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Introduction

Q13 is a company-sized game covering They tended to stick to tried and tested 20th
science fiction warfare aimed primarily at Century tactics such as a bit of suppressing fire
using 6-15mm figures. It uses the same basic then advancing forward by rushes, but this
mechanics as the other TooFatLardies rules I didn’t work very well for them. They had to
Ain’t Been Shot, Mum! (IABSM) and Charlie start thinking about advanced technologies
Don’t Surf (CDS), but is as different in flavour such as what you can do with what we would
from them as they are from each other. call electronic warfare.
The “company-sized” may be a bit of a Why risk your precious troops in advancing
paradigm shift for many sci-fi gamers, but the towards the unknown? Deploy scanners from
marketplace is pretty packed full of platoon- the baseline, or send forward scouting drones.
sized sci-fi skirmish games, and I wanted to Now you know where the enemy’s troops are,
produce something that covered sci-fi warfare interfere with their communications. The rules
on a larger scale. allow you to field electronic warfare
specialists who can reduce the command pips
Q13 is therefore not a game designed to be available to enemy Big Men by jamming their
played with a couple of squads on each side. comms…unless, of course, they have the same
Much like IABSM, it won’t really work unless idea!
you have a minimum of a couple of platoons
on each side, and really comes into its own Another real point of difference is the third
with at least one of the sides fielding a full dimension. Airpower in IABSM or CDS can be
supported company. very significant, especially in CDS, but is still
an occasional factor. In Q13, however, there
The rules are divided into two sections. The tend to be a multitude of flying units on either
first section covers building your army. Q13 side, be they infantry with wings or jetpacks,
doesn’t come with any fluff: the rules or some kind of flight-capable vehicle.
themselves are completely generic. What the
first section does is provide a framework into The second thing most people familiar with the
which you, the player, must fit the armies you game think about when constructing their
wish to field. This framework will translate the armies is anti-aircraft protection of some kind!
vast variety of concepts possible in an
effectively infinite science fiction universe into To sum up, Q13 is an attempt to translate the
a common idiom, allowing the game’s systems core Lardy principle of playing the period not
to operate. You can effectively field anything the rules to a period that is defined really by
that you can represent with a figure. your own imagination.

The second section covers gameplay, and The rules provide a hard ‘realistic’ framework
players of IABSM and CDS will recognise the for you to construct your own ‘historical’
basic mechanics. background for your games, and contain the
same sort of generic scenario-generation tools
Note that Q13 is hard sci-fi. You have to that Platoon Forward and the IABSM v3
forget the idea of a handful of super- rulebook do to allow you to easily play pick-
armoured men romping their way up the up games with an opponent using a different
battlefield spewing death to alien hordes ‘historical reality’.
whilst remaining untouched themselves. In Q13,
the alien hordes have read the rules and army I hope you have as much fun constructing your
generation options as well! army lists and backgrounds, and playing
games, as I have had in designing Q13.
This concept of increased lethality took the
playtesters a little time to get to grips with, Robert Avery, November 2012
especially if they had a background in
historical gaming.

1
Index
1. Concepts 2.6. Specialists
1.1. The Game 2.7. Vehicles
1.2. A Note on Language 2.7.1. Roles
2.7.2. Order of Battle
1.3. Playing the Game
2.7.3. Crew, Weaponry & Armour
1.4. Ground Scale 2.7.3.1. Close Combat Vehicles
1.5. Basing your Figures 2.7.3.2. Crew
1.6. Terrain, Atmosphere & Gravity 2.7.4. Expertise, Morale & Big Men
1.7. Time Scale 2.7.5. Vehicle Movement
2.7.5.1. Ground Vehicle Movement
1.8. The Game Deck: Cards 2.7.5.2. Liquid Vehicle Movement
1.9. Definitions 2.7.5.3. Fast & Slow Vehicles
1.10. Army Lists 2.7.5.4. Flying Vehicles
1.10.1. Representation 2.7.5.5. Battlefield Insertion
1.10.2. Coherence & Consistency 2.7.6. Vehicles & Specialists
1.10.3. On Play Balance 2.8. Characteristic Cards
1.11. Glossary of Terms 2.9. Force Composition
2.10. Off-Table Support Units
2.11. An Example of an Army List
2. Your Troops 2.11.1. Tech Level
2.1. Elements of your Army List 2.11.2. Troops
2.2. Technology Levels 2.11.3. Vehicles
2.2.1. Artificial Intelligence 2.12. Chrome
2.3. Big Men 2.12.1. Simple Chrome
2.4. Infantry 2.12.2. More Complicated Chrome
2.4.1. Roles 2.12.3. Applying Chrome
2.4.2. Order of Battle 2.13. Standard Formats/Quick Checklists
2.4.3. Weight
2.4.4. Expertise & Number of Actions
2.4.5. Number of Big Men Available 3. The Game Turn
2.4.6. Equipment 3.1. The Game Deck
2.4.6.1. Armour & Shields 3.1.1. Compulsory Cards
2.4.6.2. Devices That Aid Movement 3.1.1.1. The Commercial Break Card
2.5. Support Weapons 3.1.1.2. Blinds Cards
2.5.1. Roles 3.1.1.3. Platoon Cards
2.5.2. Order of Battle 3.1.1.4. Big Man Cards
2.5.3. Size, Targeting, Load & RoF 3.1.1.5. Specialist Cards
2.5.3.1. Targeting 3.1.1.6. Off-Table Support Cards
2.5.3.2. Load 3.1.2. Optional Cards
2.5.3.3. Example Strike Values 3.1.2.1. Cards re Firing Troops
2.5.3.4. Examples by Role 3.1.2.2. Cards re Movement
2.5.4. Expertise & Available Big Men 3.1.2.3. Cards re Spotting
3.1.2.4. Cards re Morale

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4. Command & Control 5.5. Non-Stopper Flying Vehicles
4.1. Command Initiative 5.6. Stopper Flying Vehicles
4.1.1. Using Command Initiative 5.7. A Note on Flying Vehicles
4.1.2. Chain of Command 5.8. Boats and SUBS
4.1.3. Isolated Big Men 5.9. Water Movement
4.1.4. Attaching Big Men to Units
5.10. Battlefield Insertion
4.1.5. Can a Big Man Activate a Unit
that has Already Been Activated? 5.11. Effects of Gravity & Atmosphere
4.1.6. Big Men & Units on Blinds?
4.1.7. Vehicle Platoon Orders
6. Spotting
4.2. Actions
4.2.1. Using Actions: Infantry &
6.1. Who Can Spot
Specialists 6.2. How to Spot
4.2.2. Using Actions: Support Weapons 6.3. Automatic Spotting
& Vehicles 6.4. Artificial Illumination
4.2.3. Overwatch: Reserving Dice

7. Direct Fire At Foot


5. Movement 7.1. Infantry Firing at Foot
5.1. Hidden Movement Under Blinds 7.1.1. Multiple Targets
5.1.1. Hidden Blinds 7.1.2. Big Men Directing Fire
5.1.2. False Blinds 7.2. Support Weapons Firing At Foot
5.1.3. Number of Blinds Available 7.2.1. Bolt Weapons
5.1.4. Blinds Moving Into Close Combat 7.2.2. Autoguns
5.1.5. Partial Move On A Blind 7.2.2.1. What to Roll
5.1.6. Blinds & Aircraft 7.2.2.2. Autoguns: Pinning
5.2. Tabletop Movement for Foot Troops 7.2.3. Boom Weapons
5.2.1. Rules for Support Weapons 7.2.3.1. What to Roll
5.2.2. Effects of Shock on Movement 7.2.3.2. Missing their Target
5.2.3. Movement in Varying Terrain 7.2.3.3. What Happens if they Hit
5.2.4. Changing Facing 7.2.4. Flame Weapons
5.2.5. Interpenetration 7.2.4.1. What to Roll
5.2.6. Unit Integrity 7.3. Vehicles Firing At Foot
5.2.7. Effects of Casualties 7.3.1. Boom Weapons
5.2.8. Digging In & Hunkering Down 7.3.2. Autoguns
5.3. Movement for Foot Troops Using PMS 7.4. Using the Fire Table
5.3.1. Benefits of Grounded PMS 7.5. The Fire Table
5.3.1.1. Muscle-Powered 7.6. Effect of Hits
5.3.1.2. Engine-Powered 7.6.1. Effect of Casualties
5.3.1.3. Terrain-Skimming 7.6.1.1. Benefits of Armour/Shields
5.3.1.4. Horse-Sized Animals
7.6.2. Casualties & Big Men/Specialists
5.3.1.5. Elephant Sized Animals
7.6.3. Ambush
5.3.2. Benefits of Non-Contact PMS
5.4. Tabletop Movement for Vehicles
5.4.1. Crossing Obstacles
5.4.2. Bogging Down
5.4.3. Vehicles in Convoy

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8. Indirect & Off-Table Fire at Foot 14. Shock & Awe
8.1. Minimum Ranges 14.1. Effect on Movement
8.2. Types of Barrage 14.2. Effect on Firing
8.3. Indirect Fire from on the Tabletop 14.3. Effect on Vehicles
8.4. Adjusting Tabletop Indirect Fire 14.4. Awe
8.5. Indirect Fire from Off-Table 14.5. Rallying Shock
14.5.1. A Big Man Rallies a Unit
14.5.2. Medics
9. Preliminary Bombardments 14.5.3. The Rally Card

15. Specialists
10. Direct Fire at Ground Vehicles 15.1. Drones & Drone Operators
10.1. Acquiring the Target 15.2. Snipers
10.2. Hitting the Target 15.3. Electronic Warfare Systems
10.3. Effects of a Hit 15.4. Forward Observers
10.3.1. Effects of a Hit on AFVs
15.5. Medics
10.3.2. Effects of a Hit on APCs
10.3.3. Effects of a Hit on Softskins
10.3.4. Flame Weapons vs Vehicles 16. Close Combat
10.3.5. Collateral Damage
16.1. Results of Close Combat
16.2. Close Combat Capable Vehicles in
11. Indirect Fire at Ground Close Combat
Vehicles 16.2.1. Versus Infantry
16.2.2. Versus Vehicles
12. Infantry Squads Firing at 16.3. Infantry Over-Runs
16.3.1. Tracks vs Foot in the Open
Vehicles 16.3.2. Tracks vs Dug-In Foot
12.1. Infantry Squads vs AFVs 16.4. Ramming Vehicles
12.2. Infantry Squads vs Softskins

17. Engineers/Battlefield Features


13. AA Fire and Air-to-Air Combat 17.1. Combat Demolition
13.1. Anti-Aircraft Fire 17.2. Smoke
13.2. Air-to-Air Combat 17.3. Minefields
13.2.1. Non-Stoppers 17.3.1. Clearing Minefields
13.2.2. Stoppers 17.4. Defensive Wire
17.5. Buildings & Works
17.5.1. Support Weapons Firing at
Buildings & Bunkers
17.5.2. Burning Buildings

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18. Other Technology Manufacturers of 15mm Sci-Fi Figures et al.
18.1. Ablative Armour (current at time of publication!)
18.2. Invisibility & Chameleon Gear 15mm.co.uk
18.3. EMP Antenociti's Workshop
18.4. Shield Generators Armies Army
18.5. Regeneration & Self-Repair ArtCrime Productions
18.6. Slave Devices & Mind Control Astro Miniatures
Battlestations
18.7. Teleport
Black Cat Bases
18.8. Time Travel Black Hat Miniatures
18.8.1. Going Forward in Time Blue Moon Manufacturing
18.8.2. Going Back in Time Brigade Models
18.9. Nuclear, Biological & Chemical Clockwork Goblin Minis
Weapons Combat Wombat
18.10. Suicide Drones CP Models
Critical Mass Games
Darkest Star Games
19. Mission Generator Eureka Miniatures
19.1. Mission Cards GZG (Ground Zero Games)
19.2. Defining the Tabletop Highlander Studios
Hydra Miniatures
19.2.1. Defining the Terrain
Irregular Miniatures
19.2.2. Defining the Forces
Khurasan Miniatures
Mission Card 1: The Prepared Attack Kremlin Miniatures
LKM Direct (QRF)
Mission Card 2: The Hasty Attack Mad Robot Miniatures
Mega Miniatures
Mission Card 3: The Flank Attack Micropanzer Wargames Studio
MJ Figures
Mission Card 4: Exploitation Moonfleet Miniatures
Old Crow Models
Mission Card 5: Counter Attack
Oddziel Osmy
Mission Card 6: The Encounter Mission Peter Pig
Pole Bitwy
Mission Card 7: The Rearguard Mission Proxie Models
RAFM
Mission Card 8: The Screening Attack Rebel Miniatures
Spartan Games
Splintered Light Miniatures
Spriggan Miniatures
Quick Reference Sheets Stan Johansen Miniatures
Team Frog
The Scene
Top Gun Marketing
Trench 2114
Zombiesmith

5
Section One: Concepts
1.1 The Game Ain’t Been Shot, Mum! (TFL’s popular rules for
WW2 gaming) to the science fiction milieu.
Quadrant 13, or Q13 for short, is designed
for playing company-sized science fiction That article was called Get Your Frickin’
battles. Each side will therefore consist of Tentacle Out Of My Face and, as a result, the
between one and five platoons of infantry nick-name of Tentacle stuck to these, fully
(say 30 to 150 figures) supported by a complete rules throughout play-testing and
number of heavier, support weapons and/or beyond.
vehicles. So please do not be confused if you encounter
It is not designed as a skirmish game based discussion of Tentacle anywhere: the term is
around forces of around a platoon’s strength, synonymous with Q13!
or to replicate the sort of asymmetrical
warfare that typify conflicts in 1960’s Vietnam 1.3 Playing The Game
and modern day Afghanistan. It is about two
In order to play you will need figures, a
company-sized sci-fi forces fighting a stand-up
playing surface ideally 6’ by 4’ or larger,
battle with each other.
suitable terrain, dice, Blinds, and a set of
As such, players should embrace the command cards that form the Q13 Game Deck.
level that they are being asked to replicate.
Within Q13, the main dice referred to are six-
As ‘company commanders’ they must make
sided D6. Being English, and notorious for
company command-sized decisions, and thus
abusing our own mother tongue, we use the
accept a small degree of abstraction in order
term “dice” to refer to one or more of these.
for that size of game to actually play. It is for
Various dice types are used within the rules,
those further down the command ladder to
and these are described as follows:
worry about what each member of each
individual squad is actually up to i.e. although
players will find there is plenty of game play D6 A six-sided cube with faces marked
with individual figures, Q13’s systems handle from 1 to 6.
the fine detail of squad command, leaving the
player free to focus on the overall company- D10 A ten-sided dice marked from 0 to 9.
sized picture.
DAv An “average dice”; a cube with faces
1.2 A Note On Language marked 2, 3, 3, 4, 4, 5.

I had originally thought to write these rules Deviation Dice A six-sided dice with two
using as many ‘science fiction’ terms as faces marked “Hit”, and four with
possible: units, for example, would be arrows pointing in one direction
described as being an “8-being squad” rather
than an “8-man squad”. Although mildly
engaging at first, I have found that this swiftly A number shown before the dice type
becomes annoying for all except those indicates how many dice should be rolled. For
prepared to immerse themselves in Q13 to an example, 2D6 means that you should throw
extent that could be described as unhealthy. two six-sided dice.

All language will therefore be rationalised to If a D3 is referred to, roll a D6 and halve the
modern usage as much as possible, with “Man” result, rounding up any fractions. If you don’t
or “Men” used to represent a being of any already have one, a D20 can be simulated by
sex from any species. rolling a D6 and a D10, with a score of 1-3
on the D6 meaning the D10 shows 1-10, and
Note that Q13 derives from an article written a score of 4-6 on the D6 meaning the D10
in the TFL Xmas Special 2009 that gave a shows 11-20.
much briefer suggestion as to how to adapt I

6
Q13 is a card driven game system, and to unit can be moving in Broken Terrain, such as
play you will need a Game Deck. You’ll also crossing a very muddy field, but be clearly
require Blinds, which are used to represent visible as if on hard ground. Alternatively the
unspotted troops. All of these are available to unit may be moving freely on Hard Ground,
download free from the TooFatLardies Yahoo but be difficult to see by an enemy unit
Group. because of intervening linear terrain such as a
hedge or the tree canopy above.
1.4 Ground Scale
The battlefield (or perhaps even areas of the
The ground scale used in Q13 is 12” = 80 battlefield) can also be defined as being low
yards, which looks good with figures between gravity or high gravity, otherwise gravity is
10mm and 20mm in size and at 1:300 is a assumed to be close enough to normal so as to
perfect fit with anyone using 6mm figures. have no effect on the game.
1.5 Basing Your Figures The battlefield (or perhaps even areas of the
battlefield) can be defined as being low
Q13 is flexible and can use any consistent atmosphere i.e. the air is very thin. This will
basing standard. affect some types of flying troops.
All that is important to consider is that you will Likewise, the battlefield (or perhaps even
need to be able to identify your different units areas of the battlefield) can be defined as
and Big Men, and keep track of casualties. being poisonous to one or more species
present. This will mean that that species will
1.6 Terrain, Atmosphere & Gravity require breathing apparatus of some kind,
and could have an effect on such things as
The alien landscapes that form the table-top spotting (it’s hard to see in a gas mask) or
battlefields in Q13 are divided into the damage taken (suit punctures are not pleasant
following types of terrain: Open/Hard in a vacuum).
Ground; Light/Broken Terrain; Heavy Terrain;
and Impossible Terrain. More detail is given in As the universe is infinitely variable, the
the table below. players should be certain at the start of the
game that they are all aware just what the
It is very likely that the state of the terrain will model scenery on the tabletop represents,
influence how easily a unit can be seen. what gravity exists, and what the atmosphere
However it is worth noting that sometimes a is like.

Types of Terrain, Gravity & Atmosphere


Open/Hard Ground This covers terrain where a man can walk unimpeded.
Light/Broken Terrain This is where movement is impeded slightly. On a planet similar to the
Earth, muddy ground, shale, packed snow, loose sand or light
vegetation would be typical.
Heavy Terrain This is where the going is getting tough: the sci-fi equivalent of deep
and cloying mud, deep sand or snow, vegetation that needs to be
pushed through etc.
Impossible Terrain This is terrain where in times of peace you probably would not go.
Examples include cliffs, dangerous ice, swamp, vegetation so thick that
in places it must be cut through.

Gravity Low gravity, high gravity

Atmosphere Low, poisonous.

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1.7 Time Scale The commanders of your forces, Big Men in the
parlance of the rules, are the ones who restore
In broad terms the use of the card based turn order and get the job done. Use these men
sequence is designed to represent bursts of wisely and you can work to plans; put the best
action and initiative on the battlefield rather men in charge of the toughest jobs and you
than any specific or defined period of time. will be half way to victory.

Consequently, the duration of a turn can be 1.9 Definitions


considered to be variable length, where the
Commercial Break card represents intermittent The main difference between Q13 and those
natural breaks and lulls in the battle. Lardy products based on historical conflict is
the lack of historical background for the
Although a turn can therefore cover a period troops to be deployed on the table.
of time from a few seconds up to several
minutes, if a more precise definition is needed For example, in TFL’s company-sized WW2
for any reason (“the tanks arrive after six game I Ain’t Been Shot, Mum! each vehicle
minutes”) assume each turn represents roughly model represents an historical vehicle, and you
one minute of real time. know such things as what gun was fitted onto
that vehicle and how fast it could move.
1.8 The Game Deck: Cards
Likewise for force and scenario generation
We use cards to represent the ebb and flow one can research exactly which troops fought
of battle, to make the structure of each turn where and with what. I’d love to arm my early
entirely variable so that the gamer has to be war British troops in the Far East with loads of
constantly aware of the changing face of the Vickers machine guns, but I know that (a) they
battle that is unfolding before him. weren’t integral to infantry battalions and (b)
were noticeably in short supply.
There is no certainty in war, and that element
of uncertainty and even chaos does need to With sci-fi games, however, there is no fact to
be represented if our games are to be fall back on: that’s why it’s called science
credible representations of combat. fiction!

Hovertanks from Blue Moon Manufacturing

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Many rule systems get round this problem by 1.10.1 Representation
providing incredibly elaborate backgrounds
to make up for this deficit, often being You can field anything in the rules provided
published hand in hand with ranges of you have the figure or vehicle model to
specifically designed figures. Sometimes the represent it. Thus if you want your squads to
temptation to alter or add to the background have light support weapons, then you have to
in order to sell more figures, or highly-priced have the figures to do so.
specialist figures, is just too much, and the
resulting “cheese” is why many wargamers Note that this can be a real problem with
eschew these games. Other ranges of figures some of the more limited ranges of sci-fi minis
come without any background beyond one or that produce collections with trooper figures
two sentences in the sales catalogue. How then all armed in exactly the same way i.e. without
can I give a background for every sci-fi light support weapons. And try finding mortars
miniature currently in production? anywhere as well!

The answer is, of course, that this is impossible. 1.10.2 Coherence & Consistency
The next section of the rules, Your Troops, will
therefore provide a framework into which Your background must be coherent and
players must fit the armies they wish to field. consistent. Throughout history, armies have
This framework will translate the vast variety been ordered into squads and fireteams
of concepts possible in an effectively infinite backed up by smaller numbers of support
science fiction universe into a common idiom, weapons attached at platoon, company level
allowing the game’s systems to operate. etc. Most of an army has been grunts, with
smaller numbers of elite and/or specialist
These definitions are designed around the troops. Your army must have its structure
usual Lardy concept of ‘ordered flexibility’: in clearly defined and have at least some
that they are a rigid framework with built-in rationale behind its composition.
give or, if you like, a flexible framework with
built-in rigidity. To use another oft-mentioned 1.10.3 A Note On Play Balance
Lardy concept: the definitions are a toolbox
from which you can take what you want to Although the open nature of the Q13 army list
create your army, discarding everything else. system allows you to create the ultimate super
army, you should embrace the three concepts
of representation, coherence and consistency
1.10 Army Lists in order to maintain play balance. As some
The first step that you will need to take in wargamers would put it: avoid cheese!
order to play Q13 is therefore to use the An example of how to create an army list is
Your Troops section of the rules to create a
given at the end of the Your Troops section.
background army list for your collection of
figures.
1.11 Glossary Of Terms
Some of you might use a range of figures with
a background already provided by their The following terms are key to Q13:
manufacturer, poring over codex after codex
of information to make sure that you are Action: when a unit is activated it has a
fielding made-up-historically-correct forces on number of Actions that is may use for moving,
the table. firing, spotting or undertaking other tasks such
as searching or taking cover.
Some of you might use your imagination to
write your own backgrounds for your figures, Activation: a unit is activated when its own
mixing ranges where necessary, pondering for card is dealt or when a Big Man uses his
hours on whether the guns your troops carry Command Initiative to activate all or part of it.
fire bullets or bolts of energy. When activated, a unit may perform Actions.

