3 may not add SHG.
5. Reduce the basic Team final cost by this percentage.
Combat Shields 7 20 per point/max. 4 4 6. Formation must be Line, Attack Column, or Column of
Companies, and Team may not have Maneuver Drill.
Fixed Formation 1 (-20%) 5, 6 7. Assist/x mobility only.
FSO 2 50 8. Assist/Draft mobility only.
9. May not be given to MG or Teams with Rifle, Musket,
Gas Masks 1 25 or Archery AP weapon.
10. Must have Rifle or Musket AP Team weapons.
Hit and Run 1 35 7 11. Must also be Autonomous.
12. May not be Massed elements.
Inspiring 1 80
13. Must have Personnel Shields.
Limber 1 10 8 14. May increase AP weapon range band by one
over the stated maximum for the chosen TL.
Maneuver Drill 1 50
15. Must also have Sapper attribute.
Personnel Shields 7 15 per point/max. 6 16. Maximum of 12”.
17. Minimum Defense rating of 10.
Physical Shields 1 25 9
Pikes 1 50 9, 12
Pilum 1 15 9
Power Weapons 5 40
Rapid Fire 1 +25% of Team AP
weapon cost
Sappers 1 40 10
Self-Repair 6 50 11
56
19F. Total Team and Basic Squad Cost
One should have the total construction point cost at this point in the process, remembering to adjust the final team
cost for having the Fixed Formation and/or Weak attributes. Multiply the final Team cost by 2, 3, or 4 depending
on the number of Teams that will comprise the Squad.
The basic cost of an ATR is (damage die x range band x 2), modified by any weapon type modifiers (Gauss, Plasma,
etc.). ATR may have the Pulse, Rapid Fire, and/or Universal Weapon Traits; no other Traits are available to an ATR.
Optional Warheads are available for use in Squad mis- ATM/AAM 4 d8-1 6
siles (exception: Micronukes are not available) at one ATM/AAM 5 d8 7
TL higher than printed for the specific warhead type,
with TL8 Warhead options being unavailable for Squad ATM/AAM/MPM 6 d10-1 8
Missiles. Spoofing may be purchased for any missile at ATM/AAM/MPM 7 d10 10
the stated cost; TL2 missiles have a limit of one point
of Spoofing. See section 9 for Missile construction. ATM/AAM/MPM 8 d12 12
The basic cost of a Squad Missile is (Damage die x range band) x2. Multiply/add to the basic cost of the missile for
any Optional Warhead installed on the missile. Add to this the point cost for any Spoofing ability the point cost of
the missile.
Add the cost of any Munitions to the basic cost of the Mortar to derive the final cost of the weapon.
57
added. OEW is unavailable to TL1 weapons. TL 2 Weapons may add a maximum of one point of OEW; TL3+ weap-
ons may add up to three points of OEW. After adding the OEW cost of a weapon, one has the final cost of the weap-
on that is added to the Squad’s running point total.
Divide this total by ten, rounding fractions normally. This is the Squad’s Game Point Value (PV).
58
PART FIVE - ORGANIC PERSONNEL ELEMENTS
Go through the following steps to create each type of Organic Personnel element that will be part of the created
force.
20A. Determine OL
Players creating their armies using strict TL/OL/HL limitations should choose the force’s OL (levels 1 through 5)
before beginning the construction of any element.
Multiply the number of hits by the cost per hit to begin the running point total for the element being constructed.
59
WEAPON OL MAX. MAX. RANGE/ POINT SEE 20D. Organic Weapons
TYPE DMG. DIE AoE COST NOTE Choose the weapons the with which
the Team will be armed, keeping in
AP 1 d4 3 see note 1
mind the number limitation on weap-
AP 2 d6 3 “ “ “ 1 ons each element type may possess.
AP 3+ d8 4 “ “ “ 1 NOTES:
1. Cost is Damage die times extreme range.
OFT 3 d12 0 200 2. Cost is as per an equivalent Gauss AT/AA
weapon from the Mechanical Vehicle section
OKW 2 d6 6 see note 2
(see 7A).
OKW 3 d8 7 “ “ “ 2 3. Ranges are as per a Mechanical Vehicle ART
weapon (see 8A). Weapon cost is (range band x
OKW 4+ d10 8 “ “ “ 2 Damage die) x (AoE+1) , giving the weaons a
Persistent value of 3. Multiply the cost of the
Plasma (ART) 3 d8 15/2” see note 3 weapon by 1.3 to give it a Persistent value of
4+, or by 1.5 to give it a Persistent value of 5+.
Plasma (ART) 4 d10 20/2” “ “ “ “ 3 4. Does not include the cost of any GAS weap-
ons. Cost for GAS is as for 1” of specific type,
Plasma (ART) 5 d12 25/2” “ “ “ “ 3 multiplied by 4.
