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FI Planetfall Rules PDF Web
FI Planetfall Rules PDF Web
BACKGROUND WRITING
Franco Sammarco
SPECIAL THANKS GO TO
Steve Jones, Rich Jones, Craig Gallant,
Ben MacIntyre, Andy Walpole,
Stephen Rhodes & Sally Taylor (for her
Terran Tank Commander Artwork).
Everyone who could not fight was put to work to service the
needs of countless industries whose products would feed
the gigantic appetite of the war effort. Entire generations
toiled in factories and workshops sunk into mountains or
buried deep beneath the earth of their worlds, exhorted
to ever greater efforts by propaganda broadcasts blaring
incessantly from vid-screens and loudspeakers.
All this was part of the war plan devised by the Alliance
General Headquarters the Terran Security Cordon.
From now on, every system in the Storm Zone and
Fathoms Reach would be a fortress, every world a bastion.
They were links in a vast chain of defences stretching
between the stars designed to hold the Dindrenzi, to bleed
their forces of strength until they could be driven back
and crushed.
TARXON VI
Tarxon VI was the capital planet of the strategically vital
Tarxon system. The world itself was harsh, rugged and
rather arid. Although not a true desert world, it was on the
very cusp of Terran Optimal Biosphere standard. Tarxons
blue-tinged sun burned brightly in the skies of the planet.
the Dindrenzi storm, five whole SCCDF Army Groups and a dozen
additional Rapid Intervention Battalions arrived in-system and added
their strength to the defences.
Lord-General Soloman Crowe of the Alliance General Headquarters
Storm Zone Command Staff was named as overall C-in-C Tarxon
System Planetary Defence. Lord-Admiral Sallerton was made System
Commander, Naval Operations.
The larger CDF Army Groups deployed to locations of Tarxon VI and
its surrounding ring of orbital installations. A substantial deployment
was also made on Ryitai, the sole moon of Tarxon VI which housed one
of its major Jump-Beacons.
Meanwhile, the smaller and more lightly-equipped Rapid Intervention
Battalions dispersed among the many asteroid ice extraction
installations owned and run by Osaka-Myers Hydro. Control of as
many of the systems known water supplies as possible would be crucial
to the coming conflict.
As colony after colony of the outer Storm Zone fell beneath the
Dindrenzi yoke, Crowe and Sallerton readied their defending forces
as best they could and braced themselves for the coming onslaught.
Predictably, the brief peace was soon shattered.
OPERATION OLYMPIA
The Dindrenzi too were prepared for a ferocious campaign. The
strategic value of Tarxon VI had been highlighted by the surveillance
of the Rense System Navy over a year before the war had begun. The
Federation General Staff knew that the Terrans would fight tooth and
nail over the system. But they also knew that leaving it untouched was
simply not an option.
The Federation military assembled a truly massive fighting force for the
initial assault, called Operation Olympia. No less than four first-line
and two reserve Federation Battle Fleets were allocated to the Tarxon
offensive, along with a full-strength RSN Task Group.
They escorted eight first-line Planetfall Divisions, each consisting
of over three hundred Legions of heavily armed ground troops. The
Planetfall Divisons themselves were well-supplied with specialised
bombardment and assault ships to free up the true naval craft for
proper space combat operations. All of this was backed up by a strong
supply chain, recommended by the RSN in light of the harsh conditions
likely to be faced.
The entire invasion force was fresh. While the forces of the initial
invasion thrusts rested and refitted, these new troops and fighting
The Ryitai clash was the campaigns first large naval duel.
The Terrans succeeded in repulsing the Federation forces,
lighting up the skies of Ryitai with the searing trails of
burning Dindrenzi warships.
But even as battles raged on the Hoop, the vast transports and
bombardment ships of the Planetfall Divisions dropped into low orbit,
shielded by the ships of the Battle Fleets. Arch-Marshal Vrayl planned
to deliver a heavy armoured assault to the surface, regardless of the
risks of low-orbit transit.
Vrayls assault was aimed the terrestrial terminals of the orbital Hoop
and the heaviest Terran military concentrations. The surface cities of
Tarxon VI were not to be spared either, lest they be employed by the
enemy as strongpoints in the coming ground war.
Aboard the bombardment ships, vast arrays of barrage torpedoes
were loaded and primed, and gun-racks zeroed in on their targets. As
fighters and gunships duelled around them, the behemoths prepared to
unleash yet another dreaded Black Rain.
ARMOURED APOCALYPSE!
Vrayls attack was focused on the planets southern hemisphere. This
had been identified by RSN scouts as being more lightly defended than
the north, and with fewer major cities. Vrayl intended to secure the
regions around the cities of Vectis, Acta, New Langley and Headwater,
and the Veda Triangle of Maglev Orbital Accelerator Towers.