Whatever you decide to do, there are three Awe: Infantry squads or support weapons will
fundamental rules that must be followed when suffer the effect of Awe when their Shock level
fielding a force for Q13:
9
exceeds the number of men remaining in the Pinned: units fired on may become Pinned.
unit. As soon as this happens, the unit will fall Being pinned affects their firing and stops
back if in the open, light cover or in buildings; them moving. This is a temporary state which
lasts only until the next Commercial Break card
or if in entrenchments or bunkers, troops will
is dealt.
be silenced, unable to move or fire. Shock: Shock is key to the automatic morale
system within the rules. Shock accumulates on a
Big Men: there are the key leaders in your
unit, affecting its performance. Shock is not
force. Not all Officers and NCOs are Big
permanent, it may be removed by a Big Man
Men: these are those special handful who
rallying the unit. A unit’s shock level should be
determine the course of war through their
indicated using wither a suitable marker, such
leadership. When activated, Big Men may use
as wounded figures, or by an unobtrusive
their Command Initiative to influence the units
micro-dice.
around them.
Strike Value: support weapons are graded
Blinds: Blinds are markers which allow simple
by Strike Value (SV) usually determined by
hidden movement to be used. Blinds markers
the weight of fire that they can put out.
are oval or rectangular shapes 6½” wide and
4” deep, with suitable artwork to allow
Suppressed: units fired on may become
identification of which army they represent.
Suppressed, stopping them from moving or
firing. This is a temporary state which lasts
Close Combat: close combat occurs when
only until the next Commercial Break card id
infantry of support weapons come within 4” of
dealt. At that point the suppressed unit
each other. This is the point where firepower
becomes Pinned until the following Commercial
dictates that a decisive combat must occur with
Break.
one or both sides giving up ground.
Tech Level: the overall level of technology
Command Initiative: every Big Man has a
for an army. Tech levels in Q13 range from 0
number of Command Initiatives that he may
to 4.
use to influence the men around him: activating
squads, support weapons or vehicles; rallying
Turn Sequence: there is no set turn sequence
his men; or issuing orders.
in Q13. The run of the cards dictates the order
in which units are activated. Once activated,
Commercial Break: The Commercial Break
units may use their Actions for different tasks
card signifies the end of each turn.
in any order they wish.
Fire Table: the fire table is used to find out the
results of firing. It shows the number of hits on
the target unit and the morale effect of the
fire.

Game Deck: the cards that are used to dictate


the run of play are in included in the Game
Deck. When the Commercial Break card ends
the turn, all the cards are returned to the deck
and shuffled before the next turn commences.

Morale Level: Q13 uses a system of automatic


morale. An infantry squad or support
weapon’s morale is represented by the
number of figures they have available.
Vehicles have a morale level set between two
and five depending on their expertise and
therefore confidence. New Vistula Legion from Oddzial Osmy

10
Section Two: Your Troops
2.1 Elements Of Your Army List of foot may get a bonus movement card in the
deck to represent their speed.
Your army list should contain the following Infantry, support weapons not mounted on
elements: vehicles, and specialists are collectively known
as Foot.
Tech Level: the overall level of technology for
your army. Tech levels in Q13 range from 0 to
4. 2.2. Technology Levels
Big Men: although all commanders are There are four technology levels available in
represented in Q13, not all have that special Q13:
something that makes them the ultimate
battlefield leaders. Your Big Men are those Tech 0: anything prior to late 20th century
leaders who actually make things happen: earth i.e. before the invention of practical
activating troops, removing shock, calling in air
computing, radio, television, nuclear power,
support and other command functions.
the jet engine, antibiotics, space travel…any
Infantry: a description of the infantry of the things that really make life worth living!
contingent of your army. Infantry are defined
in terms of role, order of battle, weight, Tech 1: approximately equivalent to late 20th
expertise and other equipment. Note that century Earth. Distance weapons fire
what historical and fantasy gamers call projectiles thrown by chemical explosion;
cavalry (both the mounted on horses and missiles and drones generally require an
mounted on APCs variety) are dealt with
operator rather than having their own AI;
under the infantry rules.
vehicles are powered by the internal
Support Weapons: support weapons represent combustion engine. No ability to control
any weapon that is not an integral part of an gravitational force, no ability to generate
infantry squad e.g. artillery. Support weapons forcefields, limited robotics, and extremely
are defined in terms of role, order of battle,
limited space travel capacity.
strike value, how they target their target, what
type of projectile or beam that they fire, and Tech 2: Beam weapons are now possible.
whether they have the capacity for full
automatic fire or not. Smart missiles and drones are now the norm.
Alternative power sources are available.
Specialists: specialists represent specifically Limited ability to control gravitational force
trained individuals such as snipers and and generate forcefields. Effective space
forward observers who are not part of an travel and robotics are now possible. The
infantry squad but are usually attached at
company or platoon level. world of Red Dwarf or the Terminator.

Vehicles: a description of any vehicles that Tech 3: As above, but space travel, control of
are part of your army. Vehicles are defined in gravitational force and generation of
terms of role, order of battle, weaponry, forcefields are now easy. Computers are
armour, function (e.g. troop carrying capacity), routinely as intelligent as their masters. The
and how they move (wheels, tracks, anti-grav world of Star Wars.
devices etc.)
Tech 4: As above but bigger, better and
Characteristic Cards: certain armies, or
individual units within those armies, will have a shinier! Teleportation and cloaking devices are
particular characteristic that it is worth noting. now possible. The world of Star Trek and the
For example, a force that is particularly fleet Polity.

11
Note that not all technologies should 2.4. Infantry
necessarily be available to an army list at a
particular tech level (your Tech 3 troops might The infantry contingent of your army list is
not have forcefield technology for example, defined in terms of role, order of battle,
but are able to operate anti-grav vehicles). weight, expertise and equipment.

All technology fielded by an army receives a 2.4.1. Roles


factor of the Tech Level as the bonus given on
any roll where that technology could have an Each infantry unit represented on the table
effect. should have its fundamental role defined. This
is the basic function of the unit. There are six
Your army might include figures with a Tech 2 infantry roles in Q13:
scanner: when spotting, that unit would get a
+2 bonus to its spotting rolls. Leg Infantry: your standard footslogger, the
core of any army.
2.2.1. Artificial Intelligence Assault Infantry: better quality, and often
Note that at Tech 2 and higher, all Big Men, armoured, infantry designed to lead the way
infantry, support weapons, specialists and in any attacks. Also used for infantry
vehicles may be controlled by artificial considerable larger or stronger than a
intelligence rather than by a being. standard human; or who are renowned for
being especially ferocious in close combat.
So a force of 23rd Century humans might use Mobile Infantry: infantry trained to fight from
automated robot guns run by computers rather armoured personnel carriers or using their own
than artillery crewed by men. The rules do not personal movement systems e.g. jet packs.
differentiate between units operated by
beings or by AI. Mobile Assault: a combination of Assault
infantry and Mobile infantry
2.3. Big Men
Recon: specialist scouts: infantry trained in
Even though all of a unit's leaders might be reconnaissance. They can receive bonuses to
represented on the table, not all will count as spotting and movement.
Big Men. Big Men are the men of the
battlefield who do more than order: they Engineers: infantry trained in the arts of
inspire. Whether officers, NCOs or even military engineering e.g. military construction
occasionally humble soldiers, they are the men and assaults on military constructions, mine
who will actually make things happen. laying/detecting etc. They can receive a
bonus when dealing with such things as
In Q13, Big Men can activate units, remove minefields and barbed wire.
shock, call in off-table artillery and a host of
other useful things. The number of Big Men Note that the name of your infantry unit might
available to a force is defined under the be different from its rules-defined role. The XI
infantry, support weapons and vehicle sections Assault Regiment could, for example, be leg
of the rules, below. infantry, assault infantry, mobile infantry or
specialist engineers.

12
2.4.2. Order Of Battle: Infantry Squads each squad together. Individual fireteams are
therefore not represented in Q13.
The infantry contingent of your force must be
organised into squads, platoons and 2.4.3. Weight
companies.
As mentioned above, infantry squads can
The basic unit of infantry is the squad: an consist of leaders, riflemen and light support
element with a strength of usually around weapons. Next the weight of fire that they can
eight to ten men (but more or less is fine) generate must be defined.
consisting of a leader and a number of sub-
leaders and fireteams based either around Light Squads: light squads have no infantry
individual weapons or light support weapons. support weapons, consisting only of men
armed with their individual weapons.
Infantry squads must be organised into Alternatively, they could represent standard-
platoons of two to five squads, with the usual armed squads with poor quality weapons or
number being three or four. who are low on ammunition. They receive a
minus when firing.
Infantry platoons must be organised into
companies of two to five platoons, with the Standard Squads: Standard squads have one
usual number being three or four. light support weapon, or are armed with
enough big guns to replicate a light support
Company HQs can also be the equivalent of a weapon’s effect.
small platoon e.g. a particular infantry
company might consist of an HQ element of Heavy Squads: heavy squads have two or
two squads and then three platoons of four more light support weapons, or are armed
squads each. with a selection of truly huge personal
weapons. They receive a bonus when firing.
If higher level organisation is required,
companies can be gathered into battalions of Squads may also be defined as having access
three or four companies, or regiments of five to flame weapons. These are not crewed-
or more companies. weapon flamethrowers, but smaller, hand
flamers.
Note that although in theory squads could be
broken down into their individual fireteams, The firepower of the hand flamer is included
this is too granular a level of detail for a in the firepower of the squad, but their targets
company-sized rule set and, anyway, players suffer the penalties of being targeted by
will find that such small units can easily be flame weapons; and the squad receives the
overwhelmed and that it is better to keep flame weapons advantage in close combat.

Troops/Actions 0 1 2 3 4
Rabble 1, 2, 3, 4 5, 6 7+ ~ ~
Militia 1, 2, 3, 4 5 6, 7 8+ ~
Regular 1, 2, 3 4 5 6, 7, 8, 9 10+
Veteran 1, 2 3 4 5, 6, 7 8+
Elite 1 2 3 4, 5 6+

13
2.4.4. Expertise & Number Of Actions Thus a regular squad with ten or more men in
it has four Actions available to it. Treat squads
How your troops perform will depend on their with a paper strength smaller than ten men as
levels of training and motivation: some troops the appropriate number on the table e.g. a
will be no more than untrained rabble, some full strength 7-man, veteran squad would start
will be the ultimate in elites. the game with three Actions.
There are five levels of expertise in Q13: Manpower losses to a squad will reduce its
effectiveness by cutting down on the number
Rabble: an untrained mob. Cannot march in
of Actions it may use, thereby restricting its
step, have little or no experience, and no
ability to function efficiently. Better quality
familiarity with weapons or tactics.
units will be able to maintain their
Militia: part-time soldiers or low quality effectiveness for longer.
regular troops. Militia have had some training
and have a semblance of military discipline. 2.4.5. Number Of Big Men Available

Regulars: Full-time, good quality soldiers. The number of Big Men available should
They are well-trained and reasonably keen. generally depend on the expertise of the
troops they command.
Veterans: As Regulars, above, but with the
invaluable addition of actual combat Veteran and Elite troops usually have one Big
experience. Man per platoon, and may have one, two or
three additional Big Men commanding a
Elites: The very best of the best! Take the best company.
soldiers you have, train them more, give them
more experience and the best equipment: Regulars and Militia usually have one Big Man
those are your elites. commanding a company, and may have up to
one Big Man commanding each platoon.
These levels of training and motivation are
reflected partly in the number of Actions that Rabble may only have up to one Big Man
each troop-type has available to use on a commanding a company. A particular scenario
range of activities, and partly through the can override these guidelines.
quality and quantity of the men who lead
2.4.6. Equipment
them.
Infantry squads may also be equipped with
Additionally, the Game Deck will contain
items that make them harder to kill (armour
cards that reflect a unit’s particular abilities
and shields) and devices that aid movement.
and special skills.
2.4.6.1. Armour & Shields
Core to Q13’s system are a unit’s Actions.
These represent the ability of a unit to do Infantry may wear armour or carry shield
things during their turn: the more Actions that generators that protect them from potential
they have the more they can do. Once a damage.
platoon is activated, its individual squads may
act. Some alien races, droids, robots, cyborgs and
androids could be counted as being within
Each squad has a number of Actions allocated armour to represent their toughness.
to them, as defined in the table at the bottom
of the previous page by its quality and the Infantry armour is defined as follows:
number of operational men.
14
No Armour: infantry wear no armour apart 2.5. Support Weapons
from maybe a helmet.
Support weapons represent any weapon that
Armour: infantry wear some form of body is not an integral part of an infantry squad or
armour. Lower tech levels would represent the mounted on a vehicle.
equivalent of Kevlar and other bullet-proof
vests. Higher tech levels would represent the The smallest weapons would be two-man
sort of armour worn by Imperial Stormtroopers teams who might man the sci-fi equivalent of
in Star Wars. an RPG or a light machine gun. The largest
would represent artillery pieces with multiple
Powered Armour: the armour worn by the crew. Each support weapon team is counted as
infantry is powered i.e. has an active element an individual unit.
that gives additional bonuses in terms of such
things as protection, movement and weaponry. To absolutely clarify the difference between a
support weapon and a vehicle (e.g. between
Mega-Armour: a catch-all term for the most an anti-tank gun and a tank destroyer), a
sophisticated armoured battle suits that are support weapon is defined as an object that
almost but not quite vehicles. cannot move under its own power: it must be
Infantry can also be defined as having shields lifted or limbered (i.e. towed by a vehicle of
i.e. are carrying or wearing a device that some kind) in order to move.
generates a protective forcefield around The support weapon contingent of your army
them. list is defined in terms of role, order of battle,
weight, expertise and other equipment.
The protective effects of armour and shields
are described in the section on firing at 2.5.1. Roles
infantry.
The primary role of the support weapon
2.4.6.2. Devices That Aid Movement should now be defined from the list below.
Infantry may also ride, carry or wear Infantry Support: heavier infantry support
Personal Movement Systems (PMS) that weapons designed to be attached to infantry
allow them to move at more than the standard units at squad, platoon or company level. The
rate and/or ignore the effect of terrain. sci-fi equivalent of light, medium and heavy
Details are given under the rules on movement, machine guns, light and medium mortars, and
but this includes such things as horses, beasts, lighter infantry guns.
dragons, bicycles, motorbikes, jet packs, jump Artillery: designed to provide support from a
packs, grav belts, powered armour, wings, distance. The sci-fi equivalent of heavy
roller skates, powered skate or surf boards, mortars, most big guns, and rocket batteries.
pogo sticks…the lot!
Anti-Tank: specialist anti-tank weapons from
Note that infantry with devices that allow a small, hand-held weapons the equivalent of
one-way trip onto the battlefield, e.g. anti-tank rifles or RPGs to carriage-mounted
parachutes, do not count as having personal anti-tank guns to anti-tank missile or rocket
movement systems. Rules for them are covered launchers.
under the Battlefield Insertion rules in the
movement section. Anti-Aircraft: specially mounted weapons, or
weapons with specialist targeting systems, that
are designed to knock down aircraft.

15
GP: General purpose weapons that, in Q13, powerful it is. One way of looking at this is to
can encompass up to two of the above roles, see how big a crew is needed to man the
each of which should be defined. weapon, so it is usual for a support weapon to
have one figure per Strike Value on its base.
2.5.2. Order Of Battle
2.5.3.1. Targeting
Support weapons should be grouped into
squads of two to five weapons each, and can Support weapons are either:
be grouped into platoons of two to five
Direct fire (DF): fires directly at its target on a
squads.
relatively flat trajectory. The support weapon
Support weapons or support weapon squads must have line of sight to its target.
can be attached to infantry platoons e.g. an
Indirect fire (IF): fires at its target on a
infantry platoon could consist of three squads
ballistic trajectory, or is a guided or unguided
of infantry plus a squad of three support
missile. No line of sight is necessarily
weapons.
necessary.
Support weapon squads or platoons can also
Variable fire (VF): a support weapon able to
be attached at company level e.g. an infantry
do both DF and IF.
company could consist of three platoons of
infantry plus a platoon or squad of support A weapon equivalent to a machine gun would
weapons. be DF; a mortar would be IF; and a howitzer,
VF.
Alternatively, support weapon squads and
platoons can appear on the table 2.5.3.2 Load
independently as part of a temporary
attachment from larger, but mostly absent, Support weapons fire one of four types of
support weapon platoons/companies ammunition:
respectively.
Bolt: whether a solid, bullet-like mass or a bolt
Given the game-scale of Q13, it is unlikely of energy, a bolt weapon fires a shot that is
that more than one platoon of any particular designed to concentrate its fire on one
support weapon would appear on the table at particular point. Anything from a cannonball
the same time. to an armour-piercing round.

Additionally, DF bolt weapons may also be


2.5.3. Size, Targeting, Load & Rate of
defined as Autoguns: similar to a machine
Fire gun or rapid fire energy weapon.
Support weapons are defined by their weight Boom: a shot that is designed to explode on
of fire or Strike Value; how they target their impact and do damage to a large area as
target; what type of projectile or beam that opposed to a single point. A simple shell or
they fire; and whether they have the capacity airburst munitions might be examples.
for full automatic fire or not.
Both: the support weapon is able to fire both
Under the definitions, listed below, you will bolt and boom ammunition e.g. a tank gun
find examples that will help you define able to fire both high explosive and armour
individual support weapons in your army lists. piercing rounds. The player may choose which
Strike Value: a support weapon’s strike value type of ammunition is used each time the
(SV) is defined by its purpose and how support weapon fires.

16
All Boom and Both weapons may also fire into the air which then drop onto the target
smoke. See Section 17.2. from above as an IF Bolt weapon. Note
that something like an anti-tank missile
Flame: Alternatively, rather than fire a looks like a boom weapon but acts as a
projectile, a bomb or bolt of energy, the bolt weapon, so should be counted as that.
support weapon can be defined as firing a
cloud or spray of noxious material (fire,  Guns that were designed to function as
napalm, acid, heat ray etc.) which, for the both artillery and anti-tank weapons
sake of simplicity of description, we will call would be General Purpose: Artillery/AT.
Flame.  Note that there are no specific rules for
missiles as opposed to shells: in the future
2.5.3.1 Example Strike Values
there may be no practical difference
Infantry support weapons such as the between them. Guided missiles and anti-
equivalent of medium and heavy machine guns guided missile measures (e.g. chaff) are
are DF Auto weapons with a SV of between 2 abstracted through the game mechanics
and 4. associated with firing support weapons.

Mortars, or their equivalent, are IF Boom  Thus a three-man rocket launcher would be
weapons. Light mortars would have SV2, a SV3 DF Boom weapon unless it was
medium mortars SV3, and heavy mortars a SV specifically designed as an anti-tank
of between 4 and 6. weapon, in which case it would be a SV3
DF Bolt weapon. The highest tech versions
Light artillery, whether guns or missile could be Both. It would not be defined as
launchers, and whatever their role, would an autogun because its three man crew
generally have a SV of either 3 or 4. Medium can’t carry enough missiles to allow it to
artillery would have a SV of either 4 or 5. act as such.
Heavier guns would have a SV of 5 or 6, with
 Anti-Aircraft weapons will nearly always
the very heaviest of superheavy weapons
be DF, and usually Bolt, especially if able
going as large as a SV of between 6 and 8.
to be used on ground targets.
Use common sense here: if the support weapon  Autoguns will generally be SV2 or SV3
model looks about the size of 75mm artillery weapons due to the need to carry around
piece, then make it SV4; if it looks like a enough ammunition to keep them firing.
150mm artillery piece, then give it SV5 or Guns that fire multiple energy blasts could
SV6. If it fires something horrible (plasma, be the exception to this, but would need
nuclear, void or whatever) then you could add an awful lot of power/coolant to keep
a one or two. going.
2.5.3.2 Examples By Role  Thus an energy gun designed to act like a
medium machine gun would be a SV3 DF
How a gun or missile launcher operates (i.e. Bolt autogun. A huge mini-gun forming the
what it can do in game terms) should be arm of a walker (see the section on
defined by its role: vehicles) would be a SV4 or SV5 DF Bolt
autogun.
 Artillery will generally be VF Boom
weapons.  Vehicle-mounted guns should be defined
by the vehicle’s task and then by the
 Anti-Tank weapons will generally be DF
specific gun’s task on the vehicle. See the
Bolt weapons, although you could have
section on vehicles.
one designed to fire lots of little bombs up
17
2.5.4. Expertise & Available Big Men 2.7. Vehicles
Support weapons have the same number of Vehicles are defined by role, weaponry,
Actions as a full-strength infantry squad of armour, and how they move. A particular
their troop type but their effectiveness does vehicle’s role will often help define its other
not reduce in the same way. characteristics.
Autoguns function at full effect until reduced to Note that these rules cover vehicles that will
one man, when they are reduced to one actively appear on the tabletop. Vehicles that
Action. All other support weapons continue to do not appear on the tabletop, such as
operate at full efficiency until they are aircraft that drop bombs or similar without
completely wiped out. making themselves potentially vulnerable to
AA fire, will be dealt with as off-table support
It would be rare for a support weapon
units. Players will find that vehicles actively
platoon to have its own Big Man. Usually a Big
appearing on the tabletop will have a more
Man from the main infantry contingent would
targeted effect than those used in an off-table
have to be used.
role.
2.6. Specialists 2.7.1. Roles
If representative, individual figures can also Players should first define the role of their
be identified as the following types of force’s vehicles in order to build up the rest of
specialist. the vehicles’ characteristics.
Drone Operators: operate unmanned Fighting Vehicle: usually armoured, these
vehicles. In Q13, drones can be operated by vehicles are designed primarily to fight. Guns
specialist operators, by Big Men, or by off- and armour are the priority. The tank!
table drone operators.
Specific Mission: vehicles designed for one
Forward Observers: used to call in and type of opponent or purpose: tank-hunters,
correct the fall of on- or off-table artillery. self-propelled artillery, anti-aircraft vehicles
Medics: medics may treat wounded troops, etc.
allowing a force to recover from the effects of Personnel Carrier: ‘battle taxis’ are designed
fire. to transport infantry onto and around the
EWSO: electronic warfare systems operators battlefield. Troop capacity needs to be
use technology to help detect the enemy and defined e.g. “can carry one squad of up to 10
to disrupt their communications. men”. Armoured variants will have light
armour and light weapons.
Snipers: an individual or two-man team
specialising in sniping. Reconnaissance: vehicles used for scouting.
The ability to scan and speed of movement
Specialists must either be attached to a are generally the priority here. Recon vehicles
specific platoon or company; or work on their can receive a bonus to spotting and
own. For example, a particular company movement.
might have a sniper as part of its HQ roster,
but the Forward Observer for an off-table Engineering: vehicles designed for
artillery unit might operate independently. engineering type functions: bulldozers, tank
recovery vehicles etc.

18
Runaround: a general purpose military Heavier tanks would have a gun with an SV
automobile such as the Jeep that is used as a of between 5 and 7, and an AV of between 8
runaround, a small personnel carrier, a recon and 16.
vehicle, can have an AA autogun added on to
it etc. Tank hunters would also have a gun with an
SV of between 5 and 7, but an AV of
2.7.2. Order Of Battle between 2 and 5.

Each vehicle, whether it operates on land, sea Mobile artillery vehicles generally have a
and/or air, is treated as an individual unit. main gun or missile launcher which counts as a
VF Boom weapon with an SV of between 5
Vehicles should be gathered into squads of and 6. They have light armour of AV between
two to five vehicles each, and can be grouped 2 and 4.
into platoons of two to five squads. Vehicle
squads and platoons can be attached to Anti-Aircraft vehicles generally have a main
infantry companies (e.g. an infantry company gun or missile launcher that counts as a DF Bolt
could consist of three platoons of infantry plus weapon. SV’s range between 2 and 6, but
a squad of walkers), or appearing armour is generally light: AV 2 to 4.
independently on the table as part of a
2.7.3.1. Close Combat Capable Vehicles
temporary attachment from larger formations.
Some vehicles, especially some walkers, carry
2.7.3. Crew, Weaponry & Armour what are effectively close combat weapons:
A vehicle’s weaponry and armour is usually claws, large swords etc. These vehicles may be
defined by its role. One or more appropriate designated as close-combat-capable: see
support weapons are added, and an armour section 17 for details.
value (AV) chosen. Note that armour covers 2.7.3.2. Crew
any factor that adds to the protection of the
vehicle including, for example, any in-built At this point, the crew of the vehicle must be
shields fitted. defined.