5. Does not include the cost of any mines. Cost
Secretion Gland 4 by type (2”/unlimited) 100 4 for mines is as for 1” of specific type, multiplied
by 4. Captor mines are not permitted from
Spore Launcher 3 by MF (2”/unlimited) 75 5 Spore Launchers.
Add the cost of each weapon to the running construction point cost of the Team.
60
ATTRIBUTE OL COST SEE NOTE 20F. Team Cost
Total the construction point cost of all purchased items
Multi-receptors (2) 3 90 3, 6
(Team Type, Mobility, Skin, Weapons, and Attributes); divide
Multi-receptors (3) 5 120 3, 6 this total by 10, rounding normally, to derive the Game
Point Value (PV) of a single Team.
Preservation 2 80
Receptors 1 60 3, 6 20G. Organic Squads
Herd elements must be formed into squads of two to four
Regenerate 2 200 4, 6 identical elements, and may have a maximum of 16 Hits
Regenerate (Herd) 3 75 2 that may be sustained by all elements of the Squad. Multiply
the Cost of a single Team by the number of Teams in the
Speedy 1 75 Squad to derive the Squad PV.
Stealthy 2 40
Symbiotic 3 80 5, 6
Tuning 2 350 1, 6, 7
Vicious 3 80
A. As Organic elements with access to Team AP and Squad Weapons, within normal allotment limitations.
B. As Mechanical elements with access to Herder and Master elements, along with Organic and Command Attrib-
utes. All Teams have the same limitations on the number of attributes as their OL counterparts (though these may
be ignored if not using TL/OL/HL limitations during construction).
All point costs listed for each Personality Trait are game point costs, not construction point costs. Add the total
point value of the Personality directly to the PV of the type of Team or element type that is used as the basis of
their creation.
61
22A. Personality Traits
Each Trait may be purchased only once.
TRAIT POINT VALUE
22B. Hits
Ace Gunner 15
If the Personality will have 2 hits, double its basic Team cost. Triple the
Assassin 25 basic Team cost if it will have 3 hits. Add this to the running cost total prior
Charmed 25
to adding the cost of any save.
Frighten 5
Fumble 10
Kill 25
Resolve 10
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PART NINE - FORTIFICATIONS
24B. Captor MF
TL TYPE MAX. MAX. DEFENSE
All Captor MF may purchase up to 3 points of OEW at a cost of DMG. DIE RANGE
30 construction points per point of EW, and ATM Captor MF may
add up to 3 points of Spoofing for 20 construction points per 3+ ATM d10 8” 8
point of Spoofing. 3 Laser d6 6” 10
4 “ “ d8-1 8” 9
The cost for 1” of any Captor MF is (Damage die x Range x 3)
plus any cost for OEW/Spoofing. 5+ “ “ d8 8” 8
24C. Mobile MF
A mobile MF may move up to 4” in a turn. The cost for a mobile MF is the cost of the MF (built as either a Static or
Captor MF) times the (movement allowance +1).
25. Fieldworks
Listed costs for Impediments and Linear Obstacles are Game Point Value (PV) cost for each inch of the chosen
type of Impediment or Obstacle placed on the table during game set-up.
25A. Impediments
IMPEDIMENT TO MOVEMENT DEFENSE RATING COST PER INCH
Foot, Assist/Beast, Assist/ -d4 8 10
Draft, Assist/Wheel
Foot, Assist/Beast, Assist/ -d6 9 15
Draft, Assist/Wheel
Foot, Assist/Beast, Assist/ Impassable 10 20
Draft, Assist/Wheel
Roller, Tracked, Wheeled -d6 9 20
Roller, Tracked, Wheeled -d8 10 25
Roller, Tracked, Wheeled -d10 11 30
Roller, Tracked, Wheeled Impassable 12 40
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25C. Trenches TRENCH SIGNATURE ADD TO DEFENSE ADD TO COST PER INCH
Trenches use the base characteristics
and costs of Linear Obstacles. Increase 6 0 5
the Defense value and the point cost of 5 0 7.5
the linear obstacle type for each Signa-
ture listed here. 4 1 10
3 2 12.5
25D. Bunkers 2 2 15
Bunkers are built as vehicles without a Mobility type, must have an Armor value (includes those imparted by all
types of Sharmor, as well as Advanced and Gravitic Shields), and may be Turreted or non-Turreted. Construct all
Bunkers as if they were Hybrid Vehicles for determining the Signature and number of Hard and System Points for
each Bunker.
64
APPENDIX I:
FORCE LISTS
65
THE OMANI
IMPERIUM
We Omani pride ourselves on being able to trace our ancestry back to a time when we inhabited but a single world
and were enslaved by the Kistasha. The Oral Histories tell us that we broke our chains and used them to strangle
our former masters, steal their weapons and methods of travel,and then spread through the known universe like
fire blown through a field of grain.