New Langley and Vectis were the first targets to be struck. Barrage
bombs and railgun slugs rained down on the cities. Many were turned
aside by Dispersion Field generators, sending bright sheets of energy
discharging across the skies. But many more struck home, smashing
stratoscraper towers to heaps of rubble and blasting huge craters in the
rocky earth.
The terrible bombardment shattered many urban areas and industrial
complexes on the surface, but the main strength of Terran power on
Tarxon VI had long been relocated underground. From these vast
and deep redoubts, barely touched even by the apocalyptic orbital
hammering, Lord-General Crowe and his field commanders began the
Terran counterattack.
Dozens of Alliance low-orbit defence missile silos buried deep within
the planets bedrock and mountain ranges sent their deadly payloads
skywards in vast waves. Conventional and low half-life nuclear
explosives blasted orbiting Dindrenzi vessels with horrific force.
Great ring and mushroom clouds wracked the skies of Tarxon VI.
Hundreds of cubic kilometres worth of dust and debris were thrown
up by the impacts, creating a pall that spread around a quarter of the
planet and cast vile clouds over the battlezones.
In the wake of these monumental attacks came wave upon wave
of Dindrenzi assault dropships, ground attack aircraft and strike
10
Black Dice:
Wherever you see the number required for a successful
die roll written as 6, you know that a natural roll of 6
always results in ONE success.
Blue Dice:
Wherever you see the number required for a successful
die roll written as 6, you know that a natural roll of 6
always results in TWO successes.
Red Dice:
Wherever you see the number required for a successful
die roll written as 6, you know that a natural roll of 6
always results in TWO successes AND a chance to roll
that dice again.
With RED Dice you keep re-rolling until you fail to roll
any 6s, and only when you have finished rolling the dice
do you then add up the total number of successes. Make
sure that when you roll again you do not roll a dice that is
already a success, or you may lose count. Use a new dice!
ROLLING DICE
Rolling D6 is governed by a simple Coloured Exploding
Dice game mechanic. Generally, players will be asked
to roll a number of D6 and add up the total number of
hits or successes. In most circumstances each roll of 4,
11
ACTIVATION CARDS
Every Squadron in FI:P has an Activation Card. These
cards are used to add an extra level of tactical game play.
These are supplied as blank cards, so that you can mark
them to distinguish between your Squadrons.
Activation Cards have two purposes in the game; they are
used to control a players Order of March and are also used
to plan a players reserves.
At the start of each Turn, BEFORE they roll their
Command Test to determine Initiative, both players
MUST secretly sort their activation cards into the order
that they wish their Squadron to activate in, and place the
deck face down on the Game Board. When it is a players
turn to Activate a Squadron they turn over the top card on
their deck, and this Squadron MUST activate.
Activation Cards are also used to form Wave Decks for
the purposes of bringing on Reserves. Rules for this can
be found on Page 24.
MEASURING
Throughout a game of FI:P it will be necessary to measure
distances, often from one model to another to see if they are
in optimum firing range.
Whenever measurements need to be made (for range,
movement etc.) you will measure from the leading edge
of the active models base (the closest edge to the target),
to the leading edge of the target models base (the closest
edge to the active model).
ARCS OF FIRE
In FI:P the vast majority of models are considered to be
able to shoot at any target that they can draw a line of
sight to; in effect they have a 360 degree Arc of Fire. This
represents the lightning fast rotation speed of their turret
mounted weapons, and the highly advanced tracking and
targeting systems of even the smallest vehicle.
However, a handful of models have Fixed Weapon
mountings, allowing them to only fire in a single direction.
12
BASING CONVENTIONS
All FI:P models are supplied with either a precision lasercut acrylic base, or are cast with an integral scenic base.
Bases are used to determine a models Line of Sight and its
footprint on the table, and as such it is essential that all
models MUST use the base that they are provided with.
If for whatever reason a player should want to re-base
their FI:P models, the new base MUST match the exact
dimensions of the original bases provided as to avoid the
player gaining an unfair advantage.
13
COMMAND POINTS
Each Turn during a game of FI:P each player will have
a number of Command Points. The number available is
calculated at the beginning of each Turn (see Page 27).
These are then used throughout the Turn to improve
Command Tests, play Game Cards and to allow
Squadrons to perform more complex actions.
COMMAND TESTS
Frequently in a game of FI:P the players will be asked to
take Command Tests. These Tests represent the difficulty a
Squadron may face when attempting to follow its orders, or
whether or not the Squadron can keep its nerve when under
heavy fire. They are also used to determines which player
performs certain actions first or which commander can get
clear orders on to the battlefield fastest!
