This action might not be possible to undo. Are you sure you want to continue?
“On the move. Stay on the move.” “Roger. Kill kill kill.”
The Conquistadores El-Santokkem trudged forward in the blizzard, their exo armor protecting them from the subzero temperatures. Thermal imaging and combat sensors allowed the nobles to keep moving forward in the right direction. Mere minutes ago, the Conquistadores had just destroyed a primitive camp and they were moving to the next one. Their orders were to eliminate all primitive forms of life that would potentially hinder strip-mining in the area and they had executed them with a brutal precision “I’m picking something up.” The captain came up to what looked like a concrete hut and punched through it. The horrifying armor amplified his strength by many times and the wall came down, revealing several life forms that, in reaction to the cold and fear of the large armored being, began to run away.
“Life form: Hostile. Designation: Annihilate”
The Conquistadores opened fire with their phasers, turning the primitives into ash, which soon mixed with the snow.
“On the move. Stay on the move.”
Welcome to the Crimson Galaxy. This is the only welcome you’ll get during your time here so be sure not to overstay it, for there are all sorts of folk looking to get ahead in life in this brutal society and you’re just standing in their way. Here are a few things that you should know before you begin your journey… Game Requirements In order to play this game, you will need the following: A copy of these rules A selection of 6, 8, 10, 12, and 20 sided dice. 12 sided dice are the most important as the game is based around them, so it is recommended that you have at least six D12’s with one or two of all the other dice types. Miniatures or some sort of token to use in place of miniatures. The preferred scale is 25mm or 28mm but no reason why you can’t house rule something else. A ruler (retractable rulers are recommended!) Counters for unit actions (these aren’t a true requirement but they speed up play) A space to play At least one other person to join you! Dice Standard notation used for describing dice is to put a ‘D’ and then the number of sides that the dice has. For example, a D6 is a dice with 6 sides; a D12 is a dice that has 12 sides, and so on. Crimson Galaxy primarily uses the D12 unless otherwise noted. If a number comes before the D, then it means that you roll that number of dice. For example, 2D12 means that you roll 2 D12’s. If you are short on dice you can choose to either roll 1D12 then roll another one, or you can multiply the score by two. For example, if a weapon requires you to roll 3d6 for its damage, you roll three 6 sided dice (or roll 3 D12’s and halve the scores). Say you get a 3, a 2, and another 3 on 3d6: the total score of the dice is 8. Measuring Measurements in this game are always measure in inches. Sometimes you must measure in this game, whether to measure the distance of a ranged attack or to see how far a model moves. You must always declare what you intend to do before measuring. Measurements in this game are always measure in inches. For example, if a model has a Speed of 4, then it moves 4 inches. When you are measuring distances between 2 models, measure the distance from bases of the models in question. This is especially important for measuring distances between models when determining if a weapon is in range. Regardless, you must always measure from the base of a model or from the nearest edge of a building. A player may never measure the distance before committing to an action that he or she gives his or her models.
T " hey say they'll they rise up. They say they'll show us our ignorance and why we're wrong. They all have some variation, but in the torture chamber all they say is “please don't kill me"" . -Attributed to Interrogator Mordin de Toya Y Salinez
A Preface on Fairness and Sportsmanship Given that this game has so many different types of units, armor, vulnerabilities, and other abilities, it is nearly impossible to make sure that every game is equally balanced. This is not to say that we haven’t done our best (we have mathematically tested out the options to ensure as fair a playing field as possible), but sometimes something slips through the cracks! Alternatively, perhaps there is an ambiguous rule that each player has a different interpretation on. This game will work best for you if you play by Rules as Intended (RAI). We recognize that there are benefits to Rules as Worded (RAW), but for this game we recommend using RAI for rules disputes. We also recommend having a neutral 3rd party on standby for any rules questions. Alternatively if you email us at email@example.com, we will get back to you ASAP! That being said, we don’t mind if you make “powerful” lists, just be aware of the environment you’re in. And on the other hand, if you lose to an opponent, don’t immediately call “waaah broken”. Look at your own list first before accusing your opponent. This is first of all a “game”, and it takes place between multiple players. How enjoyable the game is depends on all players, not just one! Settling Disputes For all disputes which cannot be solved using the rules as intended, all players involved in the dispute roll 1D12. The player with the lowest result wins. If there is a tie, roll until there is a winner. Arithmetic You don’t need to be a math major to play this game, although basic arithmetic is useful. For any number disputes involving math, always use the order of operations (PEMDAS). This means that if a model with a Strength of 8 has taken the Dire-Bal combat drug (Strength x2) and is affected by a Muscle Deterioration toxin (-4 Strength), its final Strength would be 12, because ((8x2)-4) is equal to 12. Fractions In some instances in the game where arithmetic needs to be applied the result will be a fraction. All fractions must be rounded UP to the nearest whole number. Control versus Ownership Ownership in this case is defined as a model that you are using for your army in the game of Crimson Galaxy that you are playing. This means that it has a place in your army list. Thus, a model you “own” is one that you began the game with. Control is defined as a model that is currently an allied model that you have the potential to give orders to. It is possible to lose “control” of a model if an opponent has an ability that allows them to “control” your models. Contradictions between Main Rules and Supplements Sometimes there will be a contradiction between the main rules and a piece of equipment or a special ability. In all cases, the equipment or special ability takes precedence. Furthermore, “can’t” will always trump “can” except in the case above with equipment or special abilities interacting with the main rules.
Model Characteristics In Crimson Galaxy, there are ten main characteristics. It may sound like a lot, but this enables a solid foundation for the game and reduces the need for “chrome”. MEx REx Stealth Com Reason Status Speed Str Arm Res 10 10 M 6 6 C 5 8 3 1 Human 12 6 M 5 2 C 5 10 5 1 Juggernaut Furthermore, there are three types of characteristics: Combat, Psychological, and Physical. Combat MEx (Melee Experience): How experienced the model is in hand-to-hand combat. A model with a MEx of zero cannot fight in melee combat and is automatically hit. REx (Ranged Experience): How experienced the model is in ranged warfare. A model with a Rex of zero cannot use any ranged weapons. Stealth: Determines the size of the model and how agile it is. Psychological Com: (Command): How well the model commands or is commanded. Reason: How intelligent the model is. Stat (Status): Determines the willingness to fight and a model’s mental strength Physical Speed: How fast the model can move. If Speed becomes zero, the model cannot move. Str(ength): How strong the model is. If a model’s Str is reduced to zero, the model is removed from the game as a casualty. Arm(or): A combination of how tough a model is and its armor’s defense. If Arm becomes zero, the model is removed from the game as a casualty. Res(ilience): How many points of damage a model can sustain before dying. When Res becomes zero, the model is removed from the game as a casualty. Note the two statlines above. The Human has what is considered “average” statistics. The Juggernaut, a shock and awe element of the Children of Vlaadonexar is bred for combat. It has higher MEx but very poor REx, and poor psychological stats. However, its Physical stats are superior and it can both give and take a beating! Characteristic TestsSome items or abilities may require you to take a Characteristic Test. The characteristic you test against will be noted. In order to take a characteristic test, you roll a D12 and compare the result with the characteristic. If the D12 result is equal to or less than the characteristic, the test was passed. Otherwise, it is a failure. For example, a Human comes across a highly advanced weapon, perhaps the remnants of an extinct race. In order to use it, the Human must take a Reasoning Test. This means that the Human takes its reasoning stat of 6 which means that it needs to get a 6 or lower. BasesAll models must be on the appropriate sized base. This base is determined by their Stealth value. The shape of the base is unimportant as long as it retains the same dimensions. Custom bases are allowed provided that they have the correct dimensions. XS, S, or M: 25mm base L: 40mm base XL: 60mm or 80mm base
Model Facing and Orientation Models are assumed to be facing the way the model is position. Models that are part of a unit have a 180 degree line of sight; models without a unit have a 360 degree line of sight. Facing: The way a model faces is important because bases are divided into two halves: Front and Back. These are known as facings. A model may only target an enemy in its Front facing. Determining Line of Sight Many actions and abilities require that a legal target be within line of sight. In order to determine if a model has line of sight to a target, look at the target from the model’s point of view as best you can. First of all, the target must be within the Front facing of your model. Get down to the model’s head level and see from there. The issue of whether a model has line of sight or not is a black or white issue-both your opponent(s) and you should agree it does or does not. If there is a dispute, resolve it as noted earlier. In order to determine if a target is in cover, draw a line segment from your model’s Front facing to the target. If the line passes through a non-friendly unit or a piece of terrain design on its way to the target and the target is partially obscured from the attacking model’s view, the target is said to be in cover. You can determine which is which later. Models Being “Obscured” A model or object is considered “obscured” if part of its presence (meaning the model and its base) are block from sight when determining if a model has line of sight to its target. Note that accessories such as weapons and overly excessive hairstyles such as mohawks (all too common in the Crimson Galaxy!) do not count as part of a model’s presence. And as a rule, at least 25% of a model needs to be blocked from view in order to count as obscured. Rerolling Dice If a rule or ability allows you to reroll a dice, you may take the dice and roll it again. In all cases, you must use the second result, and a dice may never be rerolled more than once.
Those who focus too much on the past are doomed to be slaves to it
All about Death (2edgy4u), and Some Useful Terminology Base to Base Two or more models are “base to base” if the rims of their bases are all physically touching. Hit A “hit” is an abstract concept that is allocated to a model (from some source) that has the ability to do damage or apply and effect. . An “automatic” hit is a hit that did not require a “to-hit” roll. Death When a model is reduced to zero Res, it is considered dead. Remove it from the game as a casualty and place it in a “dead zone”. Dealing Damage There are many ways to deal damage. The most common way is through the use of weaponry. Whenever a weapon successfully wounds (this is terminology for a hit from a weapon resulting in a successful to-wound score), the model the hit was allocated against reduces its Res by a number equal to the Damage dealt. The “Dead Zone” Each player has a Dead Zone. This is simply some space that is off of the main gaming table that is a collection of a player’s models that have been removed as casualties. The Dead Zone is used for quick reference for points after a game is finished. Scattering/Scatters When a model, hit, or anything else “scatters” any amount in inches, roll a D12 and apply it to a clock face lying down, with 12 facing the north part of the board. Compare the result to the location of the number of the clock face and move the model/hit/template in that direction by that many inches. Stationary A model is “Stationary” if it did not use any Movement actions during its last Activation. Actions There are 3 different types of actions: Movement, Combat, and Tactical. Splitting Up a Unit When you activate a unit, you may choose to split up the unit. A unit may only be split up once and it must be in equal parts, however if the unit has an odd number of models then you may have an uneven split with a difference of 1. Once you declare that you are splitting a unit, all models in from the original unit reduce their AP by 1 to a minimum of 1. Then, one of the two parts of the now split unit must be given a Movement action and be given actions until it is Expended. You may then proceed as normal with the other part of the unit. This native populace does not comprehend our language nor can it accept our demands. It is our fortune that pain and suffering are universally understood -Lootnit Kommandant Hans Quderian XVII
Movement Actions Maximum Movement Allowance: When a model is given a Movement action, that model is given a Maximum Movement Allowance of inches it can move. The precise amount will be noted in the Action. A model may be moved any number of inches up to its maximum movement allowance, and all movement subtracts from the maximum movement allowance. Once a model has moved enough to where its maximum movement allowance is 0, it is done with its action. A model may never be moved off of the board unless it is Shaken, Routing or Broken. Models In the Way: During a movement action, the model may never be within 1" of an enemy model nor may it end a movement action within 1” of an enemy model. A model may never pass through a friendly model either, but it may end its move or be within 1” of one. Turning and Facing: As you move the models, it can be turned on the spot to face in any direction once without any movement penalty. However, if you would wish to rotate it again, you must reduce its movement allowance by 1”. Therefore, a model that wishes to rotate any additional times during a Move action must leave sufficient movement allowance or it will not be allowed to rotate. Moving and Close Quarters Combat Before doing any moving, you may declare that an activated model you control in base to base contact with an enemy model may use a Move action to leave base to base contact with an enemy model, but it immediately replaces its status with Shaken. Minimum Movement Allowance Unless a model has a Speed of less than 1, a model may always move 1 inch. Advance (1 Action Point) The model is given a Maximum Movement Allowance equal to its Speed characteristic. If the model is Shaken: The model must move in the opposite direction from any enemy units and towards the nearest piece of terrain that has not been labeled as Dangerous. If the model already used a Combat or Tactical Action this turn: The model's Maximum Movement Allowance is halved.
