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RULES WRITERS

Christopher Worth, Andrew Jones


& Neil Fawcett

The contents of this book are


Copyright Spartan Games 2012.
All rights reserved.
October 2012 Print

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).

Model Concepts & Design


Dave Kidd

THE FIRESTORM HAS LANDED!


The invasion of the Storm Zone and its neighbouring
regions by the Dindrenzi Federation and its allies of the
Zenian League triggered the greatest interstellar war for
generations, dwarfing all previous conflicts.

For the Federation, every world conquered, every system


scoured of Terran forces is one less barrier to its goal of
total domination of the Storm Zone, Fathoms Reach and
beyond.
With the Dindrenzi invasion fleets came the Planetfall
Divisions of the combined Dindrenzi armies, Legions
of soldiers and armour beyond counting. In response,
protected by the battered but resolute Storm and Fathom
Fleets, the Terran military is moving massed divisions of
its own armies to defend the vital colonies.

The invasion began with titanic battles in deep space that


the Dindrenzi people and their allies have fought and
continue to fight - against the defending forces in and
around the Storm Zone. Their enemies are the Terran
Alliance and the confederation of alien powers mustered
by former Terran President Anton Kurak, known as the
Alliance of Kurak.

The raging war is going planetside in the Storm Zone. A


conflict already involving thousands of warships and tens
of thousands of strike wings is expanding further. It now
sees the mobilisation of ground forces numbering in the
hundreds of millions on both sides.

The most prominent Kurak signatories are the Aquan


Sebrutan and the Sorylian Collective. Together with the
Terrans they compose the core of the defending powers,
although many smaller alien and human dominions are
standing with them against the aggression of the Zenian
League.

With this action, what was already a war of colossal


proportions is destined to become the largest conflict in
human history and the greatest that this galactic quadrant
has ever seen.

But although all three empires have come under attack,


it is in the Storm Zone where the Terrans and Dindrenzi
face each other directly that the fighting is fiercest. The
Dindrenzi have driven a deep wedge into the region,
while the Terrans seek to shore up their defending forces.

FIRE FROM THE SKIES


In three score systems on dozens of worlds the Dindrenzi
have rained wrath from the skies upon Terran settlements
and colonies, driving back the defending Terran Storm
Fleet naval armadas with superior technology and weight
of numbers. The Dindrenzi fleets opened up the path for
the Federations planetary invasion forces, whose task was
to clear out the last vestiges of enemy resistance.

But now the war is no longer confined to deep space. For


the Dindrenzi seek not only to expel the Terrans from the
worlds and systems of the Storm Zone, but to conquer
and occupy these worlds themselves. The Federation is
hungry for the strategic advantages and military resources
that conquest will provide, and to deny these assets to its
Terran enemy.

Some small colonies were successfully evacuated by


the Terran fleets, their populations and military forces
spirited away to shore up the defences of larger colonies.
Others saw no alternative but utter doom and chose to
surrender, sometimes without a shot being fired.

The Terrans will stop at nothing to defend their holdings


in the Storm Zone. Apart from the resources upon which
their fleets and armies depend, every one of these worlds
is a potential fortress, a link in a chain of bastions holding
back the Dindrenzi tide.

But these were the exceptions. Most of the Terran


colonists hunkered down on fortified planets and chose
resistance. The inhabitants of the Storm Zone were tough
and hard-edged in their own right. Most were damned if
they were going to give up their worlds to the invaders
without putting up a fight.

Each system, each world must be defended to the hilt


to contain the Dindrenzi offensive and buy time for the
crucial counterattacks that will drive the invaders back.

But their sacrifice was not to be in vain. The time they


bought with their steel, blood and valour allowed the
Terran Alliance time to bolster the defences of the systems
next in line to face the Dindrenzi sledgehammer.

These colonists paid a terrible price for their resolution.


Dindrenzi warships smashed their defences and rained
clinically precise orbital doom upon cities, manufacturing
hubs and other settlements on the ground. Showers of
railgun slugs, the dreaded Black Rains, hailed down upon
stricken planets, smashing apart everything in their path.

Making use of the outstanding communications and


logistical apparatus provided by the vast Charter Satellite
network, the Terrans shifted their forces that they could
best meet and withstand the coming storm.

In their wake came torrents of drop-ships and swarms


of fighter and bomber aircraft dense enough to blacken
the skies. The transport vessels touched down in vast
numbers, disgorging legions of heavy tanks, grav-neg
gunships and neuro-suit shocktroopers.

The battered remnants of the mauled Terran Storm and


Fathom Fleets were hurriedly reformed into redoubtable
armadas, ready and willing to stem the Dindrenzi tide
until reinforcements arrived from the Hub Systems.

They spread out from their landing zones in great dark


spearheads, sweeping aside Terran resistance with
massive multi-pronged blitzkrieg assaults backed up by
overwhelming air power. In their wake came massed
formations of Dindrenzi foot soldiers and mechanised
cavalry, mopping up the last shell-shocked pockets of
Terran resistance and methodically occupying territory
and assets swept clean by the armoured thrusts.

On and around many key worlds, a frenzy of activity


blew up. Orbital and system defence units were brought
up to full alert; planetary surfaces became crusted with
freshly built redoubts strong enough to withstand even
hammerblows from space. Whole populations were
mobilised for the coming apocalypse.
Every man and woman fit enough to carry a gun and fight
was conscripted into the defence forces of their home
worlds. They were quickly joined by millions of troops
and thousands of war machines of the Terran Alliances
standing armies, shipped in en masse for deployment.

One by one the outer colonies, small points of light that


were the first line of Terran resistance, were snuffed out
by the encroaching Dindrenzi shadow; their flames of
defiance smothered beneath the enemys inexorable
advance.

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.

Tarxon VI was also strategically vital in stellar terms. The


planet was girdled with a large network of orbital docks
and repair stations called the Corrigan Hoop, and had
already become a key facility for the Terran Storm Fleet.
At the heart of this system were the Satellite Charter
communications platform Ventura-357 and the vital
Tarxon Jump-Beacon network.

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.

The crucial importance of the Tarxon system was


recognised early on by the Alliance General Headquarters.
If the defence gave way, the Dindrenzi could well punch
a hole clean through the Security Cordon and sever this
sectors communications with the Aquan Sebrutan.

That was the idea, in any case. It still remained to be seen


if it would be successful. One of these fortress-worlds,
the first to stand up to the renewed Dindrenzi storm, was
Tarxon VI.

While the Federation forces ground their way forwards, a


huge defence force was massed in the Tarxon System. The
Navy of the Terran Satellite Charter (NTSC) massed two
complete Satellite Charter Armadas of the Fathom Fleet in
Tarxon. These were reinforced by the battered remnants
of two Storm Fleet Armadas, several independent NTSC
flotillas and the Tarxon System Defence Fleet.

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.

But even with this powerful force numbering several


hundred ships of various sizes, Lord-Admiral Charles
Sallerton knew that the odds would be against the
Alliance forces in a naval engagement. Overstretch of fleet
assets prevented any more naval strength being deployed
to the system.

The worlds natural water supply was supplemented by


large ice-mining operations in the Tarxon Prime asteroid
belt and Aquan-designed water generation/reclamation
systems. These latter machines, nicknamed Alchemy
Sinks were buried deep beneath the many upland areas in
the planets northern and southern temperate zones.

As risky as it was, the best way to hold up the Dindrenzi


advance in this sector would therefore be to actively
provoke the enemy into a ground war. If the Federations
Legions could be pinned down in a war of attrition in the
system, it could nail their supporting fleets to an objective
and delay a further advance.

But despite its adverse environment, Tarxon VI boasted


a large population and was industrially well-developed.
The world was rich in mineral resources, and had already
become one of the key arsenals supplying the Terran
Alliances war effort.

Luckily for the Terrans they were well-equipped to


handle this strategy. Various drafts had mobilised several
million troops from Tarxon VI alone, although given the
importance of keeping its industries and repair facilities
going even this manpower supply could not be regarded
as infinite and needed to be used carefully.

Guns, fighting machines and ammunition poured out of


its factories. The earth and rock beneath its arid surface
concealed more huge stockpiles of war supplies, as well as
well-established weapons testing stations.

To supplement the Tarxon System Army Groups, the


Alliance used its superb logistic network to call in
additional forces from the mobile Satellite Charter
Colonial Defence Forces. In the time leading up to

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

machines took their place at the frontline. Some veteran


formations were interspersed amidst the untested strength
of the assault forces to add an extra measure of steel.

DeStaal despatched 86th Battle Fleet for a diversionary


assault on the Ryitai Jump-Beacon. 112th Reserve Battle
Fleet and RSN Task Group Hidden Vengeance forged
into the asteroid belt intent on striking and securing
Osaka-Myers Hydro facilities. Both moves were intended
to draw away Terran forces to defend these vulnerable
assets, while the primary Dindrenzi divisions blitzed their
way to Tarxon VI.

Morale was high. Agitators from the Church of the


Dramos Angels accompanied many Dindrenzi units
unofficially, their fiery pronouncements against the
Terrans stirring their troops to new heights of zeal.
The presence of these firebrands in the ranks was not
universally welcomed by senior Federation commanders,
but turning them out would have caused more trouble
than it was worth.

Dozens of engagements erupted in the dense asteroid


fields as Dindrenzi naval and RSN hunter groups
clashed with Tarxon system defence ships and OMH
corporate security patrols. Several mining facilities were
overwhelmed by massed Dindrenzi Naval Legion attacks,
but on many the Terrans held their ground.

Even outside the ranks of the Churchs followers, the


invasion troops were keen to plunge into action against
the old enemy and earn privileged veteran status. The
coming campaign would be a worthy first battle honour.

Fighting spread rapidly through the harsh surroundings


of many mining posts, as Terran and Dindrenzi troops
and machines clashed in the fiercely hostile environments.
The baiting of the Ryitai complex was less successful.
Sallerton had guessed that an enemy attack on the moon
would occur, and had positioned a powerful flotilla of the
55th SCA to defend the base. Operating from the within
the protection of the bases powerful orbital defences, the
Terrans brought the 86th Fleet to battle.

Overall command of the Olympia naval forces fell to


Arch-Fleetmaster Claudius DeStaal, but it would be
the supreme commander of the Federation ground
forces, Arch-Marshal Nicosius Vrayl who would be the
mastermind behind the initial strike.
THE HAMMER STRIKES
Vrayls multi-spearhead attack slammed into the Tarxon
system at the beginning of the wars second year. The
combined Dindrenzi fleets shunted into Tarxon within
ten astronomical units of Tarxon VI, just beyond the
systems primary asteroid field.

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.

Forced back, the Federation fleet nonetheless landed


Naval Legion forces equipped with powerful neuro and
exo-suits on the moons dark side and promptly attacked
the Jump-Beacons ground-based power supply systems.
Savage clashes with Terran Alliance Colonial Defence
Armoured Infantry and Goliath MAUs ensued. However,
the Terran troops held the line as their warships had held
it in orbit.
Victory at Ryitai was crucial for the Terrans, and a
grave setback for the Dindrenzi. Holding the key JumpBeacon meant that the Alliance would be able to shunt
reinforcements directly into the centre of the warzone,
instead of having to rely on the more remote parts of the
network.
This would make it much harder for the Dindrenzi forces
to intercept them before they could make an impact on the
heart of the conflict. However, that was a future concern,
for the Dindrenzi blitz on Tarxon VI itself proved brutally
effective.
THE RINGS OF FIRE
Lord-Admiral Sallerton had known better than to spread
his forces too thinly around the system, and focused on a
close defence of Tarxon VI itself. His fleet was stationed
around the planets immense orbital ring, the Corrigan
Hoop. Connected to the worlds surface by two vast
equatorial space elevators, the Hoop housed the orbital
docks and ship repair facilities.

was a key part of the overall strategy, he was profoundly


frustrated by the fact that his fleet alone could not hold
off the enemy tide.
Federation hover tanks and gunships blitzed Terran
bastions, trying to halt their firing at the massed
Dindrenzi warships attempting to descend to low orbit.
Modified Terran ground tanks and sealed Goliath MAUs
of the orbital defence details sallied out of their armoured
redoubts to counterattack.

When DeStaals main force descended upon the planet,


Sallerton found even his reinforced fleet outnumbered
more than three to one. In a series of gruelling battles,
ships of both sides burned in space or plummeted
earthwards ahead of raging streams of fire and debris,
incinerating on atmospheric entry.

Death came quickly for Dindrenzi Legionnaires and


Terran orbital defence troopers alike, either within
shattered vehicles or by exposure to the deadly hard
vacuum of space when tanks and sealed environments
were breached. The silent war on the Hoop raged without
respite. The Dindrenzi fought to secure the means to
rapidly transport their massed armies to the planets
surface without having to dare the formidable low-orbit
defences of Tarxon VI.

Vicious fighting broke out at many points around the


ring itself. Dindrenzi armoured forces disembarked onto
the vast orbital structures to assault the stubborn Terran
defenders, especially around the huge orbital terminus
stations of the Archon and Crystal Spire space elevators.

The Terrans stubbornly held on to the vital transport


termini, the elevator counterweights and the smaller
Maglev Accelerator Towers. Destroying these valuable
facilities was not an option, for otherwise the Alliance
forces would stunt their own capacity to funnel
reinforcements to the planet.

The first major clashes of Terran and Dindrenzi armoured


forces took place in high orbit, raging over the surfaces
of the tethered asteroids, huge maglev-transit lines and
bastions that connected the Hoops bases. Even though
Sallerton knew that luring in the Dindrenzi ground forces

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

bombers. The assault waves touched down first near


Vectis, Acta and Veda, disgorging company after company
of Federation armour.
Hover tanks and gunships darkened the skies, while
on the ground neuro-suit infantry, heavily armed halftracks and deadly tank destroyers of the armoured Storm
Legions lost no time in launching powerful offensive
thrusts against key targets the Maglev Towers, fortified
military redoubts and Alchemy Sinks.
All these had to be captured, so that the greater mass of
the invasion armies could land and strike northwards
across the equatorial badlands to overwhelm the Terran
strongholds in the northern hemisphere.

The shattered cities and industrial complexes became


boiling cauldrons of battle, even as uncounted tanks and
heavily protected infantry clashed on scoured plains, in
petrified forests, on the shores of bitter seas and amid
rugged mountains.
Orbital bombardments became less and less effective
as the massed armies on the ground clashed in mortal
combat. The success or failure of the invasions first strikes
would be decided by armoured apocalypse upon the
surface of Tarxon VI!

But the Dindrenzi were not unopposed. Amid the


dust clouds and smog of the massed bombardments
aftermath, Terran tank battalions, Armoured Infantry and
MAUs boiled up out of their fortified underground bases
to strike hard at the Federation invaders. Fighter wings
and streams of tactical bombers erupted from armoured
airfields to duel with the Dindrenzi aerial forces covering
their land armies.

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FIRESTORM INVASION: PLANETFALL (FI:P) is


designed to be a fast and furious game of massed armoured
combat. The game mechanics have been kept simple and
easy to learn, allowing players to quickly get to grips with
the tactical use and deployment of their key military assets.

5 or 6 will be a success, although various effects can cause


this to hit number to change. Regardless of the to hit
number required, D6 will fall into one of the following
3 categories:

The core mechanics are explained within this chapter


to help speed up your game play and create fast-paced,
dynamic action.

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.

DICE IN FIRESTORM INVASION: PLANETFALL


Dice are an integral part of FI:P, adding an element of
chance to represent the many varied factors present on the
battlegrounds of the far-future.

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.

In FI:P two types of dice are used; D6 and D3. A D6 is


a standard six-sided dice. A D3 requires the rolling of a
D6, with a roll of 1 or 2 equal to a result of 1, a roll of 3
or 4 equal to a result of 2, and a roll of 5 or 6 equal to a
result of 3.

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.

Whenever you see a numeric value written before a


particular type of dice in the rules (for example 2D6) this
indicates the number of the particular type of dice to be
used.

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,

Various in game effects may cause dice to raise or lower


their Dice Colour Level. To lower the Dice Colour Level
by 1, would drop RED to BLUE, or BLUE to BLACK. To
lower by 2 would drop RED to BLACK.

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Conversely, to raise by 1 would change Black to Blue


and Blue to Red and to raise by 2 would change
Black to Red.
If a Dice Colour Level is raised past Red, each model
affected gains an ADDITIONAL Red Dice, to a
maximum of THREE. Conversely, if an effect causes
a Dice Colour Level to drop past Black, each model
affected loses ONE Dice, to a minimum of ONE.

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.

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All models are considered to have FOUR 90 degree Arcs,


Front, Back, Left and Right.
A Model with a Fixed Weapon mounting can only fire that
weapon though the Arc given on its stat card. Any targets
outside of this Arc count as Blocked when determining
Line of Sight. When measuring Range to its target, the
Leading Edge of a Fixed Weapon MUST be the base edge
of the relevant Arc.
Example: A Terran Shikra Gunship has the Fixed
(Hammerstrike Missile Launcher) (Front) MAR. Because
of this the Gunship CAN ONLY fire at targets that are
within its 90 degree Front Arc.

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.

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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.

The player then counts the number of successes scored,


and compares the result to the number of successes
required to Pass the test.
Players may be required to make Opposed Command
Tests. In these cases. BOTH players or Squadrons will
take a Command Test and compare the number of
successes they roll. The player or Squadron which scores
the most successes wins the Opposed Command Test.
For a full explanation of how to take Command Tests,
see Page 29.
NOTE: The core rules for FP:I are also available as a set
of free downloads from www.studiosparta.co.uk. It is
worth checking the revision dates of these documents as
the download will ALWAYS contain the latest versions of
the rules, along with the latest model statistics.
OPTIONAL RULES
Some rules have a green coloured heading and these
should be considered as optional, and only to be played
should ALL players in a game consent to its use.

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THE NUMBERS

All of the models in FI:P have a number of statistics,


which tell you how to they can be fielded and how they
operate on the Game Board. This gives a measure of the
relative combat effectiveness of a vehicle, and tells you
what special rules and abilities they have.
Name:
All models have a name. This is the Designation of the
model. With a few exceptions, models with the same
Designations are used in Squadrons, normally of around
two to five models, representing the formations they use
on the Battlefield.
Type:
Identifies what type of model it is; determining how it
interacts with Terrain and other models.

Foot-Mobile: Heavy infantry equipped with large


armoured suits that give them a level of protection
against the massed armour of the enemy.

Grav-Neg: This is sophisticated Gravity-Negation


technology that holds these vehicles several metres

above the surface. Although not capable of true


flight, they can easily manoeuvre over obstacles and
can traverse almost all Terrain.

Half-tracked/Wheeled: A mix of tracks and wheels


that balances cost and reliability with speed and
mobility.

Static: Emplaced systems that cannot move


unassisted, often mounting awesome firepower.

Tracked: Heavy vehicles that use tracks to navigate


difficult ground with ease.

Walker: Large vehicles which manoeuvre on two


or more legs. Generally slower than wheeled or
tracked equivalents, but mounting considerable
armament.

VTOL: Very fast, difficult to target and unimpeded


by Terrain, whilst still able to provide a heavy base of
fire wherever it is needed on the battlefield.

Terran Alliance Paladin


Heavy Tank

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

Game Cards in FI:P are used to represent a wide range


of unplanned events, electronic warfare systems, direct
command intervention and sheer luck! They add an
additional level of tactics and learning when and how to
use them brings a dynamic element to the game.

LUCK OF THE DRAW

There are several types of Game Cards, differentiated


using the STAR mechanic. Each card is marked with an
appropriate S, T, A or R symbol to indicate whether it is a
Squadron, Turn, Action or Reaction card.
Important Note: A Game Card may allow you to
perform an action with, or against, a model that is
otherwise not allowed. The text on a Game Card always
takes precedence over the Rulebook.
S Card (Squadron Card)

A maximum of one Squadron Card can be played on
a Squadron per turn.

Squadron Cards are played at the stated point during
the Squadrons Activation.

Squadron Cards can affect some, all or none of the
models in a Squadron.
T Card (Turn Card)

A maximum of one Turn Card can be played by each
player per Turn.

Turn Cards are played at the start of the Turn before
Initiative is resolved.

Turn Cards are placed face down in front of the
players and are revealed simultaneously.

Turn Cards are resolved in the order of Initiative
from the previous Turn.

Unless specifically stated otherwise, a Turn Card
will only have an effect during the current Turn.
Important Note: On the first Turn, where Initiative
has not yet been determined, players take an Opposed
Command Test and resolve their Turn Card in order;
highest first to lowest last.

A Card (Action Card)



A maximum of one Action Card can be played on a
Squadron per Turn.

An Action Card can be played at the stated point
during the Squadrons Activation.

An Action Card MAY be played on a Squadron IN
ADDITION to a Squadron Card.
R Card (Reaction Card)

A maximum of ONE Reaction Card can be played
on a Squadron in response to an enemy action
against the Squadron.

Only one Reaction Card can be played per action but
more than one can be played on the same model per
Turn.

An action is any single event during an enemy
Squadrons Activation that has an effect on a model.
A Reaction Card will only affect a single action, so
the effect of a card that increases your Kill Rating
(KR) is temporary, and only lasts for the duration of
the action it was played against.
HAND SIZE
The maximum number of cards a player can hold at any
one time is equal to the number of Squadrons they have
in their force, up to a maximum of 5. This is called the
players Hand.
At the start of a game, after Deployment but before
Initiative is rolled for the first Turn, each player draws
cards from their shuffled deck of Game Cards up to their
maximum Hand size.
In the End Phase of each Turn players must ensure that
they do not have more cards in their Hand than they are
allowed. If a player does have too many cards in their
Hand, or if they simply wish to replace some of the cards
they have, they can discard any number of Game Cards
to the Discard Pile and draw new Game Cards from their
deck up to their maximum Hand size.
If a player gets to the end of their deck of Game Cards
they must reshuffle their Discard Pile into a fresh Game
Card deck.

17

USING GAME CARDS


Every Game Card has a Command Point value.
Whenever a Game Card is played the owning player
MUST pay the Command Point cost shown on the card
in order to use the card.

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.

Use the text on the various cards as a guide to when, and


on what models, a Game Card can be played. The text on
each card explains the effects of each card and how it is
used in the game.

Important Note: If a deck is used by more than one player,


where possible, allies, rather than opponents, should use
a shared deck.

Once a Card has been played, it is placed in the Discard


Pile.
A Game Card that has been played CANNOT be
retracted unless it was played incorrectly.
CARD TACTICS
How and when you choose to play a Game Card is
very important, and players should be careful not to tell
another player what cards they have until they are forced
to do so. A great tactical advantage can be gained by
keeping your Hand a secret.

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.

Determine Game Size

Battles come in all shapes and sizes, ranging wildly from


a small numbers of light reconnaissance Squadrons
encountering one another on long-rang combat patrols,
to full-strength Battle Groups supported by Heavy Tanks
and Air Support making frontal assaults on subterranean
fortresses.
FI:P allows you to play out any conflict in this wide range,
so the first thing the players need to do is decide how big
they want their battle to be.
To do this, players should first decide between themselves
a Maximum Tactical Value (MTV) for the game and
consult the following Game Size Table. This will tell you
the recommended Game Board size for a battle of that
magnitude, along with how to divide up their reserves, the
number of Objectives and Reinforcement Target Zones
(RTZs) suggested and the approximate Terrain density.
As a general guide, the Alpha level can be played with the
contents of a Kickstart Box in under an hour, where a Delta
level game may involve multiple Battle Groups and last a
whole evening if you want it to.

Important Note: The Game Size Table is only a series of


suggestions on how games should be played and ANY of
its contents CAN be adjusted if all players agree.
Important Note: If players do not wish to use any of
the Maximum Tactical Values (MTVs) on the Game
Size Table they should feel free to use any MTV that
they like. However, if they do this they MUST adjust the
total Tactical Value of their Reserves to remain at 50%
of the MTV or the alternate percentage presented in the
Scenario being played.
Important Note: The number of pieces of Terrain given
on the Game Size Table assumes that each piece of Terrain
is no more than 6 by 6. If smaller Pieces of Terrain are
being used players MAY CHOOSE to instead use ANY
number of pieces of Terrain as long as they do not in total
cover more than 25% of the total area of the Game Board.
2.

Build Forces

Assembling your Battle Group is often considered the first


stage of tactical game play. It is important to consider how
you want to play the game, and the best way to achieve your
objectives, so you can then choose the perfect models for the
job.
Once they have agreed how big they want their game
to be, players should then build forces up to this agreed
Maximum Tactical Value (see Page 40), conforming to
any Army Building considerations given if a Scenario is
being played.

ALPHA

BRAVO

CHARLIE

DELTA

Maximum Tactical Value

Up to 25

Up to 50

Up to 100

Up to 150+

Reserves (OR 50% of the MTV)

12

25

50

75

Strategic Objectives (per player)

RTZs (per player)

Suggested Game Board size

4 x 4

6 x 4

6 x 4

8 x 4

Suggested Number of Terrain Pieces

D3+1

D3+3

D3+3

D6+1

19

After Building their Forces players MUST separate their


Reserve Squadrons and place them to one side.
3.

Set Up Terrain

The Game Boards you play on can range in detail and


complexity from a simple desert coloured cloth with a
Building or two scattered across its surface, to a fully
sculpted Board, with contours carved into its textured tiles,
and intricate industrial complexes bursting from its surface.
The following rules detail how to place terrain on the
Game Board in FI:P.
Terrain MUST be set up using ONE of the TWO
following Methods;
1. Friendly Set Up
Friendly Set Up is intended for games between players
who are out to have fun. Players are encouraged to use
whatever terrain they like and to create scenic and thematic
battlefields to fight over.
Players can set up a Game Board placing ANY
classification of terrain in whatever manner they wish to
the joint agreement of all involved.
2. Tournament Set Up
Tournament Set Up is intended for highly competitive play.
These rules have been optimised to ensure that no one side
gains an unfair advantage over the other by placement of
the terrain.
Players should take it in turns to place a pieces of Terrain,
up to the number dictated by the Game Size Table or by
the Scenario being played.
Players should make an Opposed Command Test (see
Page 29) to determine who places the first Piece of Terrain
unless the Scenario being played dictates otherwise.
Each time that a Piece of Terrain is to be placed, Roll a
D6 and consult the table below to determine what kind
of Terrain it is;
1 - 2 Buildings,
3 - 4
Huge Rocks/Spires
5 - 6
Rough Ground

4.

A Piece of Terrain CANNOT be placed within


8 of another Piece of Terrain.
A Piece of Terrain CANNOT be placed within
4 of any Game Board Edge.
Roll for Game Board Edge

Once players have placed terrain, they need to determine


where they are going to set up their forces.
Players should make an Opposed Command Test. The
player with the most successes may choose ANY LONG
Game Board Edge to be their Deployment Edge.
Unless otherwise specified as part of a Scenario being
played, the other player must take the Game Board Edge
directly opposite as their own Deployment Edge.
5.

Deploy RTZs

Reserves are a big part of FI:P, simulating large waves of


tanks arriving in sweeping formations, and specialist troops
dropping from orbiting drop ships straight on to key areas.
To do this, both players need to determine, before the battle
begins, where they want their reserve forces to arrive,
simulating pre-battle planning.
Players should take it in turns to place Reinforcement
Target Zone (RTZ) Markers on the Game Board. These
are the points at which your Reserve Squadrons can arrive.
RTZ Markers MAY be placed ANYWHERE on the Game
Board as long as they are not within 8 of another RTZ
and are not within Terrain considered Impassable by ANY
model.
The total number of RTZs is determined by either
consulting the Game Size Table OR is dictated by the
Scenario being played.
Players first conduct an Opposed Command Test. The
player with the most successes MUST place the first RTZ
Marker after which players should take it in turns to place
RTZ Markers until all have been placed.
6.

Deploy Objectives

Players should take it in turns to place Objectives on the


Game Board. Objectives MAY be placed ANYWHERE
on the Game Board as long as they are not within 8 of
another Objective.

20

The total number of Objectives is determined by either


consulting the Game Size Table OR is dictated by the
Scenario being played.

Players should take an Opposed Command Test. The


player who rolls the most successes may choose who
deploys the first Squadron on the Game Board.

Players should conduct an Opposed Command Test.


The player with the most successes MUST place the first
Objective after which players should take it in turns to
place Objectives until all Objectives have been placed.
Important Note: Objectives CAN be placed inside
Terrain Impassable to some models, for example, they are
often placed inside or on top of Buildings for thematic
purposes.
Important Note: Although you CAN place an Objective
within your own Deployment Zone, remember that it will
be worth ZERO Victory Points. See Page 39 for rules
governing Objective placement and Victory Points.
7.

Deploy Forces

Unless otherwise specified as part of a scenario, a players


Deployment Zone extends 8 out from the entire length of
the Game Board Edge that they selected.

Players should take it in turns to place


Squadrons on the Game Board.
Squadrons MUST be deployed within the
owning players allocated Deployment Zone.
Squadrons CAN be deployed in any order.

If Players have an unequal number of squadrons, once a


Player has finished placing ALL of their Squadrons not
being held in Reserve the other should place all of their
remaining Squadrons.
8.

Order Reserves

Players should secretly construct their Reserve Decks for


each Wave using the rules on Page 24.
9.

Commence Battle

Both Players begin their Turns, following the Turn


Sequence on Page 27.

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.

COMMON TERRAIN TYPES


Only Common Terrain can be used when setting up
Terrain using Tournament Set Up Terrain placement.

If a Foot-mobile model occupying a building wishes to


leave the building, the model is placed anywhere outside
the building with its base in contact with it. This counts as
a Standard Move Action.

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.

1. Here the Squadron of Goliath MAUs move up to the edge


of the Building.

A model occupying a Building gains the Shield


Systems (1) Model Assigned Rule.
A Squadron occupying a Building uses ANY
point on the Buildings base for the purposes
of determining Range or Line of Sight.
Likewise, any attacks against a Squadron
occupying a Building use ANY point on the
Buildings base to determine Range and Line
of Sight to the target.

Important Note: Transport Vehicles CANNOT occupy a


building with the Squadron of Foot-Mobile models they
are attached to. All Transport Vehicles MUST remain
within 2 of the building occupied by the unit they are
attached to.

2. In their next Activation, the MAUs occupy the Building


and are placed anywhere within the Terrain Piece.

22

Huge Rocks/Spires (Common):


Like many desert worlds, Tarxon VI still shows the signs
of its volatile geological past. Earthquakes and volcanic
activity have left their mark on the planet, most prominently
in the form of huge rock formations thrust out though the
planets crust. Page 19, Geographical and Geological
Report: Tarxon VI, LGGC, February. 3874

If the number of successes exceeds the vehicles Kill


Rating it will be unable to move for the remainder of its
Activation, and MUST test again before it can move next
time it activates. Place a Bogged Down Marker next to
the Squadron.

Maximum Dimensions: 6 Long, 6 Deep.


Impassable to: Tracked, Half-tracked, Wheeled, GravNeg, and Walker models
Blocks Line of Sight: YES

Only ONE test should be made for each Squadron which


has one or more models at risk of being Bogged Down,
and the result applied to ALL models in the Squadron,
regardless which models are within the Rough Ground.

Additionally: Foot-mobile models reduce their remaining


Movement Values by HALF when moving through Huge
Rocks.

SCENIC TERRAIN TYPES


Scenic Terrain may only be used when using Friendly
Set Up or when its use is dictated by the Scenario being
played.

Rough Ground (Common):


Between the craters left in the wake of the planetary
bombardment and Tarxons naturally hostile environment,
a good deal of the planets surface will be a challenge
for even the hardiest of vehicles to traverse. Page 53,
Geographical and Geological Report: Tarxon VI, LGGC,
Feb. 3874
Maximum Dimensions: 6 Long, 6 Deep.
Impassable to: NONE
Blocks Line of Sight: NO
Additionally: Tracked, Half-tracked, Wheeled or FootMobile models reduce their remaining Movement by
HALF when moving through Terrain classed as Rough
Ground.
Bogged Down
Certain models must take a Bogged Down check to move
through certain types of Rough Ground. These Terrain
Pieces will have Attack Dice (AD) ratings. Whenever a
model of the relevant type enters an area of this Terrain,
or begins its activation inside it, roll these Attack Dice.

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.

If it passes, it may continue to move normally.

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.

Each player should place the Activation Card belonging to


each of the Squadrons in Reserve under the marked RTZ
card for the RTZ that they are to arrive at. These piles of
cards should then be placed together into a Deck in the
order that the owning player wishes for them to arrive.
A separate Deck should be made for each Wave, it is
recommended that a card is marked for each Wave and
placed on top of the relevant Reserve Deck.
RESERVE SEGMENT
Reserve forces arrive in the Reserve Segments of certain
Turns, determined by the Waves into which they have
been placed. In most instances the reinforcements in
Wave 1 will arrive during the End Phase of Turn 2, and
the reinforcements in Wave 2 will arrive during the End
Phase of Turn 4. However, Scenarios may dictate when
Reserve Segments occur.
During the Reserve Segment both players take it in turns
to turn over an Activation Card in their Reserve Deck
relevant to the Wave arriving, starting with the player that
won the Initiative that Turn.
Reserves are placed onto the Game Board in the order that
their Activation Cards appear. When a Reserve Squadron
comes onto the Game Board its Activation Card should
IMMEDIATELY be moved from the Reserve Deck to the
Order of March Deck.
DEPLOYING RESERVES
When the Reserve Segment for a Wave arrives, players will
need to start placing their Squadrons on the Game Board
as described above.
When a Reserve Squadron arrives it is IMMEDIATELY
placed on the Game Board with the rear edges of ALL
models placed in contact with the point of the players
Reserve Edge closest to the target RTZ.
The Squadron must then Move Up, moving in a straight
line directly from this starting position to any point
within 4 of its RTZ, maintaining the formation that it
was originally placed in.

24

Left: the Valenfyre Squadron moves from the Reserve


Edge to its designated RTZ, stopping with each of its
models within 4 of the RTZ Marker. As it cannot travel
through the Terrain, the Squadron takes the shortest clear
route, whilst maintaining formation.

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.

If at any point during this movement a model in the


Reserve Squadron comes within 8 of an enemy model,
the Reserve Squadron must IMMEDIATELY stop. If
the controlling Player chooses, the Reserve Squadron
and the opposing Squadron can then make an Opposed
Command Test (see Page 29).
Otherwise they CANNOT move any further until the
following Turn. If the Reserve Squadron wins, it may
continue its movement, and the opposing Squadron gains
a Disorder Marker, if the opposing Squadron wins, the
Reserve Squadron CANNOT move any further until the
following Turn, and it gains a Disorder Marker.
If the results are equal, the Reserve Squadron CANNOT
move any further until the following Turn, but neither
side gains Disorder Markers. A Squadron CANNOT
move past a greater number of opposing Squadrons than
HALF its Tactical Value (rounding down).

If a Squadron Moving Up would be required to move


through another model or impassable Terrain, it MUST
complete its movement to the RTZ by the shortest
possible route.
Important Note: If a Squadron Moving Up comes
within 8 of more than one opposing Squadron
SIMULTANEOUSLY and chooses to continue, it MUST
make its Opposed Command Test against ALL relevant
Squadrons in range, in order of descending Tactical
Value.
Important Note: Reinforcements MAY be the target of
models on Overwatch when Moving Up, if they move into
or through the models Overwatch Firing Arc.
DROP TROOPS
Certain Squadrons may be held as Drop Troops. These
Squadrons are dropped from orbit, high-altitude aircraft or
ground-based launching stations to land right in the thick of

25

the action. They still need to be organised in the pre-battle


sequence like other reserves, but arrive on the Game Board
in a different manner.
Drop Troops are assigned a Wave and RTZ as normal and
placed into the Reserve Deck in the order that the owning
player wishes for them to deploy.
When they arrive, place the Drop Marker at the desired
location within 4 of the designated RTZ, with the 1 on
the Marker facing toward the Reserve Edge. The Squadron
must then take a Command Test, requiring TWO
successes to pass. If the Check is passed, leave the Drop
Marker in place.
If the Drop Marker is placed on any Terrain (not Open
Ground or Roads) the difficulty of the Command Test is
increased to THREE successes.
If the Check is failed, roll a D6 to determine the direction,
comparing to the numbers on the Drop Marker. Then roll
a second D6 to determine the distance in inches that the
Marker is moved in this direction.
Once placed, ALL opposing models within 8 of the Drop
Marker may perform an immediate Fire Action Attack
with their Primary OR Secondary Weapons against it. For
a weapon to contribute, the Drop Marker MUST be in its
Firing Arc, however Line of Sight is NOT Blocked by other
models or Terrain.

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.

Command Point Phase


Order of March Phase
Turn Card Phase
Initiative Phase
Squadron Activation Phase
End Phase

1.

COMMAND POINT PHASE

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.

Both players need to complete all their actions in each


phase, BEFORE either player moves onto the next phase.
Once all of the phases are completed in a Turn, that
Turn ends and the next one begins, following the same
Sequence.
The following rules describe the process both players will
undertake in each of the above phases.

Every force receives a base of D3 Command Points for


each Battle Group, plus each Squadron adds a number
of Command Points to this pool determined by their
Quality:
Militia Squadrons add 0 Command Points
Regular Squadrons add 1 Command Point
Elite Squadrons add 2 Command Points

27

2.

ORDER OF MARCH PHASE

5.

Your Squadrons will take turns to activate in the Squadron


Activation Phase, with each Squadron performing all of its
actions before passing over to your opponent to activate one
of their Squadrons and so on.
In the Order of March Phase, both players need to decide
what order they want their Squadrons to activate in.
Generally, you will want to activate the Squadrons
with the most important actions to perform first, before
your opponent has a chance to counter them. However,
sometimes you may want to hold powerful Squadrons back,
so you can use them to react to what your opponent does.
Each player organises their Activation Cards into the
order they want their Squadrons to activate in. These are
placed face down, with the Squadron to be activated first
on the top of the pile. This is their Order of March Deck.
3.

TURN CARD PHASE

The Squadron Activation Phase is normally the longest


part of any Turn, and is where the majority of the action
happens. Each Squadron will activate in turn and perform
their desired actions; moving, shooting etc., before moving
on to the next player to activate one of their Squadrons. The
order these Squadrons activate in is determined by the order
laid out in the Order of March Phase.
In order of Initiative players now alternate performing
a single Squadron Activation until ALL players have
activated ALL of their Squadrons ONCE during the Turn.
If one side has more Squadrons than another, players
should activate any remaining Squadrons consecutively,
without play returning to the opposing side.
The Squadron Activation Phase is subdivided into the
following sequence:
1.

Some Game Cards are marked with a T, these are Turn


Cards, these generally have an effect which will last for the
entire Turn, rather than just affect a single Squadron or
action.
Each player may play a Turn Card during this Phase of
a Turn.
4.

INITIATIVE PHASE

Players now determine the order of Initiative for the current


Turn. This is used to decide the order in which players can
begin activating their Squadrons, and the order in which the
effects of certain Game Cards resolve.
Each player takes a Opposed Command Test (see Page
29), the order of Initiative is then the order of their totals
successes, highest acting first, to lowest acting last. If
any results are tied, the players must roll again (keeping
any Command Point bonuses) until a clear order is
established.

SQUADRON ACTIVATION PHASE

2.
3.
4.
5.

Turn over the Activation Card. This will show


which Squadron MUST be activated this
Activation.
Command Segment.
Movement Segment.
Combat Segment.
Pass Activation to next player.

The following sections of this book will look at each of these


Segments in more detail, and relay the rules governing each
Segment, and the actions that can be performed within
them.
6.

END PHASE

In most Turns, players will simply use the End Phase to


tidy up expired Markers and redraw their Game Cards.
In certain Turns however, the End Phase will have the
important Reserve Segment, in which Reserve Squadrons
from both sides may arrive on the Game Board.
In the End Phase of each Turn players may need to
perform certain compulsory actions, bring on reserves,
draw new Game Cards and Regroup Squadrons.

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.

Check to see that all models in the Squadron


are within a 4 Command Distance of one
another. If not, the Squadron MUST move
back into Command Distance during its
Activation.
If the Squadron is carrying any Disorder
Markers it MUST immediately perform a
Disorder Check. If it passes, it removes all
Disorder Markers and can act normally. If
it fails it gains another Disorder Marker and
CANNOT perform any other actions this
Activation.

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:


Militia use BLACK Dice


Regular Squadrons use BLUE Dice
Elite Squadrons use RED Dice

If the Command Test is not being taken by a specific


Squadron (for example, determining Initiative each
Turn), assume Militia Quality.
By spending Command Points, the Dice Colour can
be increased by ONE Level per Command Point spent.
This must be decided BEFORE the dice are rolled. If the
Colour Level is raised past RED additional D6 are added
to the Check, but at a rate of ONE per Command Point,
NOT ONE per model. Remember, no more than THREE
additional Dice can be added to any one Test.
Successes are rolled on results of 4, 5 or 6.
The total number of successes is then compared to
the required number of successes to pass the relevant
Command Test.
OPPOSED COMMAND TESTS
Sometimes players or Squadrons may be asked to perform
an Opposed Command Test. Either the players, or specific
Squadrons will need to make these opposed rolls to decide
whose plans or orders take precedence.
In these cases, both take the Command Test
simultaneously, exactly as above. However, instead of
comparing to a required number, the player/Squadron
which rolls the most successes wins.

This diagram shows that the Squadron is within Command


Distance.

Additionally, if the Test is made by Squadrons rather than


players, any difference between the Tactical Values of

29

the involved Squadrons grants bonuses to the Squadron


with the higher Tactical Value. For every 2 TV difference
between the Squadrons, the Dice Colour Level is
increased by ONE.

To pass this Command Test, ONE success is required for


EACH model/base that the Squadron has lost, and ONE
success is required for EACH Disorder Marker that the
Squadron is carrying.

Also, any Disorder Markers carried by either Squadron


will reduce their Colour Level by ONE.

If a Squadron rolls equal to, or greater than the required


number of successes with its Command Test, it passes the
Disorder Check and removes ALL Disorder Markers it
is carrying.

Important Note: The player who has Initiative this Turn


(or in the previous Turn, when making Initiative rolls)
MUST declare how many Command Points they are
spending on any Opposed Command Test BEFORE
their opponent declares how many they are using.
Important Note: No more than THREE additional Dice
can be added to a Command Test, even if the Tactical
Values of opposing Squadrons differ by more than this.
DISORDER
Certain events can cause a Squadron to take a Disorder
Check. The most common being when a model/base in the
Squadron is Destroyed. Disordered Squadrons have been
suppressed by heavy fire, stunned by harrowing losses or
confused by orders than have gone awry.
To pass a Disorder Check the Squadron must take a
Command Test.

If a Squadron rolls less than the required number of


successes, it fails the Disorder Check and it gains a
Disorder Marker. If it fails during the Command
Segment of its Activation it CANNOT perform ANY
actions during the Activation.
When a Squadron gains a THIRD Disorder Marker it is
removed from the Game Board, and counts as Destroyed
for Victory Conditions.
A Squadron carrying any Disorder Markers CANNOT
perform Reactive Fire.
DISORDER AND COMMAND POINT GENERATION
Squadrons carrying Disorder Markers DO NOT generate
any Command Points during the Command Point Phase.

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:

Standard Move Action each model in


the Squadron may move up to its first
Movement Value in inches.
Flat Out Move Action by spending
ONE Command Point, each model in
the Squadron may move up to its second
Movement Value in inches.

Unless stated otherwise, this movement can be


in ANY direction. Models CANNOT end their
move outside of their 4 Command Distance. If a
model begins its Activation outside of Command
Distance of its Squadron, they MUST move back
into Command Distance.
Additionally, a Squadrons movement is subject to
the following restrictions:


Models CANNOT move through other


models, although Grav-Neg and VTOL
models CAN move over other models.
Models CANNOT move through Terrain
that they consider Impassable.
A model CANNOT end its movement with
its base on top of another model.

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.

Compile AD Pool: Each contributing model adds


its weapons Attack Dice to the Attack Dice Pool,
making sure to differentiate different Dice Colours
as necessary.

5.

Roll AD: The Attack Dice Pool is then rolled. Each


roll of 4, 5 or 6 is a success, and rolls of 6 have
varying effects dependent on the Dice Colour.

6.

Calculate Successes:
The
total
number
of successes are calculated. This may be
modified by Shield Systems or Game Cards.

7.

Remove Casualties: If the total number of


successes is equal to or greater than the Kill
Rating of the models in the target Squadron,
then ONE of the models or bases is Destroyed
and removed from the Game Board, starting with
the models closest to the attacking Squadron.

If the active Squadron did NOT make a Flat Out move


during the Movement Segment of this Activation, it may
now perform one of the following Attack actions with its
Primary Weapons, and one with its Secondary Weapons,
resolving them in any order. Alternatively it may perform
ONE Fire Action with its Tertiary Weapons.
Fire Action
1. Declare
Target:
Declare
an
enemy
Squadron to be the target of the Attack.
2.

Check Line of Sight: Each model in the active


Squadron who can draw Line of Sight to a model in
the target Squadron, may contribute to the Attack. If
no models in the Squadron can draw Line of Sight
to the target, then the Attack CANNOT be made.

3.

Determine Range: Whether the Attack is in


Effective Range is determined by measuring
from the leading edge the furthest contributing
model to each target model. If the distance is less
than or equal to their weapons Effective Range
value, the Effective Range Attack Dice are used.
If the distance is greater than the weapons Effective
Range value the Long Range Attack Dice are used.
If the target is at Long Range, a Command Point
MUST be spent to perform the Attack.

If the total number of successes is equal to or


greater than DOUBLE the Kill Rating of the
models in the target Squadron then TWO
of the models are Destroyed and so on. If the
number of successes is not a multiple of the
targets Kill Rating any extra successes are lost.
8.

Check for Disorder: If one or more models are


Destroyed, the Squadron must IMMEDIATELY
take a Disorder Check Command Test once the
Attack has been resolved. See Page 30 for how to
perform a Disorder Check.

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

Left: As model C CANNOT draw


Line of Sight to the target Squadron,
and model A is at Long Range, the
player chooses to perform a Zeroed
Fire Action with model B alone,
giving 3 AD.

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:

TERTIARY WEAPON SYSTEMS


The majority of models are equipped with Tertiary Weapons
Systems. These are close range weapons, primarily used as
a defensive measure against infantry assaults. Most are
small, hull mounted machine guns, or laser defence systems
positioned behind retractable armour panels.
Tertiary Weapons have a 360 degree Arc of Fire and a
Range of 4.

When a model makes an attack it MUST give priority to


targets within Effective Range. If more than one opposing
target is within Effective Range the target with the highest
Tactical Value takes priority.
If a Squadron has priority, it MUST be the target of the
active models Attack.
PRIMARY AND SECONDARY WEAPON SYSTEMS
Certain models are armed with more than one weapon, and
models in a single Squadron may be armed with different
weapons. These systems may not be compatible for a fully
focused attack against a single target, however they do
allow a single model or Squadron to simultaneously engage
multiple targets.
As long as Line of Sight can be drawn by the weapons,
ALL Primary Weapons in a Squadron may contribute to
an Attack, and ALL Secondary Weapons may contribute
to a second Attack.
Primary and Secondary Weapons Systems CANNOT
combine their Attack Dice into a single AD Pool.

A model MAY perform a Fire Action with a Tertiary


Weapon System if it DOES NOT make a Primary or
Secondary Weapon System Attack during its activation.
Tertiary Weapons Systems Attacks are resolved in the same
manner as other Attacks, however the target Squadron
MUST perform a SIMULTANEOUS Tertiary Weapons
Systems Attack against the active Squadron, with every
model in Range contributing. This applies even if they

33

have already activated this Turn, and DOES NOT prevent


them from making any actions later in the Turn.
If the Squadron initiating the Tertiary Weapons Systems
Attack are Foot-Mobile models, they gain a +1 to hit
bonus for the attack.
If a Squadron carrying Disorder Markers is attacked
with Tertiary Weapons Systems, it MUST still return
fire, however it suffers a -1 Colour Level penalty for each
Disorder Marker.
CHECK LINE OF SIGHT
Although the futuristic vehicles of FI:P are fully equipped
with advanced targeting systems, and they are able to
pinpoint their fire on minute target areas, their shells cannot
penetrate solid rock or multiple buildings! To this end,
determining Line of Sight is strict, but very simple.
For a model to contribute to an Attack against a target
Squadron, it needs to be able to draw Line of Sight to it.
If a straight line can be drawn from ANY part of the
attacking models base to ANY part of the target models
base WITHOUT crossing another model, base, Building
or obstructing obstacle, then its Line of Sight is Clear and
it can contribute to the Attack.

VTOLS AND LINE OF SIGHT


These models are able to hover at multiple altitudes, Line
of Sight to and from models of the VTOL Type is NOT
Blocked by intervening models. As long as it has NOT
made a Flat Out move action this Turn, Line of Sight to
and from a VTOL IS Blocked by intervening obstructing
Terrain.
However, if it DOES make a Flat Out move action, Line
of Sight to or from the model is always considered Clear
until it next activates.
DETERMINE RANGE
The powerful and advanced weapons systems prevalent
in FI:P are fully capable of blasting apart a tank from
distances much longer than any Game Board. However,
there are still distances at which the effectiveness of these
weapons is optimised, and determining whether or not the
target lies within this prime zone is important.
Range is measured from the leading edge of the furthest
model contributing to the Attack to the closest point on
the base of each model in the target Squadron.
MIXED RANGES
It is possible that some models in the target Squadron may
be at Long Range, while others are at Effective Range. In
these cases, the Active player can choose to:

If this line CANNOT be drawn then its Line of Sight is


Blocked and it CANNOT contribute to the Attack.
If the target Squadron is a Squadron occupying a structure,
then the Squadron gains the Shield Systems Model
Assigned Rule, with a strength determined by the type
of structure.

Use the Squadrons Long Range Attack Dice, and


ALL of the models in the target Squadron can
potentially be damaged or Destroyed.
Use the Squadrons Effective Range Attack Dice,
and ONLY models in the target Squadron which are
in Effective Range can be damaged or Destroyed by
the Attack.

ROLL AD AND CALCULATE SUCCESSES


Once targets are declared and Range and Dice Colour
determined, it is time to collect together the Attack Dice
pool and try to roll as many successes as possible. This is
performed separately for every Attack that the Squadron
makes (normally just one).
The number of Attack Dice for the each Attack is
calculated by combining the Attack Dice from ALL
contributing weapons (using the same Range category
for all). The Attack Dice are rolled, and each number
compared to the required to hit number.

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:

Small Target: 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.
Very Small Target: if a model without this MAR
targets a model with this MAR, only results of 6 on
its Attack Dice are successes. If the attacking model
has the Small Target MAR it gets successes on results
of 5 or 6.
VTOL: If the target model has the VTOL Type,
models of other Types only count results of 5 or 6
on their Attack Dice as successes.

Additionally, certain Game Cards and other effects may


give the Squadron a to hit modifier. This will add to or
subtract from the number rolled on each dice, for example
a +1 modifier on a dice roll of 3 becomes a 4. However, a
natural (before modifiers) roll of 1 is ALWAYS a failure,
and ONLY a natural (before modifiers) roll of 6 has
additional Colour dependent results.
SHIELD SYSTEMS
Certain models are equipped with advanced Shielding
technology that can lessen the impact of incoming fire.
When Models with Shield Systems are attacked, they 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.
EXAMPLE: A Squadron of THREE Valenfyre Main
Battle Tanks is targeted by a Squadron of Longbow Tank
Destroyers. The Tank Destroyers roll 9 successes on their
Attack Dice, enough to Destroy TWO of the Valenfyres.
In response, TWO Shield Dice are rolled, as TWO
Valenfyre are at risk, and each has a Shield Systems value
of ONE. The Shield Dice are rolled, scoring 2 successes,

bringing the total from the Attack Dice down to 7, so only


ONE Valenfyre is Destroyed.
CAUSING CASUALTIES
Generally, a model is Destroyed from the target Squadron
for every multiple of the targets Kill Rating reached and
casualties are removed by the target Squadrons player
from the models CLOSEST to the Attacking Squadron.
However, under certain circumstances, this may become
more complex.
MIXED SQUADRON CASUALTIES
When a targeted Squadron containing models with
different MARs that adversely affect the number needed
to score a success, the Active player should choose which
type of model is the target of their attack before any AD
are rolled.
Casualties MUST be taken from the targeted model type
or from models in the same Squadron that require an
equal or lower roll to score a success against, starting with
the closest. Any other successes are lost.
Example 1: A Dindrenzi Armoured Squadron Attacks
a Terran Weapon Platform Squadron, consisting of 2
Hellstream Weapons Platforms and 2 Tryptich APCs. The
Dindrenzi player chooses to Target the Weapon Platforms
over the Tryptich APCs. The Weapons Platforms have
the Small Target MAR meaning the attacking Armoured
Squadron needs 5s or 6s to hit.
The Dindrenzi player rolls well getting 9 successes. All
having a KR of 3, both Weapons Platforms are Destroyed
along with one of the Trypich APCs, as the APCs do not
have the Small Target MAR and are hit on a 4,5 or 6, and
are as such from a group which is easier to score a success
against.
Example 2: If, in the same situation as depicted in
Example 1, the Dindrenzi Player chose to instead attack
the APCs, and again rolled well and scored 9 successes,
ONLY the 2 APCs would be the destroyed. The remaining
three successes would not roll over to Destroy a Weapons
Platform as the Weapon Platforms have the Small Target
MAR and are hit on a 5 or 6, and therefore are harder to
score a success against than the APCs.
Important Note: If a targeted mixed squadron contains
any models with Shield Systems, they may only roll their
shield dice if they would be damaged or Destroyed by the