Scout cars or other light vehicles intended for All vehicles are assumed to have a minimum
reconnaissance or as runarounds would crew of one: a commander (C). If this is the
generally have an AV of 2 or 3. They would case, the commander is responsible for all
usually carry DF weapons, either Bolt or actions: making decisions, moving, spotting,
Autoguns, with an SV of 2 or 3. firing etc.

Tanks and tank hunters generally carry one Each additional crew member is assumed to
main gun: a DF weapon, either Bolt or Both. take one responsibility from the commander.
They might also carry an anti-infantry weapon So a driver (D) would move the vehicle; a
such as a SV2 Autogun. Gunner (G) would fire the primary weapon
(the biggest one or the one most in keeping
Light tanks would have a gun with an SV of with the vehicle’s role), with other gunners
between 2 and 4, and an AV of between 2 being assigned to secondary weapons; and an
and 5. Other (O) or Specialist (S) would do other
Medium tanks would have a gun with an SV things such as manning the electronic warfare
of between 3 and 5, and an AV of between 4 systems or help another crew member with
and 8. their task.

19
Note that computer systems can be the If the same grav tank had two turrets, with a
equivalent of crew, so a “two-man” vehicle gunner in each, then each gunner has two
could have a human commander and a Actions with which to fire, and the vehicle has
computer-system gunner. a pool of three Actions with which to move,
spot, fire other weapons etc. or to give to one
2.7.4. Expertise, Morale & Available or both gunners.
Big Men
Vehicles operate with an expertise the same 2.7.5. Vehicle Movement
as a full-strength infantry squad of their troop
The way the vehicle moves needs to be
type. They will also have a base number of
defined.
Actions the same as a full-strength infantry
squad of their troop type. 2.7.5.1. Ground Vehicle Movement
In addition, in any vehicle of Tech 2 or higher, Vehicles that move along in contact with the
each specified gunner has half as many ground are defined as one of the following:
Actions again (rounded up) to shoot with his wheels (WHL), tracks (TRK), or walkers
specific weapon. Players may add a vehicle’s (WLK).
Actions to the Gunner’s Actions provided that
the Gunner does not use more than the Wheels can be defined as anything that gives
vehicle’s base number of Actions for his fire. a bonus to movement on a tarmac-ed road
and a penalty to movement on a bad surface.
Vehicles also have a morale level based on Tracks are the opposite. Thus a vehicle with
their expertise, defined as per the table giant blow-up wheels designed to travel over
below: rough terrain might actually be defined as
and move as if it were tracked rather than on
Expertise Morale Level
wheels. Walkers are any vehicle that walks on
Rabble/Militia 2
legs.
Regular 3
Veteran 4 Vehicles that are designed to float just above
Elite 5 the ground, such as low level anti-grav
vehicles and hovercraft, are defined as
Vehicle platoons and companies have the vehicles that hover (HOV).
same allocation of Big Men as infantry.
2.7.5.2. Liquid Vehicle Movement
A Tech 3 grav tank with three Actions has a
commander, a driver and a gunner. If no Vehicles that move along in contact with the
Actions are given to the gunner, the vehicle surface of liquids are defined as boats (BTS).
has three Actions with which to move, spot, fire Those that can travel under the surface as well
etc., and the gunner has two Actions with which are known as subs (SUB).
to fire his specified weapon.
2.7.5.3. Fast & Slow Vehicles
The vehicle can, however, give the gunner one
Players may designate any of their ground or
of its Actions, giving the gunner a total of
liquid vehicles as Fast or Slow provided their
three Actions, his maximum. The vehicle’s
background and/or the look of the vehicle
remaining two Actions can still be used for
allows.
moving, spotting and firing other weapons etc.

20
2.7.5.4. Flying Vehicles For example, a small scout vessel might be
designated as being an EWSO specialist
Vehicles that are capable of sustained flight craft. Its Actions could be used to carry out
are divided into the following categories: EWSO actions as well as moving, spotting,
stoppers (STP) and non-stoppers (N-STP). firing its weapons etc.
Stoppers are aircraft that can effectively stop
and hover in mid-air, and do not normally
2.8. Characteristic Cards
require a runway for take-off and landing. Characteristic cards allow you to add a bit of
Examples include airships, dirigibles and flavour to your army list. They allow you to
zeppelins; ornithopters and helicopters; some decide, for example, that your force is
jet aircraft (those with VTOL capacity); most particularly fleet of foot (Rapid Deployment)
anti-gravity craft; and an assortment of other, or that your tanks are especially fast (Armour
more exotic, forms of flight. Bonus Move). It might also allow you to state
Non-stoppers are those aircraft that fall out of that your force’s vehicles are notoriously poor
the sky if they stop, and require some form of quality (Vehicle Breakdown) and that your
runway for take-off and landing. They include grunts, although brave, are led by cowardly
most aeroplanes, however powered, and some officers (Hesitant Commander).
more advanced craft. Detailed rules for the effects of characteristic
Note that some STP vehicles may also act like cards are given in the Game Turn section, and
ground vehicles e.g. a grav tank might be players should select those they feel
capable of STP flight, but also of acting like a appropriate for their army’s background and
HOV as well. If this is the case, the unit should equipment. These will then form the standard
have its movement defined as STP/HOV. characteristic cards used for the army,
STP/HOV craft transition between the two although these can be modified by a
movement types by ‘landing’ or ‘taking off’ particular scenario or by prior agreement with
(see the rules on movement). your opponent.

2.7.5.5. Battlefield Insertion A campaign might dictate that your army must
use the Ammunition Shortage card, or that
Note that vehicles that allow a one-way trip your usually rapid firing mortars (Mortar
onto the battlefield, e.g. drop pods and some Bonus Fire) are working more slowly than
drop ships, do not count as being able to fly. normal because dust in the air is affecting
Rules for them are covered under the their fire control systems.
battlefield insertion rules in the movement
section, but effectively they are placed 2.9. Force Composition
straight on to the table when they land and
cannot take off again after that, although Note that what we are constructing here is the
some might have movement capacity on the paper strength of your army list: squads or
ground. platoons from more than one company could
appear on the table at any one time.
2.7.6. Vehicles & Specialists
For example, a force deployed on the table
Appropriate vehicles may be listed as the might consist of a company of “leg” infantry
equivalent of a specialist. This is in effect a with the following attachments from Regiment
bonus ability for the vehicle, which can carry or Army level assets: a squad of specialist
out the relevant specialist actions in addition scouts, a platoon of support weapons, and two
to the normal things they can do. platoons of armoured fighting vehicles.
21
2.10. Off-Table Support Units plasma gun, and one alpha warrior with comm
set and micro-missile launcher.
The army lists so far have covered those
troops that will be represented on table and 15mm Felid Lion Class Heavy Attack
for which you will actually require figures. Transport
Your army list can also define the sort of A large, wheeled troop carrier.
support that your force could expect to 15mm Felid Baron
receive by assets shooting on to the table from Modelled in Command/Battle Dress
a long way away. Off-table artillery is an
obvious example, but this also includes 15mm Felid Hostage Barons' Sons Jetbike
airstrikes, fire from satellites, near orbit Squadron
spacecraft…even rocks hurled down the Three gravbikes with Felid drivers
gravity well.
15mm Garn Alien Warriors
Off-table support includes forces that the Three models, three assault cannon inserts, one
troops on the table will never actually see: flamethrower insert, and one plasma gun
they will just feel their effects. insert.

As with characteristic cards, typical off-table 15mm Garn Alien Warrior Commander and
support should be selected appropriate to the Heavy Weapon Warrior
army’s background and equipment, or defined Two models, one sprue with laser cannon,
by a particular scenario or campaign. missile launcher, and plasma cannon inserts for
the Heavy Weapon Warrior.
2.11. An Example Army List
15mm Garn Alien Hegemon
Khurasan Miniatures produce two linked One High Commander
ranges of aliens: the Garn and the Felid. The
Garn are fierce, man-sized tyrannosaurs; the 15mm Garn Alien "Alligator" Class
Felids are warrior cat-people who have been Superheavy Assault Transport
subjugated by the Garn. At time of writing, With three crew and many weapons options
the range consists of the following figure 15mm Garn Alien "Crocodile" Class Three
packs: Turreted Superheavy Assault Tank
15mm Felid Light Battle Circle With five crew and many weapons options for
Ten models: nine warriors with heavy blasters each turret
and one alpha warrior with comm set and 15mm Garn Flesh Eater Giants
micro-missile launcher. Two models with Superheavy Infantry
15mm Felid Heavy Battle Circle weapons
Ten models: five warriors with heavy blasters, Khurasan give a lot of background to both
two warriors with grenade launchers, two ranges, including the fact that Garn infantry
warriors with heavy plasma guns, and one and vehicles are protected by shields.
alpha warrior with comm set and micro-missile
launcher. 2.11.1. Tech Level
15mm Felid Prideguard As the Garn routinely use shields, they are
Elite Warriors in Helmets. Ten models: seven immediately defined as being Tech Level 3.
warriors with heavy blasters, one warrior with They could be Tech 4, but that smacks a little
grenade launcher, one warrior with heavy of cheese! As they have successfully

22
subjugated the Felids, the Felids will be scouts counting as having personal movement
defined as Tech 2. systems that count as HOV. They will count as
Heavy Veteran squads, the heavy-ness coming
2.11.2. Big Men, Infantry & Support from the guns and missile launchers mounted
Weapons on the gravbikes.

Most of the work has already been done for 2.11.3. Vehicles
us here, either through the way the packs are
put together or the background/descriptions The Felid Lion-class heavy attack transport
provided by Khurasan. vehicle, a personnel carrier, can easily be
defined as being a wheeled vehicle with
The Garn will operate in 8-man squads made armour class 6 and armed with a SV4 DF Bolt
up of two packs of standard infantry (i.e. 6 weapon. It can carry up to a squad of 10
figures) and a command pack (i.e. 2 figures, Felid.
one with LSW).
The Garn vehicles are covered in turrets, with
Platoons, headed by a Hegemon, will consist a variety of improbably huge guns and missile
of three squads plus a support weapon squad launchers available to mount on them.
of three Flesheater Giants armed with Movement for both is HOV, with shield
“superheavy infantry weapons” that count as generators providing armour class 7 for the
SV3 DF Bolt Autoguns (I would probably Alligator and 8 for the Crocodile. The
create a base with one Flesheater and one or Alligator, a personnel carrier, has one turret
two normal Garn to represent each of these). with both a SV6 DF Bolt gun and a SV4 IF
Boom missile launcher. The turret has one crew
Garn squads count as Heavy as they carry lots
member, so vehicle crew is commander, driver
of weapons. They also have flame weapons
and gunner. It can carry one squad of eight
and are protected by Tech 3 shields. Due to
Garn.
the Garns’ innate aggression, Garn squads
are Elite and Assault, but can be made Mobile The Crocodile, a truly superheavy tank, has
Assault by assigning one Alligator superheavy three turrets, each with a crew member, so we
transport per squad. will say that one turret is anti-tank and thus
armed with a SV6 DF Bolt gun, with the other
Felids will operate in 10-man battle circles
being more general purpose and thus armed
(i.e. squads) with a platoon commanded by a
with SV6 DF Boom weapons. Crew is defined
Baron Big Man being a “Household” of up to
as commander, driver and three gunners.
five squads.
The Lion and Alligator will operate in platoons
Their regular troops are either Light, Medium
based on the infantry structure, with the
or Heavy squads, and defined as being either
Crocodile’s grouped into companies of one
Leg or, if mounted in Lion Class Heavy Attack
command vehicle and two platoons of two
Transports, Mobile. Prideguard will be
Crocs each.
upgraded to Veteran status and operate as
Standard squads. Although you have to see Finally, some odds and ends from other
the figures to know this, all Felids count as manufacturers as drones, some appropriate
having Tech 2 armour. characteristic cards, and off-table support that
apply to Garn and Felid forces (unless the
Rather than count the Felid gravbikes as
scenario/campaign dictates otherwise) have
individual vehicles, we will say that each
been added.
Regular company has two squads of six
specialist scouts each attached to it, with the
23
2.12. Chrome remains of the unit they have defeated in
Close Combat.
The rules above give you the basic building
blocks used to define your army list. Once that Another great example is to consider hive
is complete, you may choose to add what we minds. You could state that your army has a
shall call chrome i.e. those things that turn a hive mind and that the battle effectively ends
force of aliens from being ‘humans in rubber when all your Big Men are killed: as your
suits’ to being truly, well, alien. troops, now under no control, aimlessly mill
around until slaughtered.
What this means in practice is that you should
add specific rules and modifications to your Alternatively, loss of hive mind control could
army in order to simulate the effect you want mean that your troops lose their intelligence:
to achieve. dropping their weapons and immediately
trying to move into Close Combat with the
2.12.1 Simple Chrome enemy force.
The simplest way to do this is to modify any of Note that this type of chrome does not need to
the rules found in this booklet specifically for be rational to us humans. You could, for
your army list. For example, under the rules on example, state that each time a Big Man is
movement, you will find that troops suffer a killed your troops all immediately move
penalty for moving in areas of high gravity. If backwards 1”, or move 1” to the left, or use
your troops are from a planet with a high their next activation to fire their weapons at
gravity, you could state that your troops the nearest tree, or suffer a point of Shock or
ignore that penalty. lose a man per unit, or rally a point of Shock
You might also choose to counter this per unit.
advantage with a penalty e.g. due to their The possibilities are infinite!
consequent density, your troops cannot swim
i.e. may not cross water that they cannot wade 2.12.3 Applying Chrome
through whereas normal troops may move at Care must be taken when applying chrome.
half speed.
Both the conditions that lead to a rule
All sorts of alien technologies can also be modification being applied, and the rule
simulated in this manner: for example, modification itself, must not only be justified
weapons, armour, shields or vehicles might be by your army list’s background, but must be
more or less effective under certain clearly and concisely defined.
circumstances.
The rules already give you a huge amount of
Your troops could carry energy weapons that flexibility in defining your army list: the
change modulation each shot, so could negate chrome concept is there to augment this system
the defensive value of shields. not replace it. You want your infantry to have
an icy breath that can freeze their opponents?
2.12.2 More Complicated Chrome No chrome needed: that’s the equivalent of
A more complicated way to do this is to define Flamers in Close Combat.
a set of behaviour rules for your troops that As a final rule on chrome: any chrome
only activate under certain circumstances. elements of an army list only apply if all
To use our Garn example, above, one could players involved in the game agree with it.
state that Garn who win a Close Combat will
remain stationary for perhaps a set number,
or perhaps 1D6, turns whilst they consume the

24
2.13. Standard Formats & Quick Note that these Army Lists are not necessarily
the forces that actually appear on the
Checklist tabletop, they are the basis for deciding which
Army lists should be presented in the following troops can be chosen for a particular game.
standard format, and I have included an Which troops can actually appear on the
example written up for the Garn/Felid list, tabletop is dealt with in the Mission Generator
above. section of the rules.
This format is a guideline to how this The standard format is available as an Excel
information should be presented: players are download on both the TFL Yahoo Group and
encouraged to use it as the base of their www.vislardica.com.
description of their army list, expanding on it On the next page, you will find a quick
to produce as comprehensive a “codex” on checklist for defining your army.
their armies as possible.

INFANTRY DEFINITION
ROLE OB WEIGHT EXPERTISE BIG MEN EQUIPMENT
Leg Squad Size Light Rabble Per Squad ARMOUR
Assault Platoon Size Standard Militia Per Platoon None
Mobile Company Size Heavy Regular Per Company Armour
Mobile Assault [Higher] [Flamers) Veteran [Higher] Powered
Recon Elite Mega-Armour
Engineer SHIELDS
PMS

SUPPORT WEAPON DEFINITION


ROLE OB SV TARGETING LOAD EXPERTISE
Infantry Support Squad Size Crew Direct Bolt Rabble
Artillery Platoon Size Indirect [Autogun] Militia
Anti-Tank Attached/Platoon Variable Boom Regular
Anti-Aircraft Attached/Company Both Veteran
GP Flame Elite

VEHICLE DEFINITION
ROLE OB WEAPONS/ARMOUR EXPERTISE MOVE
AFV Squad Size Define Main Gun Rabble Wheels (WHL)
APC Platoon Size Define 2ndary Weapons Militia Tracks (TRK)
Specific Attached/Platoon Armour Value Regular Walkers (WLK)
Recon Attached/Company [Close Combat Capable] Veteran Hover (HOV)
Engineering Independent Elite Boats (BTS)
Runaround Subs (SUB)
Stoppers (STP)
Non-Stoppers (N-STP)
Dropship
[Fast/Slow]

25
Standard Army List Format:

Name By: Tech Level:

Infantry
Infantry Squad Role No. Weight Expertise 0 1 2 3 4 Equipment

Support Weapons
Support Weapon Role SV TGT Load Expertise Notes

Vehicles
Vehicle Role Crew Move Expertise Armour Weapons Notes

Specialists

Off-Table Support

Characteristic Cards

Chrome

Order of Battle

Figures from:

26
Garn/Felid Example:

Name The Garn Confederation (with Felids) By: Robert Avery Tech Level: G:3/F:2

Infantry
Infantry Squad Role No. Weight Expertise 0 1 2 3 4 Equipment
Garn Infantry Assault 8 Heavy Elite 1 2 3 4, 5 6, 7, 8
Tech 3 Shields
Hand Flammers
Felid Light B'Circle Leg 10 Light Regular 1, 2, 3 4 5 6, 7, 8, 9 10 Tech 2 Armour
Felid Medium B'Circle Leg 10 Standard Regular 1, 2, 3 4 5 6, 7, 8, 9 10 Tech 2 Armour
Felid Heavy B'Circle Leg 10 Heavy Regular 1, 2, 3 4 5 6, 7, 8, 9 10 Tech 2 Armour
Felid Prideguard Leg 10 Standard Veteran 1, 2 3 4 5, 6, 7 8, 9, 10 Tech 2 Armour
Felid Scouts Mobile 6 Heavy Veteran 1, 2 3 4 5, 6 ~ Tech 2 Armour
Jetbikes (HOV)

Support Weapons
Support Weapon Role SV TGT Load Expertise Notes
Garn Flesheaters Inf. Supp. 3 DF Auto Elite

Vehicles
Vehicle Role Crew Move Expertise Armour Weapons Notes
Crocodile (G) AFV C/D/3G HOV Elite (5) 8 Centre turret: 6-man DF Bolt
Side turrets: 6-man DF Boom
Alligator (G) APC C/D/G HOV Elite (5) 7 Turret: 6-man DF Bolt Can carry one squad of 8 Garn
& 4-man IF Boom
Lion (F) APC C WHL Regular (3) 6 Top Gun: 4-man DF Bolt Can carry one squad of 10 Felids
Whiskers Drone (F) Scout C (AI) WHL Regular (3) 1 None Scanner
Snaggletooth Drone (F) AFV C (AI) STP Regular (3) 1 2-man DF Both

Specialists
Drone Operator

Off-Table Support
Garn Distant Tooth Combat Satellites (10-man IF Boom)

Characteristic Cards
Garn Rally; Flesheater Bonus Fire; Charge!
Felid Rally; Recon (Scouts & Whiskers only); Dynamic Commander; Rapid Deployment

Chrome
Any Garn unit that wins a Close Combat cannot On the Commercial Break card, Felid units that are
move on its next activation. It may spot, fire etc, within 2" of a Garn unit gain a point of Shock.
but may not move.

Order of Battle
Garn Platoon Felid Platoon (aka Household) Garn "Ripper" Assault Company
Hegemon Big Man Baron Big Man Hegemon Big Man
3 x Infantry Squad (each 8 Garn) 2-5 x Infantry Squad (each 10 Felids) 1 x Flesheater Squad
1 x Flesheater Squad (3 Flesheater Teams) Make mobile by adding 1 Lion/Squad 3 x Garn Infantry Platoon
Make mobile by adding 1 Alligator/Squad
Felid squads can be Light, Heavy or Prideguard, Felid "Claw" Company
Garn Superheavy Tank Platoon but there is no set ratio within a Household: Baron Big Man
Hegemon Big Man it depends on the wealth of the Baron. 1 x Scout Platoon
2 x Crocodile-class Superheavy Tanks 2-4 x Felid Household
Felid Scout Platoon
Possibly a Baron Big Man Garn "Jaw & Claw" Company
2-3 Scout Squads (each 6 Felids on Jetbikes) Hegemon Big Man
1 x Garn Infantry Platoon
Other Assets 2 x Felid Household
Felid Scanning Squad: 3 x Whiskers drone
Felid Drone Squad: 3 x Snaggletooth drone Garn Superheavy Tank Platoon
(each might have a Drone Operator) HQ: 1 x Crocodile with Hegemon Big Man
Added to Households or Companies ad hoc 2 x Garn Superheavy Tank Platoon

Figures from: All figures from Khurasan Miniatures; Whiskers drone from GZG; Snaggletooth drone from Spartan Games

27
Section Three: The Game Turn
War is full of uncertainty and never more so dependent on the type of troops being
than on the sci-fi battlefield. To represent this, fielded, and cards appropriate to the scenario
the actual sequence of events during each turn being played. All of the cards for both sides
is determined by the dealing of cards from are shuffled into one deck.
the Game Deck. Each card represents either a
unit, a particularly important character – a Big 3.1.1. Compulsory Cards
Man - or a characteristic of the forces involved
Dependent on the scenario being played, the
in that particular battle. For example, a force
following compulsory cards will be required
that is particularly fleet of foot may get a
for all games, although only some will be
bonus movement card in the deck to represent
included in the initial Game Deck used at the
their speed.
start of the game, with others being added as
The Game Deck is shuffled by the player they become available.
acting as Umpire at the start of the game, and
 One Commercial Break card
then again before the start of each turn. The
 One Blinds Move card should be included
cards are turned over in sequence, with one
in the deck for each side.
being acted upon before the next is turned.
 One card for each platoon fielded by
In the early phases of the game all of the each side.
cards will be dealt in each turn. Every unit will  One card for each Big Man fielded by
be activated, getting a chance to move, spot each side.
or fire as it wishes. However, once the bullets  One card for each Specialist fielded by
start to fly - as soon as the first firing of the each side
game begins - we add the Commercial Break  One card for each off-table support asset
card to the Game Deck. From that point fielded by each side
onwards once this card is dealt the turn ends,
all cards will be placed back in the deck and
re-shuffled, and a new turn can then begin.
For example, if your force was made up of two
Once this happens it may well be that not all infantry platoons, a Company HQ and an AFV
units will be activated in each turn. It is up to platoon along with three Big Men, then you
your Big Men to keep their troops moving. would place eight cards into the deck.