See the dwarfs and the giants…which one which you choose to be? -Scott Walker, the 30th century man (time traveler)
Climb (1 Action Point) This action may be used when a model wishes to move up a vertical surface. It is given a Maximum Movement Allowance equal to its Strength characteristic. Note that climbing up any surface counts as moving on Very Difficult Terrain, so all movement will reduce movement allowance by four times as much. As long as this model does not reach a surface in which it may move without using another Climb action, it is considered to be “climbing”. A “climbing” model must use at least one Climb action during its Activation, and must take a Strength test when it finishes its action or it will fall. If a climbing model fails to use Climb during its activation, it will automatically fall. If the model is Shaken: The model must also take a Strength test before Climbing or else it will lose its grip and fall. Falling: When a model moves from, jumps or falls from a height onto a lower surface, it will have an automatic hit allocated against it. Consult the following chart for the strength, damage, and type of hit. The strength of the hit is considered to be Primitive. Height Strength of Hit Damage of Hit Type 3 1 0-3” 6 1 3-4” 10 D3 Crushing 4-6” 14 D6 Crushing 6-9” 18 2D6 Crushing 9-11” +4 +D6 Crushing Every 2 inches thereafter Crushing: The damage dice must be rerolled if it was not lethal. On the Double (2 Action Points) The model is given a Maximum Movement Allowance equal to double its Speed characteristic. If the model is Shaken: The model must move in the opposite direction from any enemy units and towards the nearest piece of terrain that has not been labeled as Dangerous. If the model already used a Combat or Tactical Action this turn: The model's Maximum Movement Allowance is equal to its Speed characteristic. Power Jump (0 Action Points) A model may only be given a Power Jump action through the use of a Triggered Ability. When a model uses a Power Jump action, choose a point in the model’s line of sight that is within 2X” of it, where X is the model’s Speed. Then, scatter that point D3” and place the model there. If multiple models are given a Power Jump action, only roll for scatter once.
And so it has been foretold: The meek may inherit the earth, but the strong shall conquer the galaxy.
Combat Actions A model may only use a single Combat Action per activation. Ranged Attack (1 Action Point) A model given a Ranged Attack action must fire with one of its Ranged weapons (to be defined later) at a target unit of your choice. A Ranged Attack action costs 1 (one) Action Point to use. Listed here are the following steps that one must take for a Ranged Attack action. Note that while there may seem to be a lot of steps, it is because it is an exhaustive list and in reality completing a Ranged Attack action won't take long at all. 1. Choose the weapon that the model is using for its Ranged Attack 2. Choose a target that this model will be firing at for its Ranged Attack 3. Measure the range from this model to the target and check that it has line of sight. If you are in range and have line of sight, proceed to Step 4. If the model is not in range or does not have line of sight to the target, the model fails to hit and ends its action. Firing at Models in Base-to-Case Contact with Each Other You may target an enemy unit that is in base to base with a friendly model(s), but any model wishing to do so must pass a Command test or it forfeits the action. If the enemy unit is obscured by friendly models, count them as in light cover (if the friendly models are Arm 5 or less) or heavy cover (if the friendly models are Arm 6 or higher). Then roll to hit as normal. If you hit, then roll an additional D12: on a 6 or less, you successfully hit as normal. On a 7 or higher, your opponent allocates the hit to any friendly model in base to base with the targeted unit that he or she controls. If the enemy unit was obscured by any friendly models, any misses are allocated as if they were hits against the friendly squad. In all of the above cases, any allocated hits must be against models that are in base to base with eachother. 4. Determine the Base To-Hit Score of the model. Base To-Hit Score In order to determine your model's Base To-Hit Score, take its ReX Characteristic and subtract the target unit's Stealth Rating from it. Stealth Rating To determine the target’s Stealth Rating, take the target's Stealth Characteristic and apply it on the chart below. XS S M L XL 6 5 4 3 2 No Cover 7 6 5 4 3 Lightly/Soft Cover Lightly/Hard Cover 8 7 6 5 4 9 8 7 6 5 Heavily/Soft Cover Heavily/Hard Cover 10 9 8 7 6 Lightly vs Heavily A model is defined as being Lightly in cover if less than 50% of the model is obscured. A model is defined as being Heavily in cover if 50% or more of the model is obscured. If there is any argument about if a model is Lightly or Heavily in cover, the owner of the target model/unit must roll a D12: On a 1-6 the model is Heavily in cover, on a 7-12 the model is Lightly in cover.
Soft Cover vs Hard Cover Soft Cover and Hard Cover should be decided before the game. Typically, organic matter is soft cover (i.e. bushes, plants) whereas tough materials such as dermasteel should be hard cover. Stealth Characteristics with Modifiers Some models like elite troops or Heroes have a modifier in their Stealth Characteristic, like M+1. This means that after determining its Stealth Rating, add X to that number. For example, a model with a Stealth Characteristic of M+1 is Heavily in Soft Cover, so it would normally have a Stealth Rating of 7. However its Stealth characteristic is M+1, so you add 1 to its Stealth Rating so it now has a Stealth Rating of 8. Modifier’s to a Model’s To-Hit Score Take the base to-hit score and modify it as follows. This is not an exhaustive list. Modifier Reason Target was Stationary during its last activation +1 Model previously used a Movement action during this activation and is -1 using its weapon’s Long Range band to attack its target Model is firing from a moving platform -1 Target moved 10” or more during its last activation -1 Bad weather conditions -2 Penalty for to-hit score at Night, Short/Long Range respectively -1/-2 Extremely bad weather conditions -4 Halve the base to-hit Model is climbing, or firing from a moving platform using its weapon’s Long Range band score Once you have applied all the proper modifiers, you will have your Final To-Hit Score. Note that regardless of the Final To-Hit score, a model will always successfully hit on the D12 roll of a 1. However, depending on the modifier, it could have adverse effects as shown later 5. Roll X D12, where X is the weapon's Rate of Fire against the Final To-Hit Score. For each result that is equal to or less than the Final To-Hit score, one hit is scored. If no hits are scored, the model ends its action. 6. Allocate any hits from any models in the unit that used a Ranged Attack action. First, the owner of the target will be allowed to allocate the first three hits to his/her models. Then, then you get to allocate one hit. Then the owner gets to allocate another three hits, and so on and so forth. Heavy Weapon hits are allocated first, then Special, Standard, and finally Close Combat. Allocating Hits When a player allocates hits from a Ranged Attack action, it must allocate hits to legally targetable (eligible) models (i.e. not hiding), and hits must first be assigned to models that do not have hits allocated to them. If there are still more hits to be allocated and all eligible models have a hit allocated against it, repeat the process except that hits must be assigned to models that have a single hit allocated against them, and so on and so forth (i.e. if the process must be repeated again, it would be “hits must be allocated to models that have two hits allocated against them”, ad nauseam) until all hits have been allocated.
7. Determine the to-wound score. Determining the To-Wound Score One at a time, take a hit that was allocated against the target. Subtract the target’s Armor from the hit’s Strength. This is the base to-wound Score. Modifiers to a To-Wound Score Modifier Reason Target is wearing Primitive Armor (or no armor) and the hit came from a +1 Conventional weapon Target is wearing Conventional Armor and the hit came from a Primitive weapon -1 If the hit came from a model with a negative to-hit score, subtract that amount from X the To-Wound score. After applying all modifiers, you will now have your Final To-Wound score. Unlike in rolling to hit, a 1 will not always be successful. 8. Roll a D12 against the To-Wound score, if the result is less than or equal than the Final To-Wound, then you have successfully done damage. 9. Apply any damage. If the damage is variable, i.e. “D6”, then roll a D6. That is how much damage will be done. Covering Fire (1 Action Point) A model given a Covering Fire action must fire with one of its Ranged weapons (to be defined later) at a target unit of your choice. A Covering Fire action costs 1 (one) Action Point to use. Listed here are the following steps that one must take for a Covering Fire action. 1. Choose the weapon that the model is using for its Ranged Attack 2. Choose a target that this model will be firing at for its Ranged Attack 3. Measure the range from this model to the target and check that it has line of sight. If you are in range and have line of sight, proceed to Step 4. If the model is not in range or does not have line of sight to the target, the model fails to hit and ends its action. 4. Determine the Final To-Hit score. Base To-Hit score for a Covering Fire Action As Covering Fire is used to represent a model wildly firing, REX and Stl are not used. Instead, a model will always have a Base To-Hit score equal to ½ of its REX. Modifier’s to a Model’s To-Hit Score Take the base to-hit score and modify it as follows. This is not an exhaustive list. Modifier Reason Target was Stationary during its last activation +1 Model is firing from a moving platform -1 Target moved 10” or more during its last activation -1 Bad weather conditions -2 Penalty for to-hit score at Night, Short/Long Range respectively -1/-2 Extremely bad weather conditions -4 Halve the base to-hit Model is climbing, or firing from a moving platform using its weapon’s Long Range band score Once you have applied all the proper modifiers, you will have your Final To-Hit Score. Note that regardless of the Final To-Hit score, a model will always successfully hit on the D12 roll of a 1.