When asked to take a Command Test, the player will
roll 3D6, scoring successes on rolls of 4, 5 and 6. The
Dice Colour will be determined by the Quality of the
Squadron taking the Test (or BLACK Dice if the Test is
made by a player, not a Squadron). The Dice Colour can
be raised or lowered by various effects.
14
THE NUMBERS
15
Quality:
This ranges from Militia, to Regular, to Elite and
determines how many Command Points the Squadron
supplies, and how likely it is to pass any Command Tests
it needs to make.
Movement (Mv):
Speed is often just as valuable to a commander as protection
or firepower.
The distance that the model can move during its
activation, in inches (). Where a model has two values
listed, the first is its standard Move action, the second is
the distance it moves Flat Out.
Kill Rating (KR):
The Kill Rating is equal to the number of successes
required to Destroy the model. Certain models have
more than one Kill Rating separated by a slash (\), this
represents their extraordinary resilience. When such a
model takes damage, it uses the Ablative Armour rules
found on Page 36.
Primary/Secondary/Tertiary:
This stat details the armament that the model carries.
These are split down into three sections. Primary Weapon
Systems are the main weapon system of a Vehicle.
Secondary Weapon Systems are any additional main
weapons. Tertiary Weapon Systems are close-quarter
defensive weapons.
Model Assigned Rules (MARs):
Alongside their varying armour and armament, models
have various Model Assigned Rules that set them apart
from one another. This ranges from Anti-Aircraft mounts
for specific weapon systems to a models automated sentry
systems or the number of Foot-Mobile models that it can
transport.
Tactical Value (TV):
The Tactical Value of a Squadron is an abstract
measurement of the Squadrons effectiveness in battle.
A Squadrons Tactical Value is used to build forces,
compare the differences between the strengths of
opposing squadrons and to calculate Victory Points.
WEAPON STATISTICS
Name:
The Designation of the weapon.
Effective Range:
The furthest distance in inches () that
the weapon can be fired to maximum
effect.
Effective Range Attack Dice:
The number and colour of Attack Dice
available to the weapon at effective
range.
Long Range Attack Dice:
The number and colour of Attack Dice
available to the weapon at long range.
16
GAME CARDS
17
MULTI-PLAYER GAMES
Although it is preferable for everyone to have their own
deck of Game Cards, it is possible share a deck. Each
player will need to draw from a shared deck and discard
to a shared Discard Pile.
You may not play cards on your allies models unless the
card text specifically allows you to. In games with more
than two players per side you may ONLY play cards to
benefit models you control or to hinder enemy models.
Important Note: Any dispute about the order of the
implementation of Game Card effects should be resolved
using the current Initiative order.
18
GAME SET UP
The rules given in the following pages will give even the
greenest of commanders the ability to dive straight into the
action. To set up a game of FI:P all you need to do is follow
these 9 simple steps.
1.
Build Forces
ALPHA
BRAVO
CHARLIE
DELTA
Up to 25
Up to 50
Up to 100
Up to 150+
12
25
50
75
4 x 4
6 x 4
6 x 4
8 x 4
D3+1
D3+3
D3+3
D6+1
19
Set Up Terrain
4.
Deploy RTZs
Deploy Objectives
20
Deploy Forces
Order Reserves
Commence Battle
21
TERRAIN
Although much fun can be had wiping your opponents off
the surface of a flat desert plain, fighting over areas covered
in industrial buildings, rock formations or the rubble
of fallen structures presents an all new depth of tactical
versatility to any game.
Occupying Buildings
If a Foot-mobile model begins its Activation with its base
in contact with a Building, it may Occupy it. The model
may be placed anywhere within the building. This counts
as a Standard Move Action. A model CANNOT Occupy a
Building containing an enemy model.
Buildings (Common):
Despite the fact that the majority of the population lives
underground, the surface of Tarxon VI is still littered with
buildings that have survived the orbital bombardment
of the planet Page 72, Geographical and Geological
Report: Tarxon VI, LGGC, January - February. 3874
Maximum Dimensions: 6 Long, 6 Deep
Impassable to: Tracked, Half-tracked, Wheeled, Grav-Neg
and Walker models
Blocks Line of Sight: YES
Important Note: If a large building exceeds the
Maximum Dimensions, it MUST be separated into two
or more building sections that ARE within the Maximum
Dimensions, and should be treated as that number of
separate buildings for the game.
22
Rubble/Broken Ground/Craters:
Halftracked and Wheeled models need to take a
Bogged Down check, with 2AD.
Woodland: Half-tracked and Wheeled models
need to take a Bogged Down check, with 2AD.
Water:
Suggested Dimensions: 6 Diameter.
Impassable to: Foot-mobile, Tracked, Half-tracked,
Wheeled and Walker models
Blocks Line of Sight: NO
Roads:
Suggested Dimensions: 4 Wide, 12 Long.