35

attack. Any reduction of hits from Shield Systems reduces


the total number of successes against the Squadron as
normal.
ABLATIVE ARMOUR
Some models have two or more Kill Ratings separated by
a slash (\), this represents their particularly high resilience
from multiple layered armour plates and thorough system
redundancies.
If a model such as this is subject to an Attack with
more successes than this models KR the model is not
Destroyed, instead a Damaged Marker is placed next to
it. All subsequent attacks use the next Kill Rating value.
When there is not a further Kill Rating for a target model
to use the model is Destroyed.
Example: A Kerberos Heavy Hover tank is attacked by
a Squadron of Valenfyre Battle Tanks. The Valenfyres
score 6 successes, equal to the starting Kill Rating of
the Kerberos. The Kerberos is not Destroyed, instead the
owning player places a Damaged Marker alongside it. In
a subsequent activation, a Shikra Gunship then attacks the
Kerberos rolling 5 successes, equal to its new Kill Rating.
As the Kerberos does not have any more Kill Ratings to
use it is Destroyed.
DIMINISHING TACTICAL VALUE
If the number of models in a Squadron is reduced to
below HALF its Starting number of models, its Tactical
Value is reduced to HALF of its Starting Tactical Value
(rounded UP).
Important Note: Victory Points are calculated using the
Starting Tactical Value of a Squadron, and are therefore
not effected by Diminishing Tactical Values.

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

If a Squadron that has not yet activated this Turn, and


is NOT carrying any Disorder Markers, is declared as
the target of a Fire or Zeroed Fire attack it CAN elect to
perform Reactive Fire.
This MUST be declared BEFORE the active Squadron
rolls its Attack Dice.
Reactive Fire costs ONE Command Point to perform and
is resolved in exactly the same manner as a Fire Action,
measuring Range, checking Line of Sight etc.. However,
a Squadron CANNOT use Zeroed Fire when performing
Reactive Fire, nor can it play ANY Game Cards other than
Reaction Cards.
This attack is resolved SIMULTANEOUSLY with the
action that triggered it.
A Squadron which performs Reactive Fire CANNOT
perform ANY other actions later in the Turn. Place
a Reacted Marker next to the Squadron. When its
Activation Card is revealed, it MUST take any necessary
Command Tests, but it CANNOT perform ANY other
actions.
OVERWATCH
Sentry models, often A.I. controlled, can be programmed to
Attack any enemy that crosses their arc of fire, allowing them
to attack out of sequence and restrict enemy manoeuvres.
A Squadron with the Sentry MAR which DOES NOT
move or perform ANY other actions during the Combat
Segment of its Activation CAN be placed on Overwatch
by spending a Command Point. Place an Overwatch
Marker next to the Squadron.
If, at ANY point between the end of the Squadrons
Activation and the start of its next Activation, an opposing
Squadron moves or performs ANY action within the 90
degree Fore arc of one or more models in the Squadron,
they CAN IMMEDIATELY perform Reactive Fire against
that opposing Squadron.
This is resolved SIMULTANEOUSLY with the opposing
Squadrons action.
Once the Overwatch Reactive Fire is resolved, remove the
Overwatch Marker from the Squadron, it CANNOT fire
again until it next activates.

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.

Check for End of Game


Bring on Reserves
Regroup under-strength Squadrons
Remove Expired Markers
Draw Game Cards

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.

Dindrenzi Federation Longbow Tank Destroyer


(Left) and Dagger Light Tank (Right)

From the beginning of the following Turn, the Squadrons


are considered to be a single Squadron for ALL purposes
(including generating Command Points) for the rest of
the Game.
Squadrons CANNOT Regroup if this would increase the
number of models in the Squadron beyond its Maximum
Squadron Size.
If a Squadron had ANY Disorder Markers when it
Regrouped, the Disorder Markers are REMOVED.
REMOVE EXPIRED MARKERS
Additionally, at this point, any effects that last a Turn
expire, and any relevant Markers, such as Reacted
Markers should be removed.
DRAW GAME CARDS
During the End Phase, Players may discard any number of
Game Cards and re-draw up to their current maximum
Hand Size.

37

WINNING YOUR GAMES


The victor of a game of FI:P is normally decided by
comparing Victory Point Totals after the final Turn has
been played, unless a Scenario is being played that gives
alternative Victory Conditions.
GAME LENGTH
Game Length is designated as Fixed, Variable or Timed.
In a Fixed game players agree upon a set number of Turns
for the game.
In a Variable game players agree a set number of Turns for
the game. However, during the End Phase of the last Turn,
one player rolls 1D6, subtracting 1 from the dice roll for
each extra Turn that has been completed:

On a roll of 1, 2 or 3 the game is over.


On a roll of 4, 5 or 6 another Turn is played.

In a Timed game players agree a set amount of time


for the game, when this period of time has elapsed the
current turn is completed and the game is over.
Important Note: 6 Turns is suggested as an appropriate
length for most games.
SCORING VICTORY POINTS
When the game is over all players should calculate their
Victory Points before comparing there totals to decide
who the Victor is.
A player scores Victory Points for the following:

When a player Destroys an opposing Squadron they


score Victory Points equal to the starting Tactical
Value of that Squadron.
When a player reduces an opposing Squadron to
below HALF of its starting strength they score
Victory Points equal to HALF (rounding DOWN)
the starting Tactical Value of that Squadron.
When a player Captures an Objective they receive a
variable number of Victory Points dictated by the
type of Objective.

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.

DEPLOYING TACTICAL OBJECTIVES


Tactical Objectives are deployed like Strategic
Objectives, but MUST be deployed with their Faces
DOWN and their values unknown to the players of the
game.
CAPTURING TACTICAL OBJECTIVES
At any one time a Tactical Objective will fall into one of
the following THREE categories:
Captured:
In order to Capture a Tactical Objective a model MUST
be within 2 of the Objective and pass an IMMEDIATE
Command Test with THREE successes. If the Squadron
fails this Command Test it MAY CHOOSE to spend its
next activation Capturing the Tactical Objective.
A Squadron which spends an activation Capturing a
Tactical Objective CANNOT make any Movement
Actions or Zeroed Fire Actions, BUT CAN make regular
Fire Actions. A Tactical Objective CANNOT be Captured
if it is Contested. Once a player has Captured a Tactical
Objective they MAY look at its value but they DO NOT
have to reveal its value to their opponent.
Contested:
A Tactical Objective is Contested if there is at least ONE
Friendly and ONE Enemy Squadron within 4 of the
Tactical Objective.
Unclaimed:
A Tactical Objective is Unclaimed if it is neither Captured
nor Contested.
VICTORY POINTS
The Player who Captures a Tactical Objective
IMMEDIATELY gains a number of Victory Points equal
to the value printed on its reverse.

VTOL Type models CANNOT Capture or Contest


Objectives.
If the sum of a Players Squadrons Tactical Values
within 4 of an Objective have GREATER than
DOUBLE the total Tactical Value of the opposing
players Squadrons within 4 of the Objective, the
opposing players Squadrons are ignored for the
purposes of Capturing and Contesting the Objective.

OBJECTIVE DIFFICULTY MULTIPLIER


Objectives are worth different numbers of Victory Points
for each player, depending on where they are deployed at
the start of the game.



An Objective located between 0 12 away from


a players Deployment Edge is worth ZERO Victory
Points to that player.
An Objective 12 24 away from a players
Deployment Edge is worth its standard Victory
Points to that player.
An Objective 24 - 36 away from a players
Deployment Edge is worth DOUBLE its standard
Victory Points to that player.
An Objective over 36 away from a players
Deployment Edge is worth TRIPLE its standard
Victory Points to that player.

Important Note: This means that an Objective may be


worth different Victory Points to each player.
MARGIN OF VICTORY
After all players have calculated their Victory Points
they should compare totals and consult the following
conditions to decide who is the Victor:



39

A Commander that scores 50% or more Victory


Points than an opponent wins the game with a
Major Triumph.
A Commander that scores 30% more Victory
Points than an opponent wins the game with a
Minor Victory.
A Commander that scores 10% more Victory
Points than an opponent wins the game with a
Marginal Success.
Any other Victory Point margin will result in a
Draw.

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.

The following table lists the minimum number of


Squadrons from each Class which MUST be taken in a
Battle Group. It also lists the number of Squadrons of
each Class which can be taken as a Standard force, any
Squadrons in the Class above this number are Specialised,
and cost DOUBLE their listed Tactical Value to be
included in a Battle Group. A Battle Broup CANNOT
contain more Squadrons in a Class than the Maximum
Specialised limit.
Therefore, a force MUST contain AT LEAST three
Squadrons of the Mainstay Class and it can take up to
six, with each costing their Tactical Value. It can take a
further four Mainstay Squadrons, but each of these cost
DOUBLE their Tactical Value to include.
If a Player has taken the maximum number of Squadrons
in every Class, and has not yet reached their Maximum
Tactical Value they can begin a second Battle Group,
obeying all the composition rules of the first.
ATTACHMENTS
Certain models are attached to other Squadrons.
Some, such as the Tryptich and Eclipse Armoured
Personnel Carriers, DO NOT have a Class or Tactical
Value. Instead they are simply taken as part of the
Squadron to which they are attached.
Others, such as the Pilum AA Vehicle or the Nidhogg
AA Tank are DO have a Class and Tactical Value. These
are purchased as normal, and then each model taken is
attached to a permitted Squadron. The models Tactical
Value is added to the Squadrons for all in game purposes.

MINIMUM

STANDARD

MAXIMUM

Mainstay Squadron

10

Support Squadron

Assault Assets

Behemoths

40

Mainstay Squadrons
Armoured Squadron

Tactical Value

Full Strength:

3 Night Gaunt Hover Tanks

Under Strength:

2 Night Gaunt Hover Tanks

Tank-Destroyer Squadron

Tactical Value

Full Strength:

4 Longbow Tank-Destroyers

Under Strength:

3 Longbow Tank-Destroyers

Heavy Suit Squadron

4
3
Tactical Value

Full Strength:

5 Talos Exo-Suits

Under Strength:

3 Talos Exo-Suits

Heavy Suit Squadrons can be deployed as Drop Troops.


Light Suit Squadron

Tactical Value

Full Strength:

6 Gauntlet Exo-Suit Bases

Under Strength:

4 Gauntlet Exo-Suit Bases

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

Weapon Platform Squadron Onager Rail-Guns

Tactical Value

Full Strength:

3 Harpoon Defence Platforms with Onager Rail-Guns

Under Strength:

2 Harpoon Defence Platforms with Onager Rail-Guns

Weapon Platform Squadron Estock Flechette Launchers


Full Strength:

3 Harpoon Defence Platforms with Estock Flechette Launchers

Under Strength:

2 Harpoon Defence Platforms with Estock Flechette Launchers

Field Communications Vehicle Squadron


Full Strength:

2 Stormcaller Communication Vehicles

Anti-Aircraft Vehicle Squadron

DINDRENZI FEDERATION - ARMY LIST

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:

2 Black Rain Strike VTOLs

1 Strike VTOL:

1 Black Rain 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:

2 Minotaur Heavy Walkers

10

Under Strength:

1 Minotaur Heavy Walker

Behemoth
Command Barge
Full Strength:

Tactical Value
1 Haros Command Barge

12

Mainstay Squadrons
Main Battle Tank Squadrons

Tactical Value

Full Strength:

4 Valenfyre Main Battle Tanks

Under Strength:

3 Valenfyre Main Battle Tanks

Patrol Vehicle Squadron

Tactical Value

Full Strength:

4 Lancer Patrol Vehicles

Under Strength:

2 Lancer Patrol Vehicles

Heavy Assault Unit Squadrons

4
3
Tactical Value

Full Strength:

6 Goliath MAUs

Under Strength:

4 Goliath MAUs

Heavy Assault Unit Squadrons can be deployed as Drop Troops.


Light Assault Unit Squadrons

Tactical Value

Full Strength:

6 Morbuis MAU Bases

Under Strength:

4 Morbuis MAU Bases

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

Weapon Platform Squadron Quad 90mm Cannons

2
Tactical Value

Full Strength:

3 Hellstream Weapon Platforms with Quad 90mm Cannons

Under Strength:

2 Hellstream Weapon Platforms with Quad 90mm Cannons

Each Weapon Platform in the Weapon Platform Squadron has an attached Tryptich APC.
Weapon Platform Squadron M54 Auto-Cannons

Tactical Value

Full Strength:

3 Hellstream Weapon Platforms with M54 Auto-Cannons

Under Strength:

2 Hellstream Weapon Platforms with M54 Auto-Cannons

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

TERRAN ALLIANCE - ARMY LIST

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:

2 Shikra Assault Gunships

Under Strength:

1 Shikra Assault Gunship

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

CLEAR AND CAPTURE

Capturing vital ground is a key objective in any planetary


invasions. Key positions must be investigated, cleared of
enemy forces and rendered secure. Once this has been
achieved, new forward operating bases can be set up,
providing a solid base for further advances.
Although the clearing and capturing of a few square miles
of ground may seem inconsequential when set against the
backdrop of a planet-wide war, when repeated hundreds
and then thousands of times, it quickly adds up. Before long,
a successful Army Group can have secured the equivalent of
an entire continent.
This Scenario details any number of the pitched battles that
take place on the edges of an invading army groups landing
sites. Invading forces are attempting to clear and capture
more ground in order to expand their lodgement area, while
defending formations are massed to repel these spearheads.
Forces from both sides meet in head-on combat as they clash
over strategically important areas.
GAME SIZE
Suggested Maximum Tactical Value: 25 TV
Suggested Game Board Size: 4 x 4.

Value of all of the Squadrons that they have lost at the


beginning of the End Phase of every Turn. A Battle Group
is forced to withdraw if it has lost 20 TV (or 75% or more
of its Maximum Tactical Value).
HOWEVER, if a player has Captured a Strategic Objective
they CAN make a Command Test. If they score TWO or
more successes, they do not have to withdraw that Turn.
The player MAY continue to make Command Tests to
prevent them from having to withdraw at the beginning
of every End Phase, however each subsequent Turn
after the first the number of successes needed to pass the
Command Test increases by 1.
If a player is forced to withdraw, their opponent is
considered to have won a Crushing Triumph.
If neither player is forced to withdraw before the end of
the game, the game is a Draw.
GAME LENGTH
The Game Lasts for 5 Turns.
After 5 Turns have passed use the rules for Variable Game
Length found on Page 38.

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

43

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.

All Tactical Objectives MUST be placed along the


imaginary centre line of the Game Board. After each
Tactical Objective is placed it MUST be moved D6+4
from its starting position towards the Game Board Edge
belonging to the player that placed the Token.
Players should conduct an Opposed Command Test.
The player with the most successes MUST place the first
Tactical Objective after which players should take it in
turns to place Tactical Objectives until all have been
placed on the Game Board.
VICTORY CONDITIONS
Players MUST add the total Value of all of the Tactical
Objectives that they have successfully recovered during
the game to their Victory Point Totals.
At the end of the game both players should calculate the
number of Victory Points that they have scored and then
compare their totals to determine the Victor.
Tactical Objectives are NOT affected by the Objective
Difficulty Multiplier rules in this scenario.
GAME LENGTH
The Game Lasts for 5 Turns.
After 5 Turns have passed use the rules for Variable Game
Length found on Page 38.

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.

44

Certain models have their own specific special rules,


known as Model Assigned Rules or MARs. These
represent any and all abilities that the models possess that
cannot be shown simply though their basic Stats.

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.

If a model with Fast Target moves Flat Out, Attack Dice


rolls which target it receive a -1 to hit penalty.

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.

Fixed (Weapon) (Arc):


This weapon can ONLY fire into the listed arc.

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.

45

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.

46

Several events during a game of FI:P will require recording


in some way, and certain locations will need to be marked
on the Game Board. To this end we have provided a
selection of Game Markers, available printed inside the
FI:P Kickstart Boxed Sets and also as a download from
www.studiosparta.co.uk.

DROP MARKER: Use this Marker when Drop


Troops are arriving to help determine their
placement on the Game Board.

Following is a description of what each of these Markers


represent:

REACTED: Use this Marker when a Squadron


has performed Reactive Fire, to indicate that it
CANNOT perform further actions later in the
Turn.

BOGGED DOWN: This is used when a Squadron


has become Bogged Down in Rough Ground.
COMMAND POINT: Each Battlegroup, and
the Squadrons within it, will generate a number
of Command Points each Turn, represented by
these Markers.
DAMAGE: Models with multiple Kill Ratings
can be Damaged several times BEFORE they are
Destroyed. Use this Damage Markers to record
when such a model has been Damaged.
DISORDER: Use these Markers to record each
time a Squadron becomes Disordered, and the
levels of Disorder which it has reached.

OVERWATCH: Use this Marker to record when


a Squadron has been placed on Overwatch.

REINFORCEMENT TARGET ZONE (RTZ):


Each of these Markers can represent a different
RTZ on the Game Board.
STRATEGIC OBJECTIVE: Each of these
Markers can represent a different Strategic
Objective on the Game Board.
TACTICAL OBJECTIVE: Each of these Markers
can represent a different Tactical Objective on
the Game Board. Each has a number, representing
its value in Victory Points. Some Scenarios will
call for these to be placed Face-Down, so that
neither player knows this value.

Terran Alliance Nidhogg


Anti-Aircraft Tank.

47

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