5. Roll X D12, where X is the weapon's Rate of Fire against the Final To-Hit Score. For each result that is equal to or less than the Final To-Hit score, one hit is scored. If no hits are scored, the model ends its action. 6. Determine the to-wound score. Determining the To-Wound Score One at a time, take a hit that was allocated against the target. Subtract the target’s Armor from the hit’s Strength. This is the base to-wound Score. Modifiers to a To-Wound Score Modifier Reason Target is wearing Primitive Armor (or no armor) and the hit came from a +1 Conventional weapon Target is wearing Conventional Armor and the hit came from a Primitive weapon -1 If the hit came from a model with a negative to-hit score, subtract that amount from X the To-Wound score. If the To-Wound Score is zero or less, discard the hit. Do not roll to-wound, just count the amount of To-Wound Scores that are equal to one or higher. 7. The effects of Covering Fire Determining the effects of Covering Fire For each to-wound score with a positive number allocated against a target unit with a model using a Covering Fire action, place a “Fire” counter next to the target. A unit with one or more “Fire” counters must take a test for Suppression, with a positive modifier equal to each Fire Counter beyond the first. If the test is passed, remove all “Fire” counters for that unit. If the test is failed, place a Suppression counter next to that unit.
I have traveled far and wide through many different times… I saw the Dominions’ corpses devoured by flies I have traveled far and wide through many different times… I saw the unholy legions of Ir-Savvan rise I have traveled far and wide through many different times… I heard the screams as the galaxy died
Assault (1 Action Point) A model given an Assault action must use one of its Hand weapons or Close Combat weapons to attack a target model in base to base contact. Listed here are the following steps that one must take for an Assault action. 1. Choose a model in base to base contact with this model. If this model is not in base to base with another model, you may move it using a Maximum Movement Allowance equal to half of its Speed, following all rules for movement with the exception that it may be within 1” of an enemy model. As long as this model comes into base-to-base contact with another model, proceed to step 2. Otherwise, this model ends its action. 2. Choose a Hand weapon to attack the target model with. 3. Determine the base to-hit score of your model. Base To-Hit Score In order to determine your model's Base To-Hit Score, take its MeX Characteristic and subtract the target unit's Defense Rating from it. Stealth Rating To determine the target’s Defense Rating, take the target's Stealth Characteristic and apply it on the chart below. Opponent's XS S M L XL Stealth: No weapon Improvised Weapon 6 7 5 6 4 5 3 4 2 3
Hand Weapon 8 7 6 5 4 No Weapon This is defined as a model not being currently equipped with any type of weapon, not even a ranged weapon. Improvised Weapon This is defined as a model being currently equipped with a weapon but not with a Hand weapon. Hand Weapon This is defined as a model being currently equipped with a weapon that has the designation of “Hand Weapon”. Modifier’s to a Model’s To-Hit Score Take the base to-hit score and modify it as follows. This is not an exhaustive list. Modifier Reason The model using the Assault action has the Status of Bloodthirsty +3 The model using the Assault action has the Status of Hatred +2 The model using the Assault action had to move to get into base-to-base +2 contact with its target. Target has a Combat Shield -1 The model using the Assault action is targeting a model with the status -2 of Horrified, Shaken, Routing, or Broken Bad weather conditions -2 Extremely bad weather conditions -4
Once you have applied all the proper modifiers, you will have your Final To-Hit Score. Note that regardless of the Final To-Hit score, a model will always successfully hit on the D12 roll of a 1. However, depending on the modifier, it could have adverse effects as shown later 4. Roll X D12, where X is the model’s Health against the Final To-Hit Score. For each result that is equal to or less than the Final To-Hit score, one hit is scored. If no hits are scored, the model ends its action. Multiple Hand Weapons For each Hand Weapon that a model has equipped, it adds an additional D12 to the amount that it would roll to hit. 5. Determine the to-wound score. Determining the To-Wound Score One at a time, take a hit that was allocated against the target. Subtract the target’s Armor from the hit’s Strength. This is the base to-wound Score. Modifiers to a To-Wound Score Modifier Reason Target is wearing Primitive Armor (or no armor) and the hit came from a +1 Conventional weapon Target is wearing Conventional Armor and the hit came from a Primitive weapon -1 If the hit came from a model with a negative to-hit score, subtract that amount from X the To-Wound score. After applying all modifiers, you will now have your Final To-Wound score. Unlike in rolling to hit, a 1 will not always be successful. 6. Roll a D12 against the To-Wound score, if the result is less than or equal than the Final To-Wound, then you have successfully done damage. 7. Apply any damage. If the damage is variable, i.e. “D6”, then roll a D6. That is how much damage will be done to the target model. Overrun If any of your models kill all enemy models that were in base-to-base contact due to its Melee Attack action, you may give it a free Move action except that its maximum movement allowance is 1 inch and it may go within 1” of an enemy model. If your model ends up in base-to-base contact of another enemy model, you may give your model a free Assault action. This continues until there are no more enemy models or your model ends up having one or more enemy models in base-to-base contact. Combat Reactions If a model given an Assault action comes into base to base with a model that is Unactivated, the controller may choose to give it 1 Action point and Activate it. This interrupts the sequence between steps 1 and 2. The model may then be given an action as normal, except that it will become Shaken. Once the model has finished its action, it will become Expended and then you will go onto Step 2 as normal. The exception is if the model is given an Assault action: it will not act as if it is shaken, and both parties will follow the Assault action steps simultaneously.
Tactical Actions Aim (1 Action Point) This model adds 1 to all of its To-Hit scores against a target in its line of sight until its next activation. Rally (2 Action Points) When a model uses a Rally action, it must take a Command Test. If the Test is successful, the model removes any Psychological Effects affecting it and returns to its original Status. Use Equipment (Variable Action Point Cost) A model being given this action may use a single piece of Equipment with a Triggered Ability that it is currently equipped with. All triggered Abilities have an Action Point cost which will be subtracted from the user’s Action Point cost. Note that the model must have the required amount of Action Points to use the equipment. If the triggered ability makes the model use another action (i.e. a Power Jump action), the Action Point cost for that Action must be paid in full and is automatically used. Hide (1 Action Point*) A model may not use this action if it also used a Combat action during this activation. When a model uses the Hide action, place a Hide counter next to it. As long as a model is obscured and has a Hide counter, it cannot have any hits allocated against it and for purposes of description the model is “hiding”. For determining the hierarchy of effects, hiding is equivalent to Suppression. A hiding model suffers the following consequences: If the model uses a Combat action, it loses any Hide counters it had. The next time the model activates, it loses its Hide counter(s) and must use a Hide action again if it wishes to continue Hiding If a hit is ever allocated against a model with a Hide counter, it immediately loses any Hide counters it had. *If a model is given a Hide Action, it automatically becomes Expended once the action resolves. Track (1 Action Point) When a model uses a Track action, it has one of the following 2 options: Discover: Remove all Hide counters from enemy models within X” of it, where X is its Reason. Spotter: Choose an enemy unit within 2X” of it, where X is its reason and place a Tracking counter next to it. Until the end of the model’s activation, any model targeting a unit with a Tracking counter next to it adds 1 to its to-hit scores. At the end of this model’s activation, remove all Tracking counters from the table.
Psychology The Status characteristic is the most unique of all characteristics because it utilizes a sliding scale. The most despondent warriors with a will equivalent of wet paper will have a Status of F, the cowardly will have a Status of D, the trained will have a status of C, the elite will have a Status of B, and heroes and gods amongst men will have a status of A or even A+. As an overarching rule, anything involving Status or Command tests falls under the term “Psychology”. Status Tests Unlike other Characteristic tests which are taken on a D12, Status Tests are taken on 2d6. Squad Morale Tests Squad Morale Tests must be taken by a unit which has 25% or more of its unit becoming casualties. These tests are taken after a unit’s Status has been modified. Instead of taking a Status Test for each model, only take one Status Test using the Status of the model with the highest Status (if there is one). The Squad Morale Table When a unit has to take a Squad Morale Test, roll 2d6 and compare the result to this table. F D C B A A+ 2 or less 3 S 4 S 5 R S 6 R R 7 O R S 8 O O R S 9 O O R R S 10 O O O R R S 11 O O O O R R 12+ Modifying Status As noted before, Status uses a sliding scale. The modifiers for Status are as below, and they are cumulative. Thus, a unit at Status C reduced to 50% of its original composition (composition being the amount of models in a unit) will reduce its Status by one level to Status D. Furthermore, the minimum Status is F and the maximum is A+. Modifier Unit’s Situation Unit is at 50% of its original composition -1 Level Unit is at 25% of its original composition -1 Level Unit is Shaken -1 Level
Explanation of the Status Test Table Note that the Routing and Overwhelmed statuses will last until removed through Rallying or some other source. They also may not be reduced. The three below Status are Psychological Effects (see below), and are considered Squad Morale effects. Shaken (S): The unit is Shaken during its next activation. Some Actions also act different if the models using them are Shaken. Place a counter next to the unit to denote its effect. Once the unit has finished its activation with a Shaken counter next to it, remove all Shaken counters. Routing (R): The unit’s Status is replaced with the letter R, for Routing. A Routing unit is for all intents and purposes Shaken for resolving Actions but during its activation it may only use Movement Actions or the Rally action. Overwhelmed (O): The unit’s Status is replaced with the letter O, for Overwhelmed. A unit that is Overwhelmed is considered Shaken for resolving Actions, but as long as it is Overwhelmed, during its activations it may only use Movement Actions. It may use a Rally action as long as it is within its Commander’s Command Range. Suppression Suppression is a special Status Test and is also a Psychological Effect (see below). When a unit takes a Suppression Test, it takes it on 2d6 as normal for all Status tests. However, replace all results of Shaken, Routing, or Overwhelmed with Suppressed. Suppressed (Sup): The unit is Suppressed during its next activation, its Status becomes Suppressed. A Suppressed unit is also Shaken (as above), but must pass a Command Test in order to use any Combat actions. In addition, if the unit was in cover, it must use a Hide action during its next activation. At the end of the unit’s next activation, it loses its status as Suppressed. Psychological Effects The Hierarchy of Effects: If a unit is affected by some sort of Psychological Effect, some may be overridden in favor of others. It goes as follows: Bloodthirsty>Squad Morale>Suppression>Disoriented>Hatred>Fear This means that a unit that is suppressed will ignore Hatred, because they're under fire! Furthermore, a squad that is Disoriented will ignore it in favor of being Overwhelmed. If a Psychological Effect affects any model of the unit, then the affected models must Rally or split off via a Move action. If the majority of a unit is affected by a Psychological effect, then the entire unit will be. Disoriented: The model's Status is Dis (Disoriented) and will pass any Status Tests but can be broken out of its Disoriented state by being Rallied by a commander. The next time a Disoriented model activates, it will have zero action points and is considered Finished. Once this is fulfilled, it may act as normal unless something else happens! Bloodthirsty: The unit’s Status is Bld (Bloodthirsty) and has Immunity: Psychology (except Bloodthirsty). The unit must move towards enemies if able. In melee combat, the model rolls 1 additional attack dice.