Impassable to: NONE
Blocks Line of Sight: NO
Additionally: Tracked, Half-tracked or Wheeled models
may move Flat Out without spending a Command Point.
Raised Ground:
Suggested Dimensions: 8 Long, 8 Deep
Impassable to: NONE
Blocks Line of Sight: YES
Additionally: Line of Sight to and from models on top
of Raised Ground is always considered Clear, unless the
intervening model or Terrain is also on Raised Ground.
The Edges of Raised Ground can also be Designated as
Cliffs, which are Impassable to ALL models apart from
the VTOL Type.
23
RESERVES
Even the greatest force will begin to take losses, falter and
lose momentum over time. Thousands of years of experience
have lead to the modern tactical doctrine of deploying forces
in waves, each pressing into the enemy as best they can and
clearing the way for the next wave to take up the advance. Page 65, Terran Colonial Defence Force Field Promoted
Officers Companion, Charter Information Ministry,
October. 3868
Reserve forces play an important part in FI:P.
The percentage of a force that is kept in Reserve is dictated
by the Scenario being played. In most instances Squadrons
adding up to 50% of each sides total Tactical Value must
be kept in Reserve. Before the start of a game, both players
MUST decide which Squadrons are to be kept in Reserve
and put these models aside.
Squadrons NOT held in Reserve MUST be Deployed on
the Game Board BEFORE the game starts. Squadrons held
in Reserve MUST be organised into a number of Waves
dictated by the Scenario being played. In most instances
Scenarios will bring on Reserves in TWO Waves.
Each Wave MUST contain at least ONE Squadron, but
otherwise there are no restrictions on how the Waves are
organised.
ORDERING RESERVE DECKS
Reserve Decks are a simple way to keep record of your PreBattle plans without the need to painstakingly draw out
maps or even write anything down! You will need to mark
an Activation Card for each Squadron, another for each
Reinforcement Target Zone (RTZ) and one for each Wave.
After BOTH sides have Deployed, but BEFORE the start
of the first Turn, BOTH players MUST secretly record
the Reinforcement Target Zone (RTZ) they intend each
Reserve Squadron to arrive at, and the Wave in which it
will be arriving.
This is achieved by each player ordering their Reserve
Deck.
24
Below: this time the Valenfyres come within 8 of an enemy Night Gaunt Squadron en route to their RTZ. They
stop, and make an Opposed Command Test in which the
Valenfyres score higher. They complete their Move Up,
and the Night Gaunts gain a Disorder Marker.
25
The Drop Marker has the Fast Target MAR and the
VTOL Type. If multiple models from the same Squadron
are within 8, they MUST combine their fire as normal. If
models from different Squadrons are within 8, they will
make separate Attacks.
If the Drop Marker is Destroyed then ALL Embarked
bases are also Destroyed. Otherwise they immediately
disembark, and are placed in contact with the Drop
Marker. The Drop Marker is then removed from the
Game Board.
Important Note: A Squadron CANNOT be intentionally
dropped onto a piece of Terrain it is unable to move
through, or onto another model. If it lands in such a
location due to scattering, it is placed as close to the Drop
Marker as possible whilst being clear of the Terrain/
model and the Embarked bases count as Bogged Down
(unable to move) when they activate next.
26
SEQUENCE OF PLAY
Once the Game Board is set-up, your reserves are organised
and your models are deployed, it is time to put your strategy
to the test.
A game of FI:P consists of a number of Turns, with each
Turn broken down into the following main phases:
1.
2.
3.
4.
5.
6.
1.
While every model can use their own initiative to move and
perform regular Fire Actions, you will need to use Command
Points to order your Squadrons to perform more complex
actions. Each Turn, you will generate a certain number of
Command Points which can be spent throughout the Turn
to make Squadrons move faster, co-ordinate their fire, play
Game Cards and improve Command Tests.
The first thing each player does at the start of a Turn is
calculate the number of Command Points they have
available for the Turn.
27
2.
5.
INITIATIVE PHASE
2.
3.
4.
5.
END PHASE
28
COMMAND SEGMENT
In the tides of battle, things do not always go according to
the commanders grand plan. Sergeant Stefan Johannes
45th Armoured Regiment, 22nd SCCDF Division,
Tarxon VI Campaign.
Sometimes Squadrons will become separated and unable to
operate effectively, or too stunned or suppressed to fight as
intended. Keeping your troops in order can be as important
a task as formulating your strategies and coordinating your
firepower.
The first segment of a Squadrons Activation is the
Command Segment. This is divided into three further
stages:
1.
2.
COMMAND TESTS
Certain events can cause a Squadron or player to take a
Command Test, these include determining Initiative,
taking Disorder Checks and bringing on Drop Troops. The
result of the Command Test determines whether or not the
Squadron is able to effectively carry out its orders.
