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B&P Solo Play Summary

● No hand is drawn for OPFOR. Instead, draw a facedown card from the deck for each
activation.
● Once the player chooses a card, reveal the OPFOR card. Highest card takes first action
as usual.
● When the opfor activates a unit, it will randomly activate a unit from the groups below,
listed in priority order:
○ Units engaged
○ Units with enemies within 12”
○ All other units.
● The printed number on the card and the current state of the battle indicate how the
selected unit will spend their available actions. Use the charts below:
Opfor has: Less Strike Points Tied More Strike Points

Card Value 11-13 A A B

Card Value 5-10 A B C

Card Value 1-4 B C C

Action A - Push! B - Hold C - Fall Back! Command


Priority Points

1 Shoot <12” Shoot <20” Retreat Move Rally

2 Grapple Reload Retreat Move Reload

3 Charge Reload Repair Repair

4 Fight Tactical Move Rally Shoot

5 Reload Fight Shoot Fight

6 Aggressive Move Rally Reload Tactical Move

7 Rally Repair Reload

8 Repair Charge Fight

● Move Types:
○ Aggressive: Move directly toward the nearest enemy unit
disregarding cover.
○ Tactical: If OPFOR is the attacker, move toward objectives and
then toward closest enemy units without moving farther from any
objectives. If OPFOR is Defender, move toward objective. In both
cases, always move OPFOR units into the position that offers the
best cover possible.
○ Retreat: Move the unit out of Line of Sight of as many enemy units
as possible favoring the closest enemy units. Try to seek the best
cover possible with this move and preferably toward their home
board edge.

● Attacks: When an OPFOR unit attacks, it will always charge the closest
unit and shoot at the unit with the lowest modified target number. In the
event of a tie, determine randomly.
● Command Points: When activated, commanders will give out command
points in the action order listed above to the closest eligible unit for each
action beginning with the commander’s unit.
● Defensive Attacks: OPFOR units will always make defensive attacks if
possible.
● Special Rules: OPFOR units will always use available special rules when
possible.
● When playing with ships, OPFOR will always use the second ship
movement on a D10 roll of 6+ or on its second to last movement.
Whichever comes first. A ships movement will be determined by the table
below:

Opfor has: More Strike Points Tied Less Strike Points

Card Value 11-13 Move directly Move directly Move for maximum
toward closest toward closest broadside potential
player ship player ship

Card Value 5-10 Move for maximum Move for maximum Move away from
broadside potential broadside potential player ships.

Card Value 1-4 Move for maximum Move away from Move away from
broadside potential player ships. player ships.

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