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INTRODUCTION__________________________________________________________________________3

SCENARIOS______________________________________________________________________________________3
SIZE OF GAME___________________________________________________________________________________3
DICE____________________________________________________________________________________________3
SCALES AND DEFINITIONS:_______________________________________________________________4
DEFINITIONS:____________________________________________________________________________________4
GROUND SCALE:_________________________________________________________________________________4
CHARACTERS:___________________________________________________________________________________4
IN COMMAND:___________________________________________________________________________________4
TIME MARKERS:_________________________________________________________________________________5
ACTIONS AND ACTIVATIONS:_____________________________________________________________5
BASIC ACTIONS:_________________________________________________________________________________5
REACTION TESTS:________________________________________________________________________________6
TRANSFER ACTIONS:_____________________________________________________________________________6
RESERVED ACTIONS:_____________________________________________________________________________6
MULTIPLE-FIGURE (GROUP) ACTIVATIONS:________________________________________________________7
MOVEMENT:_____________________________________________________________________________7
SUPPRESSION MARKERS:_________________________________________________________________8
REMOVING SUPPRESSION MARKERS:______________________________________________________________8
SUPPRESSED FIGURES IN THE OPEN:______________________________________________________________8
SUPPRESSION LIMITATIONS ON HEAVILY ARMORED TARGETS:_____________________________________9
ARMOR VALUES__________________________________________________________________________9
WEAPONS________________________________________________________________________________9
CHANGING OR PREPARING WEAPONS:____________________________________________________________9
CREW-SERVED WEAPONS:________________________________________________________________________9
IN POSITION:___________________________________________________________________________________10
WEAPON RANGES:______________________________________________________________________________10
AIM ACTIONS:__________________________________________________________________________________10
DEFENSE DIE TYPE:_____________________________________________________________________________10
RANGED FIRE COMBAT:_________________________________________________________________________11
HIT EFFECTS:___________________________________________________________________________________11
WEAPON STATS:________________________________________________________________________________12
OVERWATCH FIRE TYPES:_______________________________________________________________________13
MULTIPLE TARGETS:____________________________________________________________________________13
CLOSE COMBAT:________________________________________________________________________13
SUPRESSION IN CLOSE COMBAT (OPTIONAL)_____________________________________________________14
NONLETHAL COMBAT___________________________________________________________________________14
FLEEING MID COMBAT__________________________________________________________________________15
DOING OTHER STUFF IN HTH (communications, drop a grenade, etc.)_____________________________________15
OPTIONAL FIRING INTO HTH_____________________________________________________________________15
SPECIAL EFFECTS (MAGIC AND PSIONICS):_______________________________________________15
OPTIONAL/EXPERIMENTAL RULES:______________________________________________________18
POINTS VALUES - BUILDING YOUR FORCES . <This is modified from Jon’s original version when using different
weapon stats>:____________________________________________________________________________________18
GRENADES AND ROCKETS (UNGUIDED)__________________________________________________________18
GRENADES: FIXED IMPACT, RANGE DROP OFF____________________________________________________20
SHOTGUNS (and other weapons)____________________________________________________________________20
OPTIONAL HEAVY WEAPON FIRE________________________________________________________________21
OPTIONAL MINES_______________________________________________________________________________22
AREAS OF EFFECT______________________________________________________________________________22
OPTIONAL FIRE TYPES__________________________________________________________________________23
OPTIONAL WOUND TYPES_______________________________________________________________________23
OPTIONAL INITIATIVE___________________________________________________________________________23
OPTIONAL SKILLS______________________________________________________________________________23
OPTIONAL VEHICLE RULES______________________________________________________________________24
OPTIONAL MOVEMENT OF MOUNTED FIGURES___________________________________________________25
OPTIONAL HIDDEN MOVEMENT AND SPOTTING___________________________________________________25
OPTIONAL LEADER BREAKS_____________________________________________________________________25

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OPTIONAL RALLYING___________________________________________________________________________26
OPTIONAL CRITICAL HITS_______________________________________________________________________26
OPTIONAL SUPPRESSION RULES_________________________________________________________________26
OPTIONAL FMA ROLEPLAYING CHARACTER GENERATION RULES__________________________________26
MOVEMENT____________________________________________________________________________________28
TROOP QUALITY________________________________________________________________________________28
KRA'VAK WOUND RESOLUTION__________________________________________________________________28
ARMAMENT____________________________________________________________________________________28
CLOSE COMBAT________________________________________________________________________________28

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INTRODUCTION
FMA is a generic skirmish rules system to simulate individual and small-unit combat; this version of the system is set up for a
"Near-Future Sci-Fi" environment, but the core rules will work just as well for almost any SF, fantasy or historical setting from
cavemen up to far future enhanced humans! This adaptability is due to the way the FMA system approaches small unit combat
- that morale, leadership and control are much more important than the hardware that your troops are carrying. That isn't to say
that FMA ignores the hardware - you'll find a wide selection of weapons, armour and equipment of varying effects to outfit
your troops with, plus full rules on how to design your own if what we provide isn't enough - but don't expect to win just
because you have the biggest guns; the most wonderful weapon in the known universe is of very little use if the trooper
carrying it is too scared to poke his head out of cover and fire it....

So, why is FMA different from other skirmish rules on the market? Well, it is fast without ignoring important variables, and
simple to play without being simplistic. While some other systems sacrifice important factors in the search for speed and
playability (decent morale rules are usually the first to go!), FMA provides a "realistic" system that actually works as a game
while keeping the feel of leading a small unit into battle. Your figures are not all little telepathic, fearless superheroes – the
won't always do what you want them to, and if they think things are turning nasty they may well not hang around to get killed!
You need to lead them from the front, push them hard where necessary and use all your command skills to get the job done....

One of the great strengths of FMA is the ease of set-up, especially in the basic game. At the simplest level, there is NO
paperwork or written records to keep, no troop rosters to complete (though that is an option later on) and in fact no need to plan
anything in advance. Simply choose a half-dozen or so miniatures for each player, pick a few Activation Markers (which
indicate the quality and nerve of your troops) at random and assign one to each figure, agree between yourselves what each
figure's weapons and armour represent (just to avoid arguments later!), then put your troops out on the table and start playing!

SCENARIOS
Of course, it makes the game much more interesting if you have some kind of scenario and objective rather than just advancing
across the table and shooting the opposition (not that there is anything wrong with this – for an introduction to the rules or a
quick "no-brainer" game before going down the pub, a "Kill everything on the board" scenario is just fine!). Scenarios don't
have to be complicated, or even written down in advance. They can be as simple as "I'll take six troops and defend this
command post, you take a dozen and try to capture it" - voila, a scenario, objective and victory conditions in one line!

At the other end of the scale, a scenario can be as complex and detailed asyou want to make it, with additional rules for special
occurences, alternative objectives, pre-prepared defences, off-table support and anything else you want.

SIZE OF GAME
Because it focusses on individual figures rather than units of troops, FMA works best for low-level skirmishes with up to a
dozen or so troops per player. A game doesn't have to be big to be fun, and battles with just a handful of figures can be as
exciting (and often more tactically challenging) as those with huge forces on the table. The system will quite happily handle
larger forces, though we'd recommend grouping the figures into small teams and using the optional "units" rules if you want to
use a lot - turns may get quite long if each player has to activate twenty or more figures individually. If you want to go a level
up and do actions with platoon or company sized forces, then we'd recommend you try our STARGRUNT II rules which are
specifically designed for this level of game.

DICE
One of the key elements of the FMA system is its use of five different types of polyhedral dice to reflect different
circumstances and chances of success. The dice are D4, D6, D8, D10 and D12, and as a bare minimum you will need one of
each to play the game. However, as there are many times when you and/or your opponent will need to roll more than one of the
same kind of dice at the same time. Having only one set will mean you have to remember your earlier score while you roll
again - it is much better, in practice, to have at least two or three sets of the five dice handy so you can roll all the necessary
ones simultaneously. Though most experienced gamers will already have a good collection of dice, we strongly recommend
going out and buying a few especially for this game, in the correct colours. This really isn't a very large outlay - two or three
full sets of good quality solid-colour dice (leave those fancy pearl and sparkly ones to the role players!) will not set you back
much more than the cost of a couple of figures, and they will really pay dividends in ease of play.

So, what do we mean by the "correct colours"? Well, because a lot of rolls in the game are related to each figure/character's
"QUALITY RATING", which is denoted by the COLOUR of the activation marker by the figure. If you have the relevant die
handy in the same colour as the marker then picking up the right die becomes much more intuitive. So, an ELITE character,
who has a RED marker, has a D12 Quality Die - thus you use RED D12s. Similarly D10s are ORANGE (Veteran quality), D8s
are BLUE (Regulars), D6s GREEN (Greens) and finally D4s are YELLOW for the lowly Untrained characters. Need to make
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a roll that requires the Quality die? Just grab a die of the same colour as the figure's marker! It may seem an obvious and pretty
basic point, but believe us, in the heat of battle it really does make things much easier.

SCALES AND DEFINITIONS

DEFINITIONS

GROUND SCALE: 1" on table = 2 yards/meter’s.


TIMESCALE: Flexible. One action (such as firing a shot, or moving a few meters) may occupy only a few seconds, while
another (say, treating a casualty) may take considerably longer and is assumed to be going on while other things are happening
around it.
ACTIVATION: The process of choosing a figure and taking one or more actions with it.
ACTION: A single function performed by a figure during its Activation, such as moving or firing a weapon; most figures may
make up to TWO actions each time they are activated.
ACTIVATION MARKER: The colored marker placed by a figure and flipped over to indicate when the figure has been
activated; COLOR of marker denotes figure's QUALITY grade, and NUMBER on marker is figure's MOTIVATION LEVEL.

GROUND SCALE
For most games, in whatever setting, we strongly recommend a ground scale of 1" on the table represents 2 YARDS* -
all distances in the rules are given in inches assuming this scale. If you are using 25mm scale figures, this ground scale is near
enough the same as the figure scale that you can assume everything on the tabletop is "in proportion" to the figures; thus a
building, vehicle or anything else actually takes up the same space as its model does. If this sounds a bit obvious, remember
that many wargame systems use a distorted ground scale/figure scale relationship in order to accommodate larger combats and
ranges, so in such games a single building model can indicate a whole group of structures, vehicles are "really" much
smaller than the models used to represent them and so on; in FMA, everything is as it appears to be on the table - if you can
hide your figure behind something, he is hidden - if not, then he isn't!

* If you prefer to use metric units, you can take the ground scale as 25mm (ie: approximately 1") on the table is equivalent to 2
METRES of real distance. Wherever a distance in inches is specified in the rules, count this as units of 25mm, eg: 4" =
100mm, 6" = 150mm and so on.

CHARACTERS
As mentioned above, the level of experience a character has is denoted during the game by the COLOUR of the
activation marker placed by the figure, as follows:

Untrained YELLOW D4
Green GREEN D6
Regular BLUE D8
Veteran ORANGE D10
Elite RED D12

IN COMMAND
To be counted as IN COMMAND, a figure must be both within the leader's quality (command) radius, AND within his own
quality radius of the leader. [Example: if the leader is VETERAN, his quality radius is 10", but not everyone within 10" is
necessarily in command - a GREEN figure would have to be within 6" of the leader, because otherwise he would be outside his
own quality radius even though he was inside that of the leader.]