To take a Command Test, roll 3D6. Dice Colour is
determined by the Quality of the Squadron:
29
30
MOVEMENT SEGMENT
If, after the Command Segment, the active
Squadron is able to operate normally, it may now
perform one of the following movement actions.
Models can make short distance manoeuvres,
getting themselves into prime position to open fire
with their weapons.
Alternatively models can move Flat Out, sacrificing
their ability to fire to cover a great distance in a
short time. This allows Squadrons to rapidly seize
objectives, or ready themselves to occupy a vital
firing lane in the following Turn.
During the Movement Segment a Squadron can
perform one of two actions:
31
COMBAT SEGMENT
Once a Squadron has performed all desired actions in the
Movement Segment, it moves in to the Combat Segment of
its Activation. Here it can open fire with its weapon, tearing
apart opposing vehicles with turret mounted guns, multibarrelled cannons, high velocity rail-guns or destructive
missiles.
To maximise their potential, all models in a Squadron will
attempt to fire on the same target Squadron simultaneously.
The Fire Action represents the Squadrons ability to rapidly
snap-fire at targets which present themselves whilst the
Squadron completes its manoeuvres. The Zeroed Fire Action
on the other hand, represents the increased effectiveness if
the vehicles focus all of their efforts into a sustained volley.
4.
5.
6.
Calculate Successes:
The
total
number
of successes are calculated. This may be
modified by Shield Systems or Game Cards.
7.
3.
Zeroed Fire Action If the Squadron did not perform ANY Move actions,
it spends a Command Point and the target Squadron
is within Effective Range, it may declare a Zeroed Fire
Attack. Static Type models must spend TWO Command
Points to perform a Zeroed Fire Action. Zeroed Fire works
the same as a regular Fire Action, but ALL of the Attack
Dice increase their Dice Colour by ONE level.
32
Terran Alliance
Valkyrie Recon Vehicle
DECLARING ATTACKS
The Active Squadron may be able to declare one or more
Attacks (Fire Actions, Zeroed Fire Actions etc.).
TARGET PRIORITY (OPTIONAL RULE)
Some players like the idea that when a Squadron is
presented with multiple targets, certain targets will be
considered more of a threat, and as a result must be dealt
with as a priority. We do not recommend this for FI:P, but if
this is your preference please use the following rule:
33
34
SUCCESS MODIFIERS
Normally, any result of 4, 5 or 6 on an Attack Dice is a
success, however certain circumstances can change this.
Common modifiers include:
35
SPECIAL ACTIONS
REACTIVE FIRE
A Squadron coming under heavy fire is unlikely to sit and
do nothing in response. Although it cannot benefit from
the advantages of tactical repositioning, or carefully aimed
shots, this can allow a Squadron to deal some damage before
it is crippled by the enemys attacks. - Page 26, Terran
Colonial Defence Force Conscript Training Handbook,
Charter Information Ministry, August. 3868
36
END PHASE
The End Phase of each Turn allows the players to collect
together their thoughts and plans and ready the Game
Board for the next Turn. Some End Phases are even more
pivotal, as Reserve Squadrons arrive to turn the tide of
battle.
During the End Phase of each Turn, certain actions may
occur, in the following order:
1.
2.
3.
4.
5.
END OF GAME
At this point, players should check to see if the Scenarios
Victory Conditions have been satisfied by either player,
if the Time or Turn Limit has expired or if the roll for
Variable game length should be made.
If the game has ended, then Victory Points should be
calculated for both sides, depending on the Scenario
played, and the winner should be determined.
BRING ON RESERVES
Depending on the Scenario being played, at this point in
the End Phase of specific Turns, players bring on their
Reserve Waves as described on Page 24.
REGROUP
If two Squadrons of the same Designation have models
within Command Distance of one another during the
End Phase of a Turn, the controlling player may spend
ONE Command Point to Regroup the Squadrons.
37
TYPES OF OBJECTIVE
The Strategic Objective is an all inclusive term used to
describe any combat goal assigned within the framework
of achieving victory in a campaign. On the other hand
the Tactical Objective is a secondary term describing
any goal that gains a short term advantage. - Page 107,
Terran Colonial Defence Force Field Promoted Officers
Companion, Charter Information Ministry, October.
3868
In FI:P there are TWO types of Objective, they vary both
in value and in the ways that they can be acquired.
STRATEGIC OBJECTIVE
Examples: Ore Refinery, Factory Complex, Vault Gateway.
DEPLOYING STRATEGIC OBJECTIVES
Players should take it in turns to place Strategic
Objectives on the Game Board during the Pre-Game
Sequence (see Page 20). Objectives MAY be placed
ANYWHERE on the Game Board as long as they are not
within 8 of another Strategic Objective.
