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FAQ/Clarifications:

No FAQ for the game was ever published, nor was the old 1999 Yahoo group supported by Cell
long enough to develop an approved list. What follows is based on discussions and solutions
developed by players since the game was launched.

Unit Structures:
Units are built according to the troop type classifications in the bottom left of the text boxes,
and the arrow symbols on the right. The key requirements are to understand the
classifications (Squad, Support, Leader, Special), the number of figures that may be combined
onto a single rules card and the direction of the arrows for support and leaders.

Example:
50pt DeSade army
(Choices made for a balanced force which has a slight emphasis on close combat suited to a
patrol or encounter type scenario)

Apocalyptic Rider Desade Dominata


Special figure (so is a unit Leader Figure
of its own. Unattached) (Part of unit:” attached” to
14 points the vertical arrow on the
Rifle trooper)
7 points

DeSade Carnaliser DeSade Trooper with


Support figure Bayonet Rifle
(Part of unit:” attached” Squad figure (min 2/Max
to the horizontal arrow on 8 models)
the Rifle Trooper) 5 figures @ 4pts each
6 points 20points

Total 8 figures costing 47 points.


2 units
Apocalyptic rider single figure unit acts on Activation Phase 3
Infantry unit has a choice of activations: As a whole it can act on phase 3 (the lowest activation
of any member of the unit) or individually on 3 for the Leader, phase 4 for the five rifle
troopers and an unfortunate phase 5 for the Carnaliser.

The Carnaliser (taken here as a support choice) could also be fielded as a squad (min2/max4
models) or as a special figure in a unit of 1 single on its own.

Breaking the squad sizes


Troops such as the Carnaliser which can be squad or support can appear to break unit sizes.
Taking the maximum 4 for the squad and adding an extra 1 as the support gives the
appearance of a 5 figure squad

Instability
You may add up to 2 points per box for up to 3 boxes on a single card. Taking an increase of 1
in for example Close Combat (attack) only would result in a final Instability score of 1.
Meaning: each activation that model has to roll 2 or more on a D6 to avoid suffering the
effects of instability. Taking an increase of 2 in 3 boxes (the maximum) will result in a model
having to roll higher than 6 on a D6 each turn. But as a 6 counts as an automatic success it is
still possible to avoid an Instability effect.

Line of Sight
Blocking:
The rules specify seeing half or less of a model counts as partially blocked for shooting, this
often leads to disputes about what constitutes “half a model”. One solution is to specify a line
of sight that crosses any part of an enemy figures base counts as partially blocking.
Arcs:
Visibility arcs are 360 degrees so for moving, shooting, combat the figure is assumed to turn
around as required for what it wants to do. There are no flanks/front/rear in 1999.
Charging
Basic rule is that you do not need line of sight to a figure to be able to charge it and that you
are permitted to measure the distance before moving, which benefits a ”close combat” biased
army. If players wish they can agree to change this to requiring line of sight, and/or
disallowing the premeasurement of movement distances prior to moving.

Reinforcement units
Units specified as reinforcements can be exchanged after the battle starts but before they
enter play. It is possible to start the game with one type of force, deploy half the army in
reserve, see what your opponent is fielding and then change the units in this reserve to suit
the enemy force. Any changes must still result in legal units and no extra points than
originally deployed. The risk is that as Reinforcement units cannot be activated until turn 3,
you may already have lost the battle by then.

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