Blasted Planets Skirmish

Version 100
Copyright © 1995-2006 Lance Runolfsson

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Game Rules

General Rule #1
All die rolls not otherwise specified are performed with a D10. A modified score of 5 or higher is always a success at the activity attempted, less than 5 a failure. Exception: an unmodified 1 is always failure of the attempted roll. An unmodified 10 is always Success of the attempted roll. All rounding of multipliers is down.

General Rule #2
Race, Brainpower, Conditional and Chosen Specials are collectively known as Special Attributes. Special Attributes supercede other apparently absolute rules.


PHASING
Phasing for a normal turn is as follows. Super initiative supercedes this phasing.

1) Initiative

2) Move: Side with initiative moves (Opportunity Attacks by non-phasing player)

3) Move: Side with out initiative moves (Opportunity Attacks by non-phasing player)

4) Specials Activation Interphase Smoke, Gas, Fog, Cloaking

5) Stationary Attack/Fire: All Models that have not moved in the current turn and are eligible to attack may attack.

7) Morale 1: All Models in a condition owing a Morale Check, Check Moral

8) Moving Attack/Fire: All Models that have not yet attacked and are eligible to do so may now attack.

9) Morale 2: All Models in a condition Owing a Morale Check, Check Moral, except those which would only check morale because of having a moral marker.

Initiative/Super Initiative
One player from each side Rolls one d10 adding +2 for each previous initiative phase that his side has not gotten the initiative since the last turn that his side has gotten the initiative. That player's side, with the highest score, now has the initiative and must move first unless the player chooses to dice for super initiative. To do so the player rolls his die one more time if he is successful (5 or better) he now makes one of the following choices.

1) Normal turn, move second.

2) MAD MINUTE: a turn is played with no movement phases there is a single stationary attack phase in which all are considered stationary. Other phases are as normal.

3) RUSH: A turn is played with no attack phases and no OP fire (Player with initiative may decide whether to move first or second.) Other phases are as normal.

4) HEAT OF BATTLE: A turn is played with no Morale phases. Other phases are as normal.

5) HURRY UP AND WAIT: A turn is counted as Passed with no activity occurring.

6) SENSELESS SLAUGHTER: A normal turn is played with all Models on both sides behaving as mindless, except one model chosen by the friendly player from each unit. The Player with initiative may decide whether to move first or second.

7) WIDE SPREAD PANIC:  A turn is played with only a morale phase and all Models on both sides including those not normally subject to morale test for morale.

8) Normal Turn, move first.

If a player fails a check for Super Initiative he loses initiative and the opposing player decides whether he wants to move first or second in a normal turn.


COMMAND CONTROL
Command Control is checked for at the beginning of the friendly movement phase and the beginning of each fire and morale phase. Any Model that is further away from it's "Unit Leader" Than the Command Radius of its unit type at the beginning of any friendly phase or morale phase. (See Unit types In creating an Army) suffers the following penalties.

1) May not move faster than half speed unless moving in a straight line toward it's unit leader.

2) Has a -1 penalty to its attack dice

3) Has a -1 penalty to its Morale dice

Unit Leaders
Each player at the beginning of the game designates a unit leader, for each unit. If a unit leader is destroyed or has a morale marker the friendly player may instantly designate any other member of the unit as the new leader.


MOVEMENT
In the friendly movement phase all Friendly models that:

1) Are not in contact with a hostile Model

2) Have not Runaway

3) Are not out of command control see Command Control

4) Do not have Morale Markers see morale.

may move up to their maximum movement rate, subject to the following restrictions.

Ground Speed Limit
No model which is not Teleported a jumper or hoverer or flyer may make single move greater than 18” in distance. Other Specials specifying "Breaks Speed Limit" are immune.

Jumping
Models that Jump instead of normal move may do so over any and all terrain and models hostile or friendly. All Jumps are in a straight line. See Jump special.

 

Terrain Movement Effects

Clear/Road/Ford

No effect on movement.

Rocks and Trees

or Pools

Bushes

No movement through

In Rough or Mires

Double Movement Cost (hills may also be rough)

Cliffs

No Movement Up Or Down

Stream

Roll 1 d10 on entering or moving along and in.

1-3 Swamped Model must halt movement

3-5 Floundering continue at half normal move

6-10 Crosses with out incident

Hostile Models

No Movement through

Run Away
At any time that a hostile model makes contact with a model that model may be elected by the owning player to RUN AWAY. The model is then immediately moved its full movement or jump, toward the friendly table edge or any flank edge. ALL TYPES MAY RUN AWAY. All models (Except Machines) that Run Away make an immediate Morale Check they can not be moved further as a result of this check but can get a morale marker. After the contactee has run away the contactor may complete any remaining balance of its move.  A model may only runaway once per turn and may not move subsequently in the same turn, activate any special nor teleport. It may fire in the moving fire phase.


COMBAT
There are two attack phases in each turn; The Stationary attack phase in which only models that did not move or models having a special ability allowing them to do so, may attack. Followed by the moving attack phase in which all models that have not yet attacked and are not prevented from doing so by another restriction may attack.

In any Attack Phase in which a Model is eligible to attack it may attack subject to the following restrictions. If modifications to number of dice thrown results in having multiple models with fractional dice they may join together to make a single attack e.g. two half dice = one full. All attack dice are used against the same target unless the attacker is multi targeting or in contact with multiple hostiles. All Attacks against a given target in a given Attack phase must be declared before any attacks on that particular target are resolved.

The Player who moved first that turn begins each attack phase by selecting a target and executing all attacks against that target for that phase. The player who moved second then selects a target and executes all attacks against it. The two players then alternate selecting targets and making attacks noting damage and models that have already attacked as they go. No effects are applied until the end of the phase. All combat for a given phase must be completed before ANY models are removed. Effects of the Stationary attack phase are applied at the end of the stationary attack phase. Effects of the moving attack phase are applied at the end of the moving attack phase.