Are the Histories accurate, or have we altered them in the telling over countless ages, unable to separate fact
from fantasy? Can these tales, over the long passage of time, be verified? Must this be accepted as Ultimate
Truth? Is it not enough to know that we, as a race, still live?
- Odan Kearst, from the Imperial recording of the Great Heresy Trial, Epoch VI, 79, 423.4.15
The Omani people have a recorded history they claim can be documented – through minor physical evidence and
their omnipresent Oral Histories – all the way back to their original home planet, a world lost long ago in the nova
of its star. They claim this planet to have been some two-thirds the distance from its galaxy’s center towards its
outer edge, and they refer to it by many names throughout the Histories. The most commonly recorded names for
this semi-mythical world are Sola 3, Terra, and Earth.
The origin of much of the Omani culture can be traced directly to portions of the Oral Histories. Using these stories
as a guiding influence, Omani society and government have changed very little over time, even through the natural
ebb and flow of a civilization’s life cycle. Each time they are forced to begin anew, the Omani have rebuilt their socie-
ty along similar lines, using the Oral Histories as their guiding influence.
The Empire
The Omani Imperium currently spans over a thousand Pathways, each of which is governed by a Viscount from one
of the Noble Houses. Higher-ranking families receive the stewardship of more profitable Pathways, and each Vis-
count may aspire to higher title and position by the merits of his performance.
Pathways are divided into Duchies of twenty to forty interconnected Pathways, each overseen by its Duke. It is the
responsibility of each Duke to levy troops, collect taxes, monitor production, maintain order within his own Duchy,
and act as the Emperor’s emissary when called upon to do so. Each Duke has a large staff of lesser nobles and
citizens to help him accomplish such a daunting task.
The Commoners
The average Omani commoner is industrious and cognizant of his place in society. Social interactions with those of
higher and lower rank have been codified into Omani society for so long that an outside observer would consider
the discourse between nobles and commons to be instinctive. While civilian commoners may aspire to a higher
station, it is very difficult for one to achieve the recognition from a higher authority that is needed to receive even a
low-ranking title.
There are numerous races that have been integrated into Omani society, some willingly, and some reluctantly (or
forcibly). While these peoples are considered citizens of the Imperium, may serve in the military, and are occasion-
ally given minor titles, they may never rise in station to the position of Duke, nor may their names ever be listed in
the register of Noble Houses.
Appearance
The Omani look very similar to modern-day humans, with slightly elongated hands, fingers, and skulls; their feet are
66
moderately wider, as well. Omani have a small amount of body hair, which is located exclusively on top of the skull.
Many commoners shave their heads completely, while nobles and military ranks braid their hair; a longer braid indi-
cates a higher station in Omani society. The average Omani stands just short of 2 meters tall and has a lifespan of
180 to 220 terrestrial years.
Military
The Omani ground forces are segregated into three basic types of organizations that are based on their expected
combat deployments: Strike, Battle, and Garrison. This section presents the vehicles and organizational data for
the Omani Strike Brigade component units and vehicles.
Omani Strike units use swift, decisive, and overwhelming force to pacify a target. While this sometimes leads to
unnecessary casualties in specific battles, it tends to reduce overall casualties, equipment losses, and supply diffi-
culties for the main invasion force that follows the Strike formations into the battle zone.
In keeping with this philosophy, combat vehicles assigned to Strike Brigades are highly mobile, heavily armed, and
have the ability to deploy directly to a planetary surface directly from orbit, eliminating the need for high-
maintenance dropships.
Technology
Omani forces have achieved Tech Level 6.
All Heavy Armor and Independent Marine Landing Companies always use Superior C2 ratings. All other formations
use Average C2 ratings, but may be rated as having Superior C2. Increase the point values for all Superior C2 for-
mations as per the main rulebook instructions (see Training and Crew Quality, p. 68).
Platoon Organizations
Assault Vehicle Platoon: 2 Egrela-a or Egrela-B vehicles.
Fast Attack Platoon: 4 Velteur-A vehicles.
Fire Support Platoon: 2 Velteur-B vehicles.
Scout Platoon: 2 Spraw Combat Scout vehicles.
Assault Infantry Platoon: 3 Assault squads plus 2 Leader Teams, mounted in 3 Turak Troop Transports.
Marine or Heavy Marine Infantry Platoon: 4 Marine or Heavy Marine squads plus 2 Leader Teams. All squads in
the platoon must be the same type.
Company Organizations
Heavy Armor Company: 3 Egrela-A and one Egrela-B platoons plus 1 Command Platoon.
Armor Company: 3 Fast Attack and one Fire Support Platoons plus 1 Command Platoon.
Armored Infantry Company: 3 Assault Infantry Platoons and one Leader Team plus one Command Platoon
Scout Section: 3 Scout Platoons.
Independent Marine Company: 3 Marine Infantry platoons plus two Leader Teams.
Independent Marine Landing Company: 4 Heavy Marine Platoons plus two Leader Teams. Unless otherwise noted,
Marine Landing Companies may always teleport into battle.
