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Version 2

Notice: This update is in no way official


and is only compiled for personal use.
AT-43 v.2
Squad Coherency
All members of a squad must be within 3cm of another squad member. In addition at least 25%
of the members of a unit must be within 10cm of the leader.

Rules
AFV's

AFV's do not block Line of Sight. AFV's provide cover for units smaller than themselves. The
AFV first takes impacts as normal for being in the Field of Fire. The remaining impacts continue
on toward the target unit with the target unit making cover saves as normal for any impacts that
reach it.

AFV’s provide cover to troops positioned behind them while issuing a Sheild Formation drill
causes the vehicles to block LoS.

AFV’s are capable of moving over low terrain as infantry unless the vehicle has lost have the SP
on its propulsion, at this point it can no longer pass over terrain or rush.

Size and Cover

A unit can take cover behind a terrain element that is at least 1/2 its size.

Flying

Any unit that ignores terrain when moving may rush an extra 6cm.
28mm Terrain Rules for AT-43 .
The following rules will allow you to convert any piece of 28mm terrain to the
AT-43 rule set. All terrain should be discussed and classified before setting up the
table for a game. Examples of what constitutes different types of terrain has been
deliberately omitted from this rule set as much as possible so as to allow players
to decide for themselves how a piece of terrain should be classified and then apply
the appropriate rules to it.
It is recommended that 25% of the play area be covered by terrain. It is also
recommended that Size 6 terrain pieces are limited to two for a 3’ x 3’ board,
three for a 4’ x 4’ board, and four for a 4’ x 6’ board. The long-range shooting
nature of AT-43 play may otherwise be adversely affected.

1) All terrain on the table must have a Size characteristic. If True Line of Sight
does not settle
line-of-sight issues, defer to Size characteristics.

2) Any terrain piece which is considered as providing cover to models within the
borders of the
terrain piece is considered Area Terrain. Half the models in a unit must be within
Area Terrain
in order to take advantage of the standard 5+ Cover Save which may be improved
to 3+ as
normal with a “Take Cover” drill.
Area Terrain will halve the Combat Movement of any units if even a single model
moves
through the terrain. You may not perform a Rush Movement through Area
Terrain. The entire
base of the terrain piece will be considered part of the Area Terrain.
Area Terrain is not considered WYSIWYG for purposes of blocking Line of
Sight. Its Size
characteristic will determine whether it blocks LOS – for instance, a Size 2 piece
of Area Terrain
will block LOS to Size 2 units or smaller on the other side of the terrain piece.
3) Difficult Terrain is any terrain piece which does not provide cover, but which
does impede
movement. Difficult Terrain will halve the Combat or Rush movement of any unit
if any of its
models move through the terrain.

4) Impassible Terrain may not be moved through by any unit type. Units capable
of moving
over Impassible Terrain may do so.

5) Dangerous Terrain will halve a Combat Movement if even a single model


moves through the
terrain. You may not perform a Rush Movement through Dangerous Terrain. Any
Infantry model
which remains in Dangerous Terrain at the end of its movement is eliminated.
Combat Striders
or ground vehicles will take 1 SP of damage to their propulsion systems for every
turn in which
their movement ends on Dangerous Terrain.

6) For all structures such as buildings or bunkers, points of entry must be clearly
specified.
AFV’s may not move through structure walls, or entrances physically larger than
the AFV.
Units may move an equal horizontal and vertical distance in their turn.
Note: ruined/destroyed structures are considered Area Terrain, but still may not be
entered by
AFV’s.
Indirect fire weapons may only strike one floor of a building at a time.
Max Officer Rank

Each Company is limited to one Max Rank officer. The maximum rank
of the officer depends on the number of AP being played. This AP is
the total per side and not just the Assault Force.

AP Total Max Rank


1-500 1
501-1000 2
1001-1500 3
1501-2000 4
2001+ 5

Max Assault Officer Rank

This rule is same as the Max Officer Rank rule except the maximum
rank is determined by the size of the Assault Force.