Unit and Model Classifications In order to make the game easier to play, all units have a classification that consists of several parts: Super-Type, and Class. Note that some model types also have a Sub-Type, like a mutant. Super-Type Human: All humans are Biological. Synthetic: Synthetics may not use the “On the Double” action. Synthetics are Artificial. Alien: All aliens are Biological. Sub-Types Mutant Cyborg: Cyborgs have a Save of 6 against Chemical Gas weapons. Cyborgs may use an “On the Double” action but their Maximum Movement Allowance is equal to their Speed times 1½. Class Infantry: Most models are infantry; infantry units are purchased in units, i.e. a unit of 3 infantry Creature: Creatures are models that cannot use any type of weaponry. They do not benefit from being within a Commander's Command Range and cannot be rallied by one. Character: Characters are purchased as single models. You must have at least one Character model in your army, and before the game begins you must choose a Character to be your Commander. A Character that joins a unit lends it his/her Cmd and Status as long as both of its values are higher than the unit he/she is joining. Note that you may give the Character different actions than the unit, or you may choose not to activate the Character when you activate the unit, and vice versa Whenever a unit takes casualties, the Character's Status may be reduced. If it ever leaves the squad, the squad takes the same modifiers into account and the Character regenerates its Status to where it was originally.
A Character with a Status of B is in a unit of 5 models that have a Status of C. The unit takes 3 casualties, so is at half strength, which means -1 Status. The Character's Status is then reduced to C. If he leaves the unit the next turn, his status is still C, but the Status of the unit that he left will be D. This also means that a Character leaving a unit of 5 models that started with 10 will reduce the unit's status by 1 point because it would be at half strength.
Commanders: All Commanders have a Command Range, which is equal to their Command skill in inches. This means a Commander with a CMD of 10 will have a Command Range of 10 inches. All models within the Commander's Command Range may use its Cmd or Status in place of their own for any tests they are required to make. When a Commander is shaken or suppressed, halve their command range and also their CMD when rolling for initiative. If broken or routing, CMD range becomes 0 and they cannot use CMD when rolling for initiative, so you will only roll a D12. If your Commander is killed, you may choose a new one from any of your Characters or Sergeants when a new turn starts but before you roll for Initiative.
Crimson Galaxy Model Keywords The basic Crimson Galaxy stat-block and psychology sections are intended to cover virtually every single imaginable type of warrior. However, there can sometimes be something not covered. Crimson Galaxy has a diamond-solid foundation and as such, adding the following special abilities is not done lightly, but for the sake of story. Fear: X This warrior is a coward, and fears its opposition. At the beginning or end of its activation, if this model has line of sight to any model that fits the parameters of X, it must immediately test for Fear. Guile This warrior has not survived by brute strength as much as it has by sheer opportunism. A model with this keyword adds 1 to any to-hit or to-wound score it takes when it targets a unit that is Unactivated. Hatred: X This warrior possesses a scorn that defies reason. At the beginning or end of its activation, if this model has line of sight to any model that fits the parameters of X, it must immediately test for Hatred. Psycho-Indoctrination This warrior has had parts of its brain rewired or even possibly removed to decrease the likelihood of retreat. It has a single minded purpose: war. A model with this keyword will never reduce its Status (it may still be changed by a Psychological Effect) due to the casualties of squad members or other reasons. In addition, it will always successfully Rally. Regeneration X This warrior has the unnatural ability to recover from wounds that would slay a lesser being. When a model with this keyword would take enough damage to reduce its Health to zero, roll a D12. On the roll of X or less (X being the number in its keyword on its profile), nullify that damage. Weapons with the “Torrent” ability bypass Regeneration. Furthermore, whenever a model that began this game with more than one point of Res with this keyword activates, you may roll 1D12. On the roll of X or less, it gains a point of Res that it had previously lost.
Weaponry Much like models, weapons have a list of characteristics. There are 11 in total, but most weapons do not use all 11. Range To-Hit RoF Str Dam Tech Specs Other Short Long Short Long C H
Annihilator Assault Rifle Flamer Hand Blaster Laiser Hand Weapon
0-6” 0-8” 0-6” 0-10”
3 1 1 1 1 -
15 10 12 11 10 User +2
D4 1 1 1 1 1
6 4 5 5 5 3
Following Fire, Overheats Heated X 1 Handed Weapon X
Flame Template 6-14” +3 10-20” +2 Base Contact
Range: Range is divided into two “bands”: the Short range band and the Long range band. Each range band is a list of two numbers: For example, 0-8. When you measure, the short range band is the minimum you need. The Long range band is the maximum you may fire at. In the example above, a Laiser has a Short Range band of 0-10” and a Long Range band of 10-20”. This means that 20” is the maximum range with which a model may fire a Laiser, but the minimum range is 0” so the model can fire even at a model in base to base contact. Note that Hand Weapons require Base Contact. To-Hit: To-Hit is also divided into two categories which correspond with the range bands above. The numbers listed are added (or subtracted) to the model’s To-Hit score. For example, if firing a Hand Blaster at short range, a model adds 3 to its To-Hit score. However, at Long range, the model subtracts 1from its To-Hit score. RoF (Rate of Fire): How many dice you roll to hit with. Str(ength): How strong the weapon is. Dam(age): How many points of damage the weapon does if it is successful in a to-wound roll. Tech: The minimum amount of Reason needed to use the weapon. If a weapon has a Tech value of 4 or less, it is Primitive. If a weapon has a Tech value of 5 or higher, it is Conventional. Specs: Any keywords or other abilities a weapon may have. Other: There are two categories in Other: C(ombat) and H(eavy). A Combat weapon may be used as part of an Assault action; a Heavy Weapon doubles the Action Point cost for all Combat and Movement actions.
Fools worship mechanics of language - while they wallow in fictitious & deceitful word. Exact science based on Cubics, not on theories. Wisdom is cubic testing of knowledge. Academia is progression of Ignorance.
Weapon Specifications Specifications with the Effect note have their abilities take place during the Effects substep
Beam This weapon may be fired beyond the weapon’s Long Range band. For each 6” measured after the weapon’s maximum range, subtract 1 from the weapon’s ToWound score. Use the weapon’s Long Range band to-hit modifier for any shots fired beyond the weapon’s Long Range band. Charge A model with this weapon may spend an Action Point to gain a Charge counter. Whenever this weapon is used in a Fire action, remove all Charge counters and add 4 Strength to the weapon for each Charge counter removed. If more than three Charge counters are removed this way, place an Overheat counter on the weapon (see the Overheats ability) Chemical Gas Effect Only Biological models are affected by Chemical Gas. Instead of rolling to-wound as normal for a successful hit, instead roll a D12. On a 6 or less, the Chemical Gas affects the target. If the weapon has a Damage value, the affected target takes that much damage. If the weapon has other effects, the affected target will be subject to its abilities. Crushing You must reroll this weapon’s damage dice if it does not do lethal damage. Following Fire Effect Whenever this weapon successfully deals damage, you may roll another to-hit roll for this weapon. Following Fire hits may never be allocated by the controlling player and additional hits from Following Fire may never be higher than the weapon’s RoF. Heated Effect Any Biological unit taking one or more casualties from a Heated weapon must take a Status Test. Launcher (Grenade or Missile) The weapon will denote if it is a grenade or missile launcher. When a model with this weapon fires, it must declare what kind of round it is using. Replace this weapon’s Str, Dam, and Specs with those of the round. Overheats Effect Whenever this weapon fires, place an Overheat counter next to it. A weapon with an Overheat counter may not be fired in a subsequent activation. After the subsequent activation, remove all Overheat counters on the weapon. Radiation Instead of subtracting Armor from Strength for determining a To-Wound score against a Biological model, instead subtract the target’s Res from the weapon’s Strength. Toxic Only Biological and Cyborg models are affected by Toxic weapons. Instead of rolling to-wound as normal for a successful hit, the controlling player of a Biological model with a hit allocated against it that is Toxic must take a Strength test on 2d12. A failure means the model takes damage equal to the Toxic weapon’s damage. Cyborg models take a Strength test as normal. X” Blast X is the radius of the blast marker. Blast markers are circular, and instead of allocating a successful hit to a model, place the blast marker within range of the weapon and line of sight of the model firing a weapon using this keyword. It then scatters D3”. If the weapon missed, still place the blast marker as if it hit, except that it scatters D8”.
Equipment Handling Equipping and Using Items and Weapons More elite troops and heroic individuals will have access to a staggering array of weapons and equipment. In order to show which items and equipment are being used each turn, the equipping rule is used. • A model must have the same items or weapons equipped in each hand over the course of the entire turn. The model's controller may choose what is equipped at the beginning of each phase; once the decision is made, that model uses those items that turn. If an item is used, or an ability requiring it to be equipped is invoked, then it must be chosen as equipped that turn, and any other equipped items or spells must also be declared at that moment. If other items have already been chosen as being equipped in hands already, then that item cannot be used (not even its passive abilities). Each hand may hold a 1-handed item or weapon each turn and use each item or weapon. A 2handed item or weapon requires 2 hands (obviously). Models with more than 2 hands can obviously use even larger items, or even more items! Weapons and items that are equipped can be used, fired, and attacked with as normal. An equipped ranged weapon does not normally grant any bonus in close combat, and an equipped close combat weapon cannot normally fire at range. The “Slot” System For ease of reference, all models are considered to have three slots to where items can be equipped: One slot on each hand, and then one on its back. Some equipment will note that it takes up a slot. If no slot is mentioned, then the item need not be in a slot to be used.
The Layout for Items and Equipment [Item Name] Item Type (And subtype if any) Slot- (if there is one) Ability Tech Value Item Types Armor Armor is worn. A model may only wear one type of armor at a time. All Armor benefits are innate (See subtypes) with the exception that the armor must be equipped to gain the benefits, with the exception that Triggered abilities still require activation to use. Equipment Equipment is the broadest category, ranging from bioscanners to jetpacks. Weapon Weapons are items with range values, strength, damage, and other characteristics. Weapons do not require any activation cost outside of being used in the proper action and do not follow the traditional “item” scheme as developed. Item Subtypes Innate Innate items are items that do not require activation or being equipped and give benefits to a model using it as long as the model has those items on its roster. Triggered Triggered items are items that require activation to use. All triggered items will have the keyword Triggered Ability X, with X being the action point cost being required to use the item Utility Utility items are items that have both Innate and Triggered abilities. Slots Back In order to be used, this must be in the model’s back slot. 1-Hand/2-Hand The amount of hands noted is the amount of hands needed to benefit from the equipment. Upgrade An upgrade is an item that “upgrades” another piece of equipment as long as it corresponds to the same item type. For example, an Armor upgrade may only benefit armor, not a weapon. Tech Value The number listed after Tech Value is the required minimum Reason characteristic to be able to benefit from the equipment, even if its abilities are Innate. Items with a Tech Value of 5 or higher are considered Conventional. Items with a Tech Value of 4 or lower are considered Primitive.