Cross-Attached Companies
Mech Infantry Company: 2 platoons of Assault Infantry and 1 platoon of Velteur Fast Attack Vehicles, plus one
Command Section.
67
Strike Company: 2 platoons of Velteur Fast Attack Vehicles and 2 platoons of Assault Infantry with one Leader
Team, plus 2 Howek-A Command Vehicles.
Battalion Organizations
Heavy Armor Battalion: 3 Heavy Armor companies, one Scout Section, one Signal Section, and one Command sec-
tion.
Armor Battalion: 2 Armor Companies and 1 Armored Infantry Company, plus one Command platoon, one Signal
Platoon, and one Scout Section.
Armored Infantry Battalion: 2 Armored Infantry Companies and 1 Armor Company, plus one Command platoon
and one Scout Section.
Strike Battalion: 2 Armored Infantry Companies and 2 Armor Companies, plus one Command platoon of 4 Howek-
A Command Vehicles and 1 Scout Section.
Independent Marine Battalion: 2 Independent Marine Landing Companies, four Independent Marine Companies,
one Heavy Armor Company, one Scout Section, one Marine Commandant, and either three or six Destroyer Ortil-
lery Barrages.
68
HOWEK-A COMMAND VEHICLE PV: 236 HOWEK-B CONTROLLER VEHICLE PV: 226
MV: 19”/STOVL Sig: 3 EW: 10 Shields: 4 Def: 9 MV: 19”/STOVL Sig: 3 EW: 10 Shields: 4 Def: 9
Ion (F)(d6) 8/16/28/40 Active Armor Ion (F)(d6) 8/16/28/40 Active Armor
AT Disruptor (F)(d8) 8/16/28/40 6 AT Disruptor (F)(d8) 8/16/28/40 6
VELTEUR FAST ATTACK VEHICLE PV: 210 VELTEUR-B FIRE SUPPORT VEHICLE PV: 196
MV: 19”/STOVL Sig: 3 EW: 10 Shields: 5 Def: 9 MV: 19”/STOVL Sig: 3 EW: 10 Shields: 5 Def: 9
AT Laser (F)(d8) 10/20/35/50 Active Armor SMART (d8)(F) Range: 40/60 AoE: 1.5” Active Armor
AT Disruptor (F)(d8) 8/16/28/40 6 6
SPRAW COMBAT SCOUT PV: 150 TURAK TROOP TRANSPORT PV: 119
MV: 24”/STOVL Sig: 3 EW: 10 Shields: 4 Def: 9 MV: 20”/STOVL Sig: 3 EW: 8 Shields: 4 Def: 9
Strikes: Maximum of
SYSTEMS MUNITIONS NOTES 3 Strikes per ship.
Turn Mode: 5 CA: OOO
Chaff MPM
Chaff (3) 1. OOO OOOO
Streamlined 2. OOO OOOO DD: OOO
MARINE SQUAD (2 TEAMS) PV: 157 ASSAULT SQUAD (2 TEAMS) PV: 126
HEAVY MARINE SQUAD (3 TEAMS) PV: 302 GALLOS LIGHT DROPSHIP PV: 88
KEROSBAUGH DEFENSE VEHICLE PV: 189 SPERATOR ARTILLERY VEHICLE PV: 128
MV: 14”/Grav Sig: 4 EW: 8 Shields: 4 Def: 9 MV: 14”/Grav Sig: 4 EW: 8 Shields: 4 Def: 9
6x MPM/Plas (d8) 8/16/28/40 Basic Armor SMART (T)(d10) Range: 40/60 AoE: 2” Basic Armor
H: 4/3/3 T: 4/3/3
H: 4/3/3
EGRELA ASSAULT VEHICLE PV: 425 EGRELA-B SUPPORT VEHICLE PV: 546
MV: 18”/STOVL Sig: 0 EW: 10 Shields: 5 Def: 12 MV: 18”/STOVL Sig: 0 EW: 10 Shields: 5 Def: 12
MV: 18”/STOVL Sig: 0 EW: 10 Shields: 5 Def: 12 MV: 18”/STOVL Sig: 0 EW: 10 Shields: 5 Def: 12
EGRELA ASSAULT VEHICLE PV: 425 EGRELA-B SUPPORT VEHICLE PV: 546
MV: 18”/STOVL Sig: 0 EW: 10 Shields: 5 Def: 12 MV: 18”/STOVL Sig: 0 EW: 10 Shields: 5 Def: 12
EGRELA ASSAULT VEHICLE PV: 425 EGRELA-B SUPPORT VEHICLE PV: 546
MV: 18”/STOVL Sig: 0 EW: 10 Shields: 5 Def: 12 MV: 18”/STOVL Sig: 0 EW: 10 Shields: 5 Def: 12
With holdings that span a vast number of worlds, the Rikai’ishi’i are a military and economic power that commands
great respect from other races. Their martial way of life and strict internal code of ethics have made them one of
the finest military forces known throughout dozens of galaxies and at least three universes.