Max Range for unlimited abilities

For all abilities and weapons that do not have a defined maximum
range, the maximum range band is 12. This includes lock shot
weapons, artillery, laser pointers, "Front Line Officer", and teleporting.

This does not include the Nova Special ability, Disruption,


Interference, or Therian Routines.
Team Play

The following rules are used when playing with 2 or more players per
side.

Force Construction

1. Each side is only allowed 1 Max Rank Officer.


2. Each player is allowed to play a different faction.
3. Each side has its own AP pool that the players can divide as they
see fit.
4. If playing with officer limits, the max rank is determined by the
AP total of the Side.

During the game

1. The highest ranking officer on a side is the company


commander.
2. Each side only has 1 leadership pool.
3. Each player has their own activation sequence.
4. Each team has one reinforcement point pool.

Unless otherwise noted, each factions advantages and disadvantages


apply only to the
owning player and
not the side.
Close Combat
When a unit in close combat is fired upon its receives a 6+ cover save that may not be
modified, if this save is passed the shot hits an enemy unit of the enemy players
choosing.

When a unit disengages from combat it may make one move at half speed and if it
chooses to disengage it may do nothing else for the rest of that activation .

Orders
Supressing Fire/Overwatch- follows the normal rules for overwatch but with the
exception that a unit on overwatch may spend its overwatch to cancel an enemy
overwatch. The unit must have Line of Sight to the enemy and must be able to hit the
enemy as in a shooting attack. i.e. a unit with accuracy 1 could cancel a unit at range
6, but not range 7.

(For example, sierra alpha is on overwatch. So is the unit of Krasny soldaty across the
street. Sierra bravo moves and triggers the Krasny Soldaty’s overwatch. Sierra Alpha
may elect to spend their overwatch to cancel out the enemies.)

Order: Dig in! (2LP) the unit gains a 6+ cover save if in the open and a 4+ cover save
if in cover, this save cannot be negated.

Order: Incoming! (1LP) Whenever a unit would be pinned by a template weapon, it


may ignore the effect of pinning on a 4+, this effect lasts until the start of your next
turn.

Order: Improvised Specialist (2 LP) This order allows one member of a unit to gain
the ability of one of the following specialists on a roll of 6+, this effect lasts until the
start of the next turn.
-Combat Engineer
-Medic
-Tech Warfare
-Mechanic
AT-43
Mission
Generator Designer’s Notes
Since its release, many serious fans of AT-43 have developed their own “pick-up play” systems
to provide an alternative to the prescribed terrain setups and play areas that all but two of the
Standard Missions in the rulebook and all the published Scenarios provide. They have also
developed their own rule sets for using terrain other than that which is covered by the official
AT-43 ruleset. There is no agreement on these mission or terrain systems, however, and they
vary widely from user to user.
This Mission Generator attempts to accomplish three goals:
1) Create a set of unified rules for use of 28mm terrain in AT-43
2) Create rules for balanced game table setup with or without use of random missions
3) Create a table of balanced missions to roll a d6 on for random mission determination
The Mission Generator draws from several different sources including mission systems used at
conventions, a pair of AT-43 random mission card sets, and documents produced by players to
describe how pick-up play is handled in their gaming clubs. It is not meant to replace other
methods of play, but to supplement them.
Unfortunately, AT-43 does not have as robust a player base as other games and so the
opportunities for local playtesting have been difficult to create. Therefore, this Mission
Generator is being released in an Alpha state for testing by the general AT-43 community.
This is to be considered a living document.
The success of the Mission Generator can only truly be measured by how widely it is adopted by
the AT-43 community, and therefore it only makes sense that this community have a voice in its
development. The creators therefore heartily encourage you to send any and all feedback on use
of the Mission Generator to:
at43missiongenerator@gmail.com
Game Setup Rules
Step 1 – Determine Play Area
Use the following chart:
AP Total
1,500 2,000 2,500 3,000 3,500+
2 players 3’ x 3’ 3’ x 3’ 4’ x 4 ’ 4’ x 4’ 4’ x 6’
3 players 3’ x 3’ 3’ x 3’ 4’ x 4’ 4’ x 4’ 4’ x 6’
4 players 4’ x 4’ 4’ x 4’ 4’ x 4’ 4’ x 6’ 4’ x 6’