Waging War in the Crimson Galaxy Steps for Playing the Game 1. Choose a point value to play at. (This can be pre-determined) 2. Set up the table and Terrain 3. Choose a Commander 4. Determine Missions 5. Determine Deployment and Initiative for the first turn. 1. Playing the Game Either before or after you set up the table, choose size of the game you want to play. Crimson Galaxy uses a point system so that the sides are as fair as possible. Granted, not everything will pass play testing so players should house-rule something if they feel it is too powerful! A small game would be in the 250-500 point range, a medium game would be 501 through 1250, and anything higher than that would be a large scale game. Number of Turns A game of Crimson Galaxy consists of 5 turns. Each turn consists of players going back and forth activating units until all sides units and models are Finished, and then a new turn starts and Initiative is rolled for. 2. Setting Up Crimson Galaxy (like most war-games nowadays) is best played on a 4x6 board. If you and your opponent(s) would like, you can reduce the size of the board (we recommend a 4x4 board for games 750 points and below) for more intense encounters or increase the size of the board for more movement and maneuvers. Most planets are rarely without some hills or other terrain features, so it is a good idea to use terrain for battles you are fighting. As a rule, at least 25% of the table should have some sort of terrain on it but some prefer 50%. Of course, if everyone agrees you can add more or less, but you should shoot for 25% as a bare minimum. The terrain should be a mixture of heights as well. To avoid disagreements, there are several methods of setting up terrain: 1. Have one player set up the terrain and have the other player choose the side they wish to start on. This is a fair method (like I cut and you choose) because the player setting up doesn’t want to get hosed. 2. Mirror both sides. The table will look fairly boring but is best for competitions. 3. Switch off placing terrain. All players involved roll a d12, the highest number places a piece first, and so on until all the terrain has been used up or the players feel there is an adequate amount of terrain. This means that all players get a say in the matter.
Terrain When all terrain has been placed (or is being placed) on the board, but before forces have been deployed, players must determine what types of terrain are which. There are four basic types of terrain: Clear, Difficult, Very Difficult, Impassable, or Miscellaneous. Clear Terrain Clear Terrain is terrain that has not already been designated Difficult, Very Difficult or Dangerous or Miscellaneous. A model moving on Clear Terrain suffers no movement penalties. Difficult Terrain All movement in Difficult Terrain subtracts double from movement allowance than what it normally would in Clear Terrain. This means that a model moving 1 inch in difficult terrain subtracts 2 inches from its maximum movement allowance instead of 1. Very Difficult Terrain All movement in Very Difficult Terrain subtracts four times as much from movement allowance than what it normally would in Clear Terrain. Impassable (Horizontal or Vertical) As per the definition, a model may not move on or into impassable terrain but it may move around it. You can further classify Impassable terrain as vertical (I.e. a wall) or horizontal (i.e. an abyss that is 5 miles deep) Miscellaneous Terrain Listed for your convenience below are multiple types of Miscellaneous (though often dangerous) Terrain. This is not an exhaustive list nor is it intended to be, it is merely a springboard for player imagination! Ice: A model being given a Movement action on Ice will Scatter D3 after it completes its action. Radioactive: You may designate any type of terrain as being Radioactive. Any model that becomes Expended on or within Radioactive terrain takes an automatic Str6 Dam 1 hit with the Radioactive ability. Radioactive terrain must be further designated as Clear, Difficult or Very Difficult. Lava: Roll a d12 for each model you control that enters or becomes Expended in Lava. If the result is higher than the model's Arm value, that model automatically loses D12 wounds and counts as being hit with a Heat weapon. Lava is further classified as Very Difficult Terrain. Thin Ice: Thin Ice has all of the properties of the Ice terrain. In addition, whenever a model becomes Expended on Thin Ice, roll a D12. If the result is a 9 or lower, the model suffers no ill effects. If the result is a 10 or higher, the model breaks through the Thin Ice. It must take an unmodified Strength test or it is instantly slain. Add 1 to your rolls for each point of modified Arm the model has. Vegetation: Woods, Jungle, and other foliage can be classified under Vegetation. First of all, any model in Vegetation can be counted as being in Soft Cover. Any model in Vegetation can add a further 1 to its Stealth Value for each inch that is drawn through the Vegetation in order draw line of sight to this model. Do this on a unit by unit basis.
3. Determine Your Commander At this time, all players choose a single model in their force to be a Commander, which is chosen from the Characters in the army. The Commander should be the Character with the highest Cmd stat, but can be chosen from any Character on your side. 4. Determine Your Missions Each player rolls a d12 in secret and writes down the number on a piece of paper or on their army list, and then looks at the below table for the secret mission. The player may also take one mission of their choice; it must be different from their randomized mission. Missions are secret and are not to be revealed until the end of the game, when Victory Points are counted. 1. Assassination 2. Dawn Raid 3. Engage and 4. Guerilla War Each enemy Character At least one unit with Destroy Each enemy killed in killed: +3 VP at least 50% Each enemy Character Assault: +1 VP composition in killed: +1 VP Each enemy Character opponent's Each enemy unit Each enemy vehicle wounded: +1 VP deployment zone at destroyed: +1 VP destroyed/disabled end of game: +5 VP Each vehicle within 24" of your destroyed: +1 VP deployment zone: +1 VP 5. Hold the Line! 6. Protect 7. Take and Hold 8. Witch Hunt No unbroken enemy Nominate one unit in At least one unit with Enemy Characters squads or fully your army, if it less than 50% with a PV of 50+ functional vehicles in survives with at least casualties within 3" killed: +1 VP your deployment zone 75% of its original center of table, and at end of game: +5 VP strength, +5 VP your unit is the closest Each enemy Psyian to it : +5 VP killed: +5 VP 9. Slave Raid 10. Terrorize 11. Total War 12. Sacred Ground Each enemy model Each time an enemy Less than 10% of all Designated one killed using Overrun: unit Routs or Breaks: enemy models still friendly unit at the +5 VP +1 VP alive: +10 VP beginning of the game that is in cover. If no Each Routing or Each enemy Character enemies within 6", +2 Overwhelmed enemy killed: VP, otherwise -1 VP unit within 6" of a +1 VP friendly unit at end of game: +1 VP
Deploying Your Forces A game between 2 players should be set up like so, with one player setting up in the blue area and one player setting up in the red area. At this time, determine where “north” lies on the table.
Both deployment zones extend into the board 12" and are along the long side of the board, leaving a 24" gap in between. Alternatively, you may choose to have the deployment zones extend along the short side of the board. Determining Deployment and Initiative for the First Turn Both players then roll a D12 and add their Commander’s Cmd stat to the die roll. The player with the highest result then sets up one unit on his chosen side of the board, and then the loser sets up a unit on the other side. This goes back and forth until all sides have deployed their army. If there is a tie, roll until there is a victor. You may choose not to deploy all of your army during this initial set up and hold them in reserve. Reserves: A unit not deployed before the game starts is considered to be held in Reserve. You can read more about reserves in a few pages. Turn Order and Determining Initiative for the First Turn The player that deployed first has the Initiative for the first turn. How a Turn Plays Out The player who has the Initiative activates a unit he/she owns and gives it actions until it runs out of Action Points (AP). Then the other player activates a unit he/she owns and gives it actions until out of AP, and this will go back and forth until the turn then ends Initiative is rolled for again. The cycle continues until one side is completely destroyed, a player forfeits, or the game reaches a total of 5 turns. Scaling This game is interesting in the sense that instead of using a linear system like “1 inch equals two real life meters” it uses an exponential system. This applies to both the time involved in the battle and also the ranges of weapons. This means that the first turn might comprise an hour of time, whereas the 3rd turn might only be 2 minutes. As the game progresses, the amount of time for each turn and the distance between two enemy units gets progressively shorter. Obviously this is an abstraction but is necessary for the game to function. Model Scaling: Perhaps the only part lacking abstraction is that each model represents one model. Thus, a unit of 10 models would be a unit of 10 troopers.
Reserves A unit need not always start deployed on the table. During deployment, in lieu of placing a unit on the table you may declare that it will be held in reserve. As has been noted, units in reserve do not start the game on the table. Such units will enter the game later, fresh and ready for battle when many of the other troops on the table will have been whittled down and weakened. Deploying a unit from Reserves During the first turn of the game, no unit can enter the table if it has been held in reserve. Starting at the beginning of the 2nd turn, each player gets a pool X+1 reserve dice, where X is the amount of units that he or she has held in reserve. Reserve Dice A single Reserve dice is a 1d12. You must roll equal to or higher than the current turn score in order to have a unit enter from reserves. For each unit, you may take any amount of dice from your dice pool to see if a unit gets into reserve. For example, on Turn 3 you may have 2 units in reserve, so you will get 3 reserve dice. All ties are considered won by the player who has the Initiative this turn. The Reserve Score Turn 2: 8 Turn 3: 4 Turn 4: 0 Turn 5+: Automatic entry Deploying from Reserves During the turn, instead of activating one of your deployed units, you may choose to “activate” a unit in reserve. When the unit is activated, look at the reserve score. Then you may allocate any number of dice from your pool towards beating that reserve score. If you roll equal to or higher than the score, then the unit may enter the battlefield on any edge of the table that is also your deployment zone. A unit that has just entered from reserves is given 2 Action Points which it may then use. Countering Reserves Enemy interference is a very real threat on the battlefield, and to represent this, your opponent gets a pool of dice equal to X, where X is the amount of units that you have in reserve. Each of these “counter-reserve” dice is equal to a d3. Each of these dice may be rolled to add to the score that you must beat. So for example, on Turn 3, the reserve score is 4. You take one d12 from your dice pool for a unit of Provincial Infantry, and get a 6, beating the score by 2. However, because your opponent uses one d3 from his dice pool and gets a 3, beating your score by 1.
The Phases of a Turn 1. Begin New Turn 2. Upkeep 3. Determine Initiative 4. Player who wins Initiative determines who activates a unit first this Turn 5. Activated unit is given actions until Expended 6. Next player activates a unit 7. Activated unit is given actions until Expended 8. Repeat 6 and 7 until all units are Expended 9. End the Turn, go back to #1 Begin New Turn This is put as a way of noting that a new turn is beginning. Have some sort of counter (like a dice) denoting the turn and add 1 to the number of turns played. This phase is skipped during the first turn of the game. Upkeep During the Upkeep Phase, all Expended units become Unactivated. On the first turn of the game, the Upkeep phase is skipped as all units start Unactivated unless otherwise noted. Determine Initiative All players then roll a D12 and add their Commander’s Cmd stat to the die roll. The player with the highest result is said to have the Initiative for the turn, and activates a unit first. For most games, there will be only be two players. In a game with more players, activation order is decided by the highest rolls. Thus, if Player A had a result of 21, Player B had a result of 14, and Player C had a result of 18, then Player A has Initiative and goes first, Player C goes second, and Player B goes third. Chosen Player Activates a Unit
Activating a Unit There are 3 types of units: Inactive, Active, and Expended. An Inactive unit is a unit that has yet to be activated, an Active unit is the currently activated unit, and a Expended unit is a unit that has already been activated. When it is your turn to activate a unit, you will choose an Inactive unit and then activated it, making it an Active unit. All models in an “Active” unit begin with 2 Action Points (AP), which they spend on Actions. A model in an Active unit may be given actions as long as it has the AP to do so, and as long as it is still in coherency with its unit that it deployed with. Note that as a result of every model having 2 Action Points, they make all make individual actions. Each model in a unit may be given its own actions, and all models taking the same action have the action resolved at the same time. An action must be fully resolved before models can be given their next action and actions are resolved in the order they are given. Thus, similar actions are resolved as a unit but chosen individually. For example, let’s say there are 5 troopers in a unit: Zander, Markov, Hale, Bank, and Raine. Zander and Hale are given Fire actions, while the other 3 (Markov, Bank and Raine) are given Movement actions. You would use the Fire action for Zander and Hale first since you gave them that order first and you would resolve the Fire action for both of them. Once the first batches of model actions are resolved, you would move onto the Movement action. Once they have all completed their first action, they may all move onto their next if they still have Action Points. If a model is activated (or given an action) and is not in coherency, it must be given Movement actions instead until that it can be in coherency. If it runs out of AP, it must try again next turn. Likewise, a model that is activated that is suffering from a negative Status it must Rally. If a unit does not use all of its Action Points in a turn, it will not have extra during its next activation. Coherency A unit is in “coherency” if all models are within at least 2” of each other. A model is “out of coherency” if it is not within 2” of another model in its unit.