Players should conduct an Opposed Command Test.
The player with the most successes MUST place the first
Strategic Objective after which players should take it in
turns to place Objectives until all have been placed.
CAPTURING STRATEGIC OBJECTIVES
At any one time a Strategic Objective will fall into one of
the following THREE categories:
Captured:
In order to Capture a Strategic Objective there MUST
be at least ONE Friendly Squadron and NO Enemy
Squadrons within 4 of the Strategic Objective.
Contested:
A Strategic Objective is Contested if there is at least ONE
Friendly and ONE Enemy Squadron within 4 of the
Strategic Objective.
Unclaimed:
A Strategic Objective is Unclaimed if there are NO
Squadrons within 4 of the Strategic Objective.
38
VICTORY POINTS
If at the end of the game a player has a Captured Strategic
Objective, that player gains 5 Victory Points. If at the end
of a game a Strategic Objective is EITHER Contested OR
Unclaimed neither player scores any Victory Points for it.
EXCEPTIONS
The following are exceptions to the rules which apply to
BOTH types of Objective.
TACTICAL OBJECTIVE
Examples: Communications Centre, Ammo Dump, IntelHub.
39
FORCE BUILDING
The Kickstart Box provides a fully playable Battle Group,
with a total Tactical Value of 25. To expand past this, or
to start a Battle Group from scratch, you will need to use
the following Force Building rules.
First, both players need to agree a Maximum Tactical
Value (MTV) for their Battle Groups. This will govern
how many models they can take, as well as guide the
size of Game Board they should play on and how many
Objectives and RTZs they should place (see Page 19).
Once the MTV has been agreed, both players can begin
assembling their Battle Groups.
Models in FI:P are purchased in Squadrons. The Army
Lists on the following pages list how many models of each
Designation form a Squadron. Generally these will list Full
Strength and Under Strength Squadron sizes, along with
the Tactical Value of each.
EXAMPLE: A Full Strength Dindrenzi Night Gaunt
Hover Tank Squadron contains 3 Night Gaunt Hover
Tanks and has a Tactical Value of 6. An Under Strength
Dindrenzi Night Gaunt Hover Tank Squadron contains 2
Night Gaunt Hover Tanks and has a Tactical Value of 4.
To build a Battle Group, a player needs to assemble
Squadrons whose total combined Tactical Values DOES
NOT exceed the agreed Maximum Tactical Value for the
game.
Additionally, all models in FI:P fall into one of the
following Classes: Mainstay Squadrons, Support
Squadrons, Assault Assets and Behemoths.
MINIMUM
STANDARD
MAXIMUM
Mainstay Squadron
10
Support Squadron
Assault Assets
Behemoths
40
Mainstay Squadrons
Armoured Squadron
Tactical Value
Full Strength:
Under Strength:
Tank-Destroyer Squadron
Tactical Value
Full Strength:
4 Longbow Tank-Destroyers
Under Strength:
3 Longbow Tank-Destroyers
4
3
Tactical Value
Full Strength:
5 Talos Exo-Suits
Under Strength:
3 Talos Exo-Suits
Tactical Value
Full Strength:
Under Strength:
Each base in the Light Suit Squadron has an attached Eclipse APC OR the Squadron is deployed as Drop Troops.
Support Squadrons
Light Tank Squadron
Full Strength:
Tactical Value
3 Dagger Light Tanks
Tactical Value
Full Strength:
Under Strength:
Under Strength:
Tactical Value
3
2
Tactical Value
1
Tactical Value
3 Support Vehicles:
3 Pilum AA Vehicles
2 Support Vehicles:
2 Pilum AA Vehicles
1 Support Vehicles:
1 Pilum AA Vehicle
Each Support Vehicle MUST be attached to either a Tank-Destroyer Squadron, Weapon Platform Squadron or a Light Suit
Squadron with attached APCs. A single Squadron CANNOT have more than one Support Vehicle attached to it.
Assault Assets
Close Air Support
Tactical Value
2 Strike VTOLs:
1 Strike VTOL:
Although purchased together, each VTOL MUST activate independently, NOT as a Squadron.
Heavy Tank
Full Strength:
Tactical Value
1 Kerberos Heavy Hover Tank
Heavy Walkers
6
Tactical Value
Full Strength:
10
Under Strength:
Behemoth
Command Barge
Full Strength:
Tactical Value
1 Haros Command Barge
12
Mainstay Squadrons
Main Battle Tank Squadrons
Tactical Value
Full Strength:
Under Strength:
Tactical Value
Full Strength:
Under Strength:
4
3
Tactical Value
Full Strength:
6 Goliath MAUs
Under Strength:
4 Goliath MAUs
Tactical Value
Full Strength:
Under Strength:
Each base in the Light Assault Unit Squadron has an attached Tryptich APC OR the Squadron is deployed as Drop Troops.
Support Squadrons
Recon Vehicle Squadrons
Full Strength:
Tactical Value
4 Valkyrie Reconnaissance Vehicles
2
Tactical Value
Full Strength:
Under Strength:
Each Weapon Platform in the Weapon Platform Squadron has an attached Tryptich APC.
Weapon Platform Squadron M54 Auto-Cannons
Tactical Value
Full Strength:
Under Strength:
Each Weapon Platform in the Weapon Platform Squadron has an attached Tryptich APC.
Anti-Aircraft Tank Squadron
Tactical Value
3 Support Vehicles:
3 Nidhogg AA Tanks
2 Support Vehicles:
2 Nidhogg AA Tanks
1 Support Vehicles:
1 Nidhogg AA Tank
Each Support Vehicle MUST be attached to either a Main Battle Tank, Weapon Platform Squadron or a Light Assault Unit
Squadron with attached APCs. A single Squadron CANNOT have more than one Support Vehicle attached to it.
Assault Assets
Close Air Support
Tactical Value
Full Strength:
Under Strength:
Heavy Tank
Full Strength:
Tactical Value
1 Paladin Breakthrough Tank
Heavy Walkers
5
Tactical Value
Full Strength:
2 MAW-09 Spider
Under Strength:
1 MAW-09 Spider
Behemoth
Command Barge
Full Strength:
Tactical Value
1 Atlas Mobile Outpost
10
SCENERY:
D3 + 1 Pieces of Terrain.
RESERVES
12 TV (or 50% of each players MTV) MUST be held in
Reserve.
Each player has TWO RTZ Markers. They MUST be
deployed using the rules found on Page 20. This Scenario
only has ONE Reserve Segment, occurring during the End
Phase of Turn 2.
OBJECTIVES
Each Player MUST place ONE Strategic Objective along
the imaginary centre line using the rules found on Page
20.
VICTORY CONDITIONS
This Scenario DOES NOT use Victory Points.
Instead, both players MUST total up the Total Tactical
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BLITZ
Once the invading troops and tanks hit the dirt in any
planetary assault, both sides know they are in for a long,
gruelling war of attrition. As a result, both will want to
cause as much damage to their opponent as quickly and
efficiently as they can.
As such, the opening stages of a FI:P campaign will be
fast, brutal affairs, with no quarter given and both sides
attempting to cause maximum damage to their enemies.
However, even these devastating pitched battles will
be fought over areas of tactical importance, containing
locations or resources valuable to both sides. Commanders
will need to keep one eye on assets that can be recovered,
whilst the other is focused on eliminating the enemy.
This Scenario describes such an encounter, representative of
the early massed conflicts of many planetary invasions. Both
sides are on an even footing as the battle commences, and
each is seeking to cause as much lasting damage to the enemy
as they can before they receive their orders to withdraw.
Additionally, scattered across the battlefield several key
locations have been flagged, and the commanders have been
instructed to find and identify any valuable objectives.
Efficient annihilation is the order of the day; destroy as
much of the enemys front line as possible, whilst keeping
casualties to a minimum and seizing every secondary
objective within reach.
GAME SIZE
Suggested Maximum Tactical Value: 25 TV
Suggested Game Board Size: 4 x 4
SCENERY
D3 + 1 Piece of Terrain.
RESERVES
12 TV (or 50% of each players MTV) MUST be held in
Reserve.
Each player has TWO RTZ Markers. They MUST be
deployed using the rules found on Page 20.
This Scenario has ONE Reserve Segment, occurring
during the End Phase of Turn 2.
OBJECTIVES
Each Player MUST place THREE Tactical Objectives
Face-Down on the Game Board. Players CANNOT look
at the values on the Tactical Objectives.
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Fast Target:
Why would we need armour? Speed IS Armour! Decurion-Pilot Aurea Pastus after the assault on SolFarm Alpha-09
Anti-Air (weapon):
This weapon ignores the success modifier for targeting
VTOL Type models. However, when targeting non-VTOL
Type models, it only counts results of 5 or 6 on its Attack
Dice as successes.
Anti-Personnel (weapon):
This weapon IGNORES the Small Target and Very Small
Target MARs when targeting Foot-mobile models.
Hull Down:
A model with the Hull Down MAR gains the Small Target
MAR if it DOES NOT move during its Activation. This
lasts until the model moves.