Each die thrown, which scores a modified 5 or better, inflicts a Hit. Once the total number of Hits against a model has been determined, the target model throws its saving dice. Each modified saving die scoring 5 or better negates the effect of one hit scored. Any natural 10 is a hit or save. Any natural 1 is a failure to hit or save.

Terms

  • The terms 'Fire" and "Ranged attacks" are synonymous describing all combat between models that are not physically touching each other.
  • "Close attacks" and "Melee" describe all combat between models that are touching each other. Not to be confused with attacks at close range eg 10".
  • "Multiple hit absorption": Any model purchased with more than one "Hit" has multiple hit absorption.

Obligatory Targets
Some special attributes require that a model attack certain targets these requirements must be obeyed first. Otherwise a model may attack any valid target.

Op Fire
A Model may make a ranged attack on any hostile that begins or spends part of ANY MOVEMENT in a condition where it is a legal target of a hostile and ends it’s move in a condition where it is a worse target for that particular hostile. Unless the only thing preventing the attack is the intervention of a model belonging to the player who wishes to Op fire. The attack is adjudicated at any point in the targets movement chosen by the attacker. Effects are applied immediately and the op firer may not fire again in the same turn (see Jumpers).

Jumpers and Op Fire
Any Jumper may be OP fired at by any model which is other wise eligible to Op fire with a line of sight to any portion of the Jump path . The jump path is considered to be one elevation higher than the highest obstacle cleared in the jump.

Fire Through Gaps
No fire may occur through a gap of less than 1” between either two friendly models or pieces of terrain or a combination thereof.

Die Modifiers
The maximum number of positive modifiers that can be applied to any single attack is +2. There is no limit to the number of negative modifiers that can be applied.

Multiplying Effects on Dice
No combination of multipliers my ever cause attack dice to exceed 2x their original base. Nor falls bellow one quarter, of their original base. It is possible for a model to have no shot at hitting.

Morale Effects On Dice
Models that are pinned or routed execute all attacks at -2 to each die.

Fire at Models in Contact
When two or more hostile models are in contact. Fire against any of those models is divided evenly amongst all of the models in contact with the model targeted. Odd dice go against the initial model targeted.

Close Attacks
A model may have its attack dice divided in any way between all hostile models that are in contact with it at the owning player’s discretion.

Attacking through Models
Attacking through friendly models is prohibited unless:

A) A special attribute of the firer or the model to be fired through allows it.
B) The firer is touching the model it wishes to fire through

Attacking through hostile modes is always allowed unless the model to be attacked through has a special preventing fire through it.

Plunging Fire
Any model on a base 1 ½" or larger may fire over friendlies on bases that are smaller than it's own by at least ½".

Contours
In order to have a line of sight line of fire from a higher contour level to a lower level the model must be touching the contour edge,*

A model which is on a lower contour level which is touching the contour edge has line of sight line of fire for the level it touches the down slope edge of and vice verse. Ranged attacks through the upslope edge of the contour at that model are -1 to hit. Both up and down hill if the target is touching the contour edge and the models are not in contact with each other. If they are in contact the -1 applies only to the uphill target.

*Always place a model that is supposed to be touching an uphill contour edge so that it slightly hangs over to avoid ambiguity.

Elevation
If attacker and target are on different elevations it may be possible to see and fire over units and terrain features.

If the attacker is at a higher elevation then the distance between the target and the edge of the obstruction furthest from the attacker must be at least equal to half the distance from the attacker to the same edge.

If the attacker is at a lower elevation then the distance between the target and the edge of the obstruction closest to the attacker must be at least equal to half the distance from the attacker to the same edge.

If both attacker and target are on higher elevations than the obstruction is on fire may occur.

Elevation Table

Rocks

1 high

 

No Attack through a rock from same level to

same level if the rock is at the same level.

 

Trees

 

 

3 High

All Attacks through trees are at half dice unless the

Attacker is touching the tree attacked through. A Tree may be targeted a Tree has 2 hits and 2 Saves.

Close Attacks May be made against trees but not through trees.

Wall

1 High

All Attack through walls that are at the same level as target and attacker is at half dice if the target is touching the wall unless the Attacker is touching the wall. A wall may be targeted a wall has 2 hits and 2 Saves.

Bushes

1 High

As trees for trees

Hills

1High

Must be on a contour edge to fire down or be fired upon.

Streams

0 high

Double dice at targets in streams if the shooter

is not in a stream Half dice attacking out of a stream.


EFECTS OF HITS
Models that do not have multiple hit absorption (more than 1 absorbable Hit) are destroyed if they fail to save any hit. Models with two absorbable hits permanently lose half their Combat and Save dice when they lose their first hit. When they lose the second they are destroyed.

Models with more than 2 absorbable hits permanently lose one saving and attack die each and one Absorbable Hit for each unsaved hit.

Critical Hits
If any of the hits saved or not, scored against a model with multiple more than 2 absorbable hits are with an un modified score of 10. Then there is a possibility of a critical hit being scored.

Roll a D6

1- 2 The model may not move in its following movement phase other than to be teleported.

3-4 Model may not make any attacks in the following turn

5-6 No effect.

A model may not suffer multiple critical hits from the same attack.


MORALE

Morale is checked once all combat has been completed each turn. No unit or model checks morale more than once each turn.

Optional Rule:
Check morale at the end of each combat phase.

Morale Grades
All Models must be assigned a morale grade before play commences.

Fearless (double cost)
Fearless never checks morale. Fearless may never "Runaway" unless it is a Machine.

Average
Average checks Morale whenever a member of its unit takes a hit. After 50% or more rounded down, of the units absorbable hits have been destroyed

Cowardly (Halves Cost)
Cowardly checks morale whenever a member of its unit is attacked. Or any enemy is within 6" of a unit member. After 30% or more rounded down, of the units absorbable hits have been destroyed

Checking Unit Morale
When a unit must check morale roll a die with a number sides equal to or less than the original number of models in the unit. No Modifiers are applied to this roll.

