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UniversalMiniaturesRuleSet

Gameplay
Likemanyminiaturegames,UMsgameplayisbasedonsmalltomediumsizedsquadcombat.Eachplayer
willcreateasquadof,typically,between5and10unitsthattheywilltacticallymovearoundtheboardin
ordertoengageotherplayerssquadsinskirmishes.Rulesforhowplayerscreatetheirsquadswillbe
detailedlater,butitisimportanttolearnthebasicsofgameplaybeforehandsothateachplayerhasanidea
ofhowtheywanttheirsquadtoact.
Note:awordorphrasewritteninboldindicatesanimportanttermthatwillbereferredto
throughouttherules.Therefore,itisagoodideatounderstandwhateachboldedwordorphrase
meanssincetheywillbecriticaltoplayingthegame.
Generally,UMsgameplayissubdividedintoturnswhicharethensubsequentlysubdividedintophases.
Eachgameturnrepresentsaround10secondsofrealtimeandeachmodelwillonlybeabletoperforma
fewofitspossibleactionseachturn.Phasesareimposeduponeachoftheseturnstomakeiteasierfor
theplayerstokeeptrackofwhatishappeningonthebattlefieldatanygiventime.Eachturnisdivided
into4phases:Initiative,Tactical,Combat,andRecovery.

TheInitiativePhase
Thisphaseisthesimplestinthegamesince,generally,allthathappensduringthisphaseisthatplayers
roletodeterminetheorderinwhichtheytaketheiractionsfortherestoftheturn.
Eachplayerrolls1d6andtheplayerwiththehighestrollmaychoosetoeitherplayfirstorlastfortherest
oftheturn.Then,eachotherplayerisassignedaturnorderbasedonthedescendingorderoftheirrolls.
Anytiesmustbererolledbetweenthoseplayerstodeterminetheirorder.
Example:PlayersA,B,C,D,andEeachrollinitiative.PlayerArollsa2,Brollsa6,CandD
roll4s,andErollsa1.PlayerB,withthehighestroll,choosestoplaylast.CandD,withthe
secondhighestrolls,rerolltheirdicetoseewhoplayersfirstandsecond.Crollsa3andDrolls
a5thereforeDplaysfirstandCplayssecond.PlayerAplaysthirdandEplaysfourth,basedon
theirrolls.AfteralloftherollingisfinishedtheplayorderisD,C,A,E,B.

TheTacticalPhase
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Thetacticalphaseis,arguably,themostimportantphaseinthegame.Inthisphaseplayerswillposition
theirsquadsinthebattlefieldandmakeallthetacticaldecisionsthatwillaffecthowtheirsquadsperform
duringthecombatphase.Duringthisphase,eachplayerwillchoosewhatactionstheirsquadwilltakein
theorderdeterminedduringtheinitiativephase.Eachplayerwillcompletethetacticalactionsfortheir
entiresquadbeforethenextplayertakestheirturn.
Thereareseveralactionsthateachmemberofasquadmaymakeduringthetacticalphase.Eachaction
thatamodeltakesduringthetacticalphasewillaffecthowthatmodelperformsduringthecombatphase.
Eachsquadmembermayonlyuseeachactiononceperturn.
Moving
Probablythemostusedactionduringtacticalphasewillbemovement.Eachsquadmemberwillhave
theirownmovementstatandeachplayermaychoosetomovethatsquadmemberuptoatotalnumber
ofinchesequaltotheirmovementstat.Onceasquadmemberfinishestheirmovement,placeanM
markernexttothem(alltemplatesandmarkersmentionedintheserulesareatthebackoftherulebook).
Thesemarkerswillhelpallplayerskeeptrackofwhatactionseachsquadmembertookasthiswillbe
importantduringthecombatphase.
Running
Inadditiontotheirregularmovement,aplayercanchoosetohavetheirsquadmemberrun.Runninggives
asquadmemberarandomamountofextramovementbutwillhaveagreatereffectonthesquadmember
duringthecombatphase.
Toseehowfaryoursquadmembercanrun:
Iftheyhaveabasemovementstatof4orless,roll1d3.
Iftheyhaveabasemovementstatof58,roll2d3.
Iftheyhaveabasemovementstatof9ormore,roll3d3.
Whenyoursquadmembercompletesitsrunaction,replaceatheirMmarkerwithanRmarkertomark
thattheyran.

Climbing/Jumping/Falling
Playerscanalsohavetheirmodelsattempttomakeseveralspecialkindsofmovement.
Jumping:

Anormalsizemodelmayjumpacrossgapsnomorethan2(3forlargemodels,and1
2

forsmallmodels)wideasifitwerenormalmovement.Also,anymodelmayattempttojumpuptoa
distanceequaltotheirmovementstat,butmusttestagainsttheirreflexesstat.Iftheyfailthetest,the
modelfallsandmustbeplacedatthebottomofthepittheytriedtojumpacross.
Climbing:
Anormalsizedmodelmayclimbuporoveranysurfacenohigherthan2(3forlarge,
1forsmallmodels)withoutpenaltyormovementcost.
Mostmodelsmayattempttoscaleanytallerverticalsurface,butmaynotendtheirmovementmidclimb.
Ifaplayerwantsoneoftheirsquadmemberstoclimbawall,thatsquadmembermusthaveenough
movementremainingduringthesametacticalphasetoreachthetopofthewall,otherwisetheymaynot
attempttheclimb.
Whenclimbing,measuretheverticaldistanceofthewall.Theplayerwhosemodelisattemptingtheclimb
musttestagainsttheirstrengthstatat1forevery2ofdistanceclimbedabovethefirst2.Ifthemodel
succeedsitisplacedatthetopoftheclimbbutifitfails,themodelfalls.
Falling:
Wheneveramodelfallsoff(oristhrownoff)ofterrainthatistallerthan2,measurethe
totaldistancefallen.Themodelthatfellisplacedinthepronepositionatthebaseoftheterrainandtake1
woundforevery2fallen.
RoughTerrain
Someterrainisnaturallymoredifficulttonavigatethannormalterrain.Examplesofsuchterrainare
exceptionallyrockyterrain,denseforest,swimmingacrossariver,etc.Playersshoulddecideand
designatesuchterrainbeforebeginningtheirgame.
Whenmovingthroughroughterrain,amodelmovesspeed.
Amodelinroughterrainisconsideredtobeunderatleastpartialcover.

CarryingModels
Sometimesitmaybecomenecessaryoradvantageousforoneofyoursquadmemberstocarryanother
model.Anysquadmembermaypickupanothermodeliftheyarephysicallyableto.Allsquad
memberscannomorethanatotalweight(itemsandmodels)thatisequaltotheirstrengthstat.
Ifasquadmemberhasmaxedouttheircarryweight(carryingatotalweightequaltotheir
strengthstat),theymaynotrun.
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Thiscarryweightwillbecomemorerelevantwhenyouarepurchasingitemsasmostweaponsandarmor
alsohaveaweightvalue,howeveritalsolimitswhetherornotanothermodelmaybecarried.
SizeofModel
Standard
Small
Large
Hulking
LargeandHulking

CarryWeight
3
2
5
5
8

Forexample:amodelwithastrengthof6iscarryingitemswithatotalweightvalueof4.That
modelmaypickupanothersmallmodel,butmaynotpickupanormalorlargersizedmodelunless
itdropssomeofitsitems.

TakingCover
Incertainsituations,itwillbeadvantageoustohaveyoursquadmemberstakecoverbehindwalls/rocks
/trees,etc.Generalcoverruleswillbedetailedwhenwegettothecombatphaseandtheserules
applytoallmodelsregardlessofwhetherornottheytakecover.
Asquadmemberwhosebaseisnexttoanyobjectthatwouldprovideatleastpartialcovermaytake
coverbehindthatobject.Ifasquadmemberchoosestousethetakecoveraction,theyareconsideredto
beoutoflineofsightfromallothermodelsiftheothermodeldoesnothavetheminfullview.
Asquadmemberthathadtakencovermaynotmakeanyactionsduringthecombatphase.
Asquadmemberthathasrunduringthesametacticalphasemaynottakecover.
PlaceaCmarkernexttoanymodelthathastakencover.
GoingProne/StandingUp
Alsoincertainsituations,itisnecessaryorbeneficialforasquadmembertogoproneorstandup.A
squadmemberthatgoesproneorstandsupmayonlymoveathalfspeedduringthesametacticalphase
(thismeansthatinordertogoprone,thesquadmembermayonlymovehalftheirnormal
movement,iftheymovedalloftheirmovementvalueduringthesametacticalphasetheymaynotgo
prone).
Goingproneandstandingupareconsideredthesameactionandsoamodelmaynotchoosetogoprone
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andstandupduringthesameturn.

Amodelthatispronemayonlymoveathalfspeedandmaynotrun.

Amodelthatisproneisautomaticallyhitbyallmeleeattacks.

Amodelthatisproneisalwaysconsideredtobeincoverthatisonelevelhigherthanwhatthey
areactuallyin.(Forexample,ifapronemodelisinpartialcover,theyareconsideredinfullcoverand
theyarealwaysconsideredinpartialcoverevenwhenintheopen).

Amodelthatisproneshootsat+2.
Amodelthatisprone,staysproneuntilitstandsup.Amodelthathasjuststoodupcannot
takeanyactionsduringthecombatphase.
PlaceaPmarkernexttoanymodelthatisprone.

TheCombatPhase
Thecombatphaserepresentsalloftheactualhandtohandcombatandexchangeoffirethatoccurs
duringtheskirmish.Giventhat,therearetwomainwaysthatsquadmembersfighteachother,atrange
andinmelee.
Everymodelmaymakeanycombinednumberofrangedandmeleeattacksuptothetotalof
theirreflexesstateachcombatphase.Eachrangedattackcosts3reflexpointsandeach
meleeattackcosts2reflexpoints.Makingattacksdoesnotactuallyreducethemodels
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reflexesstat.
Example,amodelwitha6intheirreflexesstatcanchoosetomakeupto2rangedattacks,3melee
attacks,or1rangedand1meleeattackpercombatphase.Theymaynotmake2meleeattacks
and1rangedattackasthiswouldbringthetotalcostupto7.

RangedCombat
Rangedcombatwill,mostlikely,bethetypeofcombatthatoccursthemostduringaskirmish.These
rulesrepresentthesquadmembersfiringateachotherwithbows,guns,laserrifles,etc.Therearealso
specialrulesforthrownweaponsthatwillbedetailedabitlater.AllrangedcombatinUMisbased
aroundrollingatotalof3orbetteronad6,withmodifiers.Thecharacterstatsthatmostaffectranged
combatareperceptionandreflexes.Rangedcombatsoundssimpleand,onoccasion,itis,however
therearemanymodifiersthatwillmakereachingthatmagicnumber3moredifficultandsometimes
impossible.
Itisimportanttonotethat,inUM,modelsmayshootbothintoandoutofmeleecombat.
Thisisthelistofbasicmodifiersthatalwaysapply(unlessspecificallynegated).Allmodifiersare
cumulativeandareaddedorsubtractedtothedierolltomakethefinaltotal:
Ifthesquadmembershooting:

Moved
Ran
Isprone
Forevery2pointsofperception
Isinameleecombat

1
1(additional)
+2
+1
2

Ifthetarget:

Ran
Foreveryfull12ofdistancetothetarget
Iswithin6
Isinpartialcover
Isinfullcover
Isinmeleewith1ormoreofyoursquad
Forevery3pointsinreflexes
Issmall

1
1(example,amodel25awayis2)
+1
1
1(additional)
1(perothersquadmember)
1
1
6

Islarge
Ishulking

+1
+1
Cover

Insomesituationsamodelwillbeshootingatatargetthatispartiallyobscuredbehindterrainoranother
model.Whenthishappens,thetargetisconsideredtobeundercoverandismoredifficulttohit(as
detailedinthemodifierslist).
Itisimportanttonotethatcovershouldbedeterminedlargelybythebaseofthemodel.Asmost
gamersknow,butsomeofyouthatarenewmaynot,wargamingminiaturesaregenerallyplacedonbases
sothattheycanstandupontheirown.Thesebasescomeinvarioussizesandshapes,butareusually
representativeofthesizeofthemodel.Sincethemodelsthemselvesvarywidelybuttheirbasesaremore
uniform,usingthemodelsbasetodeterminecovergivesamoreconsistentresult.
Sometimes,however,usingthebaseofamodeldoesnotgivearealisticresultand,inthosecasesthe
modelitselfshouldbeused.Agoodexampleofthisisamodelstandingatawindow.Inthatcase,though
thesquadmembercouldplainlyseesomeofthemodelitself,itwouldnotbeabletoseeanyofthebaseof
themodel.Forthatsituationthemodelshouldnotbeconsideredoutoflineofsightsimplybecausethe
baseiscovered.
Duetotheamountofvariancethatcanoccur,theserulesgivegeneralsituations,butcannotcoverevery
possibility.Determiningcoverislargelybasedonsubjectiveeyeballingandyouandyouropponentwill
havetodeterminesomesituationsonthefly.Youshouldbothlookandtrytoagreeabouthowmuch
covereachmodelisinwhenitisbeingfiredat.
GeneralCoverRules(alldescriptionsarewhenviewedfromtheperspectiveofthemodelshooting):
Nocover:

Themodelanditsbasearefullyvisibleandarenotobscuredinanyway.

Partialcover: Themodelanditsbasearesomewhatobscuredbutatleasthalfofthemodeland/orits
baseisstillvisible.
Fullcover:
Themodelanditsbasearemostlycoveredandonlyasmallamountarevisible,generally
amodelwillbeinfullcoverifitismorethanhalfobscured.
Outoflineofsight: Amodelthatisoutoflineofsightcannotbeseenatall.Ifthemodelisoutofline
ofsight,itcannotbeshotat.
CriticalHitsandMisses
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Sometimesamodelshootssowellorsopoorlythatitdoesextradamageorinjuresitselfinsomeway.If
yoursquadmembershootsandthetotalroll,afterallmodifiers,ismorethan6thatsquadmemberscoresa
criticalhit.
Ifthetotalscoreis:
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Thesquadmemberfireswithsucheasethattheymayimmediatelymakeasecondattack
onthesametarget.(Thissecondattackcannotcriticalhitormissinanyway).
910

Theshotissowellaimedthatitbypassesthetargetsarmor.

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Theshot,whilewellaimed,wasalsoextremelylucky.Itbypassesthetargetsarmorand
hitsavitalspotdealing2wounds.
12+
ofthegame.

Thisistheonceinalifetimeshot.Anymodelhitwitha12+itisimmediatelytakenout

Conversely,ifyoursquadmembershootsandthetotalrollis,afterallmodifiers,lessthan1thatsquad
membersuffersacriticalmiss.
Ifthetotalscoreis:
0to1
Thesquadmembersweaponjams(bowstringbreaks,etc.)andtheymustspendtherest
ofthecombatphaseunjammingtheweapon.
2to3
Thesquadmemberfirestheweaponsoineptlythatitbreaksandmustberepairedbefore
itcanbeusedagain.Thatsquadmembersturnisoverandtheymustspendoneentireturnrepairingthe
weaponbeforeitcanbeusedagain.
4to5
Thesquadmemberzealouslyoverchargestheweaponinanillfatedattempttodealmore
damagetotheopposingsquad.However,thisattemptbackfiresandtheweaponexplodes/splintersin
theirhands.Theweaponthesquadmemberwasusingispermanentlydestroyedandthesquadmember
takes1wound.
6andbelow Thesquadmemberisaboutasunluckyasyoucanget.Theweapontheywereusing
backfiressoviolentlythatitimmediatelytakesthemoutofthegameandtheweaponisdestroyedinthe
process.
ThrowingWeapons/Items/Models
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Throwingweapons,suchasspearsandhandgrenades,actmuchlikerangedweaponsbuthavethe
limitingfactorofonlybeingabletotravelasfarasthecharacterisphysicallyabletotossthem.
Wheneveramodelthrowsathrowingweaponthemaximumdistancetheweaponcanbethrownisupto
twicethatmodelsstrengthstat.Allofthestandardtohitmodifiersapplytoathrownattackthat
wouldapplytoanormalrangedattack.
Anyweaponthatisthrownmustberetrievedbeforeitcanbeusedagain.PlaceaTmarkeronthe
boardnexttothemodelthatwastargetedbythethrowingweapon.Throwingweaponsmayberetrieved
duringtherecoveryphasebyanymodelthatcomesincontactwiththem.
Inadditiontothrowingweapons,anysquadmembermaythrowanyitemormodelthatitis
carrying.Todoso,theplayerdecidesiftheywanttheirsquadmembertothrowtheitemormodelata
target,orjustinageneraldirection.Anyitemormodelthatisnotspecificallydesignatedasa
throwingweaponmayonlybethrownadistanceequaltothesquadmembersstrengthstat
dividedbytheitemormodelscarryweight(rounddown).Treatacarryweightof0asacarry
weightof1.Forexample:ifamodelwithastrength5iscarryinganotherstandardsizemodel
(weightof3),theymaythrowthatmodelatotalof1.
Anyitemormodelthrownatatargetistreatedasastandardrangedattackand,regardlessifithitsor
misses,theitem(marker)ormodelisplacedinbasetobasecontactwiththeintendedtarget.Iftheitem
ormodelissimplythrowninageneraldirection,theplayerthrowingtheitemormodelmayplaceit
anywherewithinthedistancethethrowingmodelcanphysicallytosstheitem.
Wheneveroneofyourmodelsisthrownyoumusttestagainstthatmodelsreflexstat.Uponlanding,if
thetestissuccessfulthemodellandsontheirfeetandsuffersnoinjury.Ifthetestisfailed,themodelis
placedinthepronepositionandtakesawound.
MeleeCombat
Meleecombatrulesrepresentmodelsdukingitoutinclosequarters.Since,atcloserange,eachmodel
hasachancetodefenditself,meleecombatismoreofatestofskillbetweenthemodelsfightingthan
rangedcombat.Themainstatsthatareusedinmeleecombatarereflexesandstrength.
Fighting1v.1
Iftherearetwomodelsinbasetobasecontactfromopposingsquads,theyareconsideredtobeinmelee
combat.Thesimplestkindsofmeleesarethosewithonlyonemodeloneachside.
Tomakeameleeattack,boththeattackingplayerandthedefendingplayerrollad6andaddtheir
modelsstrengthstat.Iftheattackingplayerscoreshigher,thedefendingplayeriswounded.Ifthe
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defendingplayerscoreshigher,theattackissuccessfullywardedoff.
Ifthedifferencebetweenthebothtotalscoresisever3ormore,themodelthatlosttherollis
overwhelmedandisknockedintothepronepositioninadditiontobeingwounded.
FightingWithMultipleModels
Fightingwithmultiplemodelsinbasetobaserepresentsanalloutbrawl.Allmodelsinvolvedinthesame
meleecombatareconsideredtobefightingwitheachotherand,therefore,donotnecessarilyneedtobein
basetobasecontactwiththemodelthattheyareattacking,aslongastheyareinbasetobasecontact
withatleastoneoftheopposingmodelsinthemelee.However,amodelthatisonlyinbasetobase
contactwithmodelsunderyourcontrolisnotconsideredtobeinthemeleecombat.
FightingWhileOutnumbered
Fightingwhileoutnumberedismuchmoredifficultthanfighting1v.1andanymodelthatisoutnumbered
inmeleecombatsufferssignificantdisadvantages.

Foreveryextramodelinameleecombat,theplayerwhocontrolsthatmodelmayreducethe
numberofattacksofanyoneopposingmodelinthemeleeby1.Theplayermustchoosetoreducethe
numberofattacksbeforetheattackdiceisrolled.

Nomodelmayleaveameleecombatwheretheyareoutnumbered.

PickingupanOpposingModel
Whenoneofyoursquadmembersisengagedinmeleecombatwithanopposingsquadmember,theymay
tryandpickupthatsquadmemberinsteadwoundingthem.Whenaplayerdecidestoattemptthis,they
mustdeclareitbeforemakingthecombatrole.
Bothplayersrollasiftheattackwereastandardmeleeattack,butthedefendingplayergainsanadditional
+2totheirroll(ontopofanybonusestheymightalreadyhave).Iftheattackerissuccessful,the
defendingmodelishoistedovertheirshoulderandcanbecarriedoff.Ifthedefenderissuccessful,the
grappleiswardedoffandthemeleecontinuesasnormal.
Whenonemodeliscarryinganenemymodel,bothmodelsstayinbasetobaseandinmeleecombatwith
eachother.Thecarryingmodelmaymoveasnormalandthemodelbeingcarriedmustbemovedintow.
Themodelbeingcarriedmayattackthecarrier,butmaymakenootheractionsduringthecombator
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tacticalphases.Duringeachinitiativephase,bothplayersmustrolladiceandaddtheirmodelsstrength
stat.Iftheplayerwhosemodelisbeingcarriedrollshigher,themodelbreaksawayandmayactas
normal.
LeavingMeleeCombat
Howdangerousitistorunawayfromameleecombatdependsonthesituation.
Whenthenumberofcombatantsiseven,leavingthemeleeallowsoneoftheopposingplayersmodelsin
basetobasethewithmodelleavingtomakeonestandardmeleeattackagainstthemodelfleeing.
Ifyouhavemoremodelsinthemeleethanyouropponent,anyofyourmodelsarefreetoleaveuntilthe
numbersareeven.
TakingWounds
Becomingwoundedisaprocessthatspansboththecombatandrecoveryphases.Duringthecombat
phaseyourmodelstakeanddealoutwoundsandtheyalsotakearmorteststonegateanywoundsthey
mightsuffer.Duringtherecoveryphase,whichwewilldealwithinamoment,eachplayerdetermines
howseverelyamodeliswoundedandwhetherornottheycancontinuetofight.Anytimeamodelis
woundedandthewoundisnotnegatedbytheirarmor,placeaWmarkernexttothem(1perwound).
ArmorTests
Armortestsaresimilartostattests(seethetestingagainstastatsectionundersquadmember
customization).Wheneveramodelthathasarmoriswounded,thecontrollingplayermaymakeanarmor
testtoseeifthewoundisignored.Theplayermakingthetestrollsad6:iftherollisequaltoorunderthe
modelsarmorvalue,thewoundisnegated.Armortestsaremadeduringthecombatphaseandany
woundsnegatedbyarmordonotcarryoverintotherecoveryphase.
Someweaponsandattackshaveanarmorpiercing(AP)value.Ifamodeliswoundedbyanarmor
piercingweaponorattack,theymustreducetheireffectivearmorvaluebytheamountoftheweapons
APvaluewhentestingtoseeifthewoundfromthatweaponisnegated.
Forexample:amodelwithanarmorvalueof5iswoundedbyaweaponwithanAPof2.When
makinganarmortest,thatmodelmustrolla3orbelowtosuccessfullynegatethewound.

TheRecoveryPhase
Thefirstthingthathappensduringtherecoveryphaseisthatallplayersrolltoseewhichoftheirmodels
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thatwerewoundedcancontinuetofightandwhichsuccombtotheirwounds.
Everyplayerwhocontrolsamodelwithanywoundsmusttestagainstthatmodelsendurancestat.For
everywoundabovethefirstthetestistakenwitha1penalty.Ifthetestisfailed,themodelisremoved
fromthegame.
Routing
Seeingsquadmemberspummeledandkilledonthebattlefieldisaharrowingexperienceandeventhe
strongestsquadmemberwilleventuallybreakandrun.Everytimeasquadmemberistakenoutofthe
game,thecontrollingplayermustroll2d6toseeiftheirremainingsquadhasthewilltocontinuefighting.
Iftherollisequaltoorlessthanthetotalnumberofsquadmembersthattheplayerhasleftontheboard,
theirsquadisunphasedandmaycontinuefighting.Iftherollisgreaterthanthenumberofsquad
members,theirsquadrunsandtheylosethegame.
ResettingtheBoard
Thelastthingthathappensduringtherecoveryphase,andduringtheturn,isthateachplayerremovesall
temporarymarkersandeffectsfromtheboard.Oncetheboardiscleared,thenextturnbeginsagainwith
anewinitiativephase.
Unlessthegamehasaspecificobjective,thegameendswhenthereisonlyonesquadlefton
theboard.

BuildingaSquad
Beforeeverygame,orbeforethefirstgameinacampaign,eachplayerhastobuildasquadthattheywill
controlduringthegame.Theroleplayingaspectofthisgamecanbeaselaborateorsimpleasyouwishit
tobeanditonlytakesalittleimaginationtoaddcharacterandpersonalitytoyoursquadmembers.Doing
thisisespeciallyrewardingifasquadmembersurvivesthroughmultiplegamesinacampaignand
becomesquitepowerful.Squadbuildingisbasedonapointsystem.Eachsquadmemberwillbewortha
certainamountofpointsthattheycontributetothetotalforthesquad.Thesepointswillbegeneratedby
thestats,skills/abilities,anditemsthateachplayerchoosestoassigntoeachsquadmember.
Playersmaychoosetoplaywithhowevermanypointstheywantforeachgame,butatypicalgamewill
consistofsomethinglike500pointspersquad.Also,eachnewlygeneratedindividualsquadmember
maynotexceed100totalpoints,thoughsquadmembersmayexceedthistotalthroughsurvivinggames
inacampaign.Everysquadmemberhasabasecostof30points.

SquadMemberCustomization
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Eachsquadmembersuniquecharacteristicsandplaystylewillderivefromthreecustomizablecategories:
stats,skills/traits,anditems.
Stats
Eachsquadmemberhasasetofnumbersthatrepresenttheirinnateabilitiestoperformcertainactions.
Thesestatsfallintofivecategories:movement,reflexes,perception,strength,andendurance.
Thesestatswillaffectalmosteveryaspectofgameplayinonewayoranotherandeachplayercan
chooseiftheywanttheirsquadmemberstoconcentrateinonestatorbemorewellrounded.
Movement:

Controlsthespeedwithwhichthecharactermovesaroundtheboard.

Reflexes:

Controlshowquicklyacharacterreactstoeventsandhowmanyattackstheycanmake.

Perception:

Controlstheirabilitytoobserveeventsandhowwelltheyshootwithrangedweapons.

Strength:

Controlshowmanyitemstheymaycarryaswellastheirabilityinmeleecombat.

Endurance:

Controls,bothmentallyandphysically,howwelltheycansurvive.

Everynewsquadmemberstartswith3sineachstatandthecontrollingplayermayadd3total
freestatpoints,distributedhowevertheywish,beforethefirstgamewiththatsquadmember.
Eachplayermayalsopurchaseuptoamaximumof3morestatpointsforanewsquadmember
at10pointsapiece.
TestingAgainstaStat
Wheneveramodelisrequiredtotestagainstaspecificstat,thecontrollingplayermustrollad6and
comparetherolltothatmodelsspecifiedstat.Iftheresultisequaltoorunderthestat,thetestis
successful.
Anytimeatestmustbemadeat+/X,thatnumberisaddedorsubtractedfromthatmodelsstat,andnot
thediceroll.
SkillsandTraits
Skillsandtraitsarewhatmakeeachsquadmemberspecial.Thesearebothinnatecharacteristicsand
skillsthathavebeenacquiredthroughextensivetraining.Eachskill/traitisworthacertainnumberof
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pointsandgrantsabonustothesquadmemberthattakesthatskill/trait.Therearealsonegativetraitsthat
maybetakenwhichreducethetotalnumberofpointsasquadmemberisworth.
Unlessindicatedotherwise,allskillsandtraitsmayonlybetakenoncepermodel.
Someskillsandtraitsareinherentlycontradictory(suchassmallandlarge,intelligentandstupid,etc.).
Usecommonsensewhendecidingiftwotraitsorskillsmaybetakentogether.Alltheplayersshould
decideasagroupwhetherornotskillsthatarenotnecessarilydirectlycontradictory,butdonotseemto
gotogether(suchashulkingandfast,aleaderwithhivemind,etc.),maybeusedtogether.

CommandPoints
Someskillsandtraitsgenerateaspecialcharacteristicthatrepresentstheleadershipabilityofeachsquad
member.Thesecommandpointsarecumulativeforthesquadandcanbeusedtogivetheentiresquad
aboostduringthegame.Eachplayermustmakeanoteofthetotalnumberofcommandpointsthattheir
squadgeneratesandmustkeeptrackofhowmanytheyuseduringthegame.Eachcommandpointmay
onlybeusedoncepergame.
Commandpointsmaybeusedto:

Negateacriticalhit(againstoneofyoursquadmembers)oracriticalmiss.Ifaplayer
decidestonegateanotherplayerscriticalhit,theotherplayermayuseacommandpointoftheir
owntoreinstateit.

Giveasquadmemberanadditionalattackofanykind.Oneattackpercommandpoint.

Negateanyadditionalwoundsasquadmemberhastakenabovethefirstwound.One
woundpercommandpoint,thiscannotbeusedtoreducethetotalnumberofwoundstozero.

Rerollanydiceroll.

Activateanyskillortraitthatrequiresacommandpoint.

Rerollanyrollonthetakenoutofthegamechart.Thisappliestocampaigngames
only,andtheplayermusthavecommandpointsunusedafterthegameisover.

Anyleftovercommandpointsmaybesoldfor10additionalpointseachaftera
campaigngame.
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SkillsandTraits:
PositiveSkillsandTraits
Ambidextrous

20points(perarm)

Thissquadmemberisequallyskilledwithbothhands.
Theymayuseanadditionalonehandedweapon(2total)intheiroffhand,and,iftheydo,they
maymakeonefreeattackwiththatweaponperturn.Thissquadmembermaymakeafree
unarmedmeleeattackeveniftheydonothaveaweaponintheiroffhand.Ifthesquadmember
hasmorethan2arms,theymaytakethistraitforanyoralloftheirextraarmsaswell.
Ambitious

20points

Thissquadmemberiseagertogainranksandimprovethemselves.
Aftereachcampaigngamewherethissquadmemberisnottakenoutofthegame,theygenerate10
additionalpointsfortheirsquad.
Berzerk

25points

Thissquadmemberrushesintomeleecombatwithlittlethoughttotheirown,ortheirsquadmembers,
safety.
Ifthissquadmemberiscloseenoughtoasquadmemberofanopposingsquadsothattheycan
reachthemwithoutrunning,,theymustmoveintobasetobasewiththatsquadmember.
Thissquadmemberis+2totheirrollsinmeleecombat.
CommandingPresence

35points

Thissquadmemberspresenceonthebattlefieldinspireshissquadmates.
Ifthissquadmemberispresentduringagame,gain2commandpoints.However,ifthissquad
memberistakenoutofthegame,youmustlose3ofyourremainingcommandpoints.Iflosing
thesecommandpointsreducesyoutolessthan0totalcommandpoints,youmustimmediately
takearouttestforeverycommandpointlessthan0.

15

CrackShot

45points

Thissquadmemberhasexcellentaim.
Thissquadmemberis+3whenmakingrangedattacks.
Craggy

40points

Thissquadmembersskinishardandrocky.
Whenwounded,thissquadmembermaymakeanadditionalarmortestagainstanarmorvalue
of6.Thisarmortestmaybetakenevenagainstcriticalhitsthatbypassarmor.
DrunkenMaster

20points

Thissquadmemberexcelsatfightinginclosecombatwhendrunk.
Whenfightinginmeleecombatwhiledrunk(seethenegativetraitlist),thissquadmember
ignoresthenegativeaspectsofbeingdrunkandinsteadgains+1tostrengthandmaymake1
extrameleeattack.
ExtraArm

10points(perarm)

Thissquadmemberhasoneormoreextraarms.
Theseextraarmsallowthesquadmembertoholdextraitems.Forexample,ifthesquadmember
hasoneextraarm,theycanholdone2handedweaponandone1handedweaponatthesametime.
Theseextraarmsdonotgrantadditionalattacks,unlessambidextrousisalsotakenandtheydo
notallowthesquadmembertoexceedtheirmaximumcarryweight.
ExtraStrong

25points

Thissquadmemberisimbuedwithgreatstrength.
Add2tothissquadmembersstrengthstat.
Fast

25points

Thissquadmemberisexceptionallyquick.

16

Add1toboththissquadmembersmovementandreflexesstats.
Flying

40points

Thissquadmembercanfly(innately).
Thissquadmembersmovementstatis+2.Thissquadmemberignoresroughterrainandmay
moveverticallyasifitwereanormalmovementaction.
HiveMind

10points+10pointsperothersquadmemberwithhivemind.

Someofyoursquadislinkedtogethertoformoneconsciousness.
Thecostforeachsquadmembertotakehivemindis10points+anadditional10pointsfor
everyothersquadmemberwithhivemind.Forexample,ifonly1squadmemberhashivemind,
thecostis10points.If3squadmemberstakehivemind,thecostforthefirstsquadmemberis10
points,thecostis20pointsforthesecond,and30pointsforthethirdforatotalof60points.
HiveMindgrantscommandpointsbasedonthenumberofsquadmemberswhotakethetrait.
SquadMemberW/HiveMind

CommandPoints

1
2
3
4
5+

0
1
3
5
3/SquadMemberwithHiveMind

Wheneveryoutakearouttestbecauseasquadmemberwithhivemindwastakenoutofthe
game,youmaynotcountanyothersquadmemberwithhivemindwhendeterminingthe
numberofmodelsthatyouhaveleftontheboardforthattest.
Hulking

20points

Yousquadmemberisblessed(cursed)withtremendoussizeandweight.
Thissquadmemberis+2forbothstrengthandendurance,but1forbothmovementand
reflexes.Hulkingmodelsmaynotclimb,theytreatmovingthroughwaterasnormalmovement,
andtheymustalwaystoareflexestesttomakeanysortofjump.
Intelligent

10points
17

Thissquadmemberisofaboveaverageintelligence.
Thissquadmembermayusemodernitems.
Leader

20points

Thissquadmemberisthedesignatedcommanderofyoursquad.
Thissquadmembergenerates2commandpoints.Youmayonlyhave1leaderpersquadinany
givengame.Yourrouttestrollsuffersa1penaltywhenyouareforcedtomakearouttest
becausethismodelwastakenoutofthegame.