Occupy Position:
If a model with the Occupy Position MAR Attacks an
opposing Foot-Mobile Squadron that is occupying
a structure, and as a result of their Attack cause the
opposing Squadron to fail a Disorder Check, the
opposing Squadron MUST IMMEDIATELY leave the
structure on the opposite side to the opposing Squadron
and make a Standard Move Action directly away from
the Squadron that attacked them. The active Squadron
may then make an IMMEDIATE Standard Move Action
towards the enemy which may be used to bring them into
base contact with a structure.
Command Barge:
Many Command Behemoths carry with them into battle a
group of senior officers, each neuro-linked into the vehicles
Tactical Computer, allowing them to instantaneously issue
commands to troops engaged in battle.
Whilst this model is on the Game Board, its controller
gains an additional 1 Command Point each Turn.
Comm. Centre:
A model with the Comm. Centre MAR can act as a hub for
various other MARs. Additionally, any Command Tests
made by friendly models within 8 of one or more Comm.
Centre models increase their Colour Level by ONE. If
a model with the Comm. Centre MAR has one or more
Disorder Markers, it loses the Comm. Centre MAR until
the Disorder Markers are removed.
Independent Transport
Models transported in a model with the Independent
Transport MAR DO NOT count as part of the same
Squadron when they disembark. Models that disembark
from an Independent Transport MUST have their
activation card added to the Order of March deck at the
start of the following Turn.
Rapid Drop:
Some weapons are kept ready but off-station at the start of
battle. Rather than deploying on the field they wait for a
vehicle to relay a clear LZ to them. When the signal comes
though they can be dropped from orbit or launched from
a land based facility with only a few monuments notice,
landing directly were they are needed, right in the thick of
the action.
A model with the Rapid Drop MAR may be deployed
within 8 of ANY model with the Comm. Centre MAR
during the End Phase of ANY Turn, as if it was arriving as
Drop Troops. It is not required to be assigned to a Wave.
If it is fielded part of a forces Reserve percentage, it MUST
be assigned a Wave, and is NOT available to arrive via
Rapid Drop until that Wave arrives.
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Sentry:
A robotic sentry turret can stay on station indefinably
waiting for something not to return its F-o-F request. Soon
as it does, it automatically turns it into a pile of ash and
shredded metal.
A model with the Sentry special rule CAN be placed on
Overwatch.
Shield Projector (value):
Every Atlas Mobile Outpost possesses the revolutionary
Hawker L11 Shield Umbrella. Able to project a particle
shield out 30m in all directions, this new device will safely
protect everything within the shell from all known ground
based Federation weapons. If you see an Atlas, stay close.
Page 35, Terran Colonial Defence Force Conscript
Training Handbook, Charter Information Ministry, Aug.
3868
Any Squadron with a model within 6 of a model with a
Shield Projector may add the Shield Projector value to is
Shield Systems.
Shield Systems (value):
When Models with Shield Systems are attacked, use their
Shield Systems to mitigate potential damage.
To do this, once the total number of successes from the
attack has been calculated, and the number of models
damaged or Destroyed by the attack determined, each
model damaged or Destroyed may roll a number of Shield
Dice equal to their Shield Systems value.
For each roll of 4, 5 or 6 on a Shield Dice (subject to
Dice Colour) ONE success is removed from the Attack.
This may prevent one or more models being damaged or
Destroyed.
Towering:
Look at the size of that thing! - Trooper H.C. Barrey, 73rd
Hailles Belt CDF Armoured Infantry
Line of Sight to and from models with the Towering
MAR is NOT Blocked by intervening models, unless the
intervening models also have the Towering MAR.
Transport Capacity (value)(type):
Debus boys. Time to go kill us some Feds - Sergeant Amar
Hartrum before the fourth battle for Haxarius Minor
A model with a Transport Capacity can embark a number
of bases of the listed Type of models equal to its Transport
Capacity value, either during Deployment, or when the
bases move into contact with its base.
When Embarked, the bases are not placed on the Game
Board, CANNOT activate and CANNOT be targeted.
Embarked Squadrons CAN disembark from their
transport at the end of the Movement Segment of the
transports Activation. They are immediately placed
on the Game Board with their bases in contact with
the transports base and are treated as part of the same
Squadron as their attached Transport Vehicle.
If the Squadron did NOT move before it Disembarked it
CAN declare Attacks in the same activation, however it
counts as having moved for the purposes of the Attacks.
If a model with embarked bases is Destroyed, roll a D6 for
each embarked base, on a roll of 5 or 6 place the model on
the Game Board in contact with the transports base before
removing the Destroyed transport from the Game Board.
On a roll of 1 4 the embarked base is also Destroyed.
Small Target:
Some targets present such a small target that targeting
them with systems designed for taking out armour is a real
challenge.
If a model without this MAR or the Very Small Target
MAR targets a model with this MAR, only results of 5 or
6 on its Attack Dice are successes.
Terran Alliance
MAW-09 Spider.
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