Basic Steps to Activating a Unit 1. Choose an Inactive unit 2. Check to see that its models are in Coherency and not affected by a negative Status effect (if not in coherency, see 3b, if affected by a negative status, see 3c) 3. Give models in the unit actions until you choose to stop giving actions or they run out of AP. 3b. Offending models must be given Movement actions until they are in Coherency. 3c. Offending models must be given a Rally action. 4. When models use up all of their AP, or you choose to no longer give the unit actions and pass to your opponent, the unit is Expended. Reserves: If a player has any units in reserve, it may attempt to have the unit enter from Reserves instead.
Next Player Activates a Unit The next player in the game may activate a unit, following the steps from above. End the Turn Once all units on the table are expended and all units in reserve have either attempted to enter from reserve or have entered from reserve, the turn ends and a new turn begins. Determining the Winner There are three criteria for determining the end of the game. 1. It is Turn 5 and all available units are Expended, or 2. A player’s models have all been removed as casualties 3. A player forfeits If the game ends as a result of number 2 or 3, the player who still has any remaining models automatically wins. For tournaments or campaigns you should still add up victory point totals, but add 2 VP to the winner’s VP score. If there are multiple players, you should still proceed playing the game until there is only 1 player remaining or #1 happens. For the first criteria, once all units are Expended and it is Turn 5, the game ends. Then, all players should calculate their Victory Points. The base score is zero. First, each player reveals their set of missions that they were given at the beginning of the game and should confirm if they achieved any of their mission objectives. If they did, they add that objective’s Victory Point values to their base score. Second, calculate the point values of each enemy model that was killed by units or models that you controlled, and consult this chart. --insert table here--
Crimson Galaxy Intro Adventure: Assault on the Farm The Imperial Battalion is an elite organization that serves as the first responders to any crises in the Azurian dominion but will also be the vanguard for any attacks on enemy planets. They have received a distress signal from Shaekurbouti IV, home for much of the food supply in the Pacificum quadrant of the Azurian Dominion. If this planet was to be pillaged, it would mean grave news for the entire sector. It is quickly apparent that pirates are the reason behind the attack. One side will control the Azurian PDF with support from the Imperial Battalion led by the battle-scarred veteran Imperial Battalion Lootnint-Koemandint Hanz Quderian XIII, in an attempt to cut down the pirate scum that are raiding the planet. The other side will control the raiding force of the mutated and vile First Mate Ygdran Filth, the right hand man of the Dread pirate Vardriguez. Setting up the Game Use standard deployment rules, with one exception: The Imperial Battalion deploys second, and always on the side of the farm. In the below diagram, the Imperial Battalion would deploy on the blue side of the board. In addition, when setting up the board the Imperial Battalion player may place a piece of terrain that is no more than 8"x8" but no less than 4"x4" that will be designated as the farm. All other terrain is placed as normal. At least half of the farm must be in the Imperial Battalion player's deployment zone. (Below example setup) Farm
Missions: Instead of choosing a mission, Azurians will have the "Sacred Ground" mission (the Sacred Ground is automatically the Farm) and 1 randomly chosen mission. Instead of choosing a mission, the Pirates have the "Dawn Raid" mission and 1 randomly chosen mission. On the next two pages, you will find the army lists for the Azurian Dominion and Ygdran Filth's landing party. Note: In order to protect against nuclear threat (or worse), most farms are actually underground and virtually all produce is grown via hydroponics. Consider the terrain designated as the farm to actually be an entrance to the vast underground produce area.
The Azurian Dominion As Imperial Battalion Lootnint-Koemandint Hanz Quderian XIII, you have fought in many encounters during the past century. You were too young to fight during the Subjugation of Azuria but you were old enough to understand why you had to escape from your homeworld of Valgonnida. By the time you were 15, you had already been incarcerated for multiple homicides. Your brutal upbringing made you a prime candidate for the Imperial Battalion and its legions of cybernetic warriors. By the time you were 30, you were on the fast track. 150 confirmed annihilations on the Brenthon colony world made you a hero. Times have been relatively peaceful in the past few weeks, but you were just alerted to a large pirate fleet a few planets away. When you arrived, some of the planet was already ravaged. Knowing what happened to your homeworld, you refuse to ever let that happen again. Imperial Battalion Lootnint-Koemandint Hanz Quderian XIII MEx REx Stealth Com Reason Status Speed 14 14 M+1 9 9 B 5½ Hero II
Unit Type Cyborg Character Standard Equipment -Bionic Eye (left eye) -Force Shield -Powered Muscle Suit
Weapons -Hand Phaser -Phaser
Imperial Battalion Legionnaires MEx REx Stealth 12 12 M+1 Elite
Unit Type Human Infantry Unit Composition 4 Elite
Reason Status 8 B
Standard Equipment -Powered Muscle Suits
Weapons -3 models have Blasters -1 model has a Railor -1 model has a Heavy Laiser
Azurian Selected Service MEx REx Stealth 9 9 M Basic
Unit Type Human Infantry Unit Composition 10 Basic
Reason Status 6 C
Standard Equipment -Light Armor -Breathing Filters
Weapons -8 models have Laisers -1 model has a Heavy Stubber -1 model has a Railor
Ygdran Filth’s Landing Party Born to outcast mutants on the world of Heiromnion, Ygdran Filth was an unseemly figure. Hunted by the native predators for sport, the mutant populace of Heiromnion was vicious and survivalist in the extreme. However, Ygdran’s story does not end there. A chance observation of a pirate attack on a southern Espannian base brought the galaxy to these mutant’s footsteps. Seeing an opportunity, Filth offered his services to the Dread Pirate Vadiquez, who accepted. After several years of back-stabbing and cunning, Filth finally became first mate. And after this raid, he plans on a mutiny to finally become Captain. First Mate Ygdran Filth MEx REx Stealth Com Reason Status Speed Str Arm Res 12 12 M+1 8 8 B 5 10 7 1 Hero I
Unit Type Human Mutant Character Mutations: 1 Standard Equipment -Mesh Armor -Jump Pack -Force Shield Issued Equipment -Hand Weapon -Hand Laiser with Targeter -Shredder
Harrassers MEx 10 Basic
Unit Type Human Infantry Unit Composition 12 Basic
Reason Status 6 C
Standard Wargear -Light Armor -Hand Weapon -Hand Slugger
Issued Equipment -10 models have Assault Rifles -1 model has a Heavy Stubber -1 model has a BFG
Filth’s Bodyguard MEx REx 11 11 Veteran
Unit Type Human Infantry Unit Composition 9 Veteran s
Reason Status 7 C
Standard Wargear -Medium Armor -Hand Weapon -Frag Grenades -Combat Shields -Laiser -Jump Pack
Issued Equipment -8 models have Hand Laisers with Targeters -1 model has a Hand Flamer
The Crimson Galaxy The seeds of the Crimson Galaxy were planted eons ago. The nuclear war, the hatred, the unyielding desire for power, the reckless abandon: they say that you reap what you sow, and the harvest was bloody indeed. Thousands of years ago, Earth was nearly annihilated in a nuclear firestorm which has been imprinted on the collective psyche of the human race. How this came to pass is unknown; however the importance of it cannot be understated. Dominion historians point to some sort of civil war, much like the once-a-decade Hate Wars engineered by the Dominions to keep their populace in line and to make sure the best genes survive. Unlike the carefully prepared Hate Wars however, this civil war turned into a classic example of MAD. Furthermore, the survival of the human race despite this setback can also not be understated: human colonies had been created on other planets in the Lord’s Dwelling (where the corpse of Earth lies) and these colonies for a short time flourished. Even after thousands of years, humans on Earth could begin to live freely again. But do not mistake this as a time of peace; this was a time of war. Each of the colonies established their own Dominions, and in time each Dominion sought for complete control. Then there was the discovery of Heiromnion which would change the course of human history forever. An Age of Exploration It has only been a few centuries since the discovery of Heiromnion and the rise of the Dominions. The galaxy is incredibly large and huge swathes of it are still completely undiscovered. There is no longer a space-race but a galaxy-race. New systems are discovered all the time, all harboring new discoveries for the human race which has arisen like a phoenix from the ashes. The Nuclear Dark Ages The single most defining segment of human history, the Nuclear Dark Ages was the result of a worldwide war between several factions on Earth. Very little information of pre-Dark Age Earth is around, much less translatable, as the languages are not very similar. All that is known that is that weapons equivalent to Rad weapons were predominately, used, resulting in a complete and utter breakdown in civilization.
The majority of the galaxy is controlled by the Dominions. Dominions are incredibly large empires, spanning tens if not hundreds of solar systems. Due to the structure and the ethics of the Dominions, some speculate that the leaders of the Dominions secretly work together in some sort of unholy alliance. There are some smaller, more “independent” Dominions which may only control a few systems; however these are often absorbed by the war machines of the larger Dominions. Virtually all Dominions have a few central tenets: The superiority of the human race The divine authority of its leaders The divine right of the Dominions to rule the galaxy There are four major Dominions, with many minor ones. Only the four major ones are listed for convenience.
The Arkinian Dominion The Arkinian Dominion is comprised of seven great guilds, with many minor guilds in tow. Though not as large as the Espannian dominion, they are just as wealthy and significantly more opulent. The guilds oversee the development of the Arkinian dominion and meet in a council to discuss matters. To make matters interesting, each guild also seeks for total dominance of the Dominion, leading to much infighting and civil war. Due to the tendency of the Guild lords to only think in terms of money, nowhere in the galaxy is the quality of life for the abdalkamat worse. Guild armies are typically heavily armed and even more heavily armored in order to protect their precious treasure galleons. The Azurian Dominion Several centuries ago, the Azurian Dominion was considered the most powerful militarily of all the Dominions. Fearful that this power would lead to a monopoly, several other Dominions (including the Arkinians and Brenthons) combined forces to weaken the Azurians. This war is known as the Cy-War amongst historians but as genocide by the Dominion. Now, the Azurian Dominion is a shadow of its former self. The Dominion has become incredibly isolationist since the Cy-War and has begun to build up its forces again, in preparation for the Age of Iron as declared by its leaders, in which all Dominions who slighted it will be cast down and forgotten. The Brenthon Dominion Once one of the weaker Dominions but now a force to be reckoned with, the Brenthon dominion has come to power through usage of subterfuge and its incredibly well-trained military which has come about as result of the Frebrenion Civil War. Shortly after the Cy-War, Azurian agents infiltrated the upper echelons of the Brenthon dominion and orchestrated its collapse. It partially worked, for the Frebrenion Dominion splitting into the Brenthon and Frenthon dominions. The Frenthon dominion was utterly crushed by the superior forces of the Brenthons. Interestingly, those in the know-how of the Brenthons actually believe it was a hostile alien force which did this. The Espannian Dominion Widely regarded as the most sublimely powerful of the Dominions, the Espannian kingdom spans more systems than any other. This power is attributed to the fact that it was the first to discover planets outside of the Lord’s Dwelling and inhabit them. At the front of the Espannian conquest are the Conquistadores: military-bred nobles who have more money and desire for power than common sense. Despite the massive wealth and power of the Dominion, it has become lazy in its power and the other Dominions seek to usurp it.
Heirmonion In what would launch the space race and also ethical ‘concerns’ (more accurately worries of military ventures) about using Xerium gas, the Subjugation of Heiromnion has enough detail in it to fill an entire holo server. When an Espannian probe discovered life on Heiromnion, Espannian high command went into a near seizure over the possibilities. This would be their chance to go beyond Lord’s Dwelling, which was already drastically cramped. At this point, Earth was only used for sentimental purpose and research facilities as it was too irreparably irradiated and it was lacking its once-abundant natural resources. Anyone who had had anything to do with the probe was sent off to labor camps or executed on the spot; as for this opportunity to go to waste, or even worse to fall into enemy hands, was unthinkable. Within a week, troops and ships were readied (under the premise of attacking the Azurians, a fairly common foe at that time). Touching Down Within 12 days of the probe first discovering Heiromnion, Espannian ships began dropping off scouting teams. The planet's jungles were fairly mineral rich, and the scouting teams had reported that virtually all life forms were small animals. Everything went perfectly with the planet's capture until the scouting teams didn't report back in the morning. The scouting team's vid-cams recorded in the moments before their death weren't pretty, either. There was without a doubt some sort of humanoid predator in the area. Espannian conscript units were then deployed with flamers to settle the score, but true to form the native aliens cut them down as well. Frustrated, the Espannians declared total war on the environment. They utilized all sorts of toxins and used Xerium gas (its first documented use) to kill off plants, animals, and the predators. In effect, they were destroying the planet so that it could capture it. It would be another month before the Espannians would be able to form a colony on the planet. Huge swathes of jungle were destroyed in order to place a prefab barracks and colony there, and mining machinery was transported to begin mining for resources. The Impact Centuries later, the effects of Heiromnion are still being felt on the galaxy at large as more and better ways of exploring planets and subjugating its native population are being discovered. Heiromnion's population has a much higher mutation rate than normal due to the mass amounts of Xerium gas and rad weapons used in subduing the native population and it is still a major base of operations for the Espannians. As a side note, Heiromnion still has forests where the predators are still believed to be hiding. They are a very effective tactic used by parents to scare their children.
Mutation Due to the Nuclear Dark Ages, the human genome has become incredibly unstable and results in mutation. In a way, virtually 99% of humans are born with some sort of birth defect, but most are incredibly minor and fixable. This is, of course, assuming that the human is born in or near a core world, as the farther one gets away from a core world, the worse the medical care will be. Of the 99% born with a birth defect, about 3.50% will have a major mutation. These range from the superficial (brightly colored skin, third eye, gills) to physical (increased strength, speed) or even incredibly major, like a third limb, or spikes. If both parents are mutants, the chance of being born a mutant is multiplied by 1000%. Major mutation is regarded with incredible disdain. In more liberal (read: not of Dominion allegiance) systems, mutants are permitted to live, though they will very rarely be able to get a job or fit in. On most systems, they are sent to labor camps, or forced to live in ghettos and slums. On more savage worlds, the mutation will have been detected before birth and the child aborted. The parents are typically sent into exile for the creation of such beasts. The Disciples of Vlaadonexar The Disciples (or Children) of Vlaadonexar is an incredibly secret order which consists of corrupt, vile creatures which have shed their last vestiges of humanity. Much like the Crimson Legion, they were founded during the Nuclear Dark Ages. And unlike the Legion, which caters to mutant rights, the Disciples of Vlaadonexar believe that through infiltrating the highest part of the governments of Dominions, they can slowly but surely turn governments into their own warped institutions. The Disciples of Vlaadonexar have a sub-group called the Warriors of Vlaadonexar, which quite obviously serve as the cult's military arm. What is Vlaadonexar? This is a hotly debated topic amongst Dark Age scholars. Some see Vlaadonexar as a pagan deity which the Disciples worship. Others see Vlaadonexar as an idea, something that the Disciples (and the Warriors) fight for. Of course, as an idea Vlaadonexar is complex and no one idea has been verified. It could be the utter eradication of humanity, or a “utopian” society in which mutants are considered equal to humans. Recent interpretations point to Vlaadonexar anointing mutants as the next evolution of humanity. Regardless, the concept of Vlaadonexar is as ambiguous as the group itself and it is not known whether the true meaning will ever be brought to light. The Knights of St. Abaddon On the other end of the mutation spectrum is the martial order of The Knights of St. Abaddon. Much like the two aforementioned groups, the Knights were formed (it is believed) in direct response to the mutant uprising during the Nuclear Dark Ages. Espousing the belief that mutants are inferior, and upholding mankind's genetic purity, the Knights will often come into conflict with the Crimson Legion and the Disciples of Vlaadonexar. Most Dominions consider the Knights antiquated and will either ignore them outright, or will eliminate known Knight Bastions in the system. The Espannian council has excommunicated the Knights. Units of Knights are known to go rogue and form jet-biker gangs, though they will still kill mutants on sight.
The Seedy Underbelly The seedy underbelly is just that: criminals, scum, assorted villainy, ad nauseam. These are the type of characters your parents warned you about, just before they were vaporized by a punk's blaster. Mercenaries Mercenaries are also known in more "civilized" systems as Security Forces. Though there may be a name difference, there is no difference in the modus operandi of these individuals. Pay them well and they will fight. Many Dominions will enlist Mercenaries as defense forces in the outer rim systems. This is to prevent forces being spread too thin and also to prevent the loss of their troops and navy. Mercenaries are not without their downsides, however: they have been known to change sides in the heat of battle if they are offered more money by the opposing side. Espannians are especially wary of Mercenaries. Pirates Pirates are groups of individuals that roam about the galaxy, seeking to pillage and plunder whoever and whatever they come into contact with. Pirates are rag-tag and never as well armed as many of the dominions, but they do a good job of being a constant thorn in their sides! Any ship flying pirate codes has a shoot-on-sight order, no exceptions. Pirates especially enjoy raiding the gold-laden galleons of the Espannians. Some Pirates are given codes of marque to attack enemy Dominions, these are called Privateers. Many "legitimate" pirates look on Privateers with disdain.
Equipment and Wargear Armor
Conventional Armor All Conventional Armor is Tech Level5 Light Armor Armor (Light) This model has +1 Arm Medium Armor Armor (Medium) This model has – ½ Speed and +2 Arm Heavy Armor Armor (Heavy) This model has –1 Speed and +3 Arm Primitive Armor All Primitive Armor is Tech Level 2 Light Armor Armor (Light) This model has +1 Arm Heavy Armor Armor (Heavy) This model has –1 Speed and +2 Arm
Conventional Armor Upgrades All of the equipment in this section is Upgrade-Armor
Enviro-Sealed Equipment-Innate This model has a Save equal to its Arm stat against Chemical Gas, Radiation, and Toxic weapons. Tech Level 6 Flak Underlay Equipment-Innate This model has -1 Speed and +1 Arm Tech Level 5 Powered Armor Equipment-Utility This model has +1 Speed, +2 Strength, and +1 Arm Triggered Ability(may only be used once per game) Cost: 1 Action Point The user may make a Power Jump action Tech Level 7
Restricted Issue Armor
Aegis of Vlaadonexar Armor (Heavy)-Utility This counts as Heavy Armor with the Enviro-Sealed and Powered Armor upgrades. It includes Breathing Filters and a Flash Sensor. This model has +1 Res. Triggered Ability Cost: 1 Action Point This model may do 1 damage to itself to gain 1 Action Point. Tech Level ?* Eradikator Exo Suit Armor (Heavy) This model has +4 Strength and +6 Arm. This armor has the Enviro-Sealed upgrade and includes Breathing Filters, a Combat Sensor, Commlink, and a Flash Sensor Tech Level 7 Dominatrix Shell Armor (Light) This counts as Light Armor with the Powered Armor upgrade. This model gains a Shield Point. Tech Level 7 Mesh Armor Armor (Light) This model has +2 Arm Tech Level 6
Powered Muscle Suit Armor (Medium)-Utility This counts as Medium Armor with Enviro-Sealed and Powered Armor upgrades. It includes Breathing Filters, a Combat Sensor, Commlink, and a Flash Sensor. Triggered Ability(may only be used once per game)** Cost: 1 Action Point The user may make a Power Jump action Tech Level 7 *: Count the armor as Conventional for to-wound modifier purposes. **This triggered ability is mutually exclusive from the Powered Armor triggered ability.