3.1. The Game Deck One for your Blinds, one each for the platoons
(two infantry, one AFV), one for the Company
For each game, a unique Game Deck is HQ and one for each Big Man.
created which allows us to represent forces in
If any off-table support was available, for
the fashion envisaged by the creator of their
example a battery of artillery, you’d add a
army list and/or the scenario being played.
card for them and perhaps another for a
This is not just about how many men are in a
Specialist/Forward Observer.
unit or what weapons they have, but also
about how that force is trained, what its state
of morale and motivation is and how well it is
led. This Game Deck will include compulsory
cards dependent on the troops and support
available to each side, force-specific cards
28
3.1.1.1. The Commercial Break Card 3.1.1.2. Blinds Cards

The Commercial Break card is used to reflect The deck contains one Blinds card for each
the fact that once bullets and laser beams side. On this card all Blinds of that force may
start to fly the battlefield becomes a confused take their turn, moving or spotting. The troops
and generally more chaotic place. As a result, represented by the Blind may fire, but if they
troops become harder to control as the natural do they will be placed on the table. Troops
instinct for survival can overcome military operate on the Blinds card while they are
discipline. unspotted or during the turn that they are
spotted, after which they will be activated by
Big Men or on their unit card.

3.1.1.3. Platoon Cards

Each Platoon, or certain other sub units such as


a Company Headquarters or a support
weapon squad that is not part of a platoon,
To reflect this, the Commercial Break card is will have its own specific card included in the
added to the deck at the end of the turn in Game Deck. When the card is dealt that unit
which the first shots of the game are fired. In is activated and may take their turn.
all subsequent turns when the Commercial
Break card is dealt this will mark the end of
that turn. All cards will then be returned to the
deck and shuffled ready for the start of the
next. The end of turn sequence is now
followed:

 Any units that are automatically spotted


are deployed (see the Spotting rules for Examples: Company HQ, 1st Platoon, Anti-
details) Tank Gun Platoon
 Any deployed unit not activated in that
turn may now fire at any close range 3.1.1.4. Big Man Cards
target. It cannot move or spot One card is included in the Game Deck for
 Any reserved dice may now be used. If not each Big Man. When it is dealt he may take
used they are lost. Reserved dice cannot his turn, using his initiative to influence troops
be used to move. within his influence distance or to simply take
 All Pins are now removed, Suppressions his own go.
are exchanged for Pins.
 Any relevant cards are added or removed
from the deck.

Note that it might also be useful to include a


blank card in the Game Deck, known as the
Turn Card, to allow the timing of certain
events, such as the arrival of reinforcements,
without alerting all the players to what is Examples: Captain Scarlet, 1st Clangor Veet
happening. Munop

29
3.1.1.5. Specialist Cards is an option within the scenario, it may only
fire at short range.
One card is included in the Game Deck for
each Specialist. Bonus Fire This card represents weapons that
have a notably high rate of fire, either due to
the weapon’s inherent properties or as a result
of the crew being especially skilled.

Any specific type of weapon or squad may be


given a Bonus Fire card. Standard examples
are (Specific Weapon) Bonus Fire or (Specific
Squad) Bonus Fire.
Examples: Forward Observer, Medic, Sniper
When this card is dealt, one specified unit
3.1.1.6. Off-Table Support Cards
may immediately fire even if it has already
One card is added to the Game Deck for fired this turn. No actions other than firing are
each distinct off-table support asset. These allowed on this card, and the shot may be
assets have to be called in by the troops on reserved for use later in the turn.
the tabletop, but their cards are included in
Poor Fire Discipline In the heat of battle some
the Game Deck from the start.
troops find themselves unable to maintain the
fire discipline that their commanders expect of
them, and open fire on any visible enemy.

Once this card is dealt a force with less than


perfect fire discipline will roll a D6: Rabble
with poor fire discipline fail on a 2-6, Militia
3-6, Regulars 4-6, Veterans 5-6, and Elites
Examples: 15th Tactical Drone Wing, 3rd only on a 6.
Battery/Heiman’s Artillery
If the dice roll indicates that the force has
3.1.2. Optional Cards failed, then one unit of the controlling player’s
choice that is thus far unspotted, has line of
These are cards added to the Game Deck
sight to an enemy unit, and is NOT
either to represent the unique characteristics of
accompanied by a Big Man, will be placed on
one or other of the sides fighting on the
the table and will open fire on any enemy unit
tabletop, or as part of the particular scenario
visible to it. Any reserved dice that the unit has
or campaign being played.
will be lost, and should its own card be dealt
3.1.2.1. Cards Applying to Troops Firing later in the turn then it is ignored.

The following cards influence an army’s ability


to shoot things.

Ammunition Shortage This card may be used


for any force that is running short of
ammunition. This can be added to the pack at
any time during a game. If the next card
turned is a unit of that force, it will be
assumed to be running short of ammunition.
From this point hence, or until resupply if that
30
3.1.2.2. Cards Applying To Movement example, a unit with three Actions must start
within 18" of the enemy or less if the terrain
The following cards influence an army’s ability does not impede movement.
to move around the battlefield.
Bonus Move One specified unit, or one
specified type of unit receives an extra move
as long as they form a group where none are
further than 6" from any other functioning units
in the group. This may result in a double move
for these units, or in a unit that otherwise may
not move and fire to do so. Units may not Dynamic Commander The Overall
undertake any actions other than movement. commander may personally make an
additional move this turn, whether he has
This card must be specified as applying to a already moved or not.
particular unit or type of unit, so might appear
as Armoured Bonus Move (i.e. applies to all Hesitant Commander If his card has not been
tanks in a player’s force) or Mobile Infantry dealt already this turn, the overall force
Bonus Move (i.e. applies to all mobile infantry commander may not physically move this turn.
troops still mounted in their transport). However he may spot, coordinate artillery or
control the fire of any unit he is with.

Hesitant Troops If the next card turned is a


unit of that army it will not be able to move,
but may use all of its dice for other purposes,
such as firing or spotting.

Fade This card allows one unit (up to platoon


size) that has already been spotted but is not
now in line of sight of enemy forces to return
to Blinds, being replaced with one real Blind
and one False Blind.

This card could be used as a characteristic Rapid Deployment One group, of the
card (e.g. for armies with chameleon gear) or player's choice, that is still on a Blinds card
be scenario specific (an army of plant-men in may move immediately, even if they have
the jungle). already moved.

Cha-a-a-a-a-a-rge! The player may launch an Vehicle Breakdown Roll a D6. If a ‘6’ is
attack with any number of infantry units that rolled, one of the vehicles belonging to the
he chooses, as long as no unit is further than 6" appropriate army has broken down or run out
from any other in the group. This will of fuel and cannot move for the duration of
automatically unpin or unsuppress any unit the game. Roll randomly to find out which one.
taking part. He must use all of his dice for
This card could apply to the whole of any
movement.
army, or only to certain vehicles.
To do this the unit must be accompanied by a
Big Man, and the enemy must be within viable
charge range, i.e. within the number of inches
it is physically possible to roll with a dice. For
31
3.1.2.3. Cards Applying To Spotting Command Initiative. Keep this card out of the
Game Deck until the extra Command Initiative
The following cards influence an army’s ability is used up, then return it to the deck.
to carry out reconnaissance.
Command Penalty The next Big Man of that
force out of the pack will lose one Command
Initiative. Keep this card out of the Game
Deck until the penalty is taken, then return it to
the deck.

Heroic Commander One Big Man may


Recon Any one unit that has been specified as attempt to perform an absurdly heroic action
being a specialist reconnaissance unit may as selected by the player. The umpire should
make take an additional turn over and above assess the chances of success before the
the usual fall of its card, moving or spotting, player rolls against this. Once used this card is
but not firing. then removed from the pack.

Scout Any one unit that has been specified as Rally The player may remove one point of
being a specialist scouting unit may make one Shock from a single unit that is not
extra spotting attempt from a point 6” away accompanied by a Big Man. Alternatively, if a
from any one of his units. Big Man is attached to a unit, he can remove
multiple Shock points up to the Big Man’s
Scan Any one unit that has a scanner may Command Initiative level without affecting his
make one extra spotting attempt. normal activation.
3.1.2.4. Cards Applying To Morale

The following cards influence an army’s


morale.

Command Bonus The next Big Man of that


force out of the pack will receive an extra

Pangalactic Legion from Rebel Minis

32
Section Four: Command and Control
Command and Control is central to Q13, with 4.1.1. Using Command Initiative
the game emphasising the importance of
leadership through the system of Command When a Big Man’s card is dealt they may use
Initiative, and the effectiveness of combat their Command Initiative in a variety of ways
forces through the use of Actions. to influence the battle and the men around
them. These options are as follows:
Units are activated when their unit card is
dealt from the Game Deck but this is not their A Big Man may do the following using one
only opportunity to take their move. To reflect Command Initiative:
command and control on the battlefield we
 He may personally move with up to 3D6.
have Big Men, a force’s command assets,
He may only do this once in each turn.
allocated to both sides. The number and
 He may spot.
quality of these will reflect the quality and
 He may attempt a task such as a search.
capabilities of a specific force, but what do
Big Men do?  He may activate one infantry squad,
support weapon, vehicle or specialist
4.1. Command Initiative under his command and within his
command distance that he can see. That
The quality of an officer or NCO is unit takes its turn immediately.
represented by his Command Initiative level.  A Big Man commanding a vehicle platoon
This dictates how many units he can influence may issue or countermand a platoon order
and over what distance. There are four levels to vehicles under his command that are
as shown below, with a level IV Big Man being within his command range.
the ultimate battlefield commander and a  He may remove one point of Shock from
level I Big Man being someone above the any one infantry squad, support weapon
herd: or vehicle he is in contact with.
 He may un-pin an infantry squad or
Level Command Command support weapon he is in contact with, or
Initiative Distance
reduce a Suppressed unit to Pinned.
IV 4 12”
 He may direct the fire of any one infantry
III 3 9”
II 2 6” squad, support weapon or vehicle he is in
I 1 3” contact with.
 He may initiate a charge into Close
Although usually specified by army list Combat
background, a campaign or the scenario, Big  He may order an infantry squad, support
Men commanding platoons, companies or weapon or vehicle to prepare to fire later
higher can be assumed to be level III, all other in the turn as the opportunity presents i.e.
Big Men to be level I. reserving their Actions.

Note that the force deployed for a battle Big Men may do the following using multiple
should indicate which Big Men are Command Initiatives:
commanding which companies, platoons and
 He may act as a Forward Observer for an
squads
off-table support unit using two Command
Initiatives.

33
 Provided they are in communication with It is assumed that Big Men of Tech Level 1 and
each other (i.e. within his command above have the potential to have
distance if without communicators, communicators allowing them to activate their
anywhere on the battlefield if they have subordinates in this way. Whether the figures
communicators) a Big Man commanding a or backgrounds used actually specifically
company may use ALL of his Command represent or mention these ‘radios’ (or
Initiative to activate any one Blind OR a whatever they are) working or not is, of
subordinate Big Man OR a Specialist. The course, another matter!
subordinate Big Man may then use his
Command Initiative as though his card had 4.1.2. Chain Of Command
been dealt. Should his card be dealt later
Big Men influencing troops around them must
in the turn it is ignored.
be aware of the chain of command. In normal
circumstances Big Men are allocated to
For example, a Level 3 Big Man is activated specific units and may only influence troops
when his card is dealt. He now has three from that unit. For example, a company
Command Initiatives to use. commander can issue orders to any units within
his company, a platoon leader to those within
With his first Initiative, he activates a squad, his platoon, a squad leader to his own squad
allowing it to fire with its Actions. With his or weapons team.
second Initiative, he moves 3d6 to join an
infantry squad that is suffering from two points In some situations the chain of command rules
of Shock. With his third Initiative, he removes may be ignored. Troops with no Big Men left
one point of Shock. in their own platoon may be influenced by Big
Men from any unit.

34
4.1.3. Isolated Big Men The single exception to this would be a
Company Commander using all of his
A Big Man who is not accompanying a group Command Initiative to activate a Blind.
may not fire or initiate close combat. He may,
however, choose to fight in close combat if 4.1.7. Vehicle Platoon Orders
attacked by an enemy unit, counting 1D6 for
each two levels of Command Initiative. He A Big Man commanding a vehicle platoon may
may move with up to 3D6 at the cost of one issue individual orders to his vehicles for one
Command Initiative. Command Initiative each. Alternatively, he
may issue a platoon order for one command
4.1.4. Attaching Big Men To Units initiative which all vehicles within the platoon
will then act upon.
A Big Man may attach himself to one squad or
support weapon at any time. To do so the Big Once a platoon order has been issued, the
Man simply has to be physically with them. platoon will continue to operate on that order
on all subsequent activations. They will only
Once attached, he may move with that squad cease if they are ordered otherwise, the
either when he activates it or on the platoon platoon commander is killed, or if Shock
card, however he may only positively dictates that individual vehicles cease to obey
influence their firing by adding his Command the order.
Level to any dice rolls when they are
activated on his own card. To unattach himself Platoon commanders may issue a platoon
the Big Man only has to move away from the order for the platoon as a whole whilst
squad. activating individual vehicles separately for
other tasks.
4.1.5. Can A Big Man Activate A Unit
These platoon orders are as follows:
That Has Already Been Activated?
Transit: The platoon will advance using all its
No. Other than a few Bonus cards that allow
Actions for movement. The entire platoon rolls
additional movement or firing, units will only
once to give distance moved rather than each
be activated once in a turn. If the Big Man’s
individual vehicle rolling, and all vehicles must
own card is dealt after the force that he is
retain their existing formation. The lowest dice
with has been activated he may use his
rolled may be re-rolled if the player wishes.
Command Initiative to remove Shock, Spot,
undertake a task or move on his own.

Units that have their card dealt prior to the


Big Man’s card being dealt may choose to
ignore that and wait for the Big Man’s card.

4.1.6. Can A Big Man Influence Units


On Blinds?
Big Men cannot influence troops on Blinds and
any Big Men on Blinds do not have their cards
put into the Game Deck until they are
deployed on the table. Troops on Blinds
automatically get benefits that represent their
officers and NCOs doing their jobs.

35
Hunt: The platoon will advance with one Urmaster Vig is advancing across the frozen
Action in each turn, using their remaining wastes of Blorden with his platoon of AFVs. Up
Actions to spot or shoot. ahead is a ridge where his Recon troops have
told him the enemy have tanks. Vig issues a Hunt
Vehicles operating on a Hunt order will add a
order and his platoon moves forward cautiously.
+1 to their “to hit” dice.
On his next activation, Vig’s platoon advances
with one Action per AFV and then spots,
identifying a force of enemy tanks. Vig now
issues an engage order which halts his AFVs and
on their next activation will allow them to fire
and spot more effectively.

Later on Blorden, Vig’s platoon of AFVs is


advancing through Heavy terrain.

Vig moves his AFVs up to a deep drift of snow


to his front on a Hunt order. On his next
activation he issues an Engage order to the
platoon. They will now remain stationary,
Engage: The platoon will deploy on its current seeking out any targets to their front, until
position, engaging a spotted enemy, or ready ordered to do something else.
to engage any target that comes in to view.
Vig now uses one of his Command Initiatives to
Vehicles operating on an Engage order may activate one AFV which he intends to use as bait
not advance any further forward than the to draw enemy fire. The lone AFV advances
lead vehicle. If stationary, they will add a +1 forward round the drift whilst his comrades
to any dice rolled for spotting or “to hit”. cover his movement.

The next card out is the enemy Blinds card. An


anti-tank support weapon, previously hidden
under cover opposite decides to engage the
AFV. Its first round bounces off the vehicle’s
armour.

Now Vig’s other AFVs are able to interrupt the


enemy’s fire and pour shots into its position.

36
4.2. Actions Mobile troops mounting or 1 Action
dismounting from their
Units are activated when their platoon or attached vehicles
individual card is dealt or a Big Man uses a Attempt to spot 1 Action
Command Initiative. At that point each squad, Attempt a task or specialisation 1 Action
support weapon, vehicle or specialist within Fire at Foot with 1d6 1 Action
Fire a distance shot at, or close All
that platoon or represented by the individual
assault, a vehicle Actions
card may use their Actions to undertake a Make an anti-aircraft attack 2 Actions
range of activities such as Spot, Move, Fire, Reserve an Action for later use 1 Action
Hunker Down, stand on Overwatch, carry out (overwatch)
their specialisation, undertake a task or any
combination of these. The movement actions above also apply to
support weapons that are SV3 or smaller.
The actions below are those actions that can
be attempted. Other rules often apply, and 4.2.2. Using Actions: Support
may restrict what actions can be taken. The Weapons & Vehicles
tables below should be read in association
with the specific rules covering the desired The actions available to support weapons and
action. vehicles are as follows:
Units may choose to duplicate actions, for Action Cost
example firing or moving with all of their dice. Move 1D6 inches (vehicles & 1 Action
They may also, for example, Spot more than limbered support weapons)
once or they may Spot once with an enhanced Cross a minor obstacle 1 Action
chance, adding +1 to their dice throw for the Cross a major obstacle 2 Actions
use of any additional Actions. Details on Limber or Unlimber (up to SV6 1 Action
exactly how units deal with movement, firing, only)
spotting and searching may be found in the Change target when firing at a 1 Action
specific target
relevant section of the rules.
Aiming when firing at a specific 1 Action
target (e.g. in an AA or AT
4.2.1. Using Actions: Infantry & role)
Specialists Fire a bolt weapon once at a 1 Action
vehicle
The actions available to infantry and Fire a bolt weapon once at 2 Actions
specialists are as follows: infantry
Fire an autogun weapon at 1 Action
Action Cost infantry with 1d6
Move 1D6 inches 1 Action Fire an autogun weapon at a All
Hunker Down 1 Action vehicle Actions
Get up from prone (i.e. if 1 Action Make an anti-aircraft attack 2 Actions
hunkered down in “open” Area Fire (gunners must also All
terrain) take one Action from their Actions
Cross a low obstacle without 1 Action vehicle)
appropriate Personal Attempt to spot 1 Action
Movement System (PMS) Attempt a task 1 Action
Cross a high obstacle without 2 Actions Reserve a dice for later use 1 Action
appropriate PMS (overwatch)
Enter an unbarred building 1 Action
Mount or dismount from a 2 Actions
vehicle (unless Mobile role)
37
4.2.3. Overwatch: Reserving Dice any subsequent point in the turn as the player
desires. This may even be part of the way
When a unit is activated, instead of through another player’s turn or on the
immediately using their Actions a squad may Commercial Break card.
reserve any or all of them for use later in that
turn and so gain some reactive capacity. These The only exception to this is for N-STP aircraft
reserved dice are available only for Spotting wanting to engage in air-to-air combat. See
and Firing (at any range) and may be used at Section 13 for details.

A tank destroyer gunner with three Actions attempts A good quality eight-man mobile infantry platoon is
to fire at a tank. His first shot is always considered activated when its card is dealt. The men are
to be aimed, so he fires with one Action. He misses. mounted on their grav APCs, so each APC has four
With two Actions left he must now decide whether to Actions, the relevant number for a full squad of that
aim with his second dice and then fire an aimed shot unit type.
with his third action, or to blast away and fire two
snap shots, one with each remaining Action. In the One APC moves forward with two Actions, with two
end he fires one snap shot and then spots with his more spent on spotting the road ahead for any sign
third and final Action. of an ambush: it makes a “to spot” roll at +1.

In the next turn the same squad wishes to dismount


and then advance supported by the APC which has a
A three-squad platoon of infantry is activated when manned SV2 DF Bolt Autogun. Six men dismount at
its card is dealt. Two squads have eight men each, the cost of one Action. They now have two Actions to
whilst the third has lost two men dead, and is spend on whatever they wish, reflecting the fact that
reduced to six men. From their Army List, the two they are operating with less than a full squad as two
squads with eight men have four Actions to use in of their men are manning the Autogun. The APC has
this turn. The first squad stands on overwatch, three Actions left from its original four (also losing
reserving all of its dice to use later in the turn. The one while the squad dismounted) which can be used
second squad advances, moving forward with three by its remaining crew (the pilot and the two men
dice allocated to movement before hunkering down manning the Autogun) to move, spot, fire etc.
with the fourth Action. The third squad has only three
Actions as it is operating at reduced strength. It uses On subsequent activations the six man squad will
one dice to spot the tree line ahead and, seeing have three Actions, whilst the APC will have four
nothing, advances with two Actions. Actions.

38
Section Five: Movement
There are two types of movement in Q13. Blinds operate with four Actions which they
may use to Move, Spot and/or deploy their
Movement under Blinds occurs when a force is figures on the table in order to fire. These
not spotted; tabletop movement happens once may be done in any order desired. Deploying
the force has been spotted and the figures are from a Blind uses no Actions or Command
deployed on the table. Initiative and any fire is done with the added
Movement of units deployed on the tabletop is initiative of the most senior Big Man present
done by squad, weapon team or individual with that unit.
vehicle. Blinds are removed from the table and
replaced with figures as soon as they are
5.1. Hidden Movement Under spotted by the enemy or when the troops they
Blinds represent open fire. Troops that started a turn
on a Blind will always be activated by the
Q13 uses a system of Blinds to allow some fog Blinds card in that same turn, even if they have
of war to be added to the game. These Blinds been spotted and their figures are on the
are blank cards, 6½” wide and 4” deep, table. At the end of that turn, their card will
which usually represent about a platoon sized be added to the Game Deck and they will
unit or smaller. then be activated by their own unit card or
when activated by a Big Man using his
Command Initiative.

Blinds that move into contact with an enemy


intentionally or otherwise will immediately be
placed on the table and fight a Close Combat
as normal.

5.1.1. Hidden Blinds


Any terrain object that can conceal a unit is
also considered a Blind. So a sniper concealed
in rocks or an infantry squad in a bunker need
not be represented by a Blind so long as they
remain stationary, the terrain being
Troops under a Blind benefit significantly in considered a Blind in its own right. The player
that the entire force under that Blind can must consider, therefore, that the enemy can
operate in concert until it is spotted by the be hiding in every clump of jungle or behind
enemy. It may not be fired on. Troops under every rock.
Blinds are not as badly affected by terrain as
those with figures deployed on the table, 5.1.2. False Blinds
merely losing one dice of movement if crossing Blinds may be used to create uncertainty in the
obstructing terrain. This represents the fact minds of the players as to where their
that when not under fire troops can be relied opponent’s forces actually are. In that way, a
upon to generally do what they are ordered Blind could be a real unit ready for action or
and work together. dummy unit that might represent a small
39
reconnaissance patrol of a few men but with 5.1.4. Can I Move Into Close Combat
no combat value. In addition to Blinds for his On A Blind?
troops, a player may be issued False Blinds.
These may move and spot as normal, but will Yes. This represents the fact that you have
be removed from the table if they are caught your opponent unawares.
spotted.
5.1.5. Partial Move On A Blind
A player has two False Blinds as part of his
force. He is tempted to leave them back on his In some instances only part of the unit’s turn is
left, threatening his enemy’s flank with an taken under Blinds. In many cases the number
unknown force. However, his need for of Actions that a Blind gets will differ from the
intelligence is his biggest concern. number of Actions that the units it represents
get.
He sends both False Blinds down the two roads
ahead of him. The first one advances with three For example, when a Blind is representing a
Actions and Spots with its fourth in the direction platoon where the squads would normally
of a ramshackle building. It sees nothing. The operate with three Actions, the Blind will still
player knows that road is clear for at least the get four Actions. In this situation the number of
first 12”. Actions used during that turn will be the higher
of the two. So a squad that would normally
The other Blind does the same on the other get three Actions will use the four Actions
road, however it Spots an enemy anti-tank gun available to a Blind.
team waiting in a small copse. It’s a good job
he sent his False Blinds forward to scout the 5.1.6. Blinds & Aircraft
way!
Because of the way that the movement system
5.1.3. Number Of Blinds Available for aircraft works, aircraft are not normally
used under Blinds. Their platoon cards should
Although the number of Blinds available can therefore be placed straight into the Game
be determined by the scenario or campaign Deck at the beginning of the game or, if their
being played, the following table gives a arrival is delayed, as soon as they can
useful guide to how many Blinds a force could potentially arrive.
typically deploy. Players may add up to 50%
extra Blinds for one side if they are the 5.2. Tabletop Movement For
defender, and likewise remove 50% for an Foot Troops
attacker.
Majority Movement of foot troops deployed on the
Blinds tabletop is done by individual infantry squad
of Troops
Rabble One Blind per two platoons, no and individual support weapon team.
False Blinds
Militia One Blind per platoon, up to one The player selects a unit and allocates how
False Blind many of its Actions he is using for movement
Regulars One Blind per platoon, 1D3 False up to a maximum of three dice. He may not
Blinds then alter that and must move the full distance
Veterans One Blind per platoon plus 1D3 indicated by the roll of the dice unless he is
Blinds, 1D3 False Blinds moving to a specific named point such as “up
Elites One Blind per platoon plus 1D6 to that building” or “in line with 6th Platoon”.
Blinds, 1D6 False Blinds

40
He then rolls the D6 and moves the unit the when personally commanded by a Big Man or
distance indicated on the table below, taking taking fire from close range. They may move
into account the terrain. OR fire in a turn, never both.