While they have very formal, honorable, and rigid customs between members of their own race, the Rikai’ishi’i view
other competitors in the universe in what can only be described as Machiavellian terms. Any means of achieving
their ends are acceptable to the Rikai’ishi’i nobility, and are also accepted by the general populace when such mat-
ters directly affect them. While conniving in conflict, however, they are gracious rulers to those they have defeated.
Subjugated peoples are never allowed to live in the same environs as the Rikai’ishi’i, but are instead given their own
worlds to cultivate and develop within the dictates of Imperial necessity. These peoples are rarely allowed off their
worlds but are generally content as their masters allow them great freedoms to conduct their internal affairs with-
out intervention – so long as the lenient production requests and laws of interaction “suggested” by the Rikai’ishi’i
are complied with and fulfilled.
Appearance
The Rikai’ishi’i are an insect-like race, looking somewhat like a bluish-green Mantis with four forelimbs and two legs
that allow them to both walk, hop, or sprint large distances quickly. They have vestigial wings that can be fully ex-
tended to a span of some four meters, but that are not strong enough to carry them airborne for any great dis-
tance or for any length of time. Their average length from head to tail is close to three meters, but they can easily
contort themselves to fit into spaces that would be cramped for a being of half their size. Rikai’ishi’i have a lifespan
of 120 to 160 years and while born, nurtured, and trained in hive-like conditions, harbor no loyalty to a particular
hive.
Military
The results of their society being steeped in martial training as a primary educational element are that the Ri-
kai’ishi’i military forces are the most disciplined and well-led of the armies and navies in conflict over numerous
Pathways. There are no second-rate or foreign contingents in their armed services, and each soldier knows how to
handle every piece of weaponry common to his parent combat formation up to three command levels higher, from
the simplest hand-to-hand weapons to the largest, most intimidating vehicles mounting the most deadly weaponry.
72
The Rikai’ishi’i forces introduced here represent a cross-section of the various formations used in the Imperial ar-
mies.
Technology
The Rikai’ishi’i are a Tech Level 7 race.
Platoon Organizations
Heavy Armor Platoon: 2 Clataaka Assault Vehicles
Medium Armor Platoon: 4 Claka Medium Tanks
Fast Armor Platoon: 4 Clakator Tank Hunters.
Infantry Platoon: 3 Reaction Squads and two Leader Teams.
Company Organizations
Heavy Armor Company: 2 Heavy Armor platoons, one Fast Armor platoon, and one Electronic Warfare Section.
Armor Company: 3 Medium Armor platoons.
Fast Armor Company: 3 Fast Armor platoons.
Artillery Battery: 3 Artillery Sections.
Infantry Company: 3 Infantry Platoons plus 2 Leader Teams.
Battalion Organizations
Heavy Battalion: 2 Heavy Armor Companies, 1 Fast Armor Company,1 Artillery Battery, two Command Sections,
and one Electronic Warfare section.
Light Battalion: 3 Armor Companies,1 Artillery Battery, 1 Electronic Warfare section, and one Command Section.
Infantry Battalion: 3 Infantry Companies and two Leader Teams, one Garrison Commander, and one Artillery Bat-
tery.
Personality
2 Hits OO
ATTRIBUTES TRAITS
CCW Healer
Power Armor Heroic
Rapid Fire Leader Team
Smoke Save (5+)
Urban Specialist Superior Tactician 1
73
CLAKA MEDIUM TANK PV: 188 CLAKAVA COMMAND TANK PV: 185
MV: 15”/Grav Sig: 3 EW: 10 Shields: 4 Def: 9 MV: 15”/Grav Sig: 3 EW: 10 Shields: 4 Def: 9
Ion (T)(d6) 8/16/28/40 Active Armor Ion (T)(d6) 8/16/28/40 Active Armor
AT Laser(T)(d8) 8/16/28/40 Turret: 5/5/4 AT Laser(T)(d8) 8/16/28/40 Turret: 5/5/4
Hull: 5/4/4 Hull: 5/4/4
MV: 18”/Grav Sig: 3 EW: 10 Shields: 4 Def: 9 MV: 18”/Grav Sig: 4 EW: 8 Shields: 4 Def: 8
AP (LS)(d6) 4/8/14/20 Active Armor SMART (d10)(T) 50/75 AoE: 2” Active Armor
AP (RS)(d6) 4/8/14/20 H: 4/4/4 Turret: 4/4/4
Hull: 4/4/4
CLAKATOR TANK HUNTER PV: 202 CLAKATOK COMBAT SCOUT PV: 134
MV: 22”/STOVL Sig: 4 EW: 10 Shields: 4 Def: 8 MV: 22”/STOVL Sig: 4 EW: 10 Shields: 4 Def: 8
CLAKATIIK CAS VEHICLE PV: 244 CLAKARASH COMMAND VEHICLE PV: 279
MV: 22”/STOVL Sig: 4 EW: 8 Shields: 4 Def: 8 MV: 22”/STOVL Sig: 4 EW: 8 Shields: 4 Def: 8
8x MPM/Disr (d10-1) 10/20/35/50 Active Armor AP Laser (FF)(d8) 6/12/21/30 Active Armor
5 2x ATM/PWN* (2xd10) 10/20/35/50 5
CLATAAK COMMAND VEHICLE PV: 646 CLATAAK COMMAND VEHICLE PV: 646
MV: 12”/Grav Sig:- 2 EW: 10 Shields: 6 Def: 12 MV: 12”/Grav Sig:- 2 EW: 10 Shields: 6 Def: 12
Ion (T)+(FF)(d6) * 8/16/28/40 Active Armor Ion (T)+(FF)(d6) * 8/16/28/40 Active Armor
AT Laser (T)+(FF)(d8) * 8/16/28/40 T+H: 6/5/4 AT Laser (T)+(FF)(d8) * 8/16/28/40 T+H: 6/5/4
CLATAAKA ASSAULT VEHICLE PV: 576 CLATAAKA ASSAULT VEHICLE PV: 576
MV: 12”/Grav Sig:- 2 EW: 10 Shields: 6 Def: 12 MV: 12”/Grav Sig:- 2 EW: 10 Shields: 6 Def: 12
Ion (T)+(FF)(d6) * 8/16/28/40 Active Armor Ion (T)+(FF)(d6) * 8/16/28/40 Active Armor
AT Laser( T)+(FF)(d8) * 8/16/28/40 T+H: 6/5/4 AT Laser( T)+(FF)(d8) * 8/16/28/40 T+H: 6/5/4
VISAAK SUPPORT VEHICLE PV: 261 VISAAK SUPPORT VEHICLE PV: 261
MV: 20”/STOVL Sig: 2 EW: 10 Shields: 6 Def: 10 MV: 20”/STOVL Sig: 2 EW: 10 Shields: 6 Def: 10
Ion (FF)(d6) 8/16/28/40 Active Armor Ion (FF)(d6) 8/16/28/40 Active Armor
AT Laser(FF)(d8) 8/16/28/40 6 AT Laser(FF)(d8) 8/16/28/40 6
(2x) MPM (d10-1) 10/20/35/50 (2x) MPM (d10-1) 10/20/35/50
76
Color Coding on Data Cards
STRIKE LEGION: SKUNK WORKS RED Movement: Subject to Overheating
RED Damage Die: subject to Depletion
REFERENCE CHARTS GREEN Damage Die: Ample Ammunition
Less Rail Car MV Penalties: Rail Car 2:_______________ Rail Car 12:_______________
(_________________________)
Rail Car 3:_______________ Rail Car 13:_______________
Base MV Allowance: _________
Rail Car 4:_______________ Rail Car 14:_______________
Current Speed Increment:
Rail Car 5:_______________ Rail Car 15:_______________
Less Rail Car MV Penalties: Rail Car 2:_______________ Rail Car 12:_______________
(_________________________)
Rail Car 3:_______________ Rail Car 13:_______________
Base MV Allowance: _________
Rail Car 4:_______________ Rail Car 14:_______________
Current Speed Increment:
Rail Car 5:_______________ Rail Car 15:_______________
≈≈ ≈≈ ≈≈ ≈≈ ≈≈ ≈≈ ≈≈ ≈≈ ≈≈ ≈≈ ≈≈ ≈≈ ≈≈ ≈≈ ≈≈ ≈≈ ≈≈ ≈≈ ≈≈ ≈≈ ≈≈ ≈≈ ≈≈ ≈≈ ≈≈ ≈≈ ≈≈ ≈≈ ≈≈ ≈≈
Escape Escape Escape Escape Escape Resolve Resolve Resolve Resolve Resolve
≈≈ ≈≈ ≈≈ ≈≈ ≈≈ ≈≈ ≈≈ ≈≈ ≈≈ ≈≈ ≈≈ ≈≈ ≈≈ ≈≈ ≈≈ Fearless Fearless Fearless Fearless Fearless
≈≈ ≈≈ ≈≈ ≈≈ ≈≈ ≈≈ ≈≈ ≈≈ ≈≈ ≈≈ ≈≈ ≈≈ ≈≈ ≈≈ ≈≈ ≈≈ ≈≈ ≈≈ ≈≈ ≈≈ ≈≈ ≈≈ ≈≈ ≈≈ ≈≈ ≈≈ ≈≈ ≈≈ ≈≈ ≈≈
Enrage Enrage Enrage Enrage Enrage Sense Sense Sense Sense Sense
≈≈ ≈≈ ≈≈ ≈≈ ≈≈ ≈≈ ≈≈ ≈≈ ≈≈ ≈≈ ≈≈ ≈≈ ≈≈ ≈≈ ≈≈ ≈≈ ≈≈ ≈≈ ≈≈ ≈≈ ≈≈ ≈≈ ≈≈ ≈≈ ≈≈ ≈≈ ≈≈ ≈≈ ≈≈ ≈≈
Overheat 1 Overheat 1 Overheat 1 Overheat 1 Overheat 1 Overheat 1 Overheat 1 Overheat 1 Overheat 1 Overheat 1
-1/4 Move, EW -1/4 Move, EW -1/4 Move, EW -1/4 Move, EW -1/4 Move, EW -1/4 Move, EW -1/4 Move, EW -1/4 Move, EW -1/4 Move, EW -1/4 Move, EW
+1 To Hit +1 To Hit +1 To Hit +1 To Hit +1 To Hit +1 To Hit +1 To Hit +1 To Hit +1 To Hit +1 To Hit
-2 IFC -2 IFC -2 IFC -2 IFC -2 IFC -2 IFC -2 IFC -2 IFC -2 IFC -2 IFC
Overheat 1 Overheat 1 Overheat 1 Overheat 1 Overheat 1 Overheat 1 Overheat 1 Overheat 1 Overheat 1 Overheat 1
-1/4 Move, EW -1/4 Move, EW -1/4 Move, EW -1/4 Move, EW -1/4 Move, EW -1/4 Move, EW -1/4 Move, EW -1/4 Move, EW -1/4 Move, EW -1/4 Move, EW
+1 To Hit +1 To Hit +1 To Hit +1 To Hit +1 To Hit +1 To Hit +1 To Hit +1 To Hit +1 To Hit +1 To Hit
-2 IFC -2 IFC -2 IFC -2 IFC -2 IFC -2 IFC -2 IFC -2 IFC -2 IFC -2 IFC
Overheat 2 Overheat 2 Overheat 2 Overheat 2 Overheat 2 Overheat 2 Overheat 2 Overheat 2 Overheat 2 Overheat 2
-1/2 Move, EW -1/2 Move, EW -1/2 Move, EW -1/2 Move, EW -1/2 Move, EW -1/2 Move, EW -1/2 Move, EW -1/2 Move, EW -1/2 Move, EW -1/2 Move, EW
+2 To Hit +2 To Hit +2 To Hit +2 To Hit +2 To Hit +2 To Hit +2 To Hit +2 To Hit +2 To Hit +2 To Hit
-3 IFC -3 IFC -3 IFC -3 IFC -3 IFC -3 IFC -3 IFC -3 IFC -3 IFC -3 IFC
Overheat 2 Overheat 2 Overheat 2 Overheat 2 Overheat 2 Overheat 2 Overheat 2 Overheat 2 Overheat 2 Overheat 2
-1/2 Move, EW -1/2 Move, EW -1/2 Move, EW -1/2 Move, EW -1/2 Move, EW -1/2 Move, EW -1/2 Move, EW -1/2 Move, EW -1/2 Move, EW -1/2 Move, EW
+2 To Hit +2 To Hit +2 To Hit +2 To Hit +2 To Hit +2 To Hit +2 To Hit +2 To Hit +2 To Hit +2 To Hit
-3 IFC -3 IFC -3 IFC -3 IFC -3 IFC -3 IFC -3 IFC -3 IFC -3 IFC -3 IFC
Satchel Satchel Satchel Satchel Satchel Satchel Satchel Satchel Satchel Satchel
Nuke Nuke Nuke Nuke Nuke Nuke Nuke Nuke Nuke Nuke
(2”) (2”) (2”) (2”) (2”) (2”) (2”) (2”) (2”) (2”)
ART ART ART ART ART ART ART ART ART ART
A A A A A A A A B B
Drone Drone Drone Drone Drone Drone Drone Drone Drone Drone
ART ART ART ART ART ART ART ART ART ART
B B B B C C C C C C
Drone Drone Drone Drone Drone Drone Drone Drone Drone Drone
ART ART ART ART ART ART ART ART ART ART
A A A A A A A A B B
Drone Drone Drone Drone Drone Drone Drone Drone Drone Drone
ART ART ART ART ART ART ART ART ART ART
B B B B C C C C C C
Drone Drone Drone Drone Drone Drone Drone Drone Drone Drone
SEW SEW SEW SEW SEW SEW Scout Scout Scout Scout
DEW 1 DEW 2 OEW 1 OEW 2
1 2 3 4 5 6
Scout Scout Scout Scout
DEW 1 DEW 2 OEW 1 OEW 2
SEW SEW SEW SEW SEW SEW
1 2 3 4 5 6 Scout
DEW 1
Scout
DEW 2
Scout
OEW 1
Scout
OEW 2
SEW SEW SEW SEW SEW SEW Scout Scout Scout Scout
DEW 1 DEW 2 OEW 1 OEW 2
1 2 3 4 5 6
Scout Scout Scout Scout
DEW 1 DEW 2 OEW 1 OEW 2
SEW SEW SEW SEW SEW SEW
1 2 3 4 5 6 Scout
DEW 1
Scout
DEW 2
Scout
OEW 1