Example: A unit that had 6 original models would throw a D6 or lower. A unit that had 9 original models would throw a D8 or lower.

If the score on that die is less than the number of models remaining in the unit then the Unit has passed it's morale check. If the number scored is greater then the unit has failed its morale check.

If a unit fails its morale check then morale must be checked for individual Models within the unit.

Checking Individual Unit Member Morale
One d6 is rolled for each member of a unit that has failed morale, or any model that begins a morale phase pinned or routed. Any modifiers applicable because of race or type are applied as well as a -1 to any model outside of command control. + 1 to unit leaders or any touching them.

Score

Result

2 or less,

Model is Routed and immediately moves at full speed in a straight line toward the friendly edge of the table or any flank edge if that is closer. Deviating only to avoid touching enemy models and impassible terrain. If the model s movement would carry it off the table it is then removed from play. Stationary models that route are destroyed.

3-8

Model is Pinned and may not move until it rallies.

9+

Model is unaffected by morale or rallied if Routed or Pinned

Rallying

  • A model that rallies is unaffected by morale until it is forced to check morale again.
  • A model that begins the moral phase Routed may continue to Route, Become Pinned or rally depending on the result on the above table.
  • A model that begins the moral phase Pinned may continue to be pinned, Route or rally depending on the result on the above table.

Checking Individual Character Morale
As individual characters are not members of units they substitute unit morale checks for the following:

Fearless: Never checks Morale

Average: Checks morale as if a unit member whenever it has been attacked with dice greater in number than its saving dice.

Cowardly:Checks morale as a unit member whenever it has been attacked or has any enemy within 6" of it.


VICTORY CONDITIONS
Select one of the following victory conditions either randomly or by agreement, before play begins.

Battle of Position
Divide the table into four equal quadrants two on each player’s friendly side. Play for 8 complete turns. At the conclusion of 8 (or another agreed upon number) of turns tally the number of army points each side has in each quadrant. The side with the most points in a given quadrant controls that quadrant the side that controls the most quadrants wins.

Objectives
Before play commences each player rolls a die. That player who rolls highest must place two 1" diameter objective markers anywhere on the table no closer than 12" to any table edge or another objective or in a pool or a island in a pool. The other player then places two objective markers following the same rules. At the conclusion of 8 (or another agreed upon number) of turns. The side with models on the most objective markers wins

Sudden Death
If at the end of any turn 50% or more of either army by model count has been destroyed. That army has lost.

Game Setup

This is a basic set up and parameters for a quick two player game and assumes a table either four by four foot or four foot wide by five foot deep. All of the following rigmarole can be dispensed with if you and your opponent trust each other enough to set up the table in a fair and friendly fashion. I don't trust anybody I know well enough to do that.

1) Both players must have their army lists written to the agreed number of points and provide a copy to their opponent.

2) Each player rolls a die, the player with the highest score (the first Player) must place a piece of terrain first. The first piece of terrain placed, must be a hill that is at least 12" long on one axis and not greater than 18" long on any of its axis', nor less than 2" wide on any axis.

3) The other player (The second Player) may now reposition that hill in any way so long as at least 2" of the hill projects in to all of the same quadrants of the table that it did when it was originally placed and in to no quadrant that it was not originally placed in.

4) The players now repeat steps 2 and 3 alternating as first and second player, until there are two hills at least partially in each quadrant of the table. No hill may be placed or repositioned closer than 1" to an existent hill or on to an existent hill.

5) The first player must now place one of the following anywhere on the table.

   A: A pool no larger than 12" in diameter all parts of which must be at the same elevation; if on a hill not closer than 1" to any edge of it.

   B: No interconnected sections of stream 1' wide and 12" long with no bend greater than 90 degrees and not on a hill unless starting at a pool.

   C: 8 Trees, Bushes, rocks or any combination there of; each on a base no smaller than 1" or larger than 3" on any dimension. They may not be placed closer than 1" to any hill contour edge (either up or down slope).

   D: A hill no larger than 12" or smaller than 4" on any dimension. It may not be placed any closer than 1" to any existing hill unless it is placed on an existing hill with none of its edges closer than 2" to the existing hills edges.

6) The second Player now places as in 5 with the following additional caveat; trees rocks and bushes may be displaced by new pieces of terrain other than trees, rocks and bushes. If a player causes displacements his opponent may replace the displaced pieces anywhere on the table except in streams or closer than 1" to any hill contour edges.

7) The first player places terrain as the second player did in 6.

8) The second player places again he did in 5.

9) The first player decides which of the four edges of the table will be his friendly edge (the opposite edge is the second player?s friendly edge) and places one of his units within 12" of it. The players now take turns placing units and characters with in 12" of their respective friendly edges or within the limits of any special ability that a particular character or unit has. Each time a player places a character he must place a unit on the following go unless he has no units left except of a type that may be held off table. If one player runs out of models to place the other may finish placing his remaining models at one time.

10) The second player decides whether he wishes to move first or second on the first turn of the game there after initiative is determined per the rules.

Army Creation

CREATING A MODEL

No model may ever cost less than 5 Army points. No models cost may ever be reduced by more than half total.

Basing

  • No model may be on a base smaller than a US penny
  • Any model with more than 2 absorbable hits must be on a base at least 1 1/4" square. 2" if any other shape. (so that function markers to indicate hits will fit on the base)
  • All Bases must be Round, Hexagonal or within ¼ inch of square

 

Basic Model

 

Basic Mobile Model Cost = 5

Speed = 6”

Attack = nil

Save = 1*

Absorbable Hits = 1

 

Basic Stationary Model

Cost = 5

Speed = 0 (Stationary may not add move or Jump. But may be teleported or carried or dropped.)