Terrain Effect Support weapons of SV4 or more subtract


Open/Hard Ground 1” per pip rolled their SV from each dice rolled for movement
Light/Broken Terrain -1 pip per dice rolled when moving on foot (i.e. prolonging). Towed
Heavy Terrain -2 pips per dice rolled support weapons (i.e. support weapons towed
Impossible Terrain -4 pips per dice rolled by some kind of prime mover) use the vehicle
rules for movement.
Other factors that affect movement are as
follows: Towed support weapons of up to SV6 take
one Action to limber or unlimber. Larger
Action Cost support weapons cannot be limbered or
Move 1D6 inches 1 Action unlimbered in the time scale represented by
Hunker Down 1 Action Q13.
Get up from prone 1 Action
Cross a low or minor obstacle 1 Action 5.2.2. Effects Of Shock On Movement
without appropriate PMS
Cross a high obstacle without 2 Actions In addition, each Shock point that a unit has
appropriate PMS suffered will reduce its movement by one inch
Enter an unbarred building 1 Action from the adjusted total distance.
Mount or dismount from a vehicle 2 Actions
(unless Mobile role) 5.2.3. Movement In Varying Terrain
Mobile troops mounting or 1 Action
dismounting from their attached Troops that are moving in more than one type
vehicles of terrain during a turn will declare where
they are moving to and will roll each dice
5.2.1. Specific Rules For Support individually, applying the movement penalty
Weapons depending on what terrain they are in for
each dice of movement.
Support weapons will only move if attached to
an infantry unit or, if operating independently, See the example, below:

41
5.2.4. Changing Facing distance from their parent platoon are likely
to suffer from insufficient support from their
Infantry may change their facing at no cost in comrades or an inability to be influenced by
Actions but only when activated. They are Big Men.
considered to have a 180° arc of fire to their
front. 5.2.7. Effects Of Casualties On
Movement
Support Weapons and Vehicles may change
their facing at a cost of one Action. They are As men are killed, a squad’s Actions will
considered to have a 90° arc of fire to their reduce, restricting their actions
front.
5.2.8. Digging In & Hunkering Down
A platoon of infantry are moving through
marshland. The first squad has found an area of With a turn representing around a minute and
solid ground to move across, the second squad a typical game being a frantic twenty minutes
is in shallow water whilst the third is wading or so of action, lack of time prevents units from
through thick marsh and struggling with the digging in effectively during the game.
reed beds that make this Impossible terrain. Consequently units may not do so unless
specifically allowed to by the scenario.
The first squad rolls 1, 4 and 6 on 3D6 so
moves 11”. By coincidence the second squad Troops may choose to use one Action to
rolls the same but reduces the total by one pip “Hunker Down”. This represents them making
per dice so moves 8”. Remarkably the third the most of whatever cover is available and
squad rolls precisely the same but removes three reduces the effect of any fire on them. A unit
pips per dice, reducing the 6 to 3, the 4 to 1 doing so is considered to be Hunkered Down
and removing the 1 altogether. As a result, it until it next fires or moves.
moves just 4”.
Some types of hunkering down, particularly
They may begin their movement facing any going prone if there is no obvious cover
direction and upon completing it may elect in around, may mean that troops must spend a
which direction they choose to face at no cost in dice getting back up again in order to move.
Actions.

5.2.5. Interpenetration
Blinds, infantry squads and support weapons
deployed on the table may normally pass
through other troops at no cost to their
movement. Units interpenetrated by friendly
troops who are obliged to withdraw due to
excess Shock may be adversely affected.

5.2.6. Unit Integrity


There is no set distance for how close squads
Slishians from Hydra and Mushroom Men from Khurasan
need to be for a platoon to retain its cohesion.
It is assumed communication devices allow
some degree of independent action. Artificial
penalties are unnecessary as units a significant

42
5.3. Tabletop Movement For 5.3.1.4 Horse-sized riding animals
Foot Using Personal Movement Cavalry moving at the walk will move as
Systems (PMS) normal infantry, but will add one dice.

There are two types of infantry personal Cavalry charging will only do so in the turn in
movement system: those that basically stay in which they hope to contact their enemy. For
contact with the ground (e.g. motorbikes, movement in that turn they will double their
horses, exo-skeletons) and those that don’t dice rolled.
(e.g. gravbelts, jetpacks).
Cavalry mounting or dismounting will use one
5.3.1. Benefits Of Grounded PMS or two Actions to do so, dependent on whether
their role is Mobile (i.e. specialist cavalry) or
The following gives a guideline as to the sort not.
of benefits that Foot can receive if using
ground-based personal movement systems: 5.3.1.5. Elephant-sized riding animals

5.3.1.1. Muscle-powered Will move at normal speed, but ignore the


e.g. pushbikes, leg springs effects of all but impossible terrain. Two
double moves (roll the dice and double the
Usually allows 1½ times movement on roads result) may be taken in any one game, they
and paths only. Some types may allow no may be in consecutive turns.
penalties on light/broken terrain.
5.3.2. Benefits Of Non-Contact PMS
5.3.1.2. Engine-powered
Foot using non-contact personal movement
e.g. motorbikes, powered armour systems such as their own wings, gravbelts,
Allows double movement on open/hard gravbikes, jetpacks or jetbikes will use the
ground; ignore movement penalties on same rules for movement as flying vehicles i.e.
light/broken terrain must be defined as being N-STP or STP.

5.3.1.3. Terrain-skimming 5.4. Tabletop Movement For


e.g. skis on snow Ground Vehicles
The particular type of terrain must be Ground vehicles are those using wheels (WHL),
specified. Troops will ignore movement tracks (TRK), some kind of walking (WLK) and
penalties for that type of terrain when moving those hovering just above the ground (HOV).
uphill. Moving on the flat they will add one
dice, downhill their basic movement will be All ground vehicles may use up to three
doubled. Actions for movement whatever their quality.

Vehicle Type Open/Hard Light/Broken Heavy Impossible


WHL Double pips -2” per dice No move No move
TRK +1” per dice No effect -2” per dice No move
WLK +1” per dice -1” per dice -2” per dice -4” per dice
-1 per dice, but -2 per dice but -4 per dice but
HOV Double pips double pips double pips double pips
Ignore the effects of terrain up to head height

43
Any excess Actions possessed by a better bogged down. It may test to get free each
quality unit may be used for spotting, turn by using all of the vehicle’s Actions. If
debussing or firing. more 6’s are rolled than 1’s the attempt
succeeds. However, more 1’s than 6’s are
Roll 1D6 for any Actions allocated to rolled the vehicle is considered stuck for the
movement, total up the pips to give the basic rest of the game unless it is winched out.
movement distance in inches and then adjust
that total according to the table at the bottom To winch out a bogged down vehicle, a second
of the previous page. vehicle of similar or greater size must be
immediately adjacent to the front or rear of
Vehicles designated as Fast add another +1” the stranded vehicle. The recovery crew is
per dice rolled for movement; vehicles dedicated to this task and cannot undertake
designated as Slow deduct another -1” per any other actions. Once a turn roll 2D6
dice rolled for movement. needing a double to free the bogged down
vehicle. A winching vehicle greater than 50%
Note: Vehicles in Q13 are presumed to be
heavier than the one stuck may adjust one dice
operating in support of an infantry company
by one pip, so a roll of 3 and 4 may be
and the movement rates reflect that. If you
adjusted to be double 3 or double 4, thereby
want to represent something like an
freeing the stuck vehicle.
independent AFV command then adding an
Armoured Bonus Move card will allow that unit 5.4.3. Vehicles Moving In Convoy
to move more speedily.
Vehicles in column or convoy that have not
5.4.1. Crossing Obstacles been fired on will maintain a standard gap
between vehicles of double the vehicle’s length
Obstacles are such things as hedges, woods,
if run by a being or a vehicle’s length if run by
banks, walls, ditches, and buildings.
AI. They will only roll for movement of the
Wheeled vehicles may only negotiate the lead vehicle, with the others conforming to
easiest of obstacles e.g. push through the that. Once fired on this rule no longer applies
lightest of hedges, cross the shallowest of and the individual vehicles will dice for their
ditches. own movement in all subsequent turns.

Tracked vehicles may drive through most 5.5. Non-stopper (N-STP) Flying
obstacles, losing one Action to do so, perhaps Vehicles
two Actions for really solid obstructions.
When their card appears, each N-STP aircraft
Walkers and HOV vehicles may ignore all
covered by the card is immediately placed on
terrain obstacles up to man-shoulder height.
its flight stand at any one point on any edge
The very largest walkers could ignore higher
of the table. The aircraft do not all have to
terrain effects e.g. houses. Basically, place the
start at the same point.
model next to the terrain feature in question: if
its “knee” is higher than the terrain feature, For each vehicle, the player then nominates
then it can ignore it. another point on any other edge of the table
as the vehicle’s exit point. The N-STP aircraft
5.4.2. Bogging Down then travels down a straight line between the
Any vehicle moving in especially unfriendly two points, only ‘stopping’ to use its Actions as
terrain that rolls two 1’s for movement, it does so. No Actions are used up in moving,
however many dice they roll, will become so all are available to spot, fire etc.

44
Whenever the aircraft ‘stops’ to use its Actions, fire. So, for example, the enemy player could
it is potentially subject to AA and Air-to-Air try and shoot at the aircraft before it acts
fire at that point. See the rules on AA and Air- when it is first placed on the table; or wait
to-Air fire in Section 13. If it is not driven off until it had landed; or moved somewhere else
or destroyed by the AA or Air-to-Air fire, then etc.
it may use any or all of its Actions before
moving off again to either exit the table or STP/HOV craft transition between the two
‘stop’ again further down the line. movement types by ‘landing’ or ‘taking off’ i.e.
an STP/HOV craft that is currently flying using
5.6. Stopper (STP) Flying its STP movement must spend three dice
preparing to land then one dice to land
Vehicles before it can switch to HOV movement.
When their card appears, each STP aircraft Likewise, an STP/HOV craft currently using
covered by the card is immediately placed on HOV movement would have to spend two dice
its flight stand at any one point anywhere on taking off before it could switch to STP
table. The aircraft do not all have to start at movement.
the same point.
5.7. A Note On Flying Vehicles
The player then decides what each aircraft is
doing. The options for movement are: Q13 is a ground-based wargame that
includes rules for aircraft (and other troops
Action Cost capable of flight) only when they directly
Leave the table 1 Action interact with units on the tabletop. It therefore
Prepare to land 3 Actions abstracts rules for flight movement rather than
Move to any other point on the 1 Action providing a detailed simulation, including the
table question of altitude.
Land 1 Action
Take Off 2 Actions Flying aircraft are considered to be at one of
three different altitudes. These are landed,
Only three Actions may be used in any one when the aircraft is on the ground; on-table,
turn for any movement actions. Any unused when the aircraft is on a flight stand actually
Actions can be used for spotting, firing or on the tabletop; and off-table, when the
ground movement etc. An STP may not land aircraft is flying around “up there”
unless it has first prepared to land. Landing somewhere.
without preparation is called a crash!
Aircraft that are off-table do not interact with
Those vehicles without enough Actions to the tabletop until they go on-table. On-table
prepare to land in a single turn hover in place aircraft are assumed to be at an appropriate
and can carry their “preparing to land” height, as determined by the player whose
Actions over into their next activation. aircraft it is, for their current purpose. That
means that on-table aircraft can hide behind
Note that once landed, the aircraft uses the hills, woods and buildings for the purpose of
movement rules for ground vehicles until it avoiding enemy spotting or fire. The player
takes off again…provided, of course, that it must, however, clearly state what the aircraft
has ground movement capacity. is doing if he wishes to take advantage of this.
The aircraft is potentially vulnerable to AA Line of sight between on-table aircraft and
fire at any point during the turn that it is on other on-table aircraft or ground troops is
the table and not landed. See the rules for AA

45
determined using common sense and Lardy small boats are considered to be unable to
fair play. fire with any great effect and may only use a
maximum of one Action when firing.
5.8. Boats & Submarines
Infantry floating themselves across water with
All vehicles classified as BTS or SUB roll up to the aid of inflatable bladders or similar will
two dice for movement whatever the quality use the same basic rules as above, but
of the troops within them. They add or subtract movement is quartered rather than halved,
1-3” per dice rolled for movement if moving and no firing at all is possible.
with or against the current respectively, with
the modifier determined by the strength of the 5.10. Battlefield Insertion
current.
Battlefield insertion covers all one way
Squads or support weapons in BTS may Fire, movement onto the battlefield e.g. parachutes,
Spot or Hunker Down, but lose one Action for drop packs, some drop ships etc. It is a one off
each dice of movement used by the craft. ability to land somewhere on the tabletop
without already being there at the start of the
SUBs take one full turn to surface or dive. game or having to make your way there on
When under the surface, SUBs may only use foot from an edge. There are two types of
their DF weapons at targets in the same piece battlefield insertion: powered (e.g. drop pods
of water as they are (“torpedoes away”). and drop ships) and unpowered (e.g.
Other targets must be fired at, or may fire at parachutes, gliders).
them, only with IF support weapons. SUBs
under the surface may spot with no penalty Resolving battlefield insertion is simple. When
(“up periscope”), but are very hard to spot the appropriate card is drawn, the player
themselves. decides where the troops are to land. This
may be by squad, by platoon, or even by
5.9. Water Movement company. A deviation dice is then used (two
faces being marked “Hit”, the other four faces
Foot soldiers attempting to cross a waterway having a direction arrow).
that is too deep to wade without the aid of
BTS vehicles must use small boats or rafts. A roll of “Hit” will result in the unit landing
where the player wishes with just (1d6 – Tech
Squads carrying a small boat or raft lose one Level) inches deviation determined by a
Action of movement in addition to any other second roll of the deviation dice, with a
terrain effects. It costs nothing to put the vessel second roll of ”Hit” meaning a landing exactly
into the water, but takes two Actions to get on where desired.
board and one Action to get out.
On any other result, the arrow will show the
In water, normal infantry movement rates are direction of deviation from the target. You
used, but with the number rolled being halved. then roll the relevant number of dice to see
Moving in water-based vegetation will how far from the target the fire falls.
provide some cover from spotting, but the roll
will be divided by three to reflect a slower
movement rate. Any fractions are rounded up. Type of Insertion Dice
Unpowered 12 – Tech Level
Note that firing on rafts or small boats on Powered 6 – Tech Level
open water is generally considered a Great
shot. Any Pins or Suppressions are ignored
whilst in the water. Troops on board rafts or
46
Inserted units are placed on the tabletop subtract one pip per dice rolled if moving in a
under Blinds. High Gravity environment.

Example: two units of Tech 3 Drop Troopers Vehicles ignore the effects of Low Gravity
supported by a unit of Tech 2 parachutists environments, but if they roll more 1’s than 6’s
aims to land in the same spot. The first unit of when moving in a High Gravity environment,
Drop Troopers rolls a “Hit” so lands where then they bog down remaining stationary for
indicated. The second unit of Drop Troopers is that turn. On subsequent turns, they must roll to
not so lucky. They deviate in the direction free themselves, rolling one D6 per Action
shown by the deviation dice’s arrow, and roll used and needing a 6 to do so.
6-3=3D6 for how far they go. Even unluckier
are the poor parachutists. They deviate too, Aircraft can operate in a Low or High Gravity
but have no powered devices to help correct environment, but must roll a D6 over a number
their deviation. They roll 12-2=10D6 for how determined by their expertise in order to do
far they deviate. Let’s hope Recon were right so. Failure means that the aircraft spends the
when they said that volcano over there was entire turn wrestling to keep control: those off-
dormant! table at the start of their turn will effectively
miss their turn; those on-table will remain
Units that deviate off the board arrive on the stationary and be unable to act.
edge of the table under Blinds one turn for
each three inches or part of three inches of Expertise Roll Over
deviation off the board later. For example, Rabble 5
our parachutists, above, actually dropped off Militia 4
table by 4”. Their Blinds marker arrives on the Regulars 3
edge of the table in two turn’s time. Veterans 2
Elites 1
5.11. Effects Of Gravity &
Atmosphere Aircraft that depend on lift (i.e. that have
wings and/or rotors) must also roll on that
Foot troops add one pip per dice rolled if table if attempting to operate in a Low
moving in a Low Gravity environment, and Atmosphere environment.

Felid and Felid APCs from Khurasan

47
Section Six: Spotting
Spotting is only used against Blinds or areas 6.2. How To Spot
of terrain that may hide unspotted units. Units
that have been spotted are deployed on the To Spot the player first states which enemy
table and are assumed to be seen, or at least Blind he is attempting to spot, or, if he suspects
known about, by all other units. the enemy is concealed in some terrain, in
which direction his Big Man squad or weapons
6.1. Who Can Spot? team is looking. He may look at an area with
a 9” frontage for any one action. He then rolls
Spotting may be undertaken by a squad, 2D6 and adjusts the total number of pips as
weapons team, AFV crew or aircraft using one below:
Actions or by a Big Man using one Command
Initiative. In order to Spot the unit must have a Subtract one:
clear line of sight to its target accounting for if the spotter is under fire
if the spotter is pinned
the intervening terrain and that occupied by
if the spotter is a buttoned down AFV
the spotting target.
if the target is stationary and not firing
 If both the spotting unit and the target are if the target is local to this area
in Hard/Open or Light/Broken terrain that if the target is a specialist Scout/Recon unit
if the target is entrenched
does not obstruct line of sight, then the
per target’s Tech Level if the target has
attempt may succeed at any distance, chameleon gear/invisibility or similar
depending on the dice roll. Subtract two:
 If the spotting unit is in the open, but the if the target is in a bunker
target is in Heavy or Impossible terrain Subtract three:
then an attempt may only be made if the if the spotting is at night
target is within 4” of the edge of the Add one:
terrain. per dice the target moved this turn
 If both the spotting unit and the target are for each additional Action used to spot
within the same Heavy or Impossible if the spotter is a Big Man
terrain feature then an attempt may only if the target is firing
be made if they are within 9” of each if the spotter is a specialist scout/Recon unit
other. if the spotter is higher than the target or +2 if
 If the spotting unit is in Heavy or the spotter is an aircraft in flight
Impossible terrain but the target is in open if the target is a walker (or more if a large
or light terrain then an attempt may only walker: I use +1 per 1” height)
be made if the spotting unit is within 4” of per spotter’s Tech Level if using a scanner
the edge of the terrain.
Note that spotting units with night vision gear
Note that Tech 2, 3 or 4 scanners ignore the and/or scanners ignore the -3 penalty for
effects of terrain when spotting. spotting at night.

Target Location/Distance 0-4” 4-9” 9-24” 24” and over


In the Open Automatic Automatic 4 7
In Light/Broken Terrain Automatic 5 9 11
In Heavy Terrain 9 10 12 14
In Impossible Terrain 12 14 18 24

48
Now check the adjusted total against the table 6.3. Automatic Spotting
below to see if the spotting attempt was
successful: In some circumstances troops will be seen by
their opponents without the need for spotting.
Distances are halved at night, even for units To represent this, the following table at the
with night vision gear. Scanners ignore this bottom of this page is consulted on the
penalty. Commercial Break card, and any forces within
Result: If the total equals or exceeds the the following distance of their opponents will
number shown the spotting attempt is be placed on the table.
successful and the enemy figures are put on In Impossible terrain no troops will be
the table. If the total is one less than the deployed on the table but any hidden units
number required but an enemy unit is hidden will be represented by a Blind. Such units
in the terrain being spotted, a Blind should be remain unspotted though their approximate
placed to confirm that something is there but location has been identified.
has not been clearly identified.
The distances above are halved at night
Spotting cannot be a precise science. If an except for units with scanners.
umpire is available they should have complete
freedom to adjust the target scores to suit the A player is using a false Blind to scout ahead of
circumstances. For example, the presence of his main force. At the end of a turn, the Blind is
smoke on the battlefield or weather such as on a track within 9” of an enemy infantry squad
fog or rain may have a huge effect on that was concealed in a patch of vegetation.
visibility.
The enemy player places his unit on the table as
A support weapon team is looking across a the view to the patch of vegetation is only
canal towards a small homestead which is slightly obstructed. The False Blind is removed:
surrounded by trees. An enemy Blind has just the patrol it represented dispersed on contact
emerged from the homestead and is moving with the enemy.
towards the canal.

The distance to the Blind is 42”, a long way, but


the target is in the open. Checking the table, the
player will need 7 or more to spot the Blind:
pretty much even chances.

However, the player wants to make sure he sees


it, so he uses all three of the support weapon’s
Actions to spot. This allows him to add +2 to his
dice roll i.e. +1 for each extra Action used. He
now needs just 5 or more on 2D6. The Vornid from Khurasan

Target Location/Distance 0-4” 4-9” 9-24” 24” and over


In the Open Automatic Automatic Automatic Not Spotted
In Light/Broken Terrain Automatic Automatic Not Spotted Not Spotted
In Heavy Terrain Automatic Not Spotted Not Spotted Not Spotted
In Impossible Terrain Blind Not Spotted Not Spotted Not Spotted

49
6.4. Artificial Illumination
Artificial illumination sources such as flares
may only be used by the most senior Big Men
present on the battlefield, using one Command
Initiative to do so. It represents either his own
flare (or equivalent) projector, or him calling
for flares (or equivalent) from other on- or
off-table assets.

A flare (or equivalent) may be fired in any


direction, and will be positioned up to 36”
from the Big Man. Once fired, the flare will
illuminate an area with a 12” radius for the
remainder of the current turn and the next two
turns. It is removed on the third appearance of
the Commercial Break card. Everything within
the radius is assumed to be in the equivalent Harook from Mad Robot Miniatures
of daylight; anything outside the area of
illumination is considered to be in total
darkness.

Examples of how line of sight can affect spotting

50
Section Seven: Direct Fire at Foot
Firing in Q13 is a quick and simple process
that produces fast and coherent results which
combine the effect of fire with the impact on
the morale of the target.

Direct fire is used when the unit you wish to


fire can see the unit they wish to target. In
order to fire at a unit it must therefore be
spotted, in other words the figures must be
deployed on the table and not under a Blind,
and the potential target must be visible to
some, or all, of the firing unit. For example, if
only some members of an infantry squad can
trace an unbroken line of sight to the target
unit then only those men may fire at the
7.1. Infantry Firing At Foot
target.
Firing represents the full destructive capacity
Infantry squads and turreted AFVs have an
of an infantry squad, and incorporates the use
arc of fire of 180 degrees from the front of
of grenades, the squad’s light support
the unit. Support weapons and AFVs with
weapons, pistols and all infantry weapons in
fixed mount guns have a 90 degree arc of
one dice roll.
fire.
Each squad fires individually, rolling 1D6 for
each Action that it allocates to firing, modified
as follows:

Factor Modifier
Light squad firing -1 dice
Heavy squad firing +1 dice
Big Man has +1 to the total pips
activated squad rolled per Big Man’s
level (see 7.1.2)
Firing unit has -1 to the total pips
Shock rolled per point of
Shock
Tech Level of firing Add double the Tech
unit Level of the firing unit to
the total pips rolled
Firing unit is short Fire only possible at
Any firing unit may fire at any target that it
on ammunition Close Range; maximum
can see and that is within range. However, if two Actions may be
an enemy unit is within 9” of the firer then that used for firing
becomes the priority target and must be
selected. If more than one enemy unit is within The modified number of pips rolled gives the
9”, then the firer must direct their fire at the effectiveness of the fire, and this is cross-
unit that presents the best target possible. referenced against the range and how easy
the target is to hit on the Fire Table (see 7.5).
51
This yields a result consisting of a number or a the main target unit and then any fire is
number accompanied by a letter. spread across that unit and any other units
within 2” of it.
The number shown on the table is the number
of hits that the target has taken. The effect of When this happens, the firer gets a +2 bonus
hits will be diced for to discover exactly how to the dice rolled on the Fire Table for each
many men have been killed and what Shock unit over and above the main target to reflect
the target has suffered. firing at a dense target.

The letter represents a temporary morale Any Pinned or Suppressed results will be
result of either ‘P’ for Pinned or ‘S’ for applied to all of the target units.
Suppressed. This morale status is immediate
but temporary, remaining in place until the
next Commercial Break card is turned.

7.1.2 Big Men Directing Fire


Big Men have no fire capacity themselves.
However a Big Man attached to a squad or
support weapon activated by one of his
Command Initiatives may direct their fire. The
squad to which he is attached (not those simply
activated by him) may add +1 to the dice
7.1.1 Firing At Multiple Targets rolled on the Fire Table for each of his
initiative levels.
There will be times when your units will find
themselves firing at more than one target at a
time. This will happen when the target unit is
within 2” of another unit. In such circumstances,
it is not considered possible to concentrate all
your fire onto one unit alone. The firer chooses
52
7.2. Support Weapons Firing At 7.2.2.1 Autoguns: What To Roll On The Fire
table
Foot
Autoguns fire individually at infantry, rolling
Resolution of the effects of support weapons 1D6 for each Action that they allocate to
fire on Foot depends on the type of support firing up to a maximum of their SV.
weapon being fired. Note that only those
support weapons mounted on vehicles may Roll their dice and adjust by the same
move and fire: see the section on Vehicles modifiers as for an infantry squad, but also
Firing At Foot, below. take into account whether the Autogun is multi-
barrelled:
7.2.1. Bolt Weapons
Factor Modifier
Normal, non-autogun bolt weapons fire Multi-barrelled gun Add +3 per barrel to
individually. They use two Actions to fire each the total pips rolled
shot, with each shot being able to target one
infantry squad or support weapon. For example, a Tech 2 SV3 DF Bolt autogun
rolls 3D6+4 on the Fire Table. If it was a twin
Roll 2D6: if a double is rolled, then one man
barrelled gun, then it would roll 3D6+7.
in the targeted squad or support weapon
crew has been hit. Whether a double is rolled
or not, the targeted infantry squad or support 7.2.2.1 Autoguns: Pinning
weapon is automatically pinned.
In addition to any other effects, Autoguns
Two Bolt guns usually used in an AT role, one automatically pin their targets.
with 4 Actions and one with 3 Actions, are in
7.2.3. Boom Weapons
danger of being overrun by a platoon of 3
infantry squads. Both decide to buy themselves a Stationary Boom weapons fire at their targets
bit of time by firing at the approaching infantry using area fire i.e. they use their turn to shell
platoon. The Bolt gun with 4 Actions may target or blast a target area. They roll 1D6 for
and therefore pin two of the advancing squads, effect on the Fire Table for each SV, added
the other is able to pin the other and has 1 together. They may miss: see below.
Action left over. Each gun then rolls to see if
they have achieved any kills: 2D6 are rolled a An SV3 mortar would roll 3D6, add up the
total of three times, with any double indicating total pips rolled, and use that number on the
that one of the target squad has been killed. Fire Table.

7.2.2. Autoguns 7.2.3.1 Boom Weapons: What To Roll On


The Fire table
Autoguns have an arc of fire that translates to
approximately 6” on the Q13 tabletop. To fire, each Boom weapon selects an enemy
Casualties are shared in a sensible fashion infantry squad or support weapon as their
between any target units within that arc. target. If additional infantry squads or
support weapons are within 2” of the main
Autoguns of SV3 or more benefit from a target unit, then they are considered to be in
longer range than standard infantry squads the target area as well. For each additional
and smaller support weapons. They treat infantry squad or support weapon in the
Close range as 0-18” and Effective range as target area, the player adds +2 to the total
anything over 18”. rolled as this is a dense target.

53
Support weapons that undertake other Actions Two Tech 2 SV4 Boom weapons are firing at
in the turn will reduce the total rolled by -2 the enemy. The first is targeting two infantry
per dice rolled for each Action used for squads in line next to each other. The other is
anything other than firing. targeting an enemy anti-tank gun with five
crew.
Add double the Tech Level of the firing
support weapon to the total rolled. The Boom weapon targeting the two infantry
squads rolls 4D6+6 on the Fire Table: one D6
Each point of Shock on the firing support
for each SV plus 2 for a dense target and 4
weapon’s crew reduces the total rolled by
for double its Tech Level. If two or more 1’s
one.
are rolled, then it has missed its target.
7.2.3.2 Boom Weapons: Possibility Of
If it hits its target, then the total is cross
Missing Their Target
referenced on the Fire Table with the range
Now check the number of 1’s rolled for firing and how easy the target is to hit to get the
to see if the support weapon has missed its number of hits and any effects on morale. The
target. If it rolls a number of 1’s equal or infantry squads are automatically Pinned.
more than its SV divided by two rounded up,
The other Boom weapon needed to use one
then the area fire has missed and there is no
Action to spot its target before firing. It
effect on the target units
therefore rolls 4D6+6, as above, but then
If our SV3 mortar, above, rolled two or more subtracts 8 for the time it took to spot.
1’s, then its area fire has missed. Providing it did not miss its target, the results
of this roll would be applied to the crew of
7.2.3.3 Boom Weapons: What Happens If the enemy anti-tank gun. Additionally, if it
They Hit rolled two or more 6’s, then the anti-tank gun
itself has been KO’d, and is removed from the
If the target has been hit, then it is table.
automatically Pinned. Casualties are
calculated as normal, using Close range as 0- 7.2.4. Flame Weapons
18”, and Effective range as anything over
18”. Flame weapons have a maximum range of 9”
if fired by men on foot or 12” if fired from
If more than one enemy unit is in the target gun carriages or vehicles. Flame weapons
area, the players will alternatively choose have an arc of fire that translates to
where the effect of the hits is applied, with the approximately 3” on the Q13 tabletop.
player whose force is suffering casualties Casualties are shared in a sensible fashion
making the first choice. Any Pinned or between any target units within that arc.
Suppressed results will be applied to all of the
target units. 7.2.3.2 Flame Weapons: What To Roll On
The Fire Table
A roll of two or more 6’s will destroy any
support weapons in the target area. If multiple It requires two Actions to fire a flame weapon.
support weapons are present, then the owning Flame weapons roll SV x 2D6 on the Fire
player chooses which has been affected. The Table, ignore cover, and deliver double the
support weapon and all its crew are removed usual amount of Shock to their targets.
from play.

54
7.3. Vehicles Firing At Foot 7.3.2. Autoguns

Firing support weapons mounted on vehicles at Bolt autogun weapons mounted on vehicles
Foot works in the same way as for support may move and fire, but subtract an additional
weapons except for the fact that a vehicle can 1D6 from their fire.
move and fire and that vehicle Gunners have
An APC with four Actions and an SV3 DF Bolt
an extra allocation of dice.
autogun mounted on its roof can use up to
As a reminder, vehicles operate with a base three of its Actions to fire the autogun, using
number of Actions the same as a full-strength the remaining Actions to do something else. If
infantry squad of their troop type and, in that one remaining Action is used to move,
addition, each specified gunner has half as then the APC would fire with 3-1=2 Actions
many dice again (rounded up) to shoot with his for effect. If the APC used two Actions to
specific weapon. Players may add a vehicle’s move, using its remaining two Actions to fire,
Actions to the Gunner’s Actions provided that then its fire would be less effective: 2-1=1
the Gunner does not use more than the base Actions for effect. If, however, the APC used
number of Actions in the vehicle’s turn for his three Actions to move, then its fire would be
fire. To clarify, Gunner’s Actions may only be ineffective: 1-1=0. Autoguns rendered
used to shoot: not to spot or move the vehicle. ineffective due to movement still pin their
targets unless the targets are regulars,
The following additional rules apply to veteran or elite troops.
vehicles that move and fire:
If, however, the APC had a specified Gunner
7.3.1. Boom Weapons for the autogun, then it could move and fire
more effectively. Assuming the Gunner uses
Vehicles without a specified Gunner that one of the vehicle’s Actions to help him shoot,
undertake other Actions in the turn will reduce he would fire with 3-1=2D6 whether the
the total rolled by -2 per dice rolled by their vehicle used one, two or all three of its
firing support weapon for each Action used remaining Actions to move.
for anything other than firing.

This penalty is ignored if a specified Gunner is 7.4. Using The Fire Table
given enough of the vehicles Actions to bring
The Fire Table is quick and easy to use. There
his total Actions up to the base number of
are three main columns for the three range
Actions of the vehicle.
bands that infantry squads and SV1 or SV2
An AFV with four Actions and an SV4 DF Boom support weapons use: 0-9”, 9-18” and 18”+.
weapon wishes to move forward with two SV3 or larger support weapons count Close
Actions and area fire with the rest. It rolls 2D6 range as 0-18”, and Effective range as
for movement as usual, but subtracts 4 from anything over 18”.
each dice rolled for area fire effect. If the Each range band is then sub-divided into three
AFV had a specified Gunner, then it could types of shot: Great, Okay or Poor. To select
ignore this penalty: the Gunner has two which column to use for fire results the gamer
Actions already; the AFV gives the Gunner simply checks the range and then decides on
two of its actions, giving the Gunner four how good the shot is.
Actions to fire i.e. equal to the vehicle’s base
number of Actions; and leaving it with two More often than not, how good the shot is will
Actions for movement. be a subjective matter. For a gamer new to
the rules we recommend you simply consider a
55
Good shot to be at a target in the open, an A Tech 2 infantry squad is firing on an enemy
Okay shot is at a unit in Light cover or Broken infantry squad across the equivalent of an
terrain and a Poor shot is at a target in solid orchard i.e. an area of cultivated trees in
cover, Heavy terrain or worse. If the target is orderly rows. The range is 12”, so we use the
Hunkering Down then the shot counts as one 9” to 18” column on the Fire Table. The enemy
level worse than it would otherwise be. unit is in light cover, so that is an Okay shot.
The firing infantry squad is using all three of
More experienced gamers may wish to
its Actions to fire, so that’s 3D6.
develop that idea further, taking into account
other issues that will influence the result and The roll is 2, 2, 5 and adds 4 for its Tech Level
allow fine-tuning of decisions. Is the target for a total of 13. We cross-reference 13 with
moving in the open? Is the firer on higher the Okay effect in the 9” to 18” column which
ground or firing against an opponent on the results in 5P. This means that the enemy squad
sky line? All of these will make the target a take five hits and is Pinned for the rest of this
better one. Is the firer’s visibility affected by turn.
smoke, or is the firer himself under particularly
heavy fire? These issues will make the effect The enemy squad, also Tech 2 but Heavy and
of firing poorer than normal. now with four points of Shock, fires back on
their next activation.
Fine-tuning can be added by utilising “plus” or
“minus” factors by adding or subtracting 2 It uses all three of its Actions and rolls 2, 4, 3
from the pip total of the firer. Alternately, if and 4 plus four for its Tech Level, less four for
the impact is more significant, players may its Shock: also 13. However, because they are
choose to represent this by shifting a column to Pinned, we use the next range band: the over
the right for a poorer shot, or to the left for a 18” column. They get two hits in return.
better one.

Ultramodern SciFi Miniatures from Armies Army

56
7.5. The Fire Table
Infantry Squads & SV1-2 Close Range: Effective Range: Long Range:
Support Weapons Up to 9” 9 - 18” Over 18”
Support Weapons Close Range: Effective Range:
SV3+ Up to 18” Over 18”
Total Rolled Great Okay Poor Great Okay Poor Great Okay Poor
1 5P 3 2 1P ~ ~ ~ ~ ~
2 6P 4 2 2P ~ ~ ~ ~ ~
3 7P 4 3 3P 1 ~ P ~ ~
4 8P 5 3 4P 2 1 1 P ~
5 9S 5 3 5P 3 2 2 P ~
6 10S 6 3 6P 4 2 2 1 ~
7 11S 6P 4 6P 4 2 3 1 ~
8 12S 7P 4 7P 4 3 3 1 P
9 13S 7P 4 7P 4 3 4 2 P
10 14S 8P 4P 8S 4P 3 4P 2 P
11 15S 8P 5P 8S 5P 3 5P 2 P
12 16S 9P 5P 9S 5P 3 5P 2 1
13 17S 9S 5P 9S 5P 3 5P 2 1
14 18S 10S 6P 10S 6P 3P 6P 2 1
15 19S 10S 6P 10S 6P 3P 6P 2 1
16 20S 11S 6S 11S 6S 4P 6S 2 1
17 21S 11S 6S 11S 6S 4P 6S 3 1
18 22S 12S 7S 12S 7S 4P 6S 3 2
19 23S 12S 7S 12S 7S 4P 7S 3 2
20 23S 13S 7S 13S 7S 4P 7S 3 2
21 24S 13S 7S 13S 7S 4S 7S 4 2
22 25S 13S 7S 13S 7S 4S 8S 4 2
23 26S 13S 7S 13S 7S 4S 8S 4 2
24 27S 14S 7S 14S 8S 4S 8S 4P 3
25 27S 14S 8S 14S 8S 4S 8S 4P 3
26 28S 14S 8S 14S 8S 4S 8S 4P 3
27 28S 14S 8S 14S 8S 4S 8S 4P 3P
28 29S 15S 8S 15S 8S 5S 8S 4P 3P
29 29S 15S 8S 15S 8S 5S 9S 5P 3P
30 30S 15S 8S 15S 8S 5S 9S 5P 3P
31 30S 15S 8S 15S 9S 5S 9S 5S 3P
32 31S 16S 8S 16S 9S 5S 9S 5S 3P
33 31S 16S 9S 16S 9S 5S 9S 5S 3P
34 32S 16S 9S 16S 9S 6S 9S 5S 4P
35 32S 16S 9S 16S 9S 6S 9S 5S 4P
36 33S 17S 10S 17S 10S 6S 10S 6S 4P

The number shown represents the number of An ‘S’ result shows that the target unit is
hits that that target has suffered. Any letter Suppressed. During the rest of this turn it is
shows the immediate effect on that unit’s unable to fire or move.
morale.
Remember: Any P or S result only lasts until the
‘P’ is Pinned, meaning that the target unit may Commercial Break card is dealt.
not move during the remainder of this turn.
Any subsequent firing by the target unit in this
turn is done with a penalty of one range band
shift to the right.

57
7.6. Effect Of Hits 7.6.1.1. Benefits Of Armour & Shields

On the Fire Table, the number indicated when Shields and powered armour allow a save
cross referencing the total rolled on the firing against a kill. For each result of Dead, roll
dice with the range and effect gives the 2d6: a score equal or under double the Tech
number of hits on the target unit, and any Level of the shield or powered armour
Pinned or Suppressed result. Roll 1D6 per hit converts the kill to a point of Shock. Mega-
on the table at the bottom of the page to see Armour also gives one “life” per Tech Level.
what effect each hit has. If the action is taking place on a tabletop with
a Poisonous atmosphere, add one to each dice
7.6.1. Effects Of Casualties
rolled for the effects of a hit.
Now that we have rolled on the Hit Effect
table we know how many men have been A Tech 2 infantry unit in armour with Shields
killed, how much Shock a unit has suffered, takes four hits. 4D6 are rolled, with the results
and how many near misses we have had. But being 2, 4, 6 and 6.
what do these mean? The 2 is a Near Miss: no effect. The 4 results in
Near Miss: This has no effect. Breathe a sigh a point of Shock. The 6’s would normally mean
of relief and keep firing! that two members of the unit had been killed
but the unit has Shields, so 2D6 are rolled
Shock: A point of Shock has been inflicted on twice: once for each potential kill.
the squad or weapons team. Shock is the
morale system in Q13 and represents the The first roll is an 11, so the Shields fail to
breakdown of cohesion within the unit under save the infantryman: he is killed and removed
fire. For each point of shock on a squad or from the table. The second roll is a 3, which is
weapons team any firing or movement will be under double the unit’s Tech Level, so the
done with one pip deducted from the total Shields “bounce” the kill and the man survives.
roll. The amount of Shock a squad has An infantryman wearing Tech 2 Mega-Armour
suffered can be represented by suitable would get the benefits above and also need
markers, such as wounded figures, or by using to be “killed” twice before he finally goes
a small dice. down.
Dead: One man is dead. Killed men reduce a A normal squad takes a hit and a ‘4’ is rolled.
squad’s effectiveness by reducing the number This would usually be a point of Shock, but as
of Actions available to that squad. Support the atmosphere is Poisonous, one is added and
weapons lose one crew member for each the hit results in a Death.
death.

Roll 1D6 for each hit Tech Near Miss Shock Dead Extra
Normal Foot All 1, 2 3, 4 5, 6
0 to 2 1, 2, 3 4, 5 6
Foot with Armour
3 or 4 1, 2, 3, 4 5 6
Foot with Shields or 0 to 2 1, 2, 3 4, 5 6 Save
Powered Armour 3 or 4 1, 2, 3, 4 5 6 Save
Foot encased in Mega- 2 1, 2, 3 4, 5 6 Save plus Lives
Armour 3 or 4 1, 2, 3, 4 5 6 Save plus Lives

58
7.6.2. Effects Of Casualties On Big firing had no effect at all i.e. ignore the
Men & Specialists hypothetical kills.

If a Big Man or Specialist is attached to a 7.6.3. Ambush


squad or support weapons team that has men
An ambush occurs any time an unspotted unit
killed, he must roll a D10 to see if he is
that is activated by the Blinds card (i.e. not on
affected. He needs to roll above the number
the Commercial Break card) opens fire from
of men killed that turn to be safe. If he rolls
under Blinds or a hidden position at Close
equal or below the number of men killed, he is
range. Fire occurs as normal, but to represent
dead and removed from the table. This roll is
the impact of surprise any Shock inflicted on
made once for each Big Man and Specialist
the target unit in the first round of fire is
attached to the unit that has taken casualties.
doubled.
Fire at unattached Big Men & Specialists is
A unit that is hoping to ambush an enemy
carried out as normal as if firing at a typical
force may not get its Blinds card dealt before
infantry squad of that Big Man or Specialist’s
the Commercial Break card ends the turn. In
type. Once the hypothetical number of men
this case the player controlling the ambushing
killed is calculated, roll a D10 as above to see
force may choose to fire on the Commercial
if the Big Man or Specialist is affected. If the
Break card, but does so normally i.e. with no
Big Man or Specialist is killed, then he is dead
doubling of Shock.
and removed from the table. If not, then the

Walkers from Ground Zero Games advance in support of Space Bugs from Highlander Studios
Buildings from Critical Mass Games

59
Section Eight: Indirect & Off-Table Fire At Foot
Indirect firing in Q13 is used when the firing So a Tech 3 mortar battery of two SV3 IF
unit cannot directly see its target: either it Boom weapons would have a blast radius of
does not have direct line of sight, or distances (2x3)/2 = 3”.
are too great to allow visibility.
The effect of a box barrage is calculated in
This can either be from a unit on the table, terms of 6” square fire boxes. Add up the
such as a mortar or mobile artillery vehicle number of SVs firing at that spot and then
firing over a hill, or from off-table support divide by 6, rounding up, to calculate the
units: any unit that will not be represented by number of 6” square fire boxes available to
figures on the tabletop such as a satellite the firing unit.
mounted gun, high altitude aircraft or a
battery of artillery or missile launchers. In our example, above, the blast area would
be (3+3)/6 or the equivalent of one 6”
Given the nature of such fire, only stationary square fire box. Adding another mortar team
Boom weapons may indirect fire. would give a blast area equivalent to two 6”
square fire boxes i.e. (3+3+3)/6 rounded up.
8.1. Minimum Ranges
One Fire Box must be placed with its centre on
IF support weapons have a minimum range of top of the target, with the other boxes then
four times their SV. So a Tech 3 mortar arranged as the player wishes to maximise
battery of two SV3 IF Boom weapons would the effectiveness in one of the following
have a minimum range of 12”. patterns or variations thereof. Each Fire Box
must be immediately adjacent to another, with
8.2. Types Of Barrage each complete edge meeting another. Boxes
may not be staggered, but may be orientated
IF support weapons may fire either circular or in any direction that the player wishes.
box shaped bombardment.
All target units caught within the blast radius
The blast radius of a circular barrage is or any fire box suffer the same effects of fire
calculated as the total number of SV firing at as would have been caused by direct fire.
that spot divided by two, rounded up.

60
8.3. Indirect Firing From On The Once a fire point is established, a stationary
support weapon or battery can, when their
Tabletop card next comes up, choose to fire at that
When the appropriate card is drawn for the point again rather than having to roll for
firing unit, the player decides where the centre deviation again.
of the barrage is to land and what the shape All units (friend or foe) within that blast radius
the barrage will be: circular or box. A at the revised fire point are considered hit.
deviation dice is then used (two faces being They are automatically pinned and roll 1d6
marked “Hit”, the other four faces having a and add the Tech Level of firer plus double
direction arrow). A roll of “Hit” will result in the SV of the weapon on the Effective range
the centre of the barrage landing where the column of the Fire Table.
player wishes with no deviation. On any other
result, the arrow will show the direction of 8.4. Adjusting Tabletop Indirect
deviation from the target point. You then roll
2D6 and subtract the firer’s Tech Level to see
Fire
how far from the target point the fire actually As can be seen from the above, it is quite
falls: the fire point. likely that a barrage fired indirectly will miss
its target. If this is the case, the barrage may,
in some circumstances, be ‘walked’ around the
battlefield.

Any Big Man or Forward Observer who can


see both the fall of the shot and another
target point, and is in communication with the
firing unit, may, when their card comes up,
spend Actions moving the fire point of a firing
support weapon or battery their Tech Level +
1D6”. To do this costs a Forward Observer
their entire turn to do this, and a Big Man two
Command Initiatives. This is not the support
weapon or battery firing again, just the fire
point being moved. The support weapon or
A Tech 3 mortar battery of two SV3 IF Boom
battery cannot fire again until its card comes
weapons targets a platoon of infantry. It
up again, but will not have to roll for
chooses the centre of the platoon as its aiming
deviation. The barrage will automatically fall
point, and to fire a circular barrage. The
on the revised fire point. Obviously if this
deviation dice is rolled, with an arrow pointing
revised fire point is not now appropriate, the
to the left of the target point coming up. 2D6
firing unit may choose a new potential fire
are then rolled, with 11 being the score. The
point and go through the deviation process
central fire point of the barrage is therefore
again.
11-3=8” to the left of the centre of the target
platoon. 8.5. Indirect Firing From Off The
With a blast radius of only 3”, the barrage Tabletop
might just catch a squad on the edge of the
platoon if it is strung out, but is more likely to The process is exactly the same as the above,
have missed. except for the fact that the fire must be called

61
in by an on-table Big Man or Forward target and the off-table support unit may fire
Observer. for effect.

When the Big Man or Forward Observer’s A Big Man’s card comes up. He uses two of his
card comes up, they may choose to use two Command Initiatives to call in fire from an off-
Command Initiatives (a Big Man) or their table missile unit. He immediately marks the
whole turn (a Forward Observer) to contact fire point as being the centre of an enemy
the off-table support unit and call in their fire. trench that he can see in front of him. After the
It is assumed that the off-table support is next Commercial Break card appears, the Off
ready, willing and able i.e. the battery is on Table Artillery card is added to the deck.
stand-by or the aircraft are flying in a ‘cab
rank’ above the table. Nothing happens until the Off Table Artillery
card appears. When it does, the missile unit
The target fire point, which must be a point fires a ranging shot at the target point.
that the Big Man or Forward Observer can Deviation is calculated as normal, and the
see, is immediately marked and the off-table revised target point marked if necessary.
support unit’s card placed into the Game
Deck. The type and shape of barrage, circular In this instance, there is no deviation: the
or box, should also be defined now. When the ranging shot has hit the Big Man’s mark.
off-table support unit’s card next comes up, it Nothing happens, however, until the Big Man’s
fires a ranging shot or paints its target, with card is next drawn. At that point, he confirms
deviation calculated as normal, and the that the ranging shot has hit its target and
revised fire point is now marked. orders the missile unit to ‘fire for effect’.

The off-table support unit is now waiting for Nothing happens until the Off Table Artillery
confirmation that its ranging shot has landed in card is drawn again. At that point, the missile
the right place, or that its targeting system has unit fires a full barrage, with the fire centred
painted the right place, and that it should now on the marked target point.
“fire for effect”. This confirmation is given in
If, however, the ranging shot had deviated by
the same way that the fire was originally
enough that the revised target point missed
called in: when the Big Man or Forward
the enemy trench entirely, the Big Man could
Observer’s card next comes up, they may
have used two Command Initiatives to walk
choose to use their whole turn (Forward
the revised target point Tech Level + 1D6”
Observer) or two Command Initiatives (Big
towards where he wanted the mark to be.
Man) to contact the off-table support unit and
confirm that they may fire. The next time the The Big Man then needs to use another two
off-table support unit’s card comes up, they Command Initiatives to order the missile unit to
fire, with their barrage landing at the revised fire for effect. He may have enough to do so
fire point. Alternatively, the Big Man or that turn, or he may have to wait until his card
Forward Observer can adjust the revised fire comes up again. Again, the missile unit would
point as with on-table indirect fire. not fire until its card had come up again.
The off-table support unit will keep firing at Alternatively, rather than try and walk the
that point each time its card appears until told barrage in, the Big Man could have ordered
to halt or it expends its available fire missions. the missile unit to fire another ranging shot,
Alternatively, Big Man or Forward Observers with the process begun again as above.
can define how many turns of fire the off-
table support unit will fire before stopping
when they confirm that its ranging shot was on
62
Section Nine: Preliminary Bombardments
Many attacks are preceded by an artillery one square foot of table i.e. they are twice
barrage designed to soften up the enemy the size of a standard support weapon fire
before the troops on the ground advanced to box. In applying them the attacker may
make contact with them. In Q13 these are decide that he wishes to apply multiple stonks
considered to have occurred just before the to one area if he feels that it is likely to pay
game starts. The damage they cause may be dividends, in which case the calculations for
calculated as follows. effect will be carried out twice.

The attacker will be allocated a number of The defender should have deployed his forces
preliminary bombardment fire boxes which he on a map prior to the effects of the
may apply to the table as he sees fit. It may bombardment being calculated.
well be that his pre-game briefing has
identified certain enemy positions, or The effects of a preliminary bombardment are
alternatively he may be firing blind. Either calculated by rolling 1D6 for each infantry
way he will decide where on the table he will squad, support weapon and vehicle caught in
apply his fire boxes. Each of these will take up the fire box:

Dice Roll Infantry Squad Support Weapon Softskin Vehicle Armoured Vehicle
1 2 dead, 1 Shock Weapon destroyed Destroyed 2 Shock
2 2 dead 2 crew dead Destroyed 1 Shock
3 1 dead 1 dead, 1 Shock Destroyed No effect
4 1 Shock 1 dead No effect No effect
5 No effect No effect No effect No effect
6 No effect No effect No effect No effect

More Harook from Mad Robot

63
Section Ten: Direct Fire At Ground Vehicles
This section of the rules covers the direct fire of Range Range
Target
support weapons at vehicles. This includes 0-18” 18”+
man-portable weapons such as the equivalent In the Open 5 9
of a bazooka, guns such as the equivalent of View Obscured
an anti-tank gun, and support weapons 7 11
(some cover)
mounted on vehicles such as an MBT’s main View Badly Obscured
gun. Infantry close assaulting vehicles is 9 12
(target hull down)
covered in Section 12.
Autoguns must use all their Actions to fire at a
10.1. Acquiring The Target vehicle, but hit automatically.
As with direct fire at Foot, the firing support
weapon or vehicle must have a direct line of 10.3. Effects Of A Hit
sight to the target vehicle.
If the firer is successful in hitting the target he
10.2. Hitting The Target will need to compare the adjusted Strike
Value of the support weapon firing with the
All support weapons except for Autoguns must Armour value of the target vehicle to find out
roll to hit their targets effectively. how many hits have been achieved.
One shot may be fired for each available Autoguns hit with an adjusted strike value of
Action, but remember that actions such as half their Strike Value, rounded up. Other Bolt
aiming or changing targets also cost one
Action each. Roll 2D6 for each shot, and weapons hit with an adjusted strike value of
modify as follows: double their Strike Value. Boom weapons fire
at armoured vehicles with an adjusted strike
Subtract one: value equal to their Strike Value.
if the firer is under fire
if the firer is pinned The firer rolls 1D6 for each adjusted strike
if the firer is Rabble value counting each 5 or 6 if firing onto a
per point of firer’s Shock vehicle’s frontal armour; 4, 5 or 6 if firing onto
per Action the firer has used to move this turn side armour; or each 3, 4, 5 or 6 if firing onto
per weapon damage on the firer rear or top armour. Flying vehicles always
if the target is moving target top armour.
per target’s Tech Level
for any other significant negative factor The target vehicle rolls 1D6 for each armour
Add one: class factor, counting each 5 or 6 rolled as a
if a Big Man is directing the fire save. Soft-skin vehicles have no armour, roll no
if the firer is Veteran or Elite dice in their defence and all hits count.
per Tech Level of the firer
for any other significant positive factor Both players compare the number of hits
Add two: achieved by the firer with the number of saves
for an aimed shot of the target vehicle. If the number of saves
exceeds the number of hits then the shot has
Then consult the following table to determine had no effect, glancing harmlessly off the
whether the target has been hit after armour. If the numbers are equal, or the hits
accounting for visibility and range: exceed the saves then consult the tables
below.

64
10.3.1. Effects Of Hits On Armoured Vehicles
If the scores are equal (including no hits and no saves), roll 1D6:
1-2 The vehicle takes one point of shock and may not advance towards the enemy on the next
activation
3-4 The vehicle must halt and engage the firer in a fire-fight on its next activation
5-6 No effect: the vehicle may act as desired.
If one net hit, vehicle takes a point of shock, and loses one Action next activation, and roll 1D6:
1-2 Temporarily immobilised: no movement on the next activation only
3-4 Propulsion system damage: -1 pip on each dice rolled for movement from now on
5-6 Weapon damage: -1 on all to hit rolls from now on
If two net hits, vehicle takes two points of shock, and loses two Actions next activation, and
roll 1D6:
1-2 Vehicle permanently immobilised for the remainder of the game
3-4 Propulsion system heavily damaged: -2 pips on each dice rolled for movement from now
on
5-6 Main gun (or largest remaining gun) out of action for the rest of the game
If three net hits, then vehicle is destroyed. One hit on each crewman with a 5 or 6 resulting in a
kill
If four net hits, then vehicle explodes and all crew are dead.

10.3.2 Effects Of Hits On Armoured Personnel Carriers


If the scores are equal (including no hits and no saves) passengers may immediately
disembark if desired. Roll 1D6:
1-2 The vehicle must retire away from the enemy on its next activation or the Commercial Break
card, using all of its Actions to do so.
3-4 The vehicle will engage the firer if it is an infantry squad or armed with an SV3 weapon
or smaller. If anything else, the vehicle will withdraw as above.
5-6 No effect: the vehicle may act as desired.
If one net hit, vehicle takes a point of shock, and loses one Action next activation. Passengers
may immediately disembark if desired. Roll 1D6:
1-2 Temporarily immobilised: no movement on the next activation only
3-4 Propulsion system damaged: -1 pip on each dice rolled for movement from now on
5-6 Main gun (or largest remaining gun) out of action for the rest of the game
If two net hits, vehicle takes two points of shock, and loses two Actions next activation.
Passengers must immediately disembark. Roll 1D6:
1-2 Vehicle permanently immobilised for the remainder of the game
3-4 Vehicle permanently immobilised for the remainder of the game. 1D6 hits on passengers
5-6 Vehicle permanently immobilised for the remainder of the game and passengers take one
hit per figure
If three net hits, then vehicle is destroyed, the driver is killed, and passengers take two hits per
figure.
If four net hits or more, then the APC explodes and all passengers are killed.

65
10.3.3 Effects Of Hits On Softskin Vehicles
If the scores are equal (including no hits and no saves), roll 1D6:
1-4 The vehicle must retire away from the enemy on its next activation or the Commercial Break
card, using all of its Actions to do so.
5-6 No effect: the vehicle may act as desired.
If one net hit, vehicle takes a point of shock, and loses one Action next activation, and roll 1D6:
1-2 Temporarily immobilised: no movement on the next activation only
3-4 Propulsion system damaged: -1 pip on each dice rolled for movement from now on
5-6 1D6 hits on passengers
If two net hits, vehicle takes two points of shock, and loses two Actions next activation, and
roll 1D6:
1-2 Vehicle permanently immobilised for the remainder of the game
3-4 Passengers take one hit per figure
5-6 Vehicle permanently immobilised for the remainder of the game and passengers take one
hit per figure
If three net hits, then vehicle is destroyed, and roll 1d6
1-3 Passengers take one hit per figure
4-6 Passengers take two hits per figure

Fighting in a Poisonous atmosphere doubles 10.3.5. Collateral Damage


the amount of Shock taken in any results
above. Any vehicle that is destroyed will affect any
other vehicles that are too close.
All damage is cumulative, so an AFV that has
had its main weapon damaged twice is now at Any armoured vehicle within 2” will be take
-2 on all subsequent “to hit” rolls. one point of Shock and will roll a D6. On a
roll of 1 or 2 they will take no action on their
Any vehicle that has suffered engine damage next activation.
and subsequently attempts to move but fails to
do so due to rolling zero or less due to pip Any armoured vehicle within 1” will take 2
reduction has now broken down and is points of Shock and will roll a D6. On a roll of
immobile for the rest of the game. 1 the armoured vehicle will catch fire and the
crew will need to extinguish this or abandon
10.3.4. Flame Weapons Against the vehicle. To attempt to put the fire out they
Vehicles will have three attempts, one each on their
next three Actions, requiring a 5 or 6 to be
Hits on soft skin vehicles and open armour will successful. If the fire is extinguished then the
always destroy the vehicle, and hits will occur crew may then continue as normal on their
on any passengers without any allowance for following activation.
cover. Roll using the fire against infantry
methods as normal. Any soft-skins that are within 2” of any vehicle
that is destroyed will be destroyed themselves
Hits on closed armour will roll a D6 for each on a roll of 1-4 on a D6 and suffer one hit per
SV as indicated in Section 10.3. passenger.
Flamethrowers do not penetrate armour but, if
more 6's are rolled than 1's then the armoured
vehicle is destroyed.

66
Section Eleven: Indirect Fire At Ground Vehicles
Any vehicles caught in an indirect fire barrage In addition to the above vehicles will suffer a
will potentially suffer damage. Roll 1D6, add -2 penalty when spotting or firing while under
the SV and Tech Level of the firing weapon, bombardment. Any crew riding on top of an
and consult the table, below. armoured vehicle or carrier will also check for
casualties as though operating in the open.

Fully Armoured Vehicles


1-10 No effect
11-12 Lose one Action next activation
13-14 Take one hit on the Armoured Vehicles damage table
15-16 Take two hits on the Armoured Vehicles damage table
17+ Destroyed.
Fully Armoured Personnel Carriers
1-9 No effect
10-11 Lose one Actions next activation
12-13 Out of action. Passengers must disembark.
14+ Destroyed. One hit per passenger.
Softskin & Open-Topped Vehicles
1-7 No Effect
8-9 Out of action. 1D6 hits on passengers.
10+ Destroyed. One hit per passenger.

Baeliog Armoured Gun Tractor used by the Quar from Zombiesmith

67
Section Twelve: Infantry Squads Firing At Vehicles
All infantry squads, even without attached 12.2. Infantry Squads Firing At
support weapons, have an inherent DF anti-
vehicle capacity. For low-tech forces this can
Softskins
include everything from throwing grenades to Infantry squads firing at softskins can target
jumping on board and firing guns into turret the vehicle as above, but will more normally
tops! For higher-tech forces, this includes just open up on their targets hoping to kill their
personal anti-tank weapons such as one-shot, occupants and damage the vehicles.
throwaway rockets.
The firing infantry squad targets the
12.1. Infantry Squads Firing At passengers of the softskin as normal, perhaps
Armoured Vehicles counting them in light cover if the configuration
of the softskin suggests it, but if more 6’s than
Infantry squads direct fire only at vehicles 1’s are rolled on the Fire Table, then the
using all their Actions to do so. Calculate the softskin is permanently disabled as well.
‘shot’ as you would for a support weapon, but
use the SVs given in the table below if they Players may opt to use this method of fire for
manage a hit: Autoguns as well: firing player’s choice.

Tech Level 0-4” 4-8” 8-12” 12-16”


0 1 ~ ~ ~
1 2 ~ ~ ~
2 4 2 ~ ~
3 4 4 2 ~
4 4 4 4 2

Ursids with BFGs from Khurasan

68
Section Thirteen: Anti-Aircraft Fire
& Air-to-Air Combat
13.1. Anti-Aircraft Fire Then consult the appropriate table:

Anti-aircraft fire can only take place when the


target aircraft is operating in a tactical role Score Result N-STP Aircraft
i.e. where it is flying low over the table. It will
1-5 No effect
normally occur against an aircraft that is using 6-9 The aircraft takes one point of Shock
its Actions to effect the tabletop i.e. when an and is driven off and is immediately
N-STP aircraft ‘stops’ to use its Actions, or removed from the table. It may return
when an STP aircraft stops to use its Actions. on its next card.
10-11 The aircraft takes a hit. It takes one
Only direct fire may be used against aircraft. point of Shock and is immediately
Fast N-STP aircraft can only be attacked with removed from the table. It may not
specific AA weapons; but all other aircraft can return for 1D3 appearances of its
be attacked with all types of weapons card.
provided the attacking troops are within 18” 12 Aircraft is damaged and is
immediately removed from the table.
of the aircraft. It may not return.
To make an anti-aircraft attack, the unit uses 13+ Aircraft destroyed.
two Actions and rolls 1D6 adjusting as follows:

Subtract one:
if the firer is under fire Score Result STP Aircraft
if the firer is pinned 1-5 No effect
if the firer is Rabble 6-9 The aircraft takes one point of Shock
per point of firer’s Shock and is driven off and is immediately
per Action the firer has used to move this turn removed from the table. It may return
per weapon damage on the firer on its next card.
per target’s Tech Level 10-11 Aircraft takes a hit. It takes one point
per target’s Armour Class of Shock and moves 1D6” away from
for any other significant negative factor firer, using any remaining Actions to
Subtract two: regain control i.e. its turn ends now
if the firer is not a specific AA weapon but it is still on-table.
if the target is Fast 12 Aircraft takes a hit, as above, and is
damaged. It takes two points of
Add one:
Shock. As soon as it is able, it must
if a Big Man is directing the fire either leave the table and not return,
if the firer is Veteran or Elite or land and not take off again. If the
per Tech Level of the firer aircraft lands, any passengers must
per SV of the firing weapon immediately de-bus.
for any other significant positive factor 13+ Aircraft destroyed. Any passengers
Add two: are dead or certainly KO’d for the
for an aimed shot rest of the game.
if the firing weapon is an Autogun

69
13.2. Air-to-Air Combat can fire at the enemy aircraft that was its
declared target with either direct or indirect
Q13 is a ground-based wargame that fire weapons (e.g. guided missiles), and then
includes rules for aircraft (and other troops exit the table as normal.
capable of flight) only when they directly
interact with units on the tabletop. It is not an Firing at enemy aircraft is done using the same
air-to-air combat game, so the rules in this method as for AA fire, above, but using only
section therefore cover only what happens the following factors on the first table:
when aircraft on opposing sides wish to shoot
Subtract one:
each other whilst “on” the tabletop.
if the firer is Rabble
per point of firer’s Shock
13.2.1. Non-Stoppers per weapon damage on the firer
As we have seen in Section 5.5, N-STP aircraft per target’s Tech Level
per target’s Armour Class
are able to act in a ground attack role:
for any other significant negative factor
travelling in a straight line over the table
Subtract two:
‘stopping’ to spot or deliver their munitions. N-
if the target is Fast
STP aircraft may, however, also act in an
Add one:
interdiction role: attempting to engage and
if a Big Man is on board & directing the fire
drive off/destroy enemy aircraft rather than
if the firer is Veteran or Elite
attacking a ground target. per Tech Level of the firer
When their platoon card appears, N-STP per SV of the firing weapon
for any other significant positive factor
aircraft wishing to act in an interdiction role
Add two:
do not act immediately: instead they reserve
their dice. for an aimed shot
if the firing weapon is an Autogun
When an enemy aircraft's card comes up
(including flying infantry), at some stage that If the enemy aircraft survives the attack
enemy aircraft will appear on the table: an unscathed (i.e. a “No Effect” result), then it
enemy STP aircraft will hover or an enemy N- takes the rest of its turn as normal.
STP aircraft will begin its run over the
tabletop. At any point up until after the enemy 13.2.2. Stoppers
aircraft has left the tabletop, the N-STP
STP aircraft engage other aircraft in much the
aircraft which has reserved its dice can
same way as N-STP aircraft. When their card
declare that it is using its dice to attack the
is drawn, they carry out their turn as normal,
enemy aircraft. If the enemy aircraft lands,
but may fire at other aircraft that are on the
then the N-STP can carry out a ground attack
table (i.e. other STP aircraft) using the method
run as normal, but only on the landed enemy
above. Direct fire weapons may only be used
aircraft.
against targets in direct line of sight.
Its move (move, not movement) is carried out
STP aircraft with reserved dice may use them
as normal i.e. its flight path is calculated,
to shoot at N-STP aircraft passing over the
presumably to intersect with the enemy
board. As usual, they may not use their
aircraft, and it is placed on the table in an
reserved dice to move, only to spot and/or
appropriate position along its flight path
fire.
ready to shoot at the enemy aircraft. At that
point, any enemy AA with reserved dice may
fire at it. If it survives any AA attack, then it
70
Section Fourteen: Shock & Awe
The battlefield is a dangerous place and our they may well be enough to persuade the
soldiers are only human. Military discipline crew or passengers that the damage is bad
does much to keep them functioning under the enough to see them withdraw from the action
most stressful conditions, but ultimately the or bail out and abandon it altogether.
rigours of action can sometimes prove too
much for even the toughest of men. As units If Shock is accumulated equal to a vehicle’s
come under fire it is likely that they will morale level less one, the vehicle may not
accumulate a number of Shock points; this is advance towards the enemy and any
the method by which Q13 represents unit passengers must dismount.
morale. If Shock is accumulated equal to a vehicle’s
The amount of Shock on a squad or weapons morale level, then the vehicle must withdraw to
team should be marked by the use of cover with all Actions this turn or be
unobtrusive markers such as casualty figures or abandoned if immobile.
micro-dice. It is important to remember levels If Shock is accumulated equal to a vehicle’s
of Shock as units are affected by it in several morale level +1, then the crew will abandon
ways. the vehicle immediately.
14.1. Effect On Movement Here is a reminder of the morale levels of
vehicles:
Foot subtract their current level of Shock from
the number of pips rolled for movement. So, Expertise Morale Level
an infantry squad with four points of Shock Rabble/Militia 2
that rolls a total of 12 for movement will only Regular 3
actually move 8”. Veteran 4
Elite 5
14.2. Effect On Firing
Infantry squads and support weapons subtract 14.4. Awe
their current level of Shock from the total
Infantry squads or support weapons will suffer
number of pips rolled when firing on the Fire
the effect of Awe when their Shock level
Table for both direct and indirect fire. The
exceeds the number of men remaining in the
squad with four points of Shock that rolls a
unit. As soon as this happens, the unit will fall
total of 18 for firing will reduce that to 14
back if in the open, light cover or in buildings;
when consulting the Fire Table.
or if in entrenchments or bunkers, troops will
When dicing to hit a target, such as a vehicle, be silenced, unable to move or fire.
infantry squads and support weapons will
The distance that a unit withdraws depends on
subtract one from the dice roll for every point
its expertise. Rabble or Militia units will
of Shock.
withdraw at a rate of 4” per point of excess
14.3. Effect On Vehicles Shock over and above the number of men.
Regulars will withdraw 2” per point of excess
Multiple hits on vehicles, be they tanks or Shock over and above the number of men.
armoured personnel carriers, may not be They will withdraw directly away from the
sufficient to completely destroy the vehicle, but enemy.

71
Veteran or Elite troops must retire, but may do Man may also opt to use one Command
so between 1” or 2” per point for Veterans Initiative to un-pin a squad, or two Command
and 1” to 3” per point if Elite. They must Initiatives to un-suppress it.
withdraw away from the firer, but may
deviate by up to 45° from a straight line if it 14.5.2. Medics
allows them to reach cover.
In addition to Big Men, specialist Medics may
An infantry squad or support weapon that is rally a squad, weapons team or vehicle.
interpenetrated by a friendly unit retreating
Medics may only rally Shock from a unit that
due to the effects of Awe will suffer one Shock
they are physically with at the rate of one
points for each 2” the friendly unit was
point of Shock per Tech Level of the Medic per
obliged to withdraw this turn.
turn of the Medic’s card.
14.5. Rallying Shock 14.5.3. The Rally Card
The effects of Shock are not permanent, and a The final option for rallying a unit is the Rally
unit may be rallied by Shock being removed. card which is included in the Game Deck for
This happens in the following ways: high quality forces. When a Rally card is dealt
the player may remove 1 point of Shock from
14.5.1. A Big Man Rallies A Unit
any squad, support weapon or vehicle of his
When his card is dealt a Big Man may use his choice. Alternatively, if a Big Man is attached
Command Initiative points to rally a squad, to a unit he may remove multiple Shock points
weapons team or vehicle that he is in contact up to his Command Initiative level without
with. At that point he may remove one point of affecting his normal activation.
Shock for each Command Initiative used. A Big

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Section Fifteen: Specialists
Specialists operate with the same number of Once a sniper begins firing, a Sniper figure is
Actions as a full-strength infantry squad of placed on the table top to represent the
their troop type. Each type of specialist has general area of his firing position. Each time
their own rules: the Sniper card is dealt, he may choose to fire
or elect not to shoot in that turn in which case
15.1. Drone Operators & Drones he can Spot instead.

Drones are unmanned military hardware, When firing, the sniper rolls 2D6 on the
usually vehicles or support weapons that are following table and discards the lower dice
controlled remotely. Any infantry squad, roll if firing up to 18” or the higher dice roll if
support weapon or vehicle may be firing at over 18”. Subtract one from the dice
designated as a drone. roll if the target is in Heavy terrain or worse.

Drones act exactly as normal, except for the 1D6 Sniper Results
fact that a Drone Operator may use his 0-2 Miss
Actions to affect them in the same way as a 3 Pins one enemy infantry squad or
Big Man affects a unit under his command i.e. support weapon
this includes removing shock, platoon 4 Pins one enemy infantry squad or
movement etc. Drones may still be affected by support weapon and inflicts 1D3
points of Shock
a force’s Big Men as per normal, the Drone
5 Causes one hit. Pins enemy infantry
Operator just adds an extra command squad or support weapon and inflicts
opportunity. Big Men can only affect drones 1D3 Shock
within their command influence distance, Drone 6 Kills one man. Pins enemy infantry
Operators can affect drones anywhere. squad or support weapon and inflicts
1D3 Shock
If all a force’s Drone Operators are
destroyed, it is assumed that the drones will If the target unit that loses a man killed is
still function: operated more remotely from accompanied by a Big Man or Specialist, he
off-table. Note that a specific scenario might will test to see if he has been killed, but use a
state that all drones cease operation when all D6 instead of the usual D10.
Drone Operators are destroyed.
Enemy troops may not spot or fire on a sniper:
15.2. Snipers his figure represents his area of operation not
him personally. However, if enemy troops
Snipers are rated according to their Tech come within 4” of a sniper figure, he is
Level, from zero through to four. removed from the game.
Snipers may deploy anywhere within 12” of If at any point a sniper rolls a double on the
their own sides’ Blinds or units on the table and 2D6 used for firing, his Tech level is reduced
may begin firing any time that their Sniper by one. If at any time his Tech level is reduced
card is dealt. They may choose to remain below zero, the sniper is removed from the
hidden over the course of a number of Sniper table and his card removed from the Game
cards; indeed the player does not have to Deck, representing that he has been killed,
decide where they are deployed until he wounded or just decided that his position is too
wants the sniper to begin firing. Snipers may obvious to be tenable.
also Spot.
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If a sniper rolls a double that is equal to or An EWSO with three Actions is faced with two
less than his Tech level, the sniper may re- Level II enemy Big Men. He uses two of his
appear elsewhere on the table on any Actions to remove all of one enemy Big Man’s
subsequent turn of the Sniper card. For Command Initiative, and the last to bring the
example, a Tech 2 sniper who rolls a double 1 other Big Man down to only one Command
or double 2 must abandon his current position Initiative. The effects last until the targeted Big
but may re-appear in another position later in Men have had their next turn i.e. until they
the game with his Tech level reduced to 1. have been affected by the EWSO.

A force has a Tech 1 sniper specialist. Their Thirdly, where the Tech level of the EWSO is
Sniper card is dealt. Thus far the sniper has not at least two higher than their targets, they can
been in action so the player may choose to attempt to disrupt more general technological
place him anywhere on the table within 12” of equipment: to “fry the circuits” if you like. The
friendly troops. He chooses an area of rocks EWSO uses all their Actions to do this, and can
on his left. then reduce the Actions available to the
enemy technology (a vehicle, a squad of
The sniper is within 18” of an enemy infantry
infantry with energy weapons or powered
squad so the player rolls 2D6. He rolls a 1
armour, a shield device etc.) by the difference
and a 5, discarding the lower roll as he is
between their technology level and their
firing at a target within 18”.
target’s technology level. This effect could be
The 5 causes one hit on the enemy infantry permanent (i.e. for the duration of the game)
squad. It also Pins them and inflicts 1D3 points or just until the targeted technology has been
of Shock. A roll of 4 results in two Shock. affected by the EWSO.

On his next activation the sniper rolls double The Earth has been invaded by Tech 3 aliens
2. He is a Tech 1 sniper, so that is now who have an EWSO in their roster who has
reduced to Tech 0. The next time he rolls a been defined as being able to permanently
double he will be removed from the game. ‘burn out’ enemy technology.

During an encounter, the Earthlings (defined


15.3. EWSO here as Tech 1) send forward their primitive
armoured vehicles. The EWSO focuses his
Electronic Warfare Systems Operators have equipment on one tank and fries its circuits to
several functions. You can define your EWSOs such an extent that it now only has a maximum
as having any or all of the abilities listed of one Action available to it for the duration
below. of the game.
Firstly, they can use specialist scanning
Fourthly, they can disrupt the activities of
equipment to detect the enemy: when their enemy EWSOs. Using all their Actions, they
card is turned, they may immediately use an
can reduce the Actions available to enemy
Action to spot an area 1” square anywhere on
EWSOs by up to their Tech Level e.g. a Tech 2
the table.
EWSO with three Actions could use all three
Secondly, they can use jamming equipment to Actions to reduce the Actions available to
disrupt enemy communications: for each Action enemy EWSOs by two. The effects last until
used, they can reduce the Command Initiative the targeted enemy EWSOs have had their
available to any enemy Big Man anywhere on next turn i.e. until they have been affected by
the table by one. the EWSO. Of course, other enemy EWSOs
could use their turn to reverse these effects.
74
Fifthly, there are other technologies that might
require an EWSO to operate them. Details in
the Other Technologies section of the rules, or
in your head!

15.4. Forward Observers


Forward Observers are used to call in and
correct the fall of on- or off-table support
weapons. Rules for their use are given under
the various sections on firing support weapons.

15.5. Medics
Medics may treat wounded troops, allowing a
force to recover from the effects of fire. Rules
for their use are given under the section on
Shock.

See also section 18.4 on regeneration and


self-repair if you want to field super-medics
capable of resurrecting the dead!

Just some of the Kingdom of the Jasmine Throne figures from Khurasan

75
Section Sixteen: Close Combat
Close Combat represents the frantic fight at If more than one squad or support weapon is
close range, where firepower simply dictates involved in the Close Combat, then kills are
that one side or the other must give ground. allocated by each player in turn i.e. the
defender decides which of his units takes the
Close Combat is initiated when one infantry first kill, the attacker decides which of the
force moves to within 2” of an enemy, defender’s units takes the second kill etc.
irrespective of whether either party is
deployed on the table or on Blinds. Close Combat
For each Action you used for movement
As a rule, vehicles do not enter into Close subtract one dice. This is cumulative for
Combat, relying on their weapons or multiple units. Ignore this for Blinds
passengers to damage an enemy, but see If your troops are Assault or Mobile Assault
Section 16.2 for how to deal with those that troops, add one dice for every four you have
are Close Combat Capable, and Section 16.3 so far
for how to resolve vehicle overruns. Add or subtract the following number of dice
per squad dependent on each squad’s
When Close Combat occurs both sides total up expertise:
the number of figures in the fight, ignoring Rabble: -3 dice per squad
Medics. If a number of infantry squads are Militia: -2 dice per squad
present on both sides then the fight will be Veteran: +1 dice per squad
broken down into several parts, with each Elite: +2 dice per squad
squad taking on an opponent. If numbers are For each Command Initiative level of the most
uneven, then the units should be paired up senior Big Man present, add one dice
against an opponent with the attacking player For each defender’s Autogun, add +2 per SV
deciding where any surplus squads or support provided the attackers are within their arc of
weapon teams are allocated in the fight. fire
If your troops have flame weapons, add six
Each side will roll 1D6 for each figure in the dice
Close Assault. Adjust the number of dice to be For every two points of Shock on your unit,
remove one dice
rolled according to the list of factors below, in
If enemy unit has armour and/or shields,
the order listed, rounding down where remove their Tech Level in dice per squad
necessary. If you are defending Light/Broken terrain,
add one dice for every four dice you have so
Total up the number of dice to be rolled by far
each side. If one side has four or more times If you are defending Heavy or Impossible
the number of dice as their opponent then the terrain, add one dice for every three dice you
side with the lesser dice routs immediately, have so far
falling back 3D6 inches with their backs to the If you are defending bunkers or
enemy and taking an automatic six Shock entrenchments terrain, add one dice for every
points per infantry squad or support weapon. two dice you have so far
If surrounded they will surrender. For pinned units, remove half the dice you
have so far
Otherwise, the two players roll their total For suppressed units, remove three-quarters
of the dice you have so far
number of dice. Each 5 or 6 kills one enemy,
If attacked in the rear, remove half the dice
with each 6 also inflicting one point of Shock you have so far
on the enemy.

76
infantry squad or support weapon. Unit counts
as Pinned throughout the next turn.

Defeated by 3: Run away 12” facing your


rear. Add two Shock points per infantry squad
or support weapon. Unit counts as Suppressed
throughout the next turn.

Defeated by 4 or more: Flee 18” in disorder.


Add three Shock points per infantry squad or
support weapon. This unit may not move or
fire on its next activation. If no escape then the
survivors will surrender. The winner allocates
guards at a 1 to 5 ratio.

Two regular Tech 2 assault infantry squads in


body armour attack a veteran Tech 1 enemy
infantry squad and SV3 Autogun support
weapon with four crew. As only one enemy
squad is present, we will fight this as one big
battle: had two enemy squads been present,
we would have split the combat into two parts.

The attacking squads have sixteen men so


start with sixteen dice. They moved with two
Actions each to get into Close Combat, so they
reduce that number by four, two for each
squad. That makes twelve dice. They now add
16.1. Results Of Close Combat three dice as they are Assault infantry, so
finish on fifteen dice.
Compare both sides’ losses of dead (not
Their opponents start on twelve dice: eight for
Shock) and refer to the list below:
the infantry squad plus four for the support
Draw: Unless one side is obliged to retire due weapon crew. They are Veteran, so add one
to Awe, both sides will fight again dice; and have an SV3 Autogun, so add
immediately. This occurs for a maximum of another six dice. That makes nineteen. Their
three rounds, after which both sides retire 3” opponents are, however, armoured, so they
facing each other. deduct six dice. They therefore finish on
thirteen dice.
Defeated by 1: Thrown back 4” facing the
enemy. This unit may not advance in your next The attackers roll four 5’s and one 6; the
turn but may fire, spot or undertake any other defenders roll four 5’s and three 6’s. The
action. Elite and Assault/Mobile Assault troops attackers are defeated by two, so retire 9”
ignore a defeat by 1 and fight again facing the enemy and lose seven men killed
immediately. and take five points of Shock spread between
the two squads. The defenders lose five men
Defeated by 2: Thrown back 9” facing the killed, and suffer one point of Shock spread
enemy. Add a further one Shock points per between the squad and Autogun crew.

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16.2. Close Combat Capable the number of kills on the infantry squads to
see the results of the combat.
Vehicles In Close Combat
Two four-dice close-combat-capable vehicles
Some vehicles, especially some walkers, carry
use a dice each to move into Close Combat
what are effectively close combat weapons:
with an eight-man Tech 3 infantry squad. All
claws, large swords etc. These vehicles may, if
other things being equal, the two vehicles roll
they wish, engage in close combat with either
six dice looking for fives and sixes. The Tech 3
infantry or other vehicles.
infantry squad rolls their four anti-tank dice
16.2.1. Versus Infantry looking for fives and sixes to penetrate, with
the vehicles using their armour to defend as
The close-combat-capable vehicles use a usual. If the infantry managed one
variant on the same system as above, with penetration, then one of the attacking vehicles
small to medium vehicles usually counting as rolls for that damage. If the vehicles killed two
four to six infantry (i.e. using a base of four, infantry, then those infantry are removed from
five or six dice) and medium to large vehicles the table, and the infantry squad counts as
usually counting as six to eight infantry (i.e. being “Defeated by 1” in the table, above.
using a base of six, seven or eight dice). The
very largest of vehicles might count as eight to 16.2.2. Versus Other Vehicles
twelve infantry. The number of dice available
Use the same number of strike dice given
should be defined in the vehicles’ army list.
under 16.2.1. for versus infantry (e.g. small to
First calculate how many close combat medium vehicles usually have four to six dice).
equivalent figures each side has available. Then add or subtract a number of dice equal
Compare the number of dice available to both to the difference in Tech Levels between the
sides. As above, if one side has four or more two vehicles.
times as many dice as their opponent then the
These dice are used in the same way as if a
side with the lesser dice routs immediately,
hit had been scored when shooting at vehicles
falling back 3D6 inches with their backs to the
i.e. each side compares their hit dice and the
enemy and taking an automatic six Shock
vehicles’ armour as usual. If any penetrations
points per infantry squad or support weapon.
occur, then the vehicles take damage as
If surrounded they will surrender.
normal.
If the combat actually takes place, then
If there are more than two vehicles involved in
casualties on the infantry squad are inflicted
the combat, then each player can decide how
as usual. Casualties on the close-combat-
many of each of their vehicle’s dice to use
capable vehicles are, however, calculated
against each possible target.
differently: they are calculated using the
infantry firing on vehicles rules in Section 12. Two four-dice Tech 2 close-combat-capable
Each infantry squad in the close combat gets
vehicles with AV3 are fighting face to face
one ‘shot’ at the enemy vehicles, comparing with one four-dice Tech 3 close-combat-
their hit dice and the vehicles’ armour as usual. capable vehicle with AV4. Each of the Tech 2
If any penetrations occur, then the vehicles vehicles rolls three hits against the Tech 3
take damage as normal. vehicle’s armour, with 5’s or 6’s counting as a
Then use the table in 16.1, above, comparing hit as normal. The Tech 3 vehicle has five hit
the number of penetrations on the vehicles with dice to split between its two opponents in any
ratio the player chooses.

78
Let’s say the hit dice for the Tech 2 vehicles the attack but will suffer no casualties unless
come up 5, 5, 3, 2, 4, 4. The Tech 3 vehicle the vehicle attempts to crush the position. If
rolls 6, 2, 2, 3 for its armour, so suffers one they are close assaulted by the enemy in the
penetration on the Effects Of Hits tables under current turn, they gain no benefit from cover,
section 10.3. It rolls a 6, and so takes a point being treated as though they were in the
of Shock and its main gun is damaged. open.

In reply, the Tech 3 vehicle decides to To crush a position, a tracked vehicle must use
concentrate its attack on just one of its two Actions, rolling a D6 to see if it has been
opponents. It rolls all five of its hit dice against successful. On a roll of 1-3, the position and
one enemy, rolling 6, 6, 6, 2, 2. The Tech 2 the troops within have been crushed, on a 4-6
vehicle rolls for its AV, rolling 2, 1, 3: no saves, they are only Pinned. In hard or frozen
so three hits and BOOM! ground, add +1 to the dice roll. In soft ground
subtract 1. On a net result of zero, then the
Now the fight is one-to-one. vehicle will crush the infantry but will be
bogged down.
16.3. Infantry Over-Runs
16.4. Ramming Vehicles
Non-close combat capable vehicles may not
fight infantry in close combat, but those with If contact is made, both vehicles roll 1D6 for
Tracks may attempt to over-run infantry each point of Armour. Compare the number of
positions. To do this, they must move into 5’s and 6’s rolled. If the numbers are equal,
contact with the enemy unit and calculate the then the vehicles have bounced off each other:
effect as below. both take one point of Shock and lose two
Actions next activation.
16.3.1. Tracked Vehicles Against
Foot In The Open If one vehicle has rolled more 5’s or 6’s than
his opponent, then his opponent’s vehicle is
Any infantry squad or support weapon considered out of action for the rest of the
contacted by vehicles with Tracks will roll a D6 game. If he has less than double the armour of
needing to roll above the amount of Shock the his opponent’s vehicle, then his vehicle is out of
unit currently has. If they succeed, they evade action as well.
the vehicle and may move 6” in any direction.
If they exceed the number by required by two A tank with armour 6 attempts to ram two
or more, they may make an anti-tank attack lorries, armour 0, and then a light tank with
on the vehicle as well. armour 4. For the first lorry, he rolls 6D6 and
achieves two 5’s or 6’s. The lorry rolls no dice,
If the Foot fail their roll, then 1D6 men are and is now crushed. For the second lorry, he
crushed by the vehicle with the rest being rolls 6D6 again, but this time achieves no 5’s
moved 4” away. Any support weapons are or 6’s: the lorry is merely shunted out of the
destroyed. way and may continue to act. If he crushes the
light tank when he hits it next, he will also
16.3.2. Tracked vehicles against have put his own vehicle out of action, as
dug-in Foot armour six is less than double armour 4.
Infantry and support weapons that are driven
over by vehicle with Tracks will be Pinned by

79
Section Seventeen: Engineers & Battlefield Features
The following rules cover some of the areas due to atmospheric conditions (e.g. wind!) or
that may affect your games but are possibly the absence thereof.
inanimate or non-military.
17.3. Minefields
17.1. Combat Demolition
Minefields are treated as areas 6” square or
Engineers that make contact with an enemy 6” by 2” strips. They can be anti-personnel,
bunker or strongpoint will roll 1D6: destroying anti-vehicle or both. Any Foot troops
it and killing the occupants on a roll of 2 to 6. attempting to cross an un-cleared minefield
On a roll of 1, the charges have failed to go that isn’t only anti-vehicle will dice for a base
off. four hits when crossing this area, adding one
hit for their enemy’s Tech Level and
Note that large fortifications should be subtracting one hit for their own Tech Level.
treated as a series of smaller bunkers that
need to be individually attacked. Armoured vehicles and softskins crossing a
mined area that isn’t only anti-personnel will
17.2. Smoke roll 1D6 on the following table for each dice
of movement they take to cross the mined
Smoke is another catch-all term I shall use for area, adding one for their enemy’s Tech Level
the generation of substances that obscure and subtracting one for their own Tech Level.
visibility on the battlefield on a temporary An uncleared minefield will affect any vehicles
basis. that travel through it until it is cleared.
All Boom and Both weapons may fire smoke
shells. Some vehicles are fitted with smoke 1D6 Softskins
generators. Infantry squads that are
0-3 No effect
designated as Engineers may throw smoke 4 Mine detonated, vehicle immobile,
grenades up to the range at which they can passengers must disembark
direct fire at vehicles (see section 12). 5-6 Mine detonated, vehicle destroyed,
1D6 hits on the passengers
For Boom weapons calculate the fire point and 1D6 Armoured Personnel Carrier
blast radius as per normal: that area is now 0-3 No effect
filled with smoke. Vehicles must use an Actions 4-5 Mine detonated, vehicle immobile,
to activate their smoke generators, and 6 Mine detonated, vehicle destroyed,
generate an area 12” square for each turn passengers dice for one hit each
used, with one ‘edge’ of the area touching the 1D6 Armoured Fighting Vehicle
vehicle. An infantry squad’s smoke grenades 0-3 No effect
also generate an area 12” square, centred on 4 Mine detonated, permanently
where the squad ‘fired’. immobilised but in action, two Shock
on the crew
Boom weapon and smoke generator smoke 5-6 Mine detonated, destroyed and
lasts six turns, dissipating on the sixth burning
appearance of the Commercial Break card.
Infantry smoke grenades last only three turns.
Specific scenarios may adjust these timings

80
17.3.1. Clearing Minefields Move Effect
WHL Roll 1D6. On anything but a 6 the
Minefields may be cleared using appropriate vehicle is permanently bogged down
equipment by infantry designated as TRK Tracked vehicles clear a permanent
Engineers. These will roll 1D6 each turn that path by driving over defensive wire,
they entirely devote to clearing a 6” by 6” although they leave it as an obstacle
area of minefield (assuming an engineering that deducts one dice from any
subsequent unit’s movement.
squad of eight to ten men).
WLK No effect
On a roll of 6 they can declare the minefield HOV No effect
cleared. A 6” by 2” strip of mines will be
cleared on a roll of 5 or 6. A false minefield
will be identified as such by the end of one
17.5. Buildings & Works
full turn spent working on it. Single file paths Buildings come in all shapes and sizes, but for
may be cleared through a 6” minefield on a the purposes of the game are categorised as
roll of 4-6. small, medium or large.
17.4. Defensive Wire Small buildings are usually 4-5” a side and
have one or two storeys. Typically one
The term defensive wire is used to describe infantry squad or support weapon can fire
the sci-fi equivalent of barbed wire. It includes from each storey. They may fire from only one
all forms of quick and cheap barriers to face of the building per turn, but may Spot to
movement: barbed wire itself, fences made all sides. Small buildings may provide hard or
from energy beams etc. soft cover: those made of stone, brick or metal
Foot troops may cross barbed wire, but must generally providing hard cover; those made
spend time entirely stationary negotiating it. of wood or plant fibre providing soft cover.
During that time the unit must not be Pinned or Medium buildings also tend to have one or
Suppressed or it will fail to clear a path. two storeys, but have a larger footprint: being
Subsequent units following on behind must typically up to about 8-10” per side. Two
complete the same procedure unless a infantry squads or support weapons can fire
permanent path is made. The time taken is one from each storey, with each squad or weapon
turn plus the Tech Level of the defending choosing which face it fires from. Spotting and
troops minus the Tech Level of the advancing cover rules as for small buildings.
troops, with a minimum of one turn. For
example, if a Tech 2 unit wants to cross Tech 2 Large buildings are very substantial structures
defensive wire, it takes one turn to do so; but such as factories, apartment blocks etc. They
if the wire was laid by a Tech 3 force, then it may have multiple storeys, and will typically
takes two turns to do so. offer hard cover no matter what they are
made of. One infantry squad or support
Only infantry squads designated as Engineers weapon may fire for each 4-5” of facing.
may clear permanent paths through barbed
wire. They spend the same time as above Buildings block line of sight, and only IF or VF
entirely stationary during which they must not weapons may fire over them. To do so, they
be Pinned or Suppressed. Once that is must be located at least as far from the
completed the area is cleared. building as it is high i.e. an IF support weapon
must be at least 3” from a 3” high building in
The effect of defensive wire on vehicles and order to be able to fire over it.
infantry with PMS is as follows:

81
17.5.1. Larger Support Weapons Firing Buildings will continue to burn throughout the
At Buildings & Bunkers entire game. If a burning structure is physically
attached to another or within 2” of it, then a
Any Boom or Autogun support weapon of SV5 D6 should be rolled each turn to see if the fire
or more firing at troops in a building has a spreads. This should be done on the
chance of recording a critical hit that renders Commercial Break card. On a roll of 1 or 2 on
the building unstable or even collapses it 1D6 the adjacent building is assumed to have
entirely. When rolling the dice on the Fire caