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One Page Micro Sci-Fi – Rules v3.2.

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by OnePageAnon (http://onepagerules.wordpress.com/)

General Principles Melee Fearless: Add +1 to morale tests for this unit.
The Most Important Rule: Whenever a rule is Setup: Elms in Chg must move as close as possible to Fixed: Only fires in a 90 arc to the front or as shown
unclear or does not seem quite right, use common an enemy target unit, and then enemy elms may Furious(x): +x melee dice in Chg. May make half a
sense and personal preference. Have fun! choose to do the same by moving up to 1”. Chg move when disembarking from Transports.
Elements/Units: An element (elm) is a 6mm model Fighting: All attackers within 1” of an enemy attack Hover: Flyers with this rule have no minimum move.
or some small models on a single base. A unit is 1-9 with all Mel weapons, resolved like shooting. Then If not moving, they may pivot up to 180.
elms. Elm/unit profiles are detailed in the Army lists. any surviving defenders hit back the same way. Impact(x): If in Chg, adds x ‘A’ dice to this weapon.
Quality Tests: Whenever you take a Quality (Q) test, Result: Look at total wounds caused. If a unit caused Indirect: Ignores the ‘nearest target’ rules. May be
roll one six-sided die. If the roll is equal to or higher less, it must take a morale test unless the enemy fired at enemies that are not within LOS. Targets not
than the elm’s Q value, it is successful. unit is lost. If either unit is lost, the other may move within LOS, or Spotted, gain a special 4+ save.
Line of sight (LOS): If a straight line from the base or by up to half its ‘M’ rating. If not, then the activating Leader: Add +1 to the morale tests of friendly units
hull of one elm to another does not cross an opaque unit must move back to its original starting position. within 4”. Stacks with Fearless.
obstacle or at least 1” of cover, there is mutual LOS. And: Units may only Chg one enemy unit per Limited: Can only be used once per battle.
Before we begin... activation. If targets are collocated, Chg the one Linked: Rerolls misses.
with an elm nearest to the attacker before moving. Load(x): May use Transport(), taking up x spaces.
Baisc Army Composition: For every 6” of shortest
table edge, each player may spend up to 1500 pts. Converting Wounds to Kills Min(x): No fire at a target less than x” away.
Preparation: The game is played on a flat surface, at Multiply wounds taken by the attacking weapon’s OpenTop: Non-Ordnance Passengers may fire one
least 2’ x 2’, up to 1½ times longer than wide. Roll ‘W’ rating. If the total number of wounds taken at weapon type from this elm. If defending against a
off. The winner chooses the edge/corner to deploy any time is equal to or greater than and elm’s ‘T’ Chg, they may use their melee weapons in defence.
first, up to 8” in. His opponent deploys opposite. rating, it is lost. Otherwise, after a unit has done all Ordnance: Cannot fire and move, or be moved, in
Winning: Play 1x(longest table edge in 6”) rounds. its shooting, each melee round and at the end of any the same activation. If Fixed, may pivot unless
Count elms lost; player with least % lost, wins. activation, roll a suitable polyhedral die for each restricted, but must pass a Q test to then fire.
Playing the Game wounded elm in any Army. If the roll is: Outpost: Has the Scout rule but can only deploy
More than the ‘T’ rating = reroll outside enemy deployment areas.
The game is played in rounds. Pick a colour for each Pinpoint: Hits on 2+ and ignores terrain fire mods.
player; put one coloured token for each unit into a Less than or equal to wounds = elm lost
cup, then draw one at random. The owner activates More than wounds = no effect, remove wounds Poison(x): Doubles the ‘W’ rating against targets
a unit (not yet activated this round) and completes Morale with biological components (including a living crew).
all the actions for it. Then draw another token. Psychic(x): When this elm is activated roll x dice. It
When: After a unit has checked one or more may use one psychic spell from its Army list that has
Actions wounds (regardless of the result), it may need to a number in brackets which is equal to or lower than
All elms in an activated unit must do one of: check morale. This happens if it is already pinned, is the highest die roll. Comms(x) works the same way.
Action [abbrev.] Notes half strength or less, or has just lost a melee. This ability is used before movement and firing.
Hold [Hld] May shoot. Roll against Q: If failed, all elms are pinned until Reactive: Fires first in melee even if not in Chg.
after its next activation. If the fail was from melee
Advance [Adv] May shoot after moving. and at least half its original elms are lost, or the unit Resolve kills immediately. If enemy also has Reactive
Rush [Rsh] May not shoot. weapons, they fire simultaneously.
Charge [Chg] Move into melee. is already pinned, then it routs (is lost).
Pinned units: are in Hld and reroll all successful hits Regen: Ignore each wound on 5+.
General Movement from shooting or melee until unpinned. Reload(x): Cannot fire for x activations after firing.
Elms may move up to the ‘M’ rating in inches in Adv, Rending: If an attack die hits on an unmodified roll
Reserve and Leaving the Table of 6, the die automatically becomes a wound.
x2 if in Rsh/Chg, turn/face in any direction, and may Up to half a player’s units may start in Reserve. From
only move within 1” of enemy elms in Chg. After Rip: Ignores terrain fire modifiers.
Round 2 on (player’s choice), its first activation is, on Scout: Deployed after all other non-scout units have
moving, all a unit’s elms must be within a 6” circle. a 4+, place in Adv on a table edge not in enemy been placed. Before the first round, you may place it
Terrain Move Modifiers deployment and then move/fire. Units that fail to anywhere on-table over 4” from enemy units (if