Attack =>  1 @ up to Medium Range

Save = 1*

Absorbable Hits = 1

* May substitute the single free save for an attack up to Medium Range this though may not be used as a deduction for further range increases to the die. See below for modifying base models

Adding Hit Absorption

A Model May be created that survives multiple hits

Number of Absorbable Hits

Over Base of 1

1

2-6

7-9

10-12

Sane Max

13-15

16-18

19-20

Max

Cost Per Hit

Over Base hit

5

10

15

25

30

40

60

 Note: a model with only one hit dies when it is hit and fails to save the first time.

Adding Saving and Attack Dice

Dice for attacks and Saving throws may be added to a model. The total number of combined Attack and Saving dice is limited by the number of absorbable hits that the model has.

Models Total

Absorbable hits

 

1

 

 

2

 

3

More than three

Maximum Combined

Attack and saving Dice

 

6

 

 

10

 

12

 

One added Attack or Save per
Absorbable Hit

 

Adding Attack Dice
Attacks may be added to a basic model subject to the following costs. Dice functional at different maximum range bands may be used on the same model. Each die functions at any range up to or lower than its maximum range.

 

Close

Point

Blank

Short

Medium

Long

Extended

Extreme

Range

0”

5”

10”

20”

30”

40”

50”

Cost

5

5

 

5

5

10

 

20

 

30

 

The original stationary model base attack die can be upgraded to greater than short range by deducting 5 from the cost of the longer-range die.

Adding Saving Dice

A Model May be created that Has multiple saving dice

Cost of Saves

Number of Saving Dice

Over Base of 1

1

2-6

7-9

Sane Max

10-12

 

13-15

16-18

19-20

Max

Cost Per Save

Over Base Save

5

10

15

25

30

40

60

Adding Ground Speed

Additional speed costs 1pt x total Dice and absorbable Hits per 2” to a maximum of 18”

Note: specials may increase the ground speed of a model beyond 18”.

SPECIAL ATRIBUTES

Brain power, Race, Morale and "Specials" are known collectively as "Special Attributes". Most attributes have no effect on the cost of a model. But other attributes can increase or reduce the cost of a model. If an attribute reduces the cost of a model then if there is a contradiction with another attribute of the same model the attribute which reduces cost supercedes the other attribute. Example: An Invertebrate Clairvoyant would always move before opponents and fire in the moving phase. In other cases where there is a conflict, the more restricting attribute overrules that which is less restricting Example: A Stationary         would get the die bonuses but would not receive the movement bonus. In other cases were the conflict is mathematical it should clarify itself EG halved + doubled = single.

BRAIN POWER

All of the Models in a unit must have the same Brain Power. All Models may have only one Brain Power.

Average Brain Power (cost normal)

  • Moves as ordered
  • Attacks as ordered
  • Per normal attack and movement rules

Berserker (Cost normal)
Berserkers behave as if Average intelligence, unless they begin a movement phase within their movement distance of a hostile model, they then behave as if mindless. And continue to be mindless until there is no enemy within 12" or their normal move whichever is greater.

Clairvoyant (costs double)
Clairvoyant Moving: If a Clairvoyant has not moved yet in the turn and the clairvoyants’ side moved first in the turn. The clairvoyant may move after all hostile movement has been completed.

If a clairvoyant's side is moving second in the turn the clairvoyant may be moved before any enemy movement.

Psychotic (Halves cost of model)
As for Berserker but treats all models including friendlies except members of it's own unit as hostile.

Mindless (each Model costs half) Limited intelligence
Mindless may use their Specials individually at the discretion of the owning player. Even if this results in their not doing their mindless thing during the turn.

Mindless Moving
Must move at full speed toward the closest hostile Model each movement phase. Unless two mindless of the same unit are already in contact with that hostile. Otherwise move toward the next closest Hostile. A Mindless only stops if it is capable of firing and has a target at point Blank Range or it is in contact with a hostile.

Mindless Attacking
Each Player must conduct all mindless attacks in each attack phase before conducting any other attacks. The results are still considered simultaneous with of results of the same phase. Mindless if eligible to attack always attacks with the maximum number of available dice at the closest hostile target. Mindless Never Op Fire. If multi Targeting it divides its dice Evenly between the three closest Targets. The odd die going to the closest of the three.

Primal Shriek
Any mindless which has not yet moved may make a primal shriek instead of moving at that point any mindless members of the same unit which have not yet moved, then move toward the shrieking mindless at full speed and ignore the need to move toward hostiles the shriek is heard at any range on the table.

Mindless and Command Control
Mindless never suffer any ill effects for being out of command control.

Mono Maniacal (Cost normal)

  • May either move or attack in a turn, never both.
  • Attacks with double dice. Normal moves at double speed (does not increase Jump range, does not break speed limit)
  • May not fire indirectly.

Paranoid (Each Model Costs half) Limited intelligence

  • A Paranoid may never move to a point that it could not see at the beginning of the movement phase. Though it may be teleported there
  • A Paranoid may never voluntarily move closer than 5” to any model not of the same unit hostile or friendly. And if it is closer at the beginning of a friendly movement phase must move away to at least 6”
  • If a Paranoid has a target within 6” it must fire on that target hostile or friendly But not of the same unit
  • Must run away if contacted and has not yet runaway that turn.

RACE
Each model is a member of a Race.

Amphibian
Ignores all normal effects of Pools and Streams. Attacks against an Amphibian in a pool or stream are at –2 to the die.

Arboreal
+2 to all dice rolls when touching tree. Arboreals are considered to be at level 3 when touching a tree (They just always climb to the Top) may always move through trees. If moving from one tree to another that is in movement reach may ignore all terrain effects. An arboreal may be "in" a tree that is in a pool.

  • Max 6” move
  • Max 4 combined hits and saves.
  • Max Base size 1"

If an arboreal is in a tree when the tree loses its last absorbable hit. Roll a single unmodified d10 on 4 or less the arboreal loses an absorbable hit through falling. If an Arboreal is in a tree that is in water when the tree is destroyed the Arboreal is destroyed unless also amphibious. Only 1 Arboreal may occupy a given tree at one time.

Avians (doubles cost)
All Avians are Flyers. Movement is bought in the same way as for ground movement. There is no Speed limit for Flyers. When a unit is flying it ignores terrain that it is flying higher than for movement. Place a D6 next to the unit leader to indicate altitude above table height all models in the unit fly at the same altitude and are treated as being at that Level for LOS/LOF. Treat each altitude level as 2" move for climbing 1" for descending. Avians move half speed when not flying. For each level of altitude add 1" when measuring for LOS/LOF. As a function of a miniature game a Flyer may not end its move over another model tree rock or bush. If playing on a map with counters it may.

Aquarian

  • May not leave water unless it is a jumper but must end its jump in water.
  • Ignores all normal effects of Pools and Streams.
  • Attacks against Aquarians –2 (except when Jumping) to the die by all but other Aquarians.
  • When in a pool may declare it self submerged at the beginning of its movement phase then may not normal attack or be normally attacked except by other Aquarians or Amphibians in the same pool. When submerged it may spot Amphibian and Aquarian models in the same pool for indirect fire.
  • If it fails morale and must retreat toward the nearest pool if not already in a pool and submerge once there rather than toward the friendly edge. It may not surface until it has passed a morale check.

Bovine
All Bovines are hard chargers (see Hard Chargers in Chosen Specials).

Blob
May never up grade movement speed nor be a jumper. When a Blob with more than one remaining absorbable takes a hit it loses the hit. But spawns a small 1 hit, 1 attack Blob on a base no larger than 1" in diameter with all the same attributes as the original Blob. This blob has all the special abilities of the parent Blob unless it is a special which is limited in number to an army or increases its number of absorbable hits. The new Blob is placed in contact with the parent. Spawned blobs may be attacked in the same attack phase that they are spawned.

Blobs are + 2 to be “hit” when attacked.

Crustacean
The models absorbable hits are doubled with no collateral increase in movement cost or decrease in jump distance.

Humanoid
+1 on all ranged attacks and +1 on all morale tests +2" normal move

Insectoid
Ignores movement effects of terrain other than Pools and Streams Insects a get +1 to their saving dice.

Machine
All Machines are Fearless

Macropus
All Macropus's are Jumpers.

(Macropus is the Genus to which Roos and Wallabies belong)

Reptilian
+2 on all close Attacks +1 on saves

Rodent
Can choose to move before or after hostile movement. May not have more than 4 combined dice and hits. Rodents have a –1 to their dice in ranged attacks.

Vegetable
All vegetables are Advanced guard (see Chosen Specials). Vegetables are +2 to be hit by opponents. Vegetables must be stationary and may not be teleported.

CONDITIONAL SPECIALS

The following specials are automatically applied to Models that meet the conditions for them. Note that a conditional special is not always a good thing. Multiple conditional specials have NO effect on the cost of a model.

Close Fighter
A model with no ranged attack dice is a Close Fighter Close fighters double their dice in attack.

Burst
Any model which has all its attack dice in the Point Blank Range band may divide its dice among up to 3 targets.

Carrier
Any model with at least 2x as many absorbable hits as combined attacks and saving dice is a carrier. It is the players' discretion whether it is a carrier internal or external. See Carrier chosen Specials.

Fire Fighter
A Model with any ranged dice over Short is a Fire Fighter and halves those attack dice at Point Blank and Close.

Heavy Armor
A mobile model with no movement up grades (other than drop troop or hard charge) or a stationary model with no attack up grades (beyond it’s base 1die and no specials effecting attack dice or range). May (but is not forced to) have heavy "armor" this confers up on the model an additional saving die or Absorbable Hit.

Juggernaut (models with multiple absorbable hits only)
Any Model on a base 2” or larger is a Juggernaut. If in the course of its move a juggernaut comes in contact with a hostile model that has fewer combined absorbable hits. The player owning the juggernaut may choose to displace the contacted model a distance = up to half the Juggernauts base size in order to clear it’s path of movement. But it may be kept in contact with the Juggernaut. This does not in any way effect the attack or move status of the displaced Model.

Light Troops (Any mobile model with no saving dice and no more than one absorbable hit)
May be light troops adding 6" normal movement. By definition Light troops may not have heavy armor.

Shielding
Any model on a base 2" or larger is shielding. See chosen specials

Tall
Any model on a base 2" or larger may be, but is not required to be TALL. A model which is designated to be Tall must be designated to be either 1 or 2 tall it is then considered to be for purposes of LOF/LOS to be that many contours higher than the level that it is resting on.

Way of One
Any model that has only 1 Attack Die and or only 1 Saving Die, adds +1 to its single attack die and or +1 to its single saving die. This bonus does not apply if using an attribute that multiplies the number of dice thrown.

CHOSEN SPECIALS

Each Model may have a single Chosen Special at no cost. A second at double it's cost. A third quadruples its cost. A model may never have more than one cost cutting chosen special.

Advanced Guard
May deploy anywhere on friendly half of table. 

Advanced Targeting
May make normal ranged attacks up to double its normal range with half normal attack dice.

Amphibious
Ignores all movement effects of streams and pools

Assimilator
When making a close attack (Not Shredding) an assimilator may attempt to assimilate the target rather than damage or destroy it. Before its dice are thrown it is announced if it is assimilating if the result is such at the end of the combat that the target would have been destroyed  the target instead becomes a member of the assimilators unit. Assimilators may not combine their attacks with any but other assimilators of the same unit who are trying to assimilate when assimilating a target. If assimilation fails no damage is caused to the target at all. The Assimilator however takes normal damage whether the target is assimilated or not.>  Assimilated models receive –1 to all dice after assimilation on top of any existing modifiers that they may normally have. Otherwise the stats and status of the assimilated model are unchanged other than change of allegiance.

Beast Master
Activated at the beginning of any Movement phase but only once per turn may cause all mindless (of both sides) eligible to move within 12" of it to either move directly toward it or directly away from it during that movement phase. At full speed not stopping until the mindless has expended its movement (jumping if jumper) reaches impassable terrain, contacts a hostile model or the beast master it's self.>  Mindless will not attack a beast master.

There may be only 1 Beast master in any army

Body Thief
Exactly as for Assimilator except that a body thief gets double dice when attempting a body theft and is always destroyed whether it fails or succeeds. Thieves may combine attempted thefts with other thieves of the same unit.

Bore Gun
Bore gun may fire through any terrain at targets up to 10" away. Is unaffected by>  smoke or fog. If firing at targets more than 10" away all normal LOS LOF restrictions apply.

Brain Eater
Causes all models  Friendly or Hostile within 6" of it at the beginning of the specials activation phase to become mindless until the next specials activation phase if it's special is invoked. Causes all models Friendly or Hostile in contact with it at the beginning of the specials activation phase to become permanently mindless. Mindless will never attack nor be drawn toward a Brain Eater.

  • May have no cost reducing special attributes
  • There may be no more than one Brain Eater in any army

Carrier (External or Internal)
A Carrier may carry up to 4 models so long as their combined hits do not exceed the original number of absorbable hits of the carrier and all of their bases would fit on that of the carrier with no overhanging. Both Carrier and passengers are counted as having moved if the carrier has moved. It takes one inch movement Both from carrier and passengers, each time that passengers load or unload. To load a model must be in contact with the carrier when unloading Passenger starts movement anywhere touching the Carrier and may not move subsequently that turn. Stationary models may begin the game loaded on a carrier. They may be unloaded by the carrier at a cost of 1” movement to the Carrier at any point in the carrier’s movement or at the very end of the carriers move at no cost.

As loading unloading is normal movement Jumping nor Teleporting may not occur the same turn as a load or unload.

Carrier External
Fire against a carrier External may be divided up any way that the attacker desires between passengers and carrier. If a carrier external is destroyed the passengers are unloaded before the carrier is removed. Passengers may attack at -1 to hit. Passengers may activate specials but are treated as having moved if the carrier has moved.

Carrier Internal
Fire against Carrier Internal is always against the Carrier. If a carrier Internal is destroyed one unmodified saving die is thrown for each passenger. If failed the passenger takes a hit. Surviving passengers are placed by the owner anywhere in contact with the carrier before it is removed. Internal passengers may not attack nor activate specials. For cloaking to effect passengers the carrier must be internal.

Cloak
Model may not be engaged with Ranged attacks when cloaked Nor may it make attacks or activate other specials except those ( or parts thereof) effecting only its own movement or phasing when cloaked. Cloaking is announced during the Specials Activation Interphase and remains in effect until the next. Exception they are sensed by mindless who will fire upon them if they are the closest target. Mindless also sense them for purposes of movement.

Commissar
Once per turn any time in the friendly movement phase a Commissar may “make an example” of any friendly model that it is touching. The “example” is removed from the table having gotten a bullet in the neck. All remaining models in the unit from which the “example” was taken that have total dice and wounds = to or less than the “example” function for the remainder of that turn as fearless.

Crawler
May always be fired over by friendlies +1 to save vs ranged attacks.

Decoy
If a hostile Decoy is a valid target for any friendly model the Decoy must be attacked with at least one die before any other hostile is attacked. All decoys that are valid targets must be attacked before any other hostiles.

Directional Field Generator
In order for a Field Generator to work you must have at least two. At the beginning of a stationary fire phase in which the Generator would be eligible to fire. Instead of firing a directional field may be generated between two friendly generators that are not more than 15” apart. No intervening obstacles have any effect on drawing this line. The field has an offensive side and a defensive side all fire may pass though the offensive side of the field no fire except indirect may pass thru the defensive side of the field. Note the generator itself is not within the field it generates, the field is traced from the edge of the generator closest to, the other generator it is working with. A DFG has no effect on movement.

Doppelganger (may not have more than 6 combined dice and absorbable hits)
A Doppelganger may not be attacked by any Hostile model nor have any specials activated against it. Until after it has attacked a hostile model or used any special ability other than Doppelganger it may then be attacked normally in the phase that it attacks and from then on. Exceptions Mindless and Paranoid are unaffected by its ruse.

There may be no more than 1 Doppelganger in any army

Drop Troop
Drop Troops may be held off of the table and Drop on to the table in any friendly movement phase any where on the table not in contact with a hostile model. There is always a chance that a drop trooper will “nose in” when dropped. As each Drop Trooper is placed on the table the owner rolls one die. On a score of a 1 or 2 the Drop trooper has “Nosed in” and is loses an absorbable hit.. Non amphibious, amphibian or Aquarian troops dropped in a pool or stream are destroyed. Aquarians dropped out of a pool or stream is destroyed. Dropping counts as a full normal move so a dropper does not move after it lands. A Dropper would attack in the moving phase unless a Storm Trooper or Clairvoyant on the turn it is dropped.

Carriers that are Drop troops may carry non drop troops; passengers must be carried internally and may not unload on the turn they drop. If a carrier Noses in all passengers must roll for Nose in.

Engineer
An engineer may remove any Rock, Tree or Bush that it begins its movement phase touching. If an engineer stops in a stream any friendlies with a base size = to or smaller than that of the Engineer may move over the engineer with out penalty.

Ether Assassin (Doubles Model cost)
An Ether Assassin may fire in the moving fire phase after having teleported.

Flyer (doubles cost)
Movement is bought in the same way as for ground movement. There is no Speed limit for Flyers. When a unit is flying it ignores terrain that it is flying higher than for movement. Place a D6 next to the unit leader to indicate altitude above table height all models in the unit fly at the same altitude and are treated as being at that Level for LOS/LOF. Treat each altitude level as 2" move for climbing 1" for descending. Avians move half speed when not flying. For each level of altitude add 1" when measuring for LOS/LOF. As a function of a miniature game a Flyer may not end its move over another model tree rock or bush. If playing on a map with counters it may.

Fogger
Fogging is announced during the Specials Activation Interphase and remains in effect until the following Specials Activation Phase. Fog has the effect of causing all ranged attacks incoming and out going within 3” of the fogger to be reduced to half dice. Exception the attacker is itself a fogger then full dice may be used. Fog may be fired through at half dice.

Frantic Fire
Model with Frantic Fire may use double attack dice when attacking in the Short or Point Blank range bands.

Gassing
A Gasser may not have moved during the current turn if it is to gas. Gassing occurs in the Specials interphase. And persists until the following Specials interphase. The Gasser may not subsequently make a normal attack on that turn. A Gas marker is placed at any spot that the gasser is gassing. The gas cloud effects all models on both sides except for Gassers the Gas cloud may be up to one inch in radius for each unmodified attack die that the gasser has at the range. . Multiple gas clouds may occupy the same area each inflicting a one die attack for each cloud on any model moving, Jumping or Teleporting in, in to, or out of the effected area. Victims save as normal. The attacks and saves occurring in the movement phase and having no effect on later normal attacks against the same targets.

Movement in a Gas cloud is at half normal speed for non gassers no matter how many clouds effect the same area. Gas has no effect on any attacks conducted in through or out of it. (it is deliberate that troops in a Gas cloud that do not move are unaffected you may think of it as taking anti Chemical precautions)

Gas may always be fired over friendly troops.

Hard Chargers
Hard chargers may move double their normal rate if their move terminates in contact with a hostile model or contact with a member of their own unit that is in contact with a hostile model. Doubles attack dice if it moved in to contact that turn. This special MAY be used in conjunction with the heavy armor conditional special.

HIGH ENERGY ROUND

Each Hit scored with a High Energy round and not saved causes the loss of two absorbable hits.

High Resolution Imaging

  • Makes Ranged attacks with full dice into out of and through Fog and smoke
  • May attack “cloaked” models at any range

Hover
Hover ignores all terrain restrictions but may not pass over or through rocks or trees. -1 to it's saving dice. Breaks speed limit.

Indirect Fire (all Attack Dice must be at 30" or higher)
May attack targets which are in Range but not LOS if that target is in the LOS of any non limited intelligence Friendly (The Spotter), that has not teleported on the current turn.

May not use any other special ability effecting attack dice or range in a positive way when using indirect attack. An indirect model may be a gasser or a smoker. Indirect fire cannot be combined with any cost-reducing attribute.

Jump
A Model with jump may instead of performing normal movement in its movement phase may jump. If forced to move by a morale failure they must max jump but may stop short by the minimum needed to avoid landing in a pool unless Amphibian or Aquarian. See Op Fire in rules any jumper, jumping may be Op fired.

Jump Distances

Models Total

Dice + Hits

2-5

6-8

9- 12

13-16

16-19

20+

Jump Distance

18”

14”

12”

10”

8”

6”

Jump Distance may be doubled by doubling the cost of the model. If a Macropus Chooses Jump as its chosen special then it doubles jump with out an increase in cost.

Master Mind
Instead of moving a Master Mind may be designated to "Control" any limited intelligence friendly models with 24" of it, causing them to behave as if of average intelligence for the remainder of the turn.

  • A Master Mind may have no cost reducing special attribute
  • There may be no more than 1 Master Mind in any army

Motivator
Adds +1 to all friendly morale rolls by models that are within 6” and line of site of the motivator and +2 (total +2 not +3) to any friendly models (including itself) morale rolls that are touching the motivator. Multiple motivators do not multiply morale effects only one can give a bonus to a given model at a time.

Multi Targeting
Model may divide his attack dice between up to three different targets. All dice must be assigned before any are thrown.

Omni Field Generator (Stationary models only, may not be on a base greater than 1” in diameter.)
At the beginning of a stationary fire phase in which the Generator would be eligible to fire. Instead of firing an Omni field may be generated. No ranged attacks at all may pass through an Omni field in coming or out going. The field effects the Generator itself and any models touching it’s base. A directional field may not be generated through an Omni field.

Pointer
During any Combat phase whether the pointer has moved itself or not. A pointer may point out a single hostile model that would not normally be visible for other friendlies to make ranged attacks against at full strength. The pointer may not attack in a phase that it is pointing. Pointers can point to hostiles protected by.

  • Cloak
  • Doppelganger
  • Fog
  • Smoke

The target must be within 12" of the pointer. Any attacking the pointed at target must be able to trace a valid LOS to the pointer and LOF to the target. Unless attacking indirectly.

Ranger
Ignores all terrain restrictions to movement except pools and is +1 to all its dice.

Repulser
Activates in the Specials activation phase remains in effect until the following specials activation phase. No model may move, drop or teleport, closer than 6" to a Repulser. If a model begins a friendly movement phase closer than 6" to a Repulser it must not move closer to the Repulser and end its move at least 6" away from it. Or a distance = to its fastest speed on that turn. Any Model closer than 6" to a Repulser is -1 on its attack dice. Other Repulsers are affected by Repulsers. 

Road Runner
Moves up to three times its normal speed while on road. Breaks speed limit when on road.

Self (or Remote) Destructing
When eligible to attack (other than shredding) may instead of attacking self destruct. Every model (regardless of side), Tree and Bush within 3" of the self destructing model is attacked with one die and hit on a 6 or better. Normal line of fire rules apply for terrain effects but not effects of models. The self-destructor is removed as soon as these attacks have been resolved. Self destruction attacks are saved as normal by the targets. When self destructing no LOS LOF enhancements apply eg. Bore gun, Side winder etc. Multiple self destructors may destruct at the same time.

Shielding
All Hostile attacks through the model are at half dice Hostile attacks at the shielding model are normal. Friendlies may make ranged attacks through it at full dice if they are touching it. To be shielding a Model must have at least 2 absorbable hits.

Shredder (Doubles Cost)
A shedder makes any attacks against hostiles it is in contact with before the hostile can react. The hostile may only make its return attack if it survives the shredders attack. Shredders may have no ranged attack dice and always attack in the stationary phase.