Range Short Long
Assault Rifle Beamer Blaster Bow Crossbow Laiser Maimer Musket Phaser Shredder Slugger
Standard Issue Weaponry To-Hit RoF Str Dam Short Long
+1 +2 -1 +2 +2 -1 +2 +3 +1 -1 -1 -1 -1 1 1 1 1 1 1 1 1 1 2 1 10 10 11 9 10 10 12 10 13 9 10 1 1 1 1 1 1 1 1 1 1 1
4 6 6 3 3 5 6 4 6 6 5
Other C H
0-8 0-12 0-12 0-6 0-8 0-10 0-10 0-10 0-10 0-7 0-10
8-18 12-24 12-24 6-14 8-15 10-20 10-20 10-15 10-24 7-14 10-20
Slow Following Fire Following Fire x
Range Short Long
BFG Flamer Hand Launcher HMG Melter Pulsar Railor Shotgun Subjugator
Special Issue Weaponry To-Hit RoF Str Dam Short Long
-1 -1 -1 2 1 1 2 1 1 1 2 1 13 12 X 12 16 12 13 10 8 D2 D2 X D2 D6 1 D4 1 1
6 5 5 4 6 6 6 4 6
Overheat Heated Launcher (Grenades) Following Fire Heated 1 ½ “ Blast Charge Radiation
Other C H
0-10 0-10 0-8 0-5 0-10 0-20 0-5 0-10
10-20 +2 Flame Template 10-30 8-24 5-10 10-24 20-40 5-10 10-20 +1 +3 +1 +3 +1
Annihilator Autocannon Destroyer Heavy Beamer Heavy Blaster Heavy Laiser Heavy Launcher Heavy Maimer Heavy Phaser Heavy Railor Heavy Slugger
Heavy Weaponry To-Hit RoF Str
D4 D6 D3 D8 D4 D4 X D3 D4x3 3D6 2D6 6 4 6 6 6 5 6 6 6
Following Fire, Overheats 1” Blast 2” Blast, Radiation Beam Following Fire Launcher (Missile) Following Fire 1” Blast Charge ½” Blast 1 ½ Blast
Other C H
6-24 10-36 20-40 12-30 12-50 10-48 20-40 10-20 50-144 40-200 10-30
-1 -1 3 1 1 1 1 2 1 2 1 1 -1 1 15 14 11 18 17 16 X 14 21 20 16
0-6 0-10 0-20 0-12 0-12 0-10 0-20 0-10 0-48 0-40 0-10
X X X
Grenades and Missiles All Grenades and Missiles have the following Spec: 1½ Blast, except for Tank Busters. All Grenades have a Short range of 0-6”. Range To-Hit RoF Str Dam Tech Specs Other Short Long Short Long C H
Disorient Gas Frag Hallucinate Gas Killer Gas Overload Plasma Radiation Scare Gas Stun Gas Tank Buster (Grenade) (Missile) Toxin Xerium 1 1 1 1 1 1 1 1 1 1 1 1 9 1 D3 5 3 5 6 6 5 6 5 5 5 7 8 Chemical Gas* Chemical Gas* Chemical Gas See text below Heated Radiation Chemical Gas* Chemical Gas* ½ Blast ½ Blast Toxic Toxic
D6 2D6 D6
Disorient Gas: Affected models become Disoriented Hallucinate Gas: The controller of the affected model(s) rolls a D6 and consults the results below. Apply the same effect to all models in a unit affected by Hallucinate Gas. The effect only lasts until the end of the unit’s next activation with the exception of a result of a 6. 1. No effect 3. As number 2, except the unit has Hatred: All 2. Models become Bloodthirsty. If they cannot 4. Models become Disoriented remove the status, they automatically become 5. Models gain Fear: Enemies part of their own unit (ignoring rules for 6. Models become permanently Disoriented splitting units) and must use a Combat action and cannot Rally to remove it. These models against the nearest unit. Once the effect passes, form their own unit. they may rejoin their original unit. Overload: Models lose any shield points they had. For every model under the blast template, its controller rolls a D12. On a 7 or higher, any non-armor equipment that model has with a Tech Value of 4 or higher loses all abilities until the end of the turn. Any model in armor with the Powered Armor upgrade doubles the cost of any Actions it takes during its next activation. Scare Gas: Affected models gain Fear: Enemies until the end of their next activation. Stun Gas: Affected models become Suppressed. Tank Buster: Two different profiles are used for Tank Buster rounds: Grenades and Missiles. Xerium: Any model under the template rolls an additional D12 when taking its Strength test from the Toxic ability. If the result of the test is 25 or higher, the model takes lethal damage as it spontaneously combusts. Before removing the model as a casualty, place the 3” blast template centered over the model. Any other models touching the template take a Str11 Dam 1 hit with the Heated ability.
Close Quarters Weaponry Range To-Hit RoF Str Dam Short Long Short Long
Combat Accessory Great Weapon Hand Beamer Hand Blaster Hand Bow Hand Laiser Hand Maimer Hand Phaser Hand Slugger Hand Weapon Pole Arm Stub Pistol
Other Tech C H
X X 5 2 5 5 3 5 6 6 5 2 2 3
1 D3 1 1 1 1 1 1 1 1 1 1 Beam
2 Handed Melee Weapon 0-8 8-12 -1 0-8 8-14 +2 0-4 4-6 -1 0-7 7-12 +3 -1 0-6 6-12 +3 -1 0-8 8-16 +2 -1 0-5 5-12 +4 -2 1 Handed Melee Weapon 2 Handed Melee Weapon 0-6 6-10 +3 -1 1 1 1 1 1 1 1
10 11 10 10 12 13 10 +1 +2 9
X X X X X X X X X X
Weapon Upgrades All Conventional Weapon Upgrades are Tech Level 5
Anti-Grav Supports Equipment-Innate Upgrade: Ranged Weapon If this weapon has the Heavy Type, Combat Actions do not cost double AP. Extended Range Equipment-Innate Upgrade: Ranged Weapon This weapon adds 6” to its maximum long range. Increased Rate of Fire Equipment-Innate Upgrade: Basic or Special Ranged Weapon This weapon adds 1 to its RoF Increased Strength Equipment-Innate Upgrade: Ranged Weapon This weapon has +1 Strength Rangefinder Equipment-Triggered Upgrade: Ranged Weapon Trigger Ability Cost: 0 Action Points Before Step 2 of a Ranged Attack or Covering Fire Action, you may measure the range for up to 1 target, but the range measured may be no greater than maximum range of this weapon. Targeter Equipment-Innate Upgrade: Ranged Weapon This model adds 1 to its To-Hit score
Primitive Ranged Weapon Upgrades
Advanced Equipment-Innate Upgrade: Ranged Weapon This weapon becomes Tech Value 5.
Primitive Hand Weapon Upgrades
Advanced Equipment-Innate Upgrade: Hand Weapon This weapon becomes Tech Value 5.
Miscellaneous Equipment and Gear
Bio Scanner Equipment-Triggered Slot-1 Hand Trigger Ability Cost: 0 Action Points This model automatically uses a Tracking action, except both options have a Range of 3X” instead, where X is the model’s Reason Tech Level 6 Breathing Filters Equipment-Innate This model has a Save of 6 against any hit with the Chemical Gas ability Tech Level 5 Camoholo Equipment-Innate Slot-Back This model adds 1 to its Stealth Rating. Tech Level 7 Combat Sensor Equipment-Innate This model ignores all to-hit modifiers for bad weather, extremely bad weather, and night. Tech Level 6 Communicator Equipment-Innate If this model’s entire unit has a Communicator, the unit’s Coherency becomes 3” Tech Level 5 Commsystem Equipment-Innate Slot-Back Any friendly unit with at least one Communicator uses this model’s Status and Command. Field Jammer Equipment-Innate All Communicators and Commysystems within 12” of this model lose their Innate abilities. Flash Sensor Equipment-Innate This model has a Save of 9 against Disorientation Tech Level 5 Grappling Hook Equipment-Triggered Slot-1 Hand Trigger Ability Cost: 0 Action Points This model automatically uses a Climb action, except that it treats vertical terrain as Clear. Tech Level 5 Jet Pack Equipment-Triggered Slot-Back Trigger Ability Cost: 1 Action Point Until the beginning of this model’s next activation, its Speed becomes 10 (Hover). Tech Level 6 Jump Pack Equipment-Triggered Slot-Back Trigger Ability Cost: 1 Action Point The model automatically uses a Power Jump action. Tech Level 6 Motion Sensor Equipment-Innate This model ignores all negative to-hit modifiers based on enemy movement. Tech Level 6
Bionics All Bionics are Tech Level 7
Arm Equipment-Innate Bionic Upgrade (replaces one arm) A Bionic Arm may be used as a Hand Weapon in assault. It adds 2 to the user’s Strength and does D3 damage. Eye Equipment-Innate Bionic Upgrade (replaces one eye) This model has Immunity: Disoriented and a Save of 10 against stun grenades/ missiles. Legs Equipment-Innate Bionic Upgrade (replaces both legs) The model adds 2 to its Speed Lungs Equipment-Innate Bionic Upgrade (replaces both lungs) The model has Immunity: Chemical Gas and Toxic. Torso Equipment-Innate Bionic Upgrade The model changes its Supertype to Cyborg and adds 1 to its Arm.
Implants All Implants are Tech Level 8 and are Equipment-Innate and Upgrade: Biological model
Agility Add 1 to this model’s Stealth and Defense ratings. Combat This model has +1 MeX and +1 ReX Dal-Hassar Scaleheart When this model activates, it gains an additional Action point. Intelligence This model has +1 Cmd and +1 Reason Strength This model has +1 Strength Toughness This model has +1 Resilience
Force Shields A model may only ever have one Force Shield. All Force Shields are Equipment-Utility and have the following Triggered Ability: Triggered Ability, Cost: 1 Action Point Add 1 to the model’s Shield Points if it has less than its original amount.
Basic Shield Force Shield This model has 1 Shield Point. Tech Level 6 Heavy Shield Force Shield Slot: Back This model has 2 Shield Points. Tech Level 8 Reflector Shield Force Shield This model has 1 Shield point. Roll 1D20 whenever a hit is allocated against this model if it has at least 1 Shield point. The hit is ignored if the D20 result is higher than the Strength of the hit. Tech Level 8
Mutations A model with a Mutation adds the Mutant subtype to its description. For each mutation a model has, roll a D12 before deployment and consult the table below. Record the result next to its entry on the army roster. If a unit of models has a mutation, roll once and apply it to all models in the unit, except for characters in that unit.
1. Mindless: The model has +1 Status 2. Horrifying: Any enemy unit activating within 6” of this model must test for Fear 3. Hypnotic: Roll 1D12 for each enemy unit activating within 6” of this model. On a 4 or less, the unit becomes Disoriented. 4. Inhuman Speed: This model has +1 Speed. 5. Inhuman Strength: This model has +2 Strength. 6. Inhuman Toughness: This model has +1 Arm. 7. Insane Intellect: This model has +1 Command and +1 Reason 8. Natural Camouflage: Add 1 to this model’s Stealth rating. 9. Regenerates: This model has Regeneration 3. 10. Silly Walk: Add D3-2 to the model’s (or unit’s if a unit has this mutation) maximum movement allowance. 11. Irradiated: Any hits allocated by this model in Assault have the Radiation ability. 12. Damned: The model is Bloodthirsty
Play Aid: [Still in Progress]
Movement: Advance: The model moves up to its Move value (1) Run: The model moves up to double its Move, plus one additional inch. (2) Combat: Assault: The model engages an enemy model in melee combat. (1) Fire: The model makes a ranged attack using one of its ranged weapons. (1) Tactical: Aim: The model gets +1 to its to-hit score until the end of the turn. It is considered Stationary. (1) Spot: Choose an enemy unit that is in line of sight, if this model fires on it using its next activation (i.e. not this current activation) it gets +2 to its to-hit score. Alternatively, it may attempt to spot a hidden enemy within range.(1) Hide: The model hides behind cover making it impossible to target. Unlike most other counters, this one remains until the model is spotted. (2) Rally: The model deletes its Hiding, Suppressed, Shaken, or Routing statuses and returns to normal, or it falls back from combat.(2) Use Equipment: The unit model a piece of equipment that is available to it. (variable)