ISOLATION
Any figure that is more than its own Quality Die type in inches away from the nearest friendly figure in line of sight is said to
be ISOLATED. Thus a Green trooper will be isolated if he does not have another friendly figure in sight within 6" of him, and
a Veteran will be isolated if more than 10" from any visible friendly figure. If a figure is ISOLATED at the time it is activated,
then before it can do anything the figure must make a REACTION TEST. If the test is passed then the figure may act
normally, if it is failed then the figure may perform NO actions that turn (but is still counted as having activated).

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<OPTIONAL: Ignore for CONFIDENT troops, but apply to troops that are SHAKEN or worse.>
<OPTIONAL: There is an additional TL+1 to any reaction and confidence tests performed if the figure is isolated at the time>

TIME MARKERS
Time markers, bearing a clockface symbol and a number from 0 to 5, are used to indicate anything in the game that takes
more than one turn to happen. Examples might be how long a fatally-wounded figure takes to die (and hence how long his
friends have to try and stabilize the wound and save him), how long a requested off-table fire mission takes to arrive, or how
long it takes a computer tech to hack into the database in the enemy bunker and retrieve the secret information. Some such
events will take a fixed length of time determined by the scenario (in the latter example, the scenario may state that the tech
needs three turns of uninterrupted work to crack the computer) or may be of random length (such as the case of the fatally
wounded figure), in which case a random time marker should be drawn "blind" from the mix.
At the End Phase of each turn, each time marker currently on the table is exchanged for the next lower value, and value
"0" markers are removed from the table to indicate the time limit is expired—at this point the timed event happens (or is
completed) - the wounded figure dies, the tech completes his download of stolen data, or whatever. The number on the marker
denotes the number of FULL TURNS that the event will take, not including the turn it was first placed –which is taken as a
partial turn no matter when in the turn sequence the placement happened.

[OPTIONAL RULE: Roll a D6 (or D4 etc.) instead of pulling chit]

ACTIONS AND ACTIVATIONS


Each player takes it in turn to ACTIVATE ANY ONE of his figures and make that figure perform actions. Once that
figure has completed its activation, it may not normally perform any further actions in that game turn; the opposing player now
activates one of his figures, and so on. Each player has a free choice of activating ANY one of his as-yet-unactivated figures
when it is his turn to do so. To determine which side goes first either roll a D6 <optional rule would be to roll the quality dies
of the leader figures on each side> and the higher roll activates first.

When a figure is ACTIVATED, it may normally perform up to TWO ACTIONS. The most common actions are listed
here, but players should feel free to use other more specialized actions in specific circumstances IF their opponents and/or the
umpire agree.

BASIC ACTIONS
MOVE: figure may move up to allowed distance.
FIRE: figure fires once at any target in range and line-of-sight
AIM: if used immediately before a FIRE action (in the same activation), DOUBLE each range band of the weapon fired.
CLOSE COMBAT: figure may fight hand-to-hand if in direct contact with an enemy figure.
COMMUNICATE (by voice or radio)
TRANSFER ACTIVATION TO ANOTHER FRIENDLY FIGURE ("Leader" characters only)

Many actions that characters may perform can be assumed to be automatically successful, if they are something that a
normal person could do without difficulty or any significant chance of failure (e.g. we assume that most characters are able to
walk and chew gum at the same time without falling over or choking....). Whenever a character wishes to attempt something
that may or may not succeed, however, then an opposed roll is made between the character's skill die type and a Task
Difficulty die type that should be assigned by the Umpire (or by agreement between the players if no umpire is present). If the
character rolls higher than the task difficulty die score, then the character succeeds in the attempted action; if the character's
roll is less than or equal to the difficulty die score then the attempt fails.
[Option: if the character rolls a ONE, then this may be considered a CRITICAL FAILURE, and something goes nastily
wrong.]

SKILL DIE TYPES:


MASTER: D12
EXPERT: D10
COMPETENT: D8
POOR: D6
HOPELESS: D4

TASK DIFFICULTY DIE TYPES:


VERY DIFFICULT: D12

5
DIFFICULT: D10
AVERAGE: D8
EASY: D6
VERY EASY: D4

REACTION TESTS
The REACTION TEST is one of the most important mechanisms in FMA, but is also one of the simplest. Reaction tests
are taken whenever something nasty happens (or threatens to happen) to a figure, or when the figure tries to do something that
has an element of skill or luck involved. It is a simple die roll to see whether the action is successful, or how the figure reacts
to the threat. to do this, the player rolls the character's QUALITY DIE with the aim of scoring MORE than the total of the
character's MOTIVATION (the number on his/her marker). If the die roll is GREATER than the motivation number, then the
character has PASSED the test successfully; if, however, the roll is equal to or less than the required number then the test is
FAILED. In some circumstances there may be modifiers that increase the needed number to pass the test - these are added to
the figure's Motivation to give the total target number for the test. This is noted as, for example," Reaction Test +1" - in this
case, add 1 to the figure's Motivation number for the purpose of this test only.
Examples: if a REGULAR trooper with a Motivation of 2 (hence a Blue/2 marker) is required to make a Reaction Test,
roll a D8 - a roll of 1 or 2 is a failed test, 3 or more is a success. If the circumstances required a "+1" reaction test, then
add 1 to the Motivation to give a target number of 3 - so a 4 or better would be needed to succeed in the test.

TRANSFER ACTIONS
Any LEADER figure may attempt to transfer actions to other friendly figures, provided certain criteria are met. A Leader
may attempt an action transfer to any friendly figure that is within the Leader's COMMAND RADIUS and is also within line
of sight. The COMMAND RADIUS of a Leader figure is equal to its Quality Die type in inches - thus an ELITE leader has a
Command radius of 12", but a REGULAR leader only 8". To attempt transfer of an action, the Leader rolls his Quality Die,
and must exceed the SUM of his own Motivation Level plus that of the figure he is trying to activate. Example: a VET 1 leader
is trying to activate a GREEN 3 trooper who is 7" away from the leader. This is within the leader's Command radius (10", as he
is a Veteran); the leader will roll a D10, and must beat the sum of his own ML and the trooper's ML, which is 1 + 3 = 4; he
thus needs to roll a 5 or better to succeed. If he does so, the trooper may immediately make one action (eg: move, or fire a
weapon); if he fails to get a 5 or better, then the action transfer attempt fails and the leader has wasted that action.

RESERVED ACTIONS
When activating a figure, a player may "reserve" one of the figure's actions for use later on, simply by placing a
RESERVE marker by the figure. This allows the figure to use one action at a later point in the turn (or even in the next turn up
to the point where he takes his normal activation), outside the normal alternating activation sequence between the players.

A reserved action may be used by the player at any timeup to when that figure is next activated in the normal sequence of
play, the only limitation being that he cannot take his next normal activation IMMEDIATELY after using his reserved action -
if a figure takes his next normal activation while he still has a reserve marker, then he loses the reserved action - he MAY NOT
take three actions in a row (though it is quite permissable to take the reserved action, let the opponent activate a figure, THEN
take the normal activation of the figure that just used his reserved action). When used, the reserved action is carried out just as
if it were any normal action.

The reserved action may be used for any type of action the figure could normally perform, eg: a fire action, a move, or a
special action such as the demolitions guy pressing the plunger when the first enemy tank is squarely on the bridge. The type of
action to be made does not need to be specified when the reserving is done - it merely represents the figure waiting for
something to happen, to which he will then react (or not, as the case may be). If the player wishes to use the reserved action to
INTERRUPT the actions of an enemy figure (eg: to snap a shot at a figure dashing across a street, or in the example above to
press the detonator before the tank completes its move across the bridge), then the reserved-action figure must take and pass
a reaction test; failing in this test means that he does not react in time and only gets to use his reserved action at the END of the
currently-activating figure's go. If the reserved action is to be used at any other time, before or after any other figure (friend or
enemy), then this does not require a reaction test.

Special note: if there is ever a case where two figures are trying to perform actions, reserved or otherwise, which both directly
affect the other figure - the best example would be two figures facing each other in a fast-draw situation - then who goes first
should always be decided by an opposed roll of Quality dice. Besides settling arguments about the sequence, this is much more
fun!

Examples:

1) Use of reserved action without a reaction test:


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Player 1 activates figure A, taking one action but declaring that he is reserving the second action.
Player 2 activates figure X.
Player 1 activates figure B, and also takes the reserved action with figure A.
Player 2 activates figure Y.

2) Use of reserved action WITH a reaction test:

Player 1 activates figure A, taking one action but declaring that he is reserving the second action.
Player 2 activates figure X.
Player 1 activates figure B.
Player 2 activates figure Y to move it, but partway through the movement
Player 1 announces that figure A will use his reserved action; if he passes a reaction test then figure A acts while figure Y is in
mid-activation, but if he fails then figure Y gets to complete his actions before figure A can use his reserved action.

MULTIPLE-FIGURE (GROUP) ACTIVATIONS


In FMA BASIC, the sequence of play is a simple alternation between players, activating one figure each in turn. In FMA
STANDARD the same system should be used for games involving only a small number of figures per side, but as
an option (especially with games using a dozen or more figures per player) the players may decide to allow "group"
activations. Under the group system, a player may choose to activate either a single figure or a small group of figures (such as
a heavy-weapon crew team, or an infantry fireteam) at the same time. If a group is activated, then each member of the group
may make his normal number of actions in whatever order the player desires.

In most cases a group activation will not involve more than, say, 3 to 5 figures at a time, though it could extend to an
entire squad (8 figures or so). The leader figure MUST activate at the same time as the group he is leading, though it does not
actually cost him any of his own actions to perform the group activation itself - he may use his own actions to move, fire etc.
with the group as desired.

There are some limitations placed on which figures may activate as a group:
1) They must all belong to the same unit in whatever organisational system is being used - eg: be members of the same infantry
squad, or the same Knight's retinue etc.
2) If they have a LEADER figure within the group, each figure being activated must be IN COMMAND. The figures being
activated must all be within LINE OF SIGHT of the leader as well.
3) If the group does NOT have a leader with it (eg: a team detached from a squad), then each member must be within 4" of
ALL the other group members, and within line of sight of all group members. And all members must spend an action
reorganising to form the group before continuing.

Figures within a unit that do not comply with the restriction on group activations may still be activated in their turn, but
NOT as part of the group activation - they must be activated as single figures or as smaller sub-groups.

MOVEMENT
A figure may move any distance up to its BASE MOVEMENT VALUE for each MOVE action it takes - thus if a figure
uses BOTH actions for movement it may move up to double the base distance.

BASE MOVEMENT VALUES:


Heavily encumbered character (e.g.: carrying wounded comrade): 4" (D4)
Encumbered character (e.g.: carrying heavy weapon, or wearing heavy unpowered armor): 6" (D6)
Typical normal character or "Slow" power suited character: 8" (D8)
Very lightly equipped or very agile character or "Medium" power suited character: 10" (D10)
"Fast" power suited character or typical Combat Cyborg etc.: 12" (D12)
Non-PA figures carrying SAW = minus one movement class

Every inch moved through any DIFFICULT TERRAIN counts as two inches of normal movement. Crossing a linear obstacle
(e.g.: a wall) takes half of the available movement of that action.

NORMAL MOVE: up to base move rate (eg: 8" for normal unencumbered human).

DASH MOVE: 2x Dm where m is base move rate (eg: 2 x D8" for normal unencumbered human). Requires brief indication of
destination first, eg: "I'm making a dash to try and get across the road and behind the corner of that building". MUST move
full distance rolled unless destination is reached in less.
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EVASIVE MOVE: like a dash, but only 1 x Dm inches; figure is assumed either sneaking or weaving about to present a more
difficult target. Mark with evading counter, and treat as up 1 shift on target die if fired at.