Large

25points

Thissquadmemberisjustbig.
Thissquadmembergains+1totheirstrength,movementandendurancestats.Thissquad
membermaynevertakecover.
MagicAttuned

10points

Thissquadmemberisattunedtothewaysoftheforce....err...magic.
Thissquadmembermayusemagicalitems.
Molten/Firey

20points

Thissquadmemberistoohottohandle.
Thissquadmemberdealsoneautomaticwoundperturn(duringthecombatphase)toall
models(enemyandfriendly)within1ofthemunlessthatmodelisalsomolten/firey.
Wheneverthismodelisattackedinmeleecombatwithanonmagicalweapon,theattacking
playermustrollad6.Onarollof13,thatweaponisdestroyed.
Thissquadmembermaynotuseanynonmagicalitemsastheymeltintheirhands.
Mule

10points
18

Thissquadmemberisusedtocarryinglargeamountsofweight.
Thissquadmembermaycarry2extrapoints.
Perceptive

25points

Thissquadmemberhasshapersensesthanyouraveragemodel.
Thissquadmemberis+2perception.

Psion

50points

Thismodelsmindisaweaponinandofitself.
ThismodelmayuseanypowerfromthePsionicPowerslist.
Small

10points

Thissquadmemberisdiminutiveinsize.
Inadditiontothe1penaltytohitwhenbeingshotat,thissquadmemberisconsideredtobein
thepronepositionwhenbeingattackedinrangedcombat.
Thissquadmemberis1totheirstrengthandendurancestats.
Terrifying

50points

Toseethissquadmemberistoknowfear.
Anymodel(enemyandfriendly)thatorgainslineofsighttothissquadmemberduringthe
tacticalphasemusttestagainsttheirenduranceatthebeginningofthecombatphase.Ifthey
failthetest,thatmodelcowersinfearandmaynotperformanymoreactionsfortherestofthe
turn.Thisdoesnotaffectmodelsthatareterrifying,blind,orberzerk.
Thorny

15points

Thissquadmemberiscoveredinthornsorhorns.
19

Wheneverthismodelisattackedinmeleecombat,theattackermustrollad6.Ona13,the
attackingmodeltakesawound.AnymeleeattacksmadebyathornymodelhaveanAPvalue
of1.
TimeTraveler

20points

Thissquadmemberhasseenitall.
Thissquadmembermayuseanycategoryofitem.

Tough

25points

Thissquadmemberisfairlyimpervioustopain.
Thissquadmemberis+2toendurance.
Wizard

50points

Thissquadmemberhasacommandovermagicthatonlytherarefewpossess.
ThissquadmembermaycastanyspellsfromtheWizardsspelllistandmayusemagicalitems.

NegativeSkillsandTraits
Alien

20points

Thissquadmemberisfightinanenvironmenttheyarenotusedto.
Thissquadmemberis2toendurance.
Animal/Worthless

15points

20

Thissquadmemberisnottrulyconsideredamemberoftheteam.
Thissquadmemberdoesnotcounttowardsyourtotalnumberofsquadmemberswhenmaking
routtests.
Blind

40points

Thissquadmembercantsee.
Allothermodelsareconsideredtobeoutoflineofsight.
BlindinOneEye

20points

Thissquadmembercantseeoutofoneeye.
Thissquadmemberisperception2.
Drunk

N/A

Thesquadmemberbecomesdrunk.
Thisisaspecialtraitthatmaynotbetakenbeforeagame,butmaybegainedduringthegame
undercertaincircumstances.Drunkmodelsareperception2andreflexes2.
FullParalysis

70points

Thissquadmemberisfullparalyzedfromtheneckdown.
Thismodelsmovement,reflexesandstrengthstatsarepermanentlysetto0.
Irritating

30points

Yourothersquadmemberscantstandtobeclosetothismodel.
Anyofyoursquadmemberthatarewithin1ofthismodelduringtheinitiativephasemusttest
endurance.Iftheyfail,theymustmovetheirfullmovementdirectlyawayfromthemodel.Ifa
berzerkmodelfailstheendurancetest,itmustmoveintobasetobasewiththismodeland
attackitduringthecombatphaseasifitwereanenemymodel.
Nearsighted

25points
21

Thissquadmembercannotseeveryfar.
Thisanymodelthatisfartherthan12awayfromthissquadmemberisconsideredoutoflineof
sight.

PartialParalysis

40points

Thissquadmemberisparalyzedfromthewaistdown.
Thissquadmembersmovementstatispermanentlysetat0.
Slow

20points

Thissquadmemberisslothlike.
Thissquadmemberismovementandreflexes1.
Stupid

30points

Thissquadmemberisunusuallydull.
Thissquadmembermaynotuseanyitemsexceptforprimitiveitems.
Weak
20points
Thissquadmembersmusclesareunderdeveloped.
Thissquadmemberisstrength2.

Spells
PsionicPowers:
AnymodelwiththePsiontraitmayuseany1powerfromthislistonceperturn.Somepowersrequire
commandpointstobeactivated.
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TacticalPhasePowers
Levitation:
ThePsionusestheirmentalprowesstolevitateanynumberofmodelswithinlineofsight
andwithin6ofthepsionandwithatotalcarryweightequaltothePsionsendurancestat.Anylevitated
modelsmaybemovedupto4.Enemymodelsmayresistthislevitationwithasuccessfulendurancetest.
PsychicManipulation:
ThePsionisabletomanipulateanyitemwithin12andlineofsightwith
theirmindandpullittotheirposition.ThePsionmayretrievethrowingweaponswiththisability.
PsionicArmor:
ThePsionusestheirmentalabilitiestocreatealayerofdenselychargedparticles
aroundtheirbody,orthebodyofafriendlymodelwithin6.ThePsion,orthefriendlymodel,gainsthe
Craggytraitfortheremainderoftheturn.
CombatPhasePowers
PsychicLance:
ThePsioncompressestheairinasmallareasoquicklythattheresultingcharge
generatesaboltoflightning.ThePsionmaymakeanormalrangedattackagainstanymodelwithin6.If
therangedattacksuccessfullyhitsthatmodelmakestheirarmortestat2.
Hallucination:
ThePsionusesalltheirstrengthtoinvadeanenemymodelsmindandmakereal
theirdarkestfears.Ifsuccessful,thisreducesthatmodeltoablubbering,uselessmess.Thisability
requires2commandpointstoactivate.ThePsionmaytargetasingleenemymodelwithin12and
withinlineofsightofthePsion.Thatmodelmusttestagainstendurance.Ifthetestisfailed,themodelis
takenoutofthegame.Ifthetestissucessful,thePsionspowersareblockedfortherestofthegame.
ReactionaryPowers
PsionicDuel:
AnypsionontheboardmaychoosetointerruptanyotherPsionusingapsionic
powerandinitiateapsionicduelregardlessofdistanceorlineofsight.Anyinterruptedpowerdoesnot
generateanyeffectanddoesnotcostcommandpoints.Wheninterrupted,bothPsionsbecomelockedin
amentalbattleandmaynotmakeanyfurtheractionsthatturn.Eachplayermustrollad6fortheirPsion
andaddtheirPsionsendurancestat.WhicheverPsionhasthehighertotalscorewinstheduelandthe
otherPsiontakesawoundwithnoarmorsaveallowedofanykind(includingthosegeneratedbypsionic
armorandthecraggytrait).
PermanentPowers
PermanentPsionicpowersmustbechosenbeforethegamestartsandgrantcontinuouseffectstothe
Psionthroughoutthegame.APsionthatchoosestouseapermanentpowermaynotuseanyother
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psionicpower.Permanentpowerscannotbeinterruptedbythepsionicduelpower.
OpentheThirdEye: ThePsionhasbecomesoattunedtothefacetsoftheirownmindthattheyhave
becomeultimatelyawareoftheirsurroundings.ThePsiongains+1totheirperceptionandreflexes
stats,allmodelswithin12arealwaysconsideredtobeinfullviewofthePsion,andthePsioncountsas
twoseparatemodelswhenfightinginmeleecombat.
Note: APsionwhohasOpenedtheThirdEyemaymakerangedattacksagainstmodelswithin12
thatwouldnormallybeoutoflineofsight.Iftheychoosetodoso,theymuststillfirethroughthe
terrainthatwouldhaveblockedsightand,therefore,themodelbeingfireduponmakesanyarmor
testat+2.

WizardSpells:
AnymodelwiththeWizardtraitmayuse1powerfromthislistperturn.Somepowersrequire
commandpointstoactivate.
TacticalPhaseSpells
Expulsion:
ThewizardblastsamodelinbasetobasecontactwiththeWizard(eitherfriendlyor
enemy)directlyawayfromthemd6inches.Theblastedmodelcountsashavingbeenthrownandmust
testagainstreflexesaccordingly.Thisspellmayblastmodelsoverledgesand/oroutofmeleecombatas
theWizardseesfit.
DemonicPossession: TheWizardinvitesademontopossesshisbody.Thedemonthencloaksthe
Wizardinfireandgrantshimterrifyingstrength.Afterthepossessionends,thedemonattemptstoclaim
theWizardssoul.
Thisspellcosts1commandpointtocast.TheWizardbecomeshulking,molten,andterrifyinguntil
theendoftheturn.BecomingmoltenimmediatelydestroysanynonmagicalitemstheWizardiscarrying.
Duringtherecoveryphase,theplayercontrollingtheWizardmustrollad6:onarollof13theWizardis
takenoutofthegame.
EnchantWeapon:
TheWizardmayenchant1weaponofanyfriendlymodelwithin12andlineof
sightfortheremainderoftheturn.Anyattacksmadewiththeenchantedweaponarerolledat+2and
haveanAPvalueof1.
CombatPhaseSpells

24

Tornado:
Thewizardsummonsavortexofwindtoliftallmodelsinasmallareaaroundhim.All
models(friendlyandenemy)within3ofthewizardareliftedintotheairandthenunceremoniously
droppedtotheground.Allthosemodelsmusttestasiftheyfellanumberofinchesequalto8their
carryweight.
Good,Ol,Fireball: TheWizard,stereotypically,shootsamassiveballofflamefromhishandsatan
enemytarget.TheWizardmakesastandardrangedattackagainstanyenemymodelwithin12andline
ofsight.Iftheattackhits,thatmodelandallmodelswithin3ofthatmodel,takeawound.
RecoveryPhaseSpells
HealingTouch:
TheWizardstouchsewsupafriendlymodelswounds.Thewizardmay
removeonewoundcounterfromanymodelwithin3andlineofsightoftheWizard.

25

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