A Shredder may not have more than 6 combined Dice and Absorbable Hits.

The only cost reducing attribute that a shredder may have is Mindless.

Side Winder
May, instead of attacking normally attack the closest hostile target within half its range with half dice ignoring line of site line of fire and any target obscuring specials other than fields. Ignores cover provided by trees etc. as the sidewinder will come from straight up or behind.

Skirmisher
Skirmishers must always "Run Away" when contacted by hostiles (if they have not yet Run Away in the current turn). But make a full strength attack against the model, which contacted them before doing so. Skirmishers do not test morale for running away. They may not attack again during the current turn. An immobile skirmisher is destroyed after making its pre Runaway attack if contacted and the target Contactor survives.

Smoke
A Smoker may not have moved during the current turn if it is to Smoke. Smoking occurs in the Specials interphase. And persists until the following Specials interphase

Smoke may always be fired over friendly troops. Each smoke capable model, may lay a line of smoke 2" wide at a range of up to 20". It must be able to "see" the entire location that the smoke line is initially placed upon. Or that location must be seen by the spotter if fired indirectly. After the line is placed as desired a single D6 is rolled on a score of 1 or 2 the line is shifted left 1" on a score of 5 or 6 the line is shifted 1" to the right on 3or 4 the line does not shift. All ranged combat through a line of smoke is at half dice.

Storm Trooper
May attack at up to short range (10") in the stationary phase after having moved or Jumped (not Mega Jumped) but not teleported or dropped.

Support Weapon
Support weapons may always fire over or through friendly models, A support weapon is in command control up to 12" from its leader.

Tank
May not be attacked except by support weapons or other tanks at a range greater than 10".>  A Tank must be the only member of its unit or an Individual Character. A Tank must be on a base 1.5" or larger.

Tech Warrior
Tech Warriors are unaffected by Gas or when attacking through any fields, smoke and fog up to a range of 10".

Teleportation
The Teleported model is moved to any point on the table at least 6” from any other model (Hostile or Friendly) not being Teleported at the same time. All models Teleported by the same player in the same turn must begin and end within 3” of each other. A model which is Teleported may not have moved prior to being Teleported in the same turn and may not move subsequently in the same turn neither may it have attacked or attack subsequently on the same turn.

Non Amphibian or Aquarians may not teleport in to pool accept arboreal on to trees within Non Amphibian or Aquarians teleporting in to a stream make an unmodified saving roll if 4 or worse they lose an absorbable hit

Terrier
A terrier may not be on a base larger than 1". When a Terrier is in contact with a hostile model that hostile model has it's saving dice reduced by half rounded down whether the terrier is attacking or not.

Note: if ranged attacks are being made against hostile models that the terrier is in contact with. Any dice divided to friendly models in contact with the target must be divided to the terrier first.

Turbo Charged
Turbo Charging adds 6” normal movement to a model regardless of it’s number of hits and dice. (does not increase Jump range)

Volley Fire (cuts cost of mobile models in half)

  • Models with Volley Fire may not make ranged attacks on a turn they move
  • May Not be Mono Maniacal

X-Ray Vision

  • “Sees” Through anything at up to 20” sees nothing beyond 20” May fire though Smoke Gas and Fog with no penalty
  • May spot through any terrain type

The best way to think of this is that it sees everything within 20” except cloaked and acts on that knowledge relative to any attributes it has that have visual cues. But its line of fire is still obstructed by solid objects.

ORGANIZATION

All Models must be members of a unit or be an independent character; each army may have up to one unit for every 150 points rounded up. EG a 200 point army could have up to 2 units a 600 point army could have up to 4 units. An army is not required to use its full, allowed number of units.

Maximum Models
This is the maximum number of models may be in a single unit of this type.

Command Radius (Unit leaders)
This is the number of inches that any model in the unit may be away from the "Unit Leader" with out suffering negative effects of being out of Command Control. The Unit leader can be any model in the unit if the unit leader is destroyed. Any remaining model in the unit is designated the new unit leader.

UNIT TYPES

Horde

Maximum Models

Command Radius

24

6”

 

 

Squad

Maximum Models

Command Radius

12

6”

One model in every six of the original Squad may add "Support Weapon" special to their stats with no increase in cost.

 

Team

Maximum Models

Command Radius

6

6”

One Model in each team may have one additional chosen special without any addition in cost.

 

Recon Team

Maximum Models

Command Radius

6

12”

 

 

Grid

Maximum Models

Command Radius

12

12”

A Grid may only have Stationary models as unit members. Every army may have 1 Grid in addition to its allowed number of units and may of course use Grid as a unit choice or choices.

Independent Characters
An army may in addition to its units of models, have Independent Characters. It may have half as many Independent Characters as the number of units that it is eligible to have rounded up. Independent characters are always single models that do not belong to units.

Army Special Abilities (Optional Rules)

Each army may choose a single special ability from the following list.

Note these have not been play tested at all and are a new idea. The tactical Nuke may be a real bad idea but note that the victim gets a chance to move before it lands.


Teleportation
Once each turn all of the members of any one of an army's Teams or an independent Character may be teleported as if they had the teleportation special ability.
Fanatic
Once per game at the beginning of the friendly Movement Phase the army may be declared fanatic. On that turn and the immediate subsequent turn, all models in the army are fearless. Any that began the turn pinned or routed are restored to normal status.
Tactical Nuke
Once per game the army may drop a tactical Nuke. This is announced, prior to the hostile Movement Phase. At the beginning of the subsequent Stationary Combat Phase the player with the Nuke places a 1" marker any where on the table. All models friendly and hostile and any trees or bushes within 3" of the marker are destroyed.
Infiltration (Stealth?)
Units of the army may be deployed anywhere on the friendly half of the table.
Swamp World
This player may place double the permitted water features each time he places terrain if he is placing water features.
Rough Terrain
This player may place double Trees, Rocks, and Bushes when he places these types of terrian.

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