"Normal" should be the default move type; dash and evade used only where necessary or advantageous - if players don't want
to use them then that's their choice!

VEHICLE MOVEMENT:
A vehicle moves using the actions of its driver; when activated, an unwounded driver may make the usual two actions.
Vehicle commanders, where present, count as LEADERS to the vehicle crew and MAY transfer action(s) to the driver as per
normal leadership action transfers. For each MOVE action that the driver makes, the vehicle may be moved in a straight line in
the direction it is currently pointing, any distance up to the given maximum for the vehicle type. At the END of this movement,
and still counted as part of the single action, the vehicle may be turned once - the limit of turn is 90 degrees if it moved LESS
than half its maximum in the action, or 45 degrees if it moved half or over half maximum. Wheeled and halftrack vehicles may
ONLY turn if they move at least their own length in the action; tracked and hover/grav vehicles ignore this restriction and may
pivot on the spot if desired (if they do not move forward at all, they may pivot to ANY facing for the cost of 1 action).
[Note that the fact that vehicles may only turn at the END of a movement action is designed to realistically restrict vehicle
speed in tight maneuvering situations such as city streets, while still allowing them to move at sensible speeds where they are
on a straight piece of road; the ability of a vehicle commander (where present) to transfer actions to the driver represents him
urging the driver to speed up a bit - in the case of a tank or other AFV, the driver will be trusting in the commander's directions
and improved visibility.]
To turn a vehicle model, pivot the model around its rear end so that the front end points in the new direction of travel.
If a vehicle was stationary at the end of its driver's last activation (ie: it did not move in his second action), then it may
not move more than HALF its normal maximum speed during the first action of the new activation, to represent starting from
the halt and having to accelerate. This assumes that the driver was on board and ready to move, with the engine idling, at the
start of his activation. If, instead, the vehicle was "cold" (engine off and/or driver not ready at the controls) then an action must
be taken to prepare and start the vehicle prior to moving off (at no more than half speed) in the second action.
To stop a moving vehicle, the driver uses a normal move action and announces that he is stopping; in this case the vehicle
cannot move more than half its maximum speed in that action, though it may turn at the end of the movement as normal if
desired. If the driver wishes to stop the vehicle before it has moved at least it's own length in that action, then that is considered
an emergency stop and a test must be rolled to avoid a mishap.
If a vehicle moves in the SECOND action of its driver's activation (unless it is announced that it is making a "stop"
action), then it is considered to still be moving when the next turn comes around, and should be marked with a "moving"
counter to indicate this. Any vehicle not so marked is assumed to be starting the turn stationary.
The maximum move of a vehicle in a single action is reckoned as 1" per 1 mph of the vehicle's typical road speed; thus a
slow, low-tech tank might be restricted to around 20" per action (20mph), while most cars, motorcycles etc will be capable of
more like 100" (100mph) - thus effectively unlimited in tabletop terms, UNLESS they need to slow down enough to turn
corners....

SUPPRESSION MARKERS
A figure, which receives a SUPPRESSION result when fired at, is given a SUPPRESSION MARKER. Any figure may
have up to 4 Suppression Marker at any one time - if it already has one, then any further suppression results on it are ignored.
Suppression Markers have the effect of reducing the figure's abilities by forcing the expenditure of actions to attempt to
remove the suppression. When it has a Suppression Marker, a figure may not make ANY action except for an attempt to
remove the suppression (exception: see "Suppressed Figures in the Open", below)

REMOVING SUPPRESSION MARKERS


A figure may use an action to attempt to remove a suppression marker – roll the Quality die, and if the score exceeds the
figure's Motivation level then the suppression marker may be removed. If the roll fails to remove the suppression marker, then
a second attempt may be made with the figure's other action if the player desires. (Note: this will usually be the case, since
otherwise the second action is wasted anyway, as the figure can do nothing else with it while still suppressed).

SUPPRESSED FIGURES IN THE OPEN


If a figure becomes suppressed while it is in the open, he is very unlikely to simply "freeze" on the spot exposed to
further fire. When the figure is next activated and tests for removal of the suppression, if the roll FAILS then the figure must
immediately roll a COMBAT MOVE die. If there is any cover of any sort (hard or soft) within the rolled move distance of the
figure, even if it is towards an enemy figure, then the suppressed figure immediately sprints to the cover, taking with him any
suppression marker(s), which remain in force until successfully removed. If the combat move roll is too short to reach any
available cover, then the figure must instead RETREAT directly away from the nearest visible enemy, by the distance rolled. If
the roll is sufficient to reach more than one area of cover, the figure will move to whichever cover is nearest. Once the figure is
in cover, he may use his second action to re-attempt removal of the suppression as normal.
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SUPPRESSION LIMITATIONS ON HEAVILY ARMORED TARGETS
Any target that is sufficiently heavily protected that its armor rating is expressed as a MULTIPLIER rather than a straight
die type will not suffer suppression effects when fired on by light weapons. If the Armor multiplier is LARGER than the
Impact Multiplier of the weapon, then the target will not be suppressed (note that it CAN still be damaged or destroyed by a
lucky shot from the same weapon).
Example: a trooper in Heavy Powered Armor has an armor rating of D12x2 (ie: a multiplier of 2). A Gauss Rifle (Impact
D12) will NOT be able to suppress the PA trooper, because he will not feel sufficiently vulnerable to its effect (even
though it could actually kill him with a good hit!). If fired on by a 20mm Cannon (Impact D12x2) then a suppression
WOULD be effective, as the PA wearer would be shaken by coming under fire of such a heavy weapon.

<OPTIONAL INTREPRETATION: A Minor hit doesn’t suppress unless by a weapon with IMP multiplier = armour
multiplier, but a suppression result on a wounding (major) hit still counts.>

ARMOR VALUES
Each figure needs an ARMOR VALUE, which is a measure of the protection they are wearing combined with their
inherent "toughness". Most non-combatants and lowly cannon-fodder figures will usually be given a default (fixed) armor
value of 1, so almost any successful hit will take them out. For character figures the armor value is expressed as a die type, and
is thus referred to as the Armor Die; each figure should be assigned a suitable die type depending on their level of protection:

Non-combatant (unarmoured) 1 (fixed value)


Minimal or no armour: figures in normal clothing (or less!) D4
Light armour: flak jackets, partial body armour D6
Medium armour: full suit body armour D8
Heavy armour: Powered hardsuit D10*
Very heavy armour: Heavy PA suits D12**
* Now 2D6
** Now 2D8

If running a "heroic" style game, then characters that are deemed to be significantly "tougher" than normal persons may
have their armor ratings increased by one (or in extreme cases two or more) die types; this represents their ability to shrug off
or ignore lighter wounds, and allows them to have a suitably cinematic chance of survival in combat without being burdened
by lots of heavy armor plating. TOUGH characters gain a one die increase, VERY TOUGH characters go up two die types,
and INCREDIBLY TOUGH ones up three. Thus an Incredibly Tough character would have a D10 armor die even if they were
walking around the battlefield in his/her underwear. Note, however, that no figure may have its armor die raised above a D12
by this method, so the same character in a heavy PA suit would still have a D12 armor die like anyone else in a similar suit.

WEAPONS

CHANGING OR PREPARING WEAPONS


A figure is assumed to be carrying it's "main" weapon ready for immediate use (eg: in an infantryman's case, his rifle). If
a figure is carrying an alternative or additional weapon, eg: a back-up pistol, then an action must be taken to change weapons
before the alternative one may be used. In the case of any weapon that fires an explosive projectile (rocket and missile
launchers, and including grenade launchers and hand-grenades), one action must be spent to "prepare" the weapon for firing
whether or not it is the figure's main weapon. This represents drawing and priming a grenade ready for throwing, powering-up
the guidance package on a missile launcher and getting a target lock, extending and readying a disposable rocket launcher and
so on.

CREW-SERVED WEAPONS
Weapons such as Support Machineguns, Rocket/Missile launchers and so on are usually designed to be operated by a
crew of two (sometimes more); one man acts as the gunner for the weapon, while the other(s) serve as ammunition porters and
loaders. When a second crew member is present to load the weapon, he may transfer his actions to the firer in terms of "extra
shots" for the weapon team, in a similar way to the transferal of actions by a Leader: the loader dices when he is activated,
using his basic die - if he rolls OVER his motivation then the weapon may be fired using the loader's action(s), but still using
the GUNNER'S die type for the shots (the loader is not firing the weapon he is simply assisting the gunner in maintaining a

9
high rate of fire). If the loader rolls equal or under his motivation, he has "fumbled it" -
broken a link in the ammo belt, jammed the feed, or something - and his actions are lost while he tries to fix things. Both/all
members of the weapon crew must be in actual base-to-base contact in order to function in this way, and neither figure can
have moved during that turn.

IN POSITION
"In Position" represents a figure taking best tactical advantage of whatever position he is currently occupying. This game
mechanism removes the need to have separate markers (or even figures!) to represent troops that are kneeling, prone etc.,
abstracting all these into a single state. Figures that are "In Position" gain defensive benefits against both direct and indirect
fire. Figures may by "In Position" even if they are in the open - in this case it represents them dropping prone and using
whatever bits of minor cover or protection that are available; slight folds in the ground too small to be represented on the
tabletop, odd bits of grass or scrub, in fact anything that makes them a less easy target for the enemy.
A figure that goes "In Position" while behind cover will be making the maximum use of that cover - getting himself into a
comfortable firing position while ensuring has he is as protected as possible from return fire. Going "In Position" takes 1
action; an "In Position" marker is placed by the figure to denote his status. REMOVING an "In Position" marker also takes one
action. While "In Position", a figure may only move at the "crawl" rate - he may not make any other kind of movement action.
The figure may fire, communicate or perform most other actions as normal.

WEAPON RANGES
Each figure has a BASE RANGE BAND (BRB) with is equal to the figure's QUALITY DIE TYPE - thus a GREEN
figure with a D6 Quality die has a BRB of 6", while a VETERAN with a D10 Quality die has a BRB of 10". The BRB
represents the ability of the figure to perform accurate direct fire under combat conditions, and may in some cases be modified
by specialist training or skills (such as SNIPER or MARKSMAN attributes).
Each ranged-combat weapon type has a RANGE BAND MULTIPLIER (RBM); the baseline for this is taken as a typical
infantry combat rifle (assault rifle) with an RBM of 1; less accurate weapons such as pistols and machine-pistols may have an
RBM of 0.5, while weapons designed for long-range accuracy may have RBMs of 2, 3 or even higher. The RBM represents
how easy it is to perform accurate snap-fire with the weapon against hostile targets during combat - it is not meant to simulate
firing-range performance against targets that don't run about and shoot back!
For normal snap fire, the EFFECTIVE RANGE BAND (ERB) for a given combination of firer and weapon is the result
of multiplying the firer's BRB by the weapon's RBM:

BRB x RBM = ERB

Example: a Veteran (Base Range Band 10") using an assault rifle (RBM x1) will have an ERB of 10 x 1 = 10"; if
she uses a machine pistol (RBM x0.5), she will have an ERB of 10 x 0.5 = 5".

AIM ACTIONS
If a figure uses an action to AIM before firing, then the ERB for the shot is DOUBLED. The AIM action must be in the same
activation as the fire action, so the process of aiming and shooting occupies the figure's complete activation. A figure may
NOT aim as the second action of one activation, then fire as the first action of another.

DEFENSE DIE TYPE


The type of die that the Target player rolls to "defend" his figure depends on the range between the firer and target, and the
circumstances the target figure is in at that moment. To determine the basic target die type, measure the range to the target and
check which multiple of the firer's Effective Range Band (ERB) it falls into. For example, if the range is 8" and the firer's ERB
is 10", then the shot falls in the first band; if the range is 17" and the ERB is 6", then it is in the THIRD band and so on. The
defense die type starts at a D4 for shots within the first range band, then rises by one die type for each subsequent range band,
thus:

Within first range band: D4


Within second range band: D6
Within third range band: D8
Within fourth range band: D10
Within fifth range band: D12

The die type used is also modified where applicable by the circumstances of
the target figure:

10
If target is in SOFT COVER, increase die type by ONE.
If target is in HARD COVER, increase die type by TWO.
If target is "IN POSITION", increase die type by ONE.
If target is EVADING, increase die type by ONE.

If range and/or any combination of modifiers pushes the defense die type over D12, the shot is impossible (or at least has such
a small hit probability that it is treated as "impossible" for game purposes).
Note that these effects are cumulative, so a figure in hard cover who is also "In Position" gets a total shift of THREE die types.

RANGED FIRE COMBAT


One FIRE action is required for a figure to fire a ranged weapon; this represents a hasty snap-shot (or short burst from an
automatic weapon) under combat conditions, probably against a fleetingly-exposed target that may well be firing back.
To fire a normal shot, the firing player rolls two dice (his ATTACK DICE) and the target player rolls one die (his
DEFENSE DIE). One of the firer's dice is always the QUALITY DIE of the figure firing—e.g. a D10 for a VETERAN firer—
the other is the FIREPOWER DIE for the weapon he is firing, which is listed in the weapon stats table. These dice types
remain the same for a given firer and weapon, irrespective of what he is firing at, and no modifiers are applied to these dice.
When rolled, each of the scores on the firer's two dice are separately compared to the target's die roll - the firer's dice scores are
NOT added together.
The TARGET's die type is variable according to the range and circumstances of the shot; it is determined by the RANGE
BAND into which the shot falls, and by whether or not the target figure is in any sort of cover (see DEFENSE DIE TYPE).
After the defense die type has been determined, each player rolls the dice. The two attack rolls are compared to the defense
roll, and the result is read as follows:

BOTH attack rolls score LESS than or EQUAL to Defense roll: WIDE MISS -NO EFFECT
ONE attack roll scores MORE than Defense roll: NEAR MISS -SUPPRESSION
BOTH attack rolls score MORE than Defense roll: HIT!

JAMS: If the attacker rolls a 1 for both dice, the weapon jams. Take an action to attempt to fix it (Reaction test). If the result
is another 1, then the weapon is beyond repair; if the test is passed, the weapon is usable again.

HIT EFFECTS
Compare the firer's Impact roll (IR) with the target's Armor roll (AR):

Impact <= Armor Suppression only


Impact > 1x Armor Wound (white skull) plus suppression
Impact > 2x Armor Incapacitated (black skull)
Impact > 3x Armor Fatal (black skull plus random time marker)
Impact > 4x Armor Instant Kill (gruesome special effects)

Wound: target gets a white skull marker, and is reduced to 1 action per activation. A second wound result will incapacitate.
Incapacitated: target gets a black skull marker, he is badly wounded and incapable of any actions unless treated, but will live at
least until the end of the game. A further wound or incapacitate result will cause a fatal result.
Fatal: target gets a black skull marker, PLUS a randomly-drawn time marker. Time marker is changed for a lower value one at
the end of each turn; if target is not treated and stabilized before the time marker runs out and is removed, he is dead.
Gruesome Death: target is immediately killed in a gratuitously gory manner. All the other squad members must take a
reaction test immediately; if at least HALF the remaining figures in the squad fail this personal test then the whole unit drops
one Confidence level (for purposes of determining "half" the squad here, count all figures still combat-effective including
those with one wound, but NOT any incapacitated or dead figures; the number should also be rounded up, so if there are five
effectives left then at least three must fail their tests in order for the CL to drop).

11
WEAPON STATS

Primitive RBM* Firepower Impact Danger Space Example


Slings** 0.5 D4 D4 -
Javelin -
Short Bow 0.75 D4 D4 -
Long Bow 1 D4+ D6 -
Cross Bow++ 1 D4 D6 -
Pistol Cross Bow++ 0.25 D4 D4 -
Improvised Handgun 0.5 D4 D4 -
Pistol (Blackpowder) 0.25 D4 D6 -
Smoothbore Musket++ 0.5 D4 D6 -
Rifled Musket++ 0.75 D4 D6 -
Blunderbuss+++ 0.25 D6 D6 -
Handguns
Light Handgun 0.5 D6 D6 -
Heavy Handgun 0.5 D6 D10 -
Sub Machine Guns
Machine Pistol 0.5 D12 D8 -
Light Submachinegun 0.75 D12 D8 -
Heavy Submachinegun 0.75 D12 D10 -
Rifles
Bolt Action Rifle 1 D6 D10 -
Semi-automatic Rifle 1 D8 D10 -
Assault Rifle 1 D10 D10 -
Advanced Assault Rifle 1.5 D10 D10 - L7A3
Gauss Rifle 1.5 D10 2D6 -
IPW (Individual Plasma Weapon) 1 D10 2D8 0.5 IPW 80
Sniper Rifle 3 D10 D10 -
Gauss Sniping Rifle 3 D10 2D6 - FA-75/F2
Laser Sniping Rifle 3 D12 2D4 -
Heavy Anti-Material Rifle 3 D10 2D12 -
Very Heavy Rifle 2 D8 2D12 -
Hunting Rifle 2 D8 D10 -
Shotgun (Buckshot)*** 0.5 D10 D6 1
Shotgun (Fletchette)*** 0.75 D10 D8 1
Support Weapons
Light Machinegun 2 D12 D10 -
Heavy Machinegun 2.5 2D12 2D6 -
Squad Automatic Weapon (SAW) 1.5 D12 D10 -
Gauss SAW 2 D12 2D6 - FM-77 SAW
Auto-cannon 3 D8 2D12 -
Gatling Auto-cannon 3 4D12 2D12 -
Flamer 0.5 2D12 D12 0.5
Heavy Point-fire Plasma Gun 1 D8 2D12 0.5
RF (Rapid-fire) Anti-personnel Plasma Gun 1 D10 2D6 0.5
SPW (Squad Plasma Weapon) 1 D12 2D8 0.5 SPW 82 RF
Grenade Launchers
Infantry GL or AGL firing Cannister/Fletchette 0.5 2D12 D8 2
Infantry GL or AGL firing HEAPA 0.5 D8 2D12 -
RR firing AP/Cannister/Fletchette 1.5 2D12 D8 2
Alien Weapons
Kra’Vak Power Rifle 1 D10 D12 -
Kra’Vak Support Powergun 1.5 D12 2D6 -
Phalon Pulser
Phalon Heavy Support Pulser

*RBM = Range Band Modifier


** Can not use aimed fire

12
*** Impactx2 versus unarmoured targets
+
Can not be effectively used by any but a veteran or better (i.e. for the purposes of game play only veterans should bother
trying to use this weapon)
++
Must spend an action reloading between shots
+++
Must spend 1 entire turn reloading between shots

Smart ammo gives the FP an UP1.

If the black powder firearm suffers a critical failure then it explodes in the user’s face and does a D4 impact hit.

OVERWATCH FIRE TYPES


REACTION FIRE: performed by figures that have not yet activated in this turn; requires a reaction test, if passed then can take
a single snap shot at the currently activating enemy figure. Whether test is successful or not, reacting figure has its marker
flipped and is counted as now having been activated for the turn (this is a game-balance penalty to avoid overuse of reaction
fire rather than for any specific real-world argument!).
RESERVED FIRE: performed by a figure who has chosen a "reserve fire" action as its last action in last activation (whether
this turn, or carried over from last turn). Allows a single snap shot at any target that presents itself, provided it is within firer's
arc of awareness. Reserved fire is canceled if not used by the time that figure next activates. See description of rules for
reserved actions above.
OVERWATCH:
Overwatch is a special case of a reserved action, where a figure is carefully watching an area with the specific intention of
shooting anything that comes into sight. To put a figure on Overwatch takes up TWO actions - one to AIM, and the second as a
reserved action; a "sight reticule" marker is used instead of the usual reserved marker. A figure placed on overwatch may use a
fire action at any time in the same way as a normal reserved action, and does NOT have to pass a reaction test if trying to
interrupt another figure's actions. An Overwatch action may NOT be used for anything except a fire action, but it has the
advantage that the shot is counted as AIMED (ie: range bands are doubled), provided the target is within the figure's FRONT
arc of awareness; a shot may still be made against a target in the either SIDE arc, but such a shot does not get the aim bonus
(see Arcs of Awareness).

<OPTIONAL: Belt feed (etc) automatic weapons may go on Overwatch and then fire on any target which moves through their
arc of awareness – these shots are treated as normal NOT AIMED shots.>

<OPTIONAL: If a target presents itself in an arc to the side of the one being OW, then you can do a reaction test at +1 to see if
you react and fire there instead.>

MULTIPLE TARGETS
Firing twice in one activation IS allowed, with the following effects:
Two consecutive fire actions at same target: roll usual FP die for both shots.
Two consecutive fire actions at DIFFERENT targets: SECOND fire action is at -1 FP die shift.
Multiple targets in one fire action (only from weapons capable of sustained fire): -1 FP die shift for every additional target after
first (e.g. if firing on 3 targets all shots have –2FP, but otherwise resolved as normal). Any non-SAW (i.e nonbelt-fed, or
equivalent, weapon) must reload before being able to fire again after such an action.

<OPTIONAL: If firing at multiple targets in two consecutive fire actions then no effect if both targets in the same arc, but if
one target is in a “side” arc then the target gets an extra UP1 to its target die OR –1FP… which better? Probably UP1 for target
die.>

CLOSE COMBAT
A miniature in base to base contact can attack hand-to-hand (claw, pseudopod...) by rolling its Quality Die and a Melee Die.
The Melee Die functions like the Firepower Die in ranged combat. The Defense Die is equivalent to the defender's Quality
Die. Note that spears, polearms etc can attack with 2 ranks deep, but all other weapons are restricted to base-to-base only.

Defender beats both dice: Successful counter. Attacker struck instead.


Defender beats one die: Pinned. Neither combatant is hurt, but they remain locked in combat until one or other takes their next
activation.
Defender beats neither die: Defender struck.

When one of the combatants is struck they roll their Armor against the Impact of whatever they were struck with. Compare the
firer's Impact roll (IR) with the target's Armor roll (AR):

If IR is less than or equal to AR: Pinned only.


13
If IR exceeds AR: Wound - 1 white skull marker + Pinned.
If IR is MORE THAN TWICE AR: Incapacitated - 1 black skull marker.
If IR is MORE THAN THREE TIMES AR: Fatal - black skull plus random time marker.
If IR is MORE THAN FOUR TIMES AR: Gruesome Death

Example Impact Dice (attack/damage):


Attack Type Attack die Impact die
Unarmed D6 D4
Unarmed (Martial Artist) D8 Skill die
Knife/Short Club D6 D4
Large Club/Crowbar D6 D8
Sword (Cutlass/Sabre/Long) D8 D6
Sword (Bastard/2H/Claymore) D8 D10
Bayonet/Spear/Lance* D8 D6
Lightsaber D12 D12
Battle/FireAx D6 D10
ForceAx/VibroAx D8 D12
Flashlight Laser D12 D8
Shotgun (sawed off D12 D10
Pistol/ Machine Pistols FP Die Impact Die
Rifle or full length shotgun FP-2 Impact Die
Sub Machine Guns FP –1D Impact Die
Small Claws (KV hand-claws) D8 D4
Medium Claws (Some large cats) D8 D6
Large Claws (Genestealer) D8 D10
Really Big Claws (Oversized Creatures) D6 D12
Small Bite (KV/Pred fangs) D4 D4
Medium Bite (Genestealer) D6 D6
Large Bite (Big Cat/Alien) D8 D8
Very Large Bite (Oversized Creature) D10 D10
Tail Whip (small tail) D6 D4
Tail Whip (large tail) D8 D8
Stinger Strike As Tail Whip As Tail Whip +1d
*Lance get an UP1 to the attack die for the first round of attacking HTH if the user is mounted and charged into
combat. However, a critical failure roll forces the user to check to see if they are unseated (see rules for mounts).

Can use multiple weapons, roll all dice and take best 2.

Armor: If the user has a shield (ballistic or old fashioned), If the user has a shield (ballistic or old fashioned), give them an
extra armor dice and then they take the best of the two rolls as their final armour score.
Buckler: D4
Medium: D8
Kite/Large: D10

If a defender is attacked more than once in a turn their quality die is treated as one level less per extra attacker.

So all up we have Quality + Melee(s) + Armor and take best two.

PA in HTH: Roll 2xQ+Melee if attacking, 2Q if defending

SUPRESSION IN CLOSE COMBAT (OPTIONAL)


Wound results are applied as normal in HTH, but suppression results are not the same as for ranged fire. In HTH a suppression
result is represented as a DOWN1 shift on the quality die for the next round of HTH (whether defending or attacking). The
effect of suppression is then automatically lost unless a new suppression is inflicted. Multiple suppressions result in multiple
DOWN shifts until a D4 Quality Die is reached. Once the Quality Die is a D4 any further suppressions cause the temporary
loss of an action (the action is regained on the next activation), but the figure may still defend himself as normal with the D4
Quality Die.

NONLETHAL COMBAT
When initiating a round of HTH you must declare if you're going for non-lethal damage. Any wound result in that round of
HTH lets you throw you opponent QD (Or Martial Arts skill die if different) inches in any desired direction. If the opponent is

14
flung straight at another enemy figure then both take a D4 impact.

Any result of Incapacitated or greater in the round of HTH, for which non-lethal damage was declared, gives you an automatic
pin (if you prefer that above a throw), any lesser wound result means you have to try again with your next action, or they have
a chance to counter. Keeping a pinned figure subdued in subsequent activations costs one action so long as you're in base-to-
base contact, and is automatically successful.

Throwing or pinning a figure holding a weapon automatically disarms it; a very successful roll (Gruesome Death equivalent)
leaves the weapon in the hands of the victor, ready for use.

FLEEING MID COMBAT


There are two withdrawals - run away and fighting retreat, both of which can only be done within your own activation once
HTH has started (fleeing before HTH is a special out of sequence activation).

Fighting retreat moves you back half of a combat move (a 1 die roll) and the enemy may elect to pursue and they then roll one
of their movement dice. If they stay in contact, the fight is still on. If not, you've disengaged. This prevents free attacks. They
might not want to follow if you back out into a room full of your buddies.

Run Away is just that - roll full combat move, but enemy rolls a reaction test. If they succeed, they take a shot at you with their
dice versus a D4 in defense (you dodge poorly while fleeing).

DOING OTHER STUFF IN HTH (communications, drop a grenade, etc.)


Process: make a reaction check to do it. If you succeed, carry out your action. If it doesn't free you or kill your enemy, they
attack and you defend on D4. (You were busy priming and dropping the grenade, for example). This means you can try
something else, but you risk getting skewered.

OPTIONAL FIRING INTO HTH


Firer rolls fire dice and each person in melee rolls target die and any “hit” have wounds resolved as normal.

SPECIAL EFFECTS (MAGIC AND PSIONICS)


Note SQD = Special Quality Die, this may just be the normal QD or one set to reflect the character’s psionic/magical abilities
(its up to the GM if he wants the extra book keeping of a separate SQD).

Causing an Effect uses the same mechanism as ranged and melee attacks – the Attacker rolls their SQD and a Power Die,
which functions the same way as the Firepower Die and Melee Die. The Defender rolls their SQD if they have psionic/magical
abilities, a D4 otherwise.

Defender beats both dice: nothing. (Their iron willpower, physical resilience, or complete lack of understanding of what's
going on renders them immune).
Defender beats one die: partial success. (The desired Effect happens, but can be shaken off by a successful Reaction Test the
next time the Defender takes an action).
Defender beats neither die: complete success. (The Effect is permanent, at least for the duration of the game).

Effects directed at a willing target (healing, for instance) or an inanimate object are "defended against" using a D4.

The Power Die rolled is at the discretion of the GM1; anything from D4 to D12. (Optionally, with an upper limit equal to the
figure's SQD). The kicker is that the forces involved in Special Effects can be unpredictable. If the Power Die rolls higher than
the SQD the figure fails to channel them properly and is suppressed, so the more likely an Effect is to succeed the more
dangerous it becomes. (Really nasty GMs might rule that a double one is a catastrophic backfire, affecting the attacker instead
of the target, making caution inherently dangerous too; but that's probably a little *too* vicious for most people!). If the power
die is great than the SQD but not double then the caster gets a single suppression, if the power die is double, or more, the SQD
roll then the caster gets 2 suppressions (other option is the difference in the rolls is the number of actions the caster can’t use
psionics/magic for).

To Cause an Effect the Attacker must either have a line of sight to the target or be in base-to-base contact with it. They must
also use an Aim action first, representing the traditional chanting, arm-waving, eyes changing colour, electrostatic earthing,
and so on associated with the use of Special Effects.

1
Was player, this has to be sorted, if the player doesn’t use the full strength for the spell what happens?
15
Effects may be Caused on the fly, equivalent to taking a snapshot, but at -1 shift to the SQD. (And possibly invoking the
Double One rule!)

Base duration of the Effect is D4 turns. For longer duration (a die shift up to D6 turns), the caster takes a die shift down on
power. Similarly, for a die shift UP in impact, take a die shift down in power. For a die shift up in power, each additional
Action spent concentrating hop the power up one die above the base costing – or if the player doesn’t want to take the time to
do that they take a die shift down in impact or down in duration (d4 goes to d2 goes to 1).

So, an example:
Laurel the witch (SQD10, motivation 1) is helping her friend Bunny the Vampire Staker clear out the local graveyard in
Sunnydelight, a small American town overrun with supernatural weirdness, and wants to turn Prong the vampire (SQD10,
motivation 2) into a toad. She has a clear line of sight to him, and he's already used both his activations this turn so is a sitting
duck. Knowing he has a high SQD, Laurel decides to take the risk of using a D12 Power Die to maximise her chances of
success. She concentrates for an action, then rolls a 1 on her SQD and a 7 on the Power Die; Prong rolls a 6, and starts hopping
around saying "ribbit." Laurel collapses, surrounded by CGI lightning bolts, and thereafter is so drained and disorientated she
can only cast spells with a SQD of 8. Meanwhile Prong needs to roll 3 plus on his next activation to resume his humanoid form
and shake off a sudden fascination with flies before Bunny stomps on him...

Effects would be conventional ranged attacks (the ever-popular D&D Fireball), removing or inflicting Wound levels directly,
altering a target's morale/quality/motivation, changing the number of Actions available, creating walls/barriers, terrain
changing, weather changing, darkness, blindness, summonings, "invisibility" (hidden counter), fireball (IAVR attack), meteor
storm (artillery), celerity (move with one die type higher), armour (upshift in armour die),
teleport (move from A to B, distance limited by a move die like 2d12).

Casters are limited to Effects with a base Power equal to or lower than their SQD.

16
Potential magic spells
Spell Power Die Impact Die Area effect / Comment
Minute Missile D4* D4 -
Minute Meteor D6* D8 -
Ball of Fire D8 D8 Circular (o grenade style)
Bolt of Lightning D12 D10 Linear (i.e. down a line)
Finger of Death D12 2D12 -
Light Healing D6 - Heals 1 wound level
Moderate Healing D8 - Heals 2 wound levels
Great Healing D10 - Heals 3 wound levels
Resurrection D12 - Raises dead figure in perfect health
Celerity D6 - Adds 1 action to figure for (D4)** duration
Lassitude D6 - Subtract 1 action from figure for duration
Fast feet D8 - Shift movement up one category
Slow feet D8 - Shift movement down one category
Armour I D6 - One armour shift
Armour II D8 - Two armour shifts
Armour III D10 - Three armour shifts
Immunity to Normal Missiles D8 - Stops all bows spears crossbows etc (for the (D4) duration)***
Immunity to Small Arms D10 - Stops all small arms fire (impact D12 or less)) (for the (D4)
duration)***
Spook D6 - Force morale check at TL+0
Fear D8 - Force morale check at TL+1
Terror D10 - Force morale check at TL+3 and check for terror
Courage D8 - Make next morale check
Rally D8 - Make rally roll
Fearlessness D12 - All morale checks have UP1 to die type (for the (D4) duration)***
Panic D8 - Unit makes panic test
Dispel Panic D8 - Removes panic
Exhaust D8 - Increase target fatigue state 1 level
Refresh D8 - Decrease target fatigue state 1 level
Aura of Command D8 - Leader figure is treated as leader-1 for the (D4)** duration
Aura of Ineptitude D8 - Leader figure is treated as leader-3 for the (D4)** duration
Invisibility D8 - Figure becomes hidden counter
Teleport I D6 - Move figure 2d6 inches
Teleport II D8 - Move figure 2d8 inches
Teleport III D10 - Move figure 2d10 inches
Teleport IV D12 - Move figure 2d12 inches
Shaken D10 - Target loses a quality level
Jittery D8 - Target takes a suppression
Hard to spot D6 - If sender target of a spotting test has an additional UP1 shift to
target die
Target? What target? D8 - If sender target of a fire, firer must pass a reaction test before firing
and if fail then no fire
You’re not my buddy D10 - If sender target of a fire, firer must pass a reaction test before firing
anymore and if fail then must fire at closest friendly target/scenery
* Maybe these should be D6 and D8 respectively.
** Other duration die possible
*** Maybe permanent at GM’s discretion

<NOTE: That if effect is like “directed fire” at a target then must have LoS on target figure, but if an area effect based around
the sender (e.g. “you can’t see me I’m not here”) then has radius effect same as command control radius/quality radius.>

17
OPTIONAL/EXPERIMENTAL RULES

POINTS VALUES - BUILDING YOUR FORCES . <This is modified from Jon’s


original version when using different weapon stats>

QUALITY RATING:
UNTRAINED 5 points
GREEN 10 points
REGULAR 15 points
VETERAN 20 points
ELITE 25 points

MOTIVATION LEVEL:
1 +10
2 +5
3 +0

SPECIAL ABILITIES:
Leader +50
Assistant Leader +30
Sniper +30
Support Specialist +10
Medic +5

WEAPONS COST:
To cost a weapon type, add together the Firepower dice and multiply the range band number, divide by 10 (round to nearest)
and finally add the Impact die type to get a final points cost. <This is modified from Jon’s original version when using
different weapon stats>

Modifiers:
Spread effect (eg: shotguns and scatterguns) +10
Sustained Fire ability (belt or hopper feed) +20
Non-Lethal (NL) Impact Half normal Impact Value points

To cost an area-effect weapon type multiple base impact by range band of the weapon; divide this figure by 10 (rounding to
nearest whole number); for weapons with EXPLOSIVE warheads multiply by the number of Blast Radius Bands to get a final
points cost. <This is modified from Jon’s original version when using different weapon stats>

If the weapon is reloadable, each additional round carried costs 50% of the basic weapon cost and must be paid for.

To cost a close-combat weapon, simply add its Weapon die and Impact die value together.

ARMOUR COSTS:

Type of armor worn: Points Cost


None (normal clothing, or less) None
Fabric (Ballistic Vest etc.) +5
Partial Light Armor +10
Full-Suit Light Armor +20
Heavy Combat Suit +30
Hardsuit +50
Power Armor +100

GRENADES AND ROCKETS (UNGUIDED)


RANGE BAND DETERMINATION VERSION ONE:
All such weapons have a fixed range band, and accuracy depends on quality die of firer.
Typical range bands:
hand-thrown grenade = 3"
launched grenade = 6"

18
rocket launcher (IAVR or similar) = 10"

RANGE BAND DETERMINATION VERSION TWO (LATEST VERSION):

Weapon Range bands or RBM Impact Notes


Standard Offensive Grenade 3” if thrown 8
Defensive Grenade 3” if thrown 12
Anti-terrorist Grenade 3” if thrown 12 Max of 2 impact bands
Plastic Fletchette Grenade 3” if thrown 12 Armour doubled for defender
Fusion/Plasma Grenade 3” if thrown 12 Ignores cover
Grenade Launchers
Grenade Launcher 1 *** *+
Advanced Grenade Launcher 1.5 *** * ++
Auto Grenade Launcher 2 *** **
HE --- 8
AP(HEAT) --- 16 Has no area of effect.
IAVR 10” (or 2x??) 30
AP --- 12 Alternative value
AT --- 18 Alternative value
*This weapon is either a separate weapon or is carried attached to another weapon (ie: Assault Rifle).
**A support weapon, crew served or mounted in a vehicle.
***Impact is dependent on the type of round used
+Single shot must be reloaded (1 action) before firing again.
++Magazine feed weapon, capable of firing a number of grenades in quick succession, up to three. May either be a separate
weapon or attached to the advanced infantry weapons (ie: Advanced Assault Rifle or Gauss Rifle).

Note: any figure throwing a grenade from IP has their range bands dropped to 1”

<NOTE: There is some suggestion number of target range bands should be capped at 5? Is this necessary?>
<NOTE: May want to multiply IAVR and GL RBMs by size class of target too – see heavy weapons rules below.>

Firer indicates desired target point with marker, and measures range to see which multiple of the basic range band it falls into
(e.g.:with a hand-grenade, trying to hit a point 11" away would be in the fourth band for version one of the range band
determination; for version two its done the same way as firing… i.e. range bands = firer’s quality*RBM given above), then
rolls quality die. If die exceeds band number, then projectile hits target point; if not, then it scatters a distance equal to the
number by which the roll failed. Using the example of the thrown grenade, if the thrower scores 5 or better (exceeding the
band number of 4) then the grenade will detonate at the aim point; if he rolls 3, then he has failed the necessary roll by 2 and
thus missed by 2" (scatter direction determined by a D12 roll and the usual clock face diagram).
If firing/throwing "blind" (i.e.: at an unlocated target, such as lobbing something over a wall) then double both the range
band number AND the distance of scatter....

BOUNCING ROUNDS
If deviation causes a projectile to hit a solid object, for example the side of a building (quite likely if something is fired or
thown down a narrow street are alleyway) then one of two things will happen: if the weapon is contact-fused (eg: a rocket or
launched grenade) then it will detonate at the point that it hits the wall or other obstruction, with normal effects. If it is a time-
fused weapon such as a hand-grenade, then it will bounce back from the obstruction by a distance equal to any unused
deviation distance; eg: the impact resolution roll says that a grenade deviates 4" to the left of its intended target point, but the
target point is actually only 3" away from a solid wall to the left. The grenade hits
the wall (deviating 3") and bounces back the unused portion of its full deviation (ie: 1"), so it ends up only 2" from the
intended impact point after all. If the deviation direction means that it hits the wall at something other than a 90 degree angle,
then it bounces off at an opposite angle (just like bouncing something off a wall in real life - God, this is so obvious but if we
don't write it down SOMEONE is going to argue about it....).

SMOKE ROUNDS
Grenades (hand and launched), rockets and mortar rounds are all available in smoke rather than explosive variants. The firing
procedure for a smoke round is exactly the same as for any other area-effect projectile, with accuracy and deviation rolled for
as normal. Once the final point of impact is determined, place a SMOKE marker at that point. For visual effect you may
surround the smoke marker with some cotton wool "smoke" if you wish, but for game purposes all effects are measured from
the actual marker. Any smoke round (regardless of type of delivery system) creates an obscured area 6" diameter centred on
the marker, which blocks line of sight and line of fire until the smoke dissipates - thus no LOS or LOF may be traced if it
passes within 3" of a smoke marker at any point. <OPTIONAL may still trace LoF but treat as hard cover to represent fact shot
obscured and can’t see the target clearly.>

19
Figures moving through (or caught in) smoke clouds (ie: the come within 3" of a smoke marker) must roll a REACTION
TEST immediately - if they fail to beat their motivation level then they receive a SUPPRESSION marker due to disorientation
and other effects of the smoke. (Note: figures in fully sealed environments (eg: PA troopers) may be deemed to be immune to
smoke effects).

At the end of each full game turn, roll a D6 for every smoke marker on the table (even those that were only placed in the
current turn) - on a roll of 5 or 6, the smoke dissipates and the marker is removed, but on a 4 or less it remains effective
throughout the next turn, at the end of which it is rolled for again.

OPTIONAL: WIND EFFECTS: If players desire to simulate the effects of wind in the game, any smoke marker that survives
the end-of-turn check should be moved downwind, either a fixed distance (maybe 3") or a random D6 inches. Wind direction
should either be determined before the game, or the first time it is needed, in either case by a D12 "clockface" roll.

GAS ROUNDS
If the scenario permits, gas rounds (lethal or non-lethal) may be employed using the same rules as for smoke rounds. The
procedures for accuracy, area of effect, dissipation and wind effects are exactly as for smoke. Note that while non-lethal gas
agents may be quite readily available in urban situations (eg: riot-control gases used by police units), lethal nerve gases and the
like should be VERY strictly controlled! Any figure caught in a gas cloud (ie: within 3" of a gas marker) must roll their quality
die immediately. Figures in sealed environment suits are unaffected by gas attacks unless they roll a 1, which indicates that
some small amount of gas has got into their filtration systems - in this case, they are given a SUPPRESSION marker to
represent them having to sort the problem out.

GRENADES: FIXED IMPACT, RANGE DROP OFF


In this model, the grenade does not roll an Impact Die. It has the same Impact number, always. The number, though, is
modified by the range to the grenade. So, let's assume a G8 (for Grenade 8). It could be said to have an impact of 8. Any figure
within 1" rolls for armor as though the grenade rolled an 8. From 1" to 2", half this, to a 4. From 2" to 3" half it again to a 2.
From 3" to 4", it's a 1. Beyond that, no effect. A G12 would have a 12, 6, 3, 2, and 1 impact for range bands of 1", 2", 3", 4",
and 5" respectively.

See above table for strength of effects of different types). Additional modifiers are:
Goes off in a room that constricts the blast: 1.5 times impact.
IP: Treat as 1 RB further out, no armor shift
Cover (soft): 1 RB further out, 1 positive armor shift
Cover (hard): 2 RB further out, 2 positive armor shifts
(So IP and cover - down behind a wall - is 3 RB further out)

SHOTGUNS (and other weapons)


For shotguns, they can be considered to engage their target, plus anyone in the "danger space". That danger space is 0 in RB1,
0.5" in RB2, 1" in RB3, 1.5" in RB4, 2.0" in RB5. (and note, shotgun RBs are probably pretty short too). This means in RB1,
the shot hasn't had time to spread hardly at all. In RB2, you'll probably only hit people hugging each other, and in RB3 and
further you start to threaten other targets. (Note: Buckshot should let the defender roll two armor dice and birdshot should roll
3 dice...they don't like armored targets)

This can be combined with autofire mechanic as mentioned above. Assume we have an auto-shotgun with FP12 firing on three
targets in RB3. That means (using the sustained fire rule) that they'd be attacked with D8s for FP. But, using the danger space,
they'd affect anyone within 1" radius of each impact point. Let's say that the figures are clustered close together. That means
that each shotgun shell could potentially hit each of the three figures (a total of nine attacks). But if you cluster up in front of
an auto-shotgun.... well, you should die. (one way to cut the number of rolls is just to figure how many you'll be affected by --
say 3 each, and just roll 3 FP dice with your 1 quality dice.... it means you only need to do three attack rolls - one for each
figure).

Flamethrowers:
Personal Infantry Flamer:
RBM 0.5
IMP D12
FPR 2D12
DS 0.5" at RB1
Notes: Anyone hit with one could make a check on say a d6. On a 1-3, they're on fire (use one of the nice fire markers in
SG2/DS). Each round at the end, they take a declining impact die (d10, d8,
d6) from burning. If they don't try to put it out, it burns out when one of these dice comes up a 1. If they do, roll their quality vs
this "burn die". If they beat, it’s out.

20
HMG (7.62mm Gatling Cannon on Tripod):
RBM 2.5
IMP 2D6 (added)
FPR 4D12
DS (none)

SAW for a Squad:


RBM 1.5
IMP D10
FP D12

OPTIONAL HEAVY WEAPON FIRE


Heavy weapons include DFFGs, RFACs, MDC\GACs, HKPs, HVCs, HELs , GMS or SLAMs which tend to be vehicle or
emplacement mounts.

Weapon Base Range Band Base Impact Vs Reactive Vs Ablative Vs Dispersed


Armour Armour
DFFG 60” 20 20 20 20
RFAC 60” 10 8 10 10
HKP 60” 12 9 12 6 (or NA?)
HVC 60” 12 9 12 12
MDC/GAC 80” 12 12 12 10
HEL 100” 10 10 5 10
GMS L/H* - 30/50 24/40 30/50 -
SLAM * - 10 8 10 10
* Three loads assumed to be standard load out.

WEAPONS VS. VEHICLES or POINT TARGETS:

Like grenades, gunner must roll greater than range band on their QD to be successful (i.e. to be successful need range band+1),
where range band is given by:

Base Range Band of Wpn* Size class of target

Note the gunner QD UP1 for enhanced FC, UP2 for superior FC.

Attack Results:
QD <= target number miss
QD > target number hit, normal impact
QD > 2x target number hit, major impact (2x impact)
QD > 3x target number hit, severe impact (3x impact)
QD > 4x target number hit, critical impact (4x impact)
QD > 5x target number hit, catastrophic impact (5x impact)

Effective Impact:
Take base impact for chart (as appropriate for armour of the defender) and multiply by the multiplier from the preceding
chart.

MODIFIERS TO RANGE BAND NUMBER:


Evading target +2
Soft Cover +1
Hard cover +2
Vehicle in emplaced vehicle position or infantry IP +1
If dark and no night fighting gear +3 (if have basic gear +2, if enhanced +1, if superior no penalty).
Bad weather: Varies from no effect (not heavy enough to matter) to +3 (whiteout blizzard)
If small vehicle target +1
If infantry/dispersed target +2
If large target -1

NOTE: the In Position and Cover shifts ALSO apply to resolution of area effects such as grenade or other explosive weapon
effects.
NOTE2: Heavy Weapons CAN be aimed doubles the basic range band length.

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HEAVY WEAPONS VS. INFANTRY:
Resolve damage in the same way as grenades using G(base penetration for dispersed from table)/class (so impact of central
damage band is the base impact of the weapon and the number of damage bands effect is the size class of the weapon)

GUIDED MISSILES:
They can hit anything on the table, so their target number is based on defender’s ECM:

None: 1
Basic: 3
Enhanced: 5
Superior: 7

Firer rolls QD vs. target number and must beat it to be successful. Enhanced guidance gives the firer’s QD an UP1 and
Superior gives an UP2. If a unit is protected by decoy launchers, the target number is +2.

DEVIATION:
D12 for direction. (12 o'clock being directly along the line of fire). Distance is the difference between the number needed to
suceed and what was actually rolled.

OPTIONAL MINES
Conventional personnel mines: Put down one dummy and one mine marker for each mine in the field. When a figure touches a
chit, turn over - if a dummy remove, if a mine then the figure must roll as if within 1" of G8 grenade (i.e. Armour vs IMP of 8).
Unlike grenades though there's no tail off to surrounding figs, it only hits the fig who stepped on the mine. Mines may be
cleared, by stepping on them, running vehicles over them, pressure wave from explosion (so any within claymore explosion arc
would be set off) or usual "professional mine clearing kit" (i.e. probes, mine plows/rollers etc).

Basic claymore:
\ /
\ /
\ /
V
O
- arc marked out by V above is 60 degrees, length of sides of arc of impact = 25", treat any figure within this area as being hit
by "RR firing AP/Cannister/Fletchette", with range bands of 5" (so chit to 5" = D4 target die, 5" to 10" = D6 target die etc
before apply cover modifiers etc).
- to determine if fig hit the fig roles their target die vs the FP of the claymore, if the claymore's FP is greater the fig is hit and
then do IMP vs armour as normal.
- local effect of going off = O above = G8 grenade
- "claymore" trooper spends an action to trigger designated claymores (so can be wired to go off together but these should be
noted before the game)

GZGverse advanced claymore (based on command detonated mines in SG pg 55): as for basic claymore, but when activated
user decides if goes off as standard claymore or can swivels in place to face the closest target figure and then goes off (note it
mounted on side of a wall/hill etc it can't swivel to go off through the wall/hill etc).

AREAS OF EFFECT
Circular area of effect (omnidirectional explosion):
Grenades, Plasma Guns (infantry, and larger versions), AP mines (non directional)

Connical area of effect (danger space):


Shotgun, cannister round, infantry flamer, directional mine, MG

Other:
Auto GL, Autocannon, Autoshotgun
All three of these should be able to define "concentration" (closed sheaf) and "spread" (open sheaf) attacks.

Concentration means normal area of effect, resolve multiple hits under the single area of effect. Spread means multiple (3?)
areas (must be laid down touching one another in line) and then resolve hits as normal under each area of effect (think of the

22
way closed and open sheaf is done in DS). In most cases the firer can lay your connected danger spaces in whatever form you
like (a line across, lengthwise, at an oblique, etc).

Whereas with the CDM and the larger cannister from the grenade launcher or LVCs or HVCs, you are compelled to lay your
touching danger spaces in a straight line from your end target to your firing point and that you can't overlap these (not in the
nature of the weapon).

OPTIONAL FIRE TYPES


1. Normal, 1 target, 1 shot, FP as normal, all weapons can do it, costs 1 action. If both actions are fire actions then there is a -1
to the FP for the second action.
2. Controlled fire on multiple targets, multiple targets, multiple shots, FP-1 per extra target, automatic weapons only, costs 2
actions. This rewards people who think or are healthy enough to be concentrated enough to do it and reload is either not
necessary as you didn't use up all your ammo anyway or is assumed to happen without incident because it was controlled.
3. Panic/uncontrolled fire, multiple targets, multiple shots, FP-2 AND the targets get to shift their RB die up on (if this takes
them over a D12 they're safe), automatic weapons, requires a reload action before the weapon can fire again. For those who
don't have any other options or haven't been trained otherwise.
4. Sustained fire, multiple targets in a danger space, one long fire, no FP modifiers (fair?), sustained fire weapons (I'm thinking
SAWs etc), costs 2 actions. I went with two actions as I assumed it when people do it they do it for a while to really make
people keep their heads down etc., reload assumed to happen automatically if necessary.

OPTIONAL WOUND TYPES


Hit, but Impact <= Armor = suppression only (like it is now)
Hit and Impact > Armor = wounded but only enough to cause a drop in Quality
Hit and Impact >2xArmor = wounded, given white skull marker, drop a Quality level and lose an action
Hit and Impact >3xArmor = incapacitated, roll D6 for turns of life left
Hit and Impact >4xArmor = Dead
Hit and Impact >5xArmor = Gruesome Death

Optional: If incapacitated, the D6 roll actually represents how many turns the figure may continue to do a single action a turn
(Khan like final act before death like) rather than turns before death.

OPTIONAL INITIATIVE
Instead of rolling a D6 (or whatever) to decide which side goes first (passes if fewer unactivated figures), use CO’s quality die.

OPTIONAL SKILLS
To stabilize a FLESH WOUND result (prevents worsening), d6, medical skill & medkit, risky, 1 action
Risk result: If a 1 is rolled, wound level becomes 1 level more severe.
Exceptional success: Recover the lost quality level.

To stabilize a WOUND result(prevents worsening), d8, medical skill & medkit, risky, 1 action
Risk result: If a 1 is rolled, wound level becomes 1 level more severe.
Exceptional success: Recover the lost action - quality level loss remains.

To stabilize an INCAPACITATE result(prevents worsening), d10, medical skill & medkit, risky, 1 action
Risk result: If a 1 is rolled, wound level becomes 1 level more severe.
Exceptional success: Moving wounded figure is safe. Otherwise, must test if figure is moved rapidly or roughly.

To stabilize a FATAL result(prevents worsening), d12, medical skill & medkit, risky, 1 action
Risk result: If a 1 is rolled, wound level becomes 1 level more severe.
Exceptional success: Moving figure is risky but possible, must make another test if figure is moved roughly or rapidly.
Otherwise, moving figure will kill him/her.

To set a bomb, d6, demo skill & demo kit, risky, 1 action
Risk result: If a 1 is rolled, Boom.
Exceptional success: Disarm time is doubled.

To disarm a bomb, opposed skill, demo skill & demo kit, risky/opposed, 2 actions
Risk result: If a 1 is rolled, Boom.
23
Exceptional success: Disarm time is halved.

To open a locked hatch, d6 to d12 (depends on ship), intrusion skill & intrusion tools, (in some cases, risky), 2 actions
Risk Result: Sometimes the computer has anti-intrusion defenses...
Exceptional success: Half time to open.

To take over ships computer, d8 to d12 (depends on ship), computer skill & computer intrusion gear, risky, 4 actions
Risk Result: On a 1, the core is crashed and you cannot gain control.
Exceptional Success: Half time.

OPTIONAL VEHICLE RULES


Each vehicle has a vehicle handling die (VHD) representing how easy it is to drive the vehicle, D4 for jeeps and other cars up
to D12 for monsterous huge vehicles.

The turns stated by the standard vehicle rules are the "safe turns" which can be made. You must always turn at the end of
movement, but you can turn more than the 90 deg (if <half max move) or 45deg (if >half max move). The same mechanic is
used for an emergency stop (when want to stop before you move more than the vehicle's length in that action). To make an
unsafe turn or emergency stop roll the drivers QD vs the vehicles handling die (VHD), shifting the VHD UP1 if in poor and
UP2 if in difficult terrain for that vehicle type. If the driver fails then roll a D6 and use the following:
1-3 Drift D4"
4 Drift D6"
5 Fail to slow down/turn so keep going straight ahead at max speed (if you hit something it could be bad news though)
6 Roll/Crash (small vehicles may be able to right themselves and keep going, but most are toast)

If the drift etc takes you off road then the "keep control" roll must be repeated for each different terrain type you end up
crossing.

Avoiding a collision works along similar lines using:


Tail ender - driver QD vs VHD
Side swipe - driver QD vs VHD shift UP1
Head on - driver QD vs VHD shifted UP3
Note the VHD is for the drivers own vehicle not the thing they're trying not to hit. Though if they're about to hit something big
I'd give the VHD an extra shift UP1 to reflect the difficulty of missing big things. If the "avoid collision" roll succeeds then the
driver keeps control and avoids the collision, if they fail they use the roll D6 table above for missing corners etc.

If the driver of a moving vehicle is suppressed then do a drift roll as above. Otherwise the effects of suppressing the crew of a
vehicle is as for Stargrunt II (they can not exit the vehicle from the same side as they were fired upon and they each recieve a
suppression marker).

Evasive move: At the start of movement the vehicle declares that it is moving evasively, this adds an UP1 to the range band to
all fire from and at the vehicle.

Fire against a vehicle: If aiming at a specific point on the vehicle (to pop tyres say) then you must use an aim action
(obviously) or it costs an extra range band <tried both, and they both seemed to work well>. If the hit is successful then resolve
the hit as normal against that part of the vehicle (e.g. tyres would have a D4 armour die, if a wound result occurs then the tyre
has popped etc). If a penetrating hit is scored against the main body of a vehicle (i.e. a hit under the normal hit and to wound
kind of rolls) then use the following (for want of something better):
IMP > Armour roll but <2x then the crew is suppressed and you roll on the "non-penetrating hits" table of SG (so 1-2 =
suspension, 6 = systems etc)
IMP >= Armour rollx2 then the vehicle is disabled (future actions can be spent fixing it, use a skill roll to do this)
IMP >= Armour rollx3 then BOOM

Vehicle Armour is 2d12 per level.


<Note: Was 2D8.>

If dealing with armour of different techs there are two potential methods:
1) low tech armour = 1D12, high tech armour = 3D12 (whereas standard = 2D12)
2) Use the following list:
PrimitiveL 2D4
Low tech: 2D6
Standard: 2D8
High tech: 2D10
Super tech: 2D12
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Ricocheting fire inside a vehicle: If the weapon has a danger space then it just hits everybody in the area of effect as normal. If
the weapon doesn't have a danger space then things get a little tricker, but not much. Do the fire onto the target figure as
normal, if the result is a "hit" then it was on target and proceed as normal, if it was a "clean miss" then it hits the upholstery but
nobody gets hurt, if the result would normally be a suppression then you roll to see if somebody else has got hit instead. To do
this roll a dice as large as the number of people in the vehicle, or the number of seats in the vehicle +1 (the +1 is to represent
the doors etc), which ever is larger, and then count off the seats (people) to see who got hurt. The body (if there is one) in the
winning seat takes a hit (so the target figure may well be missed by the original shot, but still be hit by the ricochet) and
everybody in the vehicle is suppressed.

OPTIONAL MOVEMENT OF MOUNTED FIGURES


Horse s have a base move of 10", 2D10 if they canter or 3D10 if gallop. If all movement dice rolled come up ones then rider
must do skill test to avoid falling off. If the rider wants to jump an obstacle while mounted then roll rider QD and horse QD vs
obstacle (skill test style) and….
- if both rolls are successful then the obstacle is cleared without hassle,
- if both fail then horse and rider fail to clear the obstacle and the rider must do a skill roll to stay mounted
- if the Horse succeeds and the rider fails the horse jumps over the obstacle, but the rider falls off
- if the rider succeeds and the horse fails it balks, stopping short of the fence, but the rider remains seated.

OPTIONAL HIDDEN MOVEMENT AND SPOTTING


HIDDEN MOVEMENT
It takes an action to go hidden, at this time replace the figure with a chit and a dummy chit (can be upto movement rate apart).
Hidden figures are "seen" if:
- spotted (which costs spotter an action)
- expose self (fire, move into open/LoS voluntarily, or use radio/comms or anything that puts out an EW emission). If
trying to fire etc from behind concealing cover that can be fired through then needn’t pay an action to “expose self”. However,
if moving from totally concealing cover (hard walls etc) then must spend an action or make a roll as if leaving IP without
spending an action.
- move through LoS of fig on OW/reserve fire and the firer passes a reaction test at +1, if passed fig on board and fire
happens as normal (thus exposing the firing figs if they were concealed themselves)
- move through LoS of inactivated fig which does a reaction spot/fire and the firer/spotter passes reaction test at +1, this
reacting figure may then fire if they want (and expose themself if concealed) or stop with the spotting and not fire (so not
exposed). Reacting fig's activation is considered done either way though.

SPOTTING
Spotting "range bands" are based on quality with RBM of 1, except if have binocs then its RBM of 2.
Modifiers for spotter die are:
Spotting Equipment UP1

Modifiers for target die are:


Light cover UP1
Heavy cover UP2
IP UP1
Concealed/hidden UP1
Fired DOWN1
Size class DOWN1 for every size class (assuming PA etc aren't size class 1, if they are then DOWN1 for every size class over
size class 1)

If spotter’s roll beats the target die with modified quality die then you see it (figure is placed on the board and the chits are
removed)

OPTIONAL: If the spotter is doing a "reserved spotting" (using a reserved action) or a reaction fire (see above) then there is an
additional UP1 to the spotter die if the target figure is dashing (i.e. movement catches the eye).

RECON BY FIRE
Fire is carried out as normal, but the target die gets an additional UP1 and if the shot would normally do hit (i.e. 2 dice above
target die) then target is revealed and suppressed, otherwise no effect (except if both firer’s die roll >2x target’s then target hit
as normal). Any grenades used must be blind shots, but mines are as normal.

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OPTIONAL LEADER BREAKS
If the CO is broken then all figs in his command radius (if no radios) or all figs (if have radios/head sets) should have to do a
reaction test on +1 to see if they break too. If they fail they break and run for the hills with their CO.

OPTIONAL RALLYING
The CO takes leadership test and must beat the sum of the qualities (his + trooper being rallied)+1 (or maybe +2??). If
successful trooper gets a quality level back and stops fleeing.

OPTIONAL CRITICAL HITS


If both firer’s die roll >2x target’s then it is a critical hit and IMP is doubled for that shot.

OPTIONAL SUPPRESSION RULES

If the fig has 1 suppression it may move to cover before removing, if it has 2+ suppressions: may not move to cover
before removing

<Or alternately:
1 suppression: Test to see if you head for cover at TL+0. If you fail, you remain in place.
2 suppressions: TL+1
3 suppressions: TL+2

We prefer the first option as less die rolling etc>

OPTIONAL UNIT CONFIDENCE RULES


If a players figures are members of a recognised unit (military or militia unit, police squad, gang etc) then when the unit has
had a third of its members killed or incapacitated at the beginning of each game turn the commander of the unit must do a
COMMAND CONFIDENCE test. This involves the commander doing a confidence test with an additional +1 for each killed
or incapacitated member of the squad. If the test is failed all unit members drop to BROKEN (or ROUTED??) status and must
attempt to withdraw.

OPTIONAL GYROHARNESS/STEADIMOUNT SYSTEMS


Effective range band to target DOWN1 if using gyroharness.
Close Combat (Melee): Quality die DOWN2 if using gyroharness.
Reaction Test (when do reaction fire etc): Difficulty +1 if using gyroharness.
Firing at targets out of the front arc: Gives an extra UP1 to target die (or DOWN1 to FP die if using that option)
Cover/IP: If using the gyroharness you can not go IP in the open or behind low (less than waist height) cover.

OPTIONAL FMA ROLEPLAYING CHARACTER GENERATION RULES


This is more of a framework for discussion than a fleshed-out set of rules. Nevertheless, the basic ideas seem sound, so far as
they go. I think the basic things we need to consider are:

CHARACTER GENERATION

Following the FMA principle of keeping everything as simple as possible, characters are defined by three attributes, plus skills.
The attributes, following the Forgotten Futures model, are BODY, MIND, and SOUL. Each is given a die type, ranging from
D4 (weak) to D12 (exceptionally strong).

BODY is a measure of how fit the character is, how much damage they can take, and how adept they are at physical tasks. A
rough rule of thumb: D4 = weak; a child, or adult with some debilitating medical condition such as chronic asthma, arthritis, or
gross obesity: D6 = low average; urbanite with a sedentary occupation and little inclination to exercise: D8 = high average;
recreational sportsman: D10 = serving military personnel, professional athlete: D12 = Olympic athlete, military special forces.

MIND is a measure of education and intelligence. D4 = mild learning difficulties or a complete lack of interest, functionally
literate but prefers TV to newspapers: D6 = completed basic education, reads tabloid newspapers: D8 = university degree or
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equivalent professional qualifications, prefers broadsheet newspapers: D10 = postgraduate degree if academically inclined, or
considered a high flyer if part of a hierarchical organisation, reads current affairs magazines for more in depth analysis of the
news than the papers can provide: D12 = PhD if academic, acknowledged as an expert (or notorious crank) by peer group or
those interested in similar topics, doesn¹t bother reading the news because it¹s already obvious what¹s going on.

SOUL is a measure of how in tune the character is with other people and the universe around them, manifesting in such traits
as empathy, artistic ability, and luck. In games where magic or psychic abilities exist, these are also dependent on SOUL. D4 =
a shallow, self-obsessed individual, possibly a bully or a sociopath, likes violent action movies: D6 = doesn¹t open up to others
very easily, mistrustful of all but immediate associates, likes cynical black comedies: D8 = averagely social, happy in the
company of friends, likes most forms of popular entertainment: D10 = outgoing, likable, gets on well with most people,
appreciates fine art and romantic comedies: D12 = exceptionally charismatic, writes poetry, watches foreign movies with the
subtitles turned off to appreciate the emotional nuances of the performance.

To these we add skills, which are also rated in strength from D4-D12. Each skill is related to one of the three basic attributes.
For instance MELEE COMBAT is a BODY skill, FIRST AID is a MIND skill, and GMING RPGS is a SOUL skill...

Players have 50 Dice Points with which to construct their characters. Assigning D4 to an attribute or skill costs 4 DP, assigning
a D10 costs 10 DP, and so on...

In addition, all characters get a free D4 in two specific skills: Brawling and Stealth. (Everyone has some ability in these areas,
even if their actual experience has been confined to childhood playground scuffles and sneaking into the cookie jar). They can
be added to with Dice Points by paying the difference; so to give a character Brawling D6 costs 2 DP)

So, an average sample character from the Tuffleyverse:


Yvonne Highsmith, Free Trader captain:
BODY D8, MIND D8, SOUL D10. (Gets on well with port officials and cargo brokers, popular with her crew).
SKILLS: Pilot D10 (Former NAC fighter jock), Navigator D4 (She has a professional navigator among her crew, but just in
case she’s been reading “Jumpspace for Dummies” in her spare time), Commerce D10 (She has an eye for a lucrative
contract), Brawling D4, Stealth D4.

And a distinctly non-average one:


Vincent Van Driver, psyker.
BODY D4 (born in a low-gee orbital), MIND D10, SOUL D12.
SKILLS: Psychokinesis D10 (Compensates for his weak musclature by levitating everywhere instead of walking while under
normal gravity), Telepathy D8 (Phalon traders hate having him around while negotiating a contract with Yvonne), Electronics
D6, Brawling D4 (Psychokinetic shove), Stealth D4.

USING SKILLS

Skill use follows the standard FMA pattern; the player rolls the Skill Die and the associated Attribute Die. The GM (or the
player of the challenged character) rolls a difficulty die (as per FMAS) or the skill of the opposing character. If both dice beat
the target die the player succeeds. If one die beats the target die the success is partial, with consequences adjudicated by the
GM.

Default skill use (in other words, trying to use a skill you haven’t got) may be possible if the GM accepts that a character might
have some idea of what to do. (For instance there are few people in 21st century Britain without driving licences who would be
completely at a loss if they had to drive a car with an automatic gearbox in a dire emergency). In this case just roll the attribute
die, assuming an automatic result of 1 for the skill part of the roll.

COMBAT

As per FMAS, except that the Base Range Band for ranged combat is equal to the Marksmanship skill die plus the MIND
attribute die in yards. (EG a character with MIND D6 and Marksmanship D8 has a BRB of 14 yards. (7” if using miniatures).

Each wound inflicted lowers the BODY die by one step.

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Optional Rules for the Kra’Vak (modified from Tom Barclay’s ideas)
MOVEMENT
Kra’Vak (Hunter Caste): 8" (D8)
Kra’Vak (Predator Caste): 10" (D10)

Burst Movement: Like a combat (or dash) move is 3dX rather than 2dX. If all dice roll a 1 then the figure is winded and one
suppression is placed on the figure. This style of movement may be used to enter close combat, but if winded in HTH the KV
lose all doubling benefits in that Close Combat.

TROOP QUALITY
Kra'Vak (Hunter Caste):
Qualities tend to be green to orange in this caste. Sometimes you will get red quality (elite), but rarely. Blue (regular) or
veteran (orange) are the most common. Green (green) means new hunters out for first blooding. Yellow (almost never seen,
inexperienced) would mean spawnlings.

Kra'Vak (Predator Caste):


Qualties don't range as widely in the Predator Caste. These are (in a sense) super-Kra'Vak. They are the product of active
genetic tampering by Kra'Vak technicians and bioscientists. The most common Predator Caste experience level is Orange
(veteran). Blues are newly minted Predators, with little actual time in the field. Red (not particularly uncommon, elite) hunters
are experienced Predator Champions. The greatest Predator Champion ever was reputed to be of a Hero quality level (d20,
black), but this may be just a legend.

Leadership and Motivation levels tend to be 1's and 2's. 3's tend to be either very new at their job (and they'd best improve
swiftly!) or quite old and perhaps beginning to slip.

KRA'VAK WOUND RESOLUTION


The Kra'Vak have a far more redundant system of organs than the human, and they have a far stronger endoskeleton to protect
those organs. Additionally, their adrenal system allows them to function even when they should be dead. Accordingly, the
Kra'Vak have special wound resolution rules (effectively their wounds are one level lighter than the human equivalent):
Hit, but Impact < Armor = no effect
Hit and Impact > Armor, but <2x = suppression only
Hit and Impact >2xArmor, but <3x = wounded but only enough to cause a drop in Quality
Hit and Impact >3xArmor, but <4x = wounded, given white skull marker, drop a Quality level and lose an action
Hit and Impact >4xArmor, but <5x = incapacitated, roll D6 for turns of life left
Hit and Impact >5xArmor = Dead
Hit and Impact >6xArmor = Gruesome Death

A Kra'Vak that re-enters the fight after treating themselves (i.e. no medic used) must make a Frenzy Check at +2. (See Close
Combat Rules).

ARMAMENT
See weapon list in relevant section above.

CLOSE COMBAT
Act like PA in close combat (roll two dice and pick the best).

Frenzy check:???

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