Difficult Terrain: Wheeled/tracked elms move come on the table at all, or leave it for any reason both players have Scouts, roll off to see who deploys
through bad going at half speed, and expend 1” to (except Flyers) are lost for victory purposes. first, then alternate until all have been placed).
cross a linear obstacle. Walking elms ignore all but Flyers Shell: Ignores the ‘D-2 to outside front arc’ modifier.
the most difficult terrain, e.g. swamp, shallow water. General: Flyers do not physically interact with Shoot(x): Roll x+ to hit instead of Q.
Dangerous Terrain: Roll one die for every elm that terrain or any other models except when using the Skimmer: Has the Strider rule but can overfly enemy
moves across dangerous terrain or activates in it. Transport() rule. They may not engage in melee. elms and ignores dangerous terrain. Must end move
Elms take one automatic wound if you roll a 1. Roll a Non-Flyer units targeting them reroll successful hits. more than 1” from enemy unless in Chg.
die per ½“ moved in total if in a minefield or lava. Deployment: Flyers always begin in Reserve and
Check for kills after moving through the terrain. Sniper: Ignores the ‘nearest target’ rules.
goes back into Reserve if they leave the table. Spray(GF,x”,y”,Ax,Px,Wx,Special Rules): Shooting
Weapons Activation: A Flyer may pivot by up to 45° and then creates an isosceles triangle with a point at the firer,
Weapon characteristics in the Army lists are: must move 12”-24” in a straight line. If this move altitude x”, base y”. All elms touched by it are hit in
Name(GFM,Range,Ax,Px,Wx,Special Rules) puts it on top of another unit or terrain it must keep the same way as if under Area fire.
‘G’ weapons can shoot only at Ground targets (and moving straight until it has space to be placed on the Spotter: If has LOS to an enemy elm under Indirect
Skimmers), ‘F’ only at Flyers, ‘M’ only in melee. table. Flyers can fire all weapons even when moving, fire, shooter ignores special 4+ save.
and cannot rearm or reload while in Reserve. Stealth: Always counts as in at least obscured cover.
Shooting
Special Rules Strider: Ignores difficult terrain move effects.
Elms must target the nearest Ground or Flyer (player Strike: Flyers with this rule are placed on-table
chooses) enemy unit in LOS and arc to at least one AA: Does not reroll hits against Flyers.
Agile: If a Vehicle, may turn any amount during normally, have an unlimited move in their first
of their elms, unless that enemy unit has already activation, and leave the table in their second.
been targeted during this activation or is pinned. movement; if a Flyer, may pivot up to 90.
Elms shoot one at a time, and may fire all weapons Area(G,C”,Ax,Px,Wx,Special Rules): Place a circle, Titan(x): A unit comprising a single model with x
diameter C”, in range/LOS.Roll a die. On 1,2 the elms, each one separately detailed in the Army lists.
in Hld, one ‘type’ in Adv and none in Chg. One Each elm is targeted, takes wounds and is lost
enemy elm can be targeted per Attack Die (A). enemy may move it by up to 2x” in any direction,
including off-table. Then all elms (in either Army) individually. Successful hits target random elms; the
Take a Q test per A: each success is a hit. For each shooter can target a specific elm but must reroll
hit, roll equal/more than the following to wound: touched by it take ‘A’ hits with a separate 4+ save,
then use ‘P’ and ‘W’ ratings as normal. successful hits. Test for wounds/kills on individual
TARGET DEFENCE (D) RATING components/elms as normal. Lost elms are useless,
if ‘D’ = 7+ or more and the hit is from Bomb: Drop by a Flyer onto a target up to 1” of its
MINUS flight path at any point during movement. may result in further effects when destroyed and
2 outside the front 180 arc, is in melee, count towards morale effects.
under Area fire or attacked by Flyers Desant: May start the game in Reserve. When
activated from Reserve, instead of a table edge, is Transport(x): Has x Load() spaces available. Elms
MINUS firer Penetration (P) rating may embark by Adv into contact; immobile elms can
placed anywhere on-table at least 6” from all enemy
PLUS terrain fire modifiers units. Then roll a die: on a 1-2 the opponent may embark if within 1” of a Transport. Activated
Unmodified ‘1’s fail. If 7+ or more is needed, a move it up to 2d6” to a valid position (not off-table), embarked elms may disembark up to 1” away in
natural ‘6’ then a 4+ always succeeds. including into Dangerous Terrain and/or melee, Adv. If an elm is within a Transport when it is
which is resolved immediately with the Desant unit destroyed it must roll 2+ (4+ if a Flyer) to survive: its
Terrain Fire Modifiers unit takes a morale test and dismounts. Units may
Cover: An elm within or up to 1” behind cover adds activated in Chg. If it loses the melee, the whole unit
is lost. Otherwise, the Desant unit can only choose be mounted in Transports at the start of the game.
the following to its ‘D’ rating against shooting (only): Uncommon(xk): Only one can be bought per full ‘x’
Adv or Hld as its first on-table action.
+1 light friendly elms, high grass, night,
EMP: If hits any elm whose main functions are based thousand pts. If no value given, only one is available.
cover smoke, hedges, bushes, trees Vehicle: Vehicles may turn anywhere during
on mechanical or electrical technology, ignores ‘D’
+2 heavy buildings, ruins, walls. sandbags, values/modifiers values and causes wounds on a 2+ . movement to a max of 180. Following a road does
cover trenches, ditches, rocks, not count towards this. They reverse at half speed.
F+M: May be fired (once only) at any point during its
+3 solidcover
bunkers, shooting from vehicles
or armoured constructions
movement if in Adv.
FanOut(x): All elms must be in a circle diameter x”.
Melee: Reroll all melee hits against elms Fear: Enemy units without the Fear rule must take a
defending higher terrain, heavy or solid cover. morale test before fighting melee with this unit. If
failed, the failing unit rerolls any successful hits.

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