Scout
OEW 2
SEW SEW SEW SEW SEW SEW Scout Scout Scout Scout
DEW 1 DEW 2 OEW 1 OEW 2
1 2 3 4 5 6
Scout Scout Scout Scout
DEW 1 DEW 2 OEW 1 OEW 2
SEW SEW SEW SEW SEW SEW
1 2 3 4 5 6 Scout
DEW 1
Scout
DEW 2
Scout
OEW 1
Scout
OEW 2
SEW SEW SEW SEW SEW SEW Scout Scout Scout Scout
DEW 1 DEW 2 OEW 1 OEW 2
1 2 3 4 5 6
Scout Scout Scout Scout
DEW 1 DEW 2 OEW 1 OEW 2
SEW SEW SEW SEW SEW SEW
1 2 3 4 5 6 Scout
DEW 1
Scout
DEW 2
Scout
OEW 1
Scout
OEW 2
SEW SEW SEW SEW SEW SEW Scout Scout Scout Scout
DEW 1 DEW 2 OEW 1 OEW 2
1 2 3 4 5 6
Scout Scout Scout Scout
DEW 1 DEW 2 OEW 1 OEW 2
SEW SEW SEW SEW SEW SEW
1 2 3 4 5 6 Scout
DEW 1
Scout
DEW 2
Scout
OEW 1
Scout
OEW 2
SEW SEW SEW SEW SEW SEW Scout Scout Scout Scout
DEW 1 DEW 2 OEW 1 OEW 2
1 2 3 4 5 6
Scout Scout Scout Scout
DEW 1 DEW 2 OEW 1 OEW 2
SEW SEW SEW SEW SEW SEW
1 2 3 4 5 6 Scout
DEW 1
Scout
DEW 2
Scout
OEW 1
Scout
OEW 2
Attitude Attitude Attitude Attitude Attitude Attitude Attitude Attitude Attitude Attitude
Offensive Offensive Offensive Offensive Offensive Offensive Offensive Offensive Offensive Offensive
Attitude Attitude Attitude Attitude Attitude Attitude Attitude Attitude Attitude Attitude
Offensive Offensive Offensive Offensive Offensive Offensive Offensive Offensive Offensive Offensive
Attitude Attitude Attitude Attitude Attitude Attitude Attitude Attitude Attitude Attitude
Defensive Defensive Defensive Defensive Defensive Defensive Defensive Defensive Defensive Defensive
Attitude Attitude Attitude Attitude Attitude Attitude Attitude Attitude Attitude Attitude
Defensive Defensive Defensive Defensive Defensive Defensive Defensive Defensive Defensive Defensive
Attitude Attitude Attitude Attitude Attitude Attitude Attitude Attitude Attitude Attitude
Defensive Defensive Defensive Defensive Defensive Defensive Defensive Defensive Defensive Defensive
Attitude Attitude Attitude Attitude Attitude Attitude Attitude Attitude Attitude Attitude
Redeploy Redeploy Redeploy Redeploy Redeploy Redeploy Redeploy Redeploy Redeploy Redeploy
Attitude Attitude Attitude Attitude Attitude Attitude Attitude Attitude Attitude Attitude
Redeploy Redeploy Redeploy Redeploy Redeploy Redeploy Redeploy Redeploy Redeploy Redeploy
Attitude Attitude Attitude Attitude Attitude Attitude Attitude Attitude Attitude Attitude
Train Train Train Train Train Train Train Train Train Train
Full Stop Full Ahead 3/4 Move 1/2 Move 1/4 Move Full Stop Full Ahead 3/4 Move 1/2 Move 1/4 Move
Ammo Ammo Ammo Ammo Ammo Ammo Ammo Ammo Ammo Ammo
Reload Reload Reload Reload Reload Reload Reload Reload Reload Reload
Disruptor Disruptor Disruptor Plasma Plasma Plasma Ion Ion Ion Antimatter
Target Target Target Target Target Target Target Target Target Target
Point Point Point Point Point Point Point Point Point Point
Nanobot Nanobot Viral Viral Comm Comm EMP EMP Antimatter Antimatter
Target Target Target Target Target Target Target Target Target Target
Point Point Point Point Point Point Point Point Point Point
Vehicle Vehicle Vehicle Vehicle Vehicle Vehicle Vehicle Vehicle Vehicle Vehicle
Repair Repair Repair Repair Repair Repair Repair Repair Repair Repair
Nuked Nuked Nuked
(Impassable) (Impassable) (Impassable)
Persistent: 6 Persistent: 6 Persistent: 6