Step 2 – Secondary Objectives and Bunkers


Secondary Objectives
Each player will have the ability to nominate Secondary Objective positions on the board after
terrain placement. If both players have Container terrain pieces, it is recommended to use
them as Secondary Objectives to keep with the flavor of AT-43. Otherwise, each player may
use coins or other tokens as markers. If using any kind of markers the Secondary Objective is
considered to be a 10cm circle around the marker.
Secondary Objectives are placed after all other terrain and Objectives are on the board.
Bunkers
Bunkers may be fielded only through the purchase of Bunker Units per the Operation Frostbite
rulebook. All normal rules for Bunkers apply – they are to be considered Neutral Drop points,
and Bunker Units may only enter play through a Bunker. Bunkers count towards the
allowance of Drop points allotted to a player (see Step 5 – Tactical Positions).
Size of Play Area
3’ x 3’ 4’ x 4’ 4’ x 6’
Secondary Objectives per player 2 3 4
Bunkers per player 0-1 0-2 0-3
Therian Nanogenerators and Karman Crystal terrain purchases follow the given rules in the
Operation Frostbite rulebook.
Step 3 – Select Mission
If you wish to use a random mission roll a six-sided die against the mission table at the end of
this document to select the mission to be played.
These Game Setup rules will support simple “to the death” and “objective holding” style
missions. Random Missions 1 and 2 will suggest RP and VP guidelines which you may then
utilize or alter to your tastes. In any case, Mission selection effects terrain placement and tactical
positions, so select your Mission before proceeding.
Step 4 – Terrain Placement
For Standard terrain placements, players roll a d6 and the player with the highest roll may choose
who places first. Terrain placement then proceeds clockwise around the table. Containers
being used as Secondary Objectives, and purchased terrain elements, are not placed in Step
4.
Step 5 – Tactical Postions
Missions whose Tactical Positions are listed as “Standard” use the following rules. Unless
specified otherwise by mission setup, players roll a d6 and the winner chooses their access zone
first.
Permanent Access Zones
All permanent access zones must be determined before any other tactical positions. Players
should roll off for selection of board edge, with the highest number choosing the first edge and
selection then proceeding clockwise.
If the mission does not specify the access zones to be used, the permanent access zone placement
will always follow the same patterns, for example:
For play on a 3’ x 3’ board with four players, each player has a 12” access zone in the middle of
a table edge.
For play on 4’ x 6’ boards with three players, use the basic setup for the 4’ by 4’ board but
extend the long zones to 36” and the short zones in the corners for players 2 and 3 to 24”.
For play on 4’ x 6’ boards with two players, use 36” access zones on opposite table edges.
For play on 4’ x 6’ boards with four players, extend the long zones to 36”, each placed in the
middle of a table edge.
Drop Zones and Neutral Access Zones
If the mission does not specify otherwise, each player gets 2 Drop Zones, or 2 Neutral Access
Zones, or one of each. A Bunker, if purchased by a player, counts as a Drop Zone from this
allotment.
Drop Zones, Bunkers, and Neutral Access Zones are placed after all other terrain.
Neutral Access Zones are 20cm in length. No Neutral Access Zone may be placed within 30cm
of a permanent access zone.
Drop Zones may be specified pieces of terrain, or designated locations on the table. Drop Zones
may not be placed within 30cm of an objective.
VI – Place Objectives and Purchased Terrain
If the mission to be played requires the use of Objectives they should now be placed on the table.
No Objective may be placed within 20cm of any board edge.
No Objective may be placed within 20cm of any other Objective.
No Objective may be placed within 30cm of a permanent access zone.
Secondary Objectives are then placed, followed by purchased terrain pieces.
VII – Finalize Armies
Players should now make any desired adjustments to their army lists, and begin the game.
Special note for high AP-value games:
If players should choose to engage in very high AP-value games, they may wish to increase the
RP generated by capturing and controlling Secondary Objectives as specified by the mission.
For 5,000 – 7000 AP games, we suggest doubling the RP amounts.
For games larger than 7000 AP, we suggest tripling them.

Mission 1 – Kill Em All!


Forces Available:
Each player has equal AP available. Assault to Reinforcement ratio is 2:1.
Tactical Positions:
Standard.
Primary Objectives:
- Eliminating an Infantry unit: 2 VP
- Eliminating a unit of armored fighting vehicles: 1 VP
- Eliminating an officer: 1 VP
Secondary Objectives:
- Capturing a container or tactical position: 150 RP
- Controlling a container or tactical position: 100 RP
Cease Fire:
The game is over after Round 6. The player who has the most Victory Points wins. If any two
players have the same number of Victory Points, the game is a draw.
Variations:
For extra variety, roll a d6 after the Kill Em All! Mission is rolled.
1-2 – Play the mission as normal
3-4 – Scouting Mission! Assault to Reinforcement ratio becomes 1:3. Capturing a secondary
objective is now worth 250 RP, and Controlling a secondary objective is 200 RP.
4-6 – Assassination! Company Commanders on foot are worth 3 VP. Company Commanders
in Type 2 or higher Combat Striders are worth 5 VP. You may generate VP on a single
Commander twice, once for destroying their Combat Strider, and again for killing them on foot.
Mission 2 – Hold That Ground!
Forces Available:
Each player has equal AP available. Assault to reinforcement ratio is 2:1.
Tactical Positions:
Standard
Primary Objective:
The center of the board is designated Objective Point Alpha.
- Capturing Point Alpha: 5 VP
- Controlling Point Alpha: 1 VP
- Eliminating any enemy unit: 1 VP
Secondary Objectives:
- Capturing a container or tactical position: 150 RP
- Controlling a container or tactical position: 100 RP
Cease Fire:
The game is over after Round 6. The player who has the most Victory Points wins. If any two
players have the same number of Victory Points, the game is a draw.
Mission 3 – Resource Control
Forces Available:
Each player has equal AP available. Assault to reinforcement ratio is 2:1.
Tactical Positions:
Standard
Primary Objectives:
A number of Objectives equal to the # of players +1 is to be placed on the table. The players roll
a d6, and the winner chooses who places the first Objective.
- Controlling an Objective: 1 VP
Secondary Objectives:
- Capturing a container: 150 RP
- Controlling a container: 100 RP
Cease Fire:
The game is over after Round 6, or when one player has 5 VP after the Control Phase. If all the
players have the same number of victory points the game is a draw.
Mission 4 – Combat Landing
Forces Available:
Each player has equal AP available. Assault to reinforcement ratio is 3:1.
Tactical Positions:
Each player is given three Landing Zone markers. Each marker will create a Deployment Zone
in a 10cm radius around the marker.
The players roll a d6 and the players with the highest roll chooses who places the first token.
Placement then proceeds clockwise.
No Landing Zone marker may be placed within 20cm of another Landing Zone token.
Each player then also places one 20cm Neutral Access Zone on a table edge. There may not be
two Neutral Access Zones on a single table edge.
Primary Objectives:
- Eliminating an Infantry unit: 2 VP
- Eliminating a unit of armored fighting vehicles: 1 VP
- Eliminating an officer: 1 VP
Secondary Objectives:
- Capturing a container or tactical position: 150 RP
- Controlling a container or tactical position: 100 RP
Cease Fire:
The game is over after Round 6. The player who has the most Victory Points wins. If any two
players have the same number of Victory Points, the game is a draw. If only one player’s army
remains on the table by the end of the game, that player is the winner by default.
Mission 5 – Hold The Line!
Forces Available:
For an even number of players, each player has an equal number of AP available. For three
players, the Defender gets twice the combined AP of the Attacking players. For four players
there will be two Defenders operating as a team, and two Attackers operating as a team.
The assault to reinforcement ratios are as follows: for the Attacker(s) 3:1, for the Defender(s)
1:1.
Tactical Positions:
Prepared Position (see the main AT-43 rulebook).
Each player rolls a d6. The winner will be the Defender for this mission. If there are 4 players
the Defender may either choose a willing partner, or the remaining players roll a d6 and the
winner is the second Defender.
The Defender chooses a table edge (it must be a long table edge on a 4’ by 6’ table), and has a
Deployment Zone from this table edge to the middle of the table. The opposite table edge is the
Attacker’s permanent access zone.
The Defender then places one 30cm long Neutral Access Zone on a remaining table edge,
The Attacker is allowed to place 2 Drop Points. The only restriction is that they may not be
within 30cm of the Neutral Access Zone.
Primary Objectives:
Beginning at the end of Turn 2, either team may begin accruing Victory Points.
During the Control Phase, the Defender earns 5 VP for every turn that the Attacker has no units
in his half of the table, and 2 VP for every turn the Attacker does have units in his half of the
table.
The Attacker earns 3 VP for every turn he has units in the Defender’s half of the table. In
addition, the Attacker earns VP for evacuating units off the opposite table edge from his access
zone: 5 VP for infantry units and 2 VP for AFV units.
Secondary Objectives:
- Capturing a container or tactical position: 200 RP
- Controlling a container or tactical position: 150 RP
Cease Fire:
The game is over after Round 6 or when one player earns 15 VP. If two players or two teams
have the same number of VP, the game is a Draw.
Mission 6 – Rescue
Forces Available:
Each player has equal AP available. Assault to reinforcement ratio is 3:1.
Tactical Positions:
Access Zones are Standard. No Drop Points may be placed within 30cm of the table center.
Primary Objectives:
After all Tactical Positions have been determined, put a model in the direct center of the table.
This is the model to be Rescued. It may not be killed.
In order to Rescue the model, an Infantry or Soldier unit must end its movement within
Coherency range. The Rescue model is then considered part of the Infantry or Soldier unit,
which becomes the Escort unit. To win the game, an Escort unit must evacuate itself entirely off
any table edge.
If the Escort unit is engaged in Close combat, the Rescue model is detached from the unit and
must be re-acquired by an Infantry or Soldier unit. If the Escort unit is destroyed, the Rescue
model is now considered Free.
At the beginning of every game Round in which the Rescue model is unescorted, it will panic
due to the battle taking place around it and make a 14cm movement in a random direction. Place
the template over the Rescue model and roll a d6 to determine the direction.
The Rescue model is subject to all normal terrain restrictions. It will move towards the closest
entrance of a building that its path encounters. If it encounters Dangerous or Impassive terrain,
it will finish its movement along the edge of that terrain element adhering as closely as possible
to the direction rolled.
If it reaches a board edge it will remain on the board and finish its movement adhering as closely
as possible to the direction rolled.
Secondary Objectives:
- Capturing a container or tactical position: 200 RP
- Controlling a container or tactical position: 150 RP
Cease Fire:
The game is over when the Rescue model is Evacuated from the battle, or after 6 turns on a 3’ x
3’ table, 7 turns on a 4’ x 4’ table, or 8 turns on a 4’ x 6’ table.
Appendix I: Assault/Reinforcement Splits
The AT-43 Mission Generator expresses Assault/Reinforcement splits as ratios in
order to support the widest potential Company AP sizes as possible.
Use the following chart to cross-reference the total AP of your Companies with the
given Assault/Reinforcement split for your mission to determine the size of your
Assault Force.
Each row represents the split for Companies whose AP begins at the value listed,
and up to the value of the following row. For example, a 1750 AP company uses
the “1500” row. A 6300 AP Company uses the “6000” row.
AP Size of Assault Force
Total Company
AP
1:1
Split
2:1
split
3:1
split
1500 750 1000 1125
2000 1000 1300 1500
2500 1250 1700 1875
3000 1500 2000 2250
3500 1750 2300 2625
4000 2000 2700 3000
4500 2250 3000 3375
5000 2500 3300 3750
5500 2750 3700 4125
6000 3000 4000 4500
6500 3250 4300 4875
7000 3500 4700 5250
7500 3750 5000 5625
8000 4000 5300 6000
8500 4250 5700 6375
9000 4500 6000 6750
9500 4750 6300 7125
10000 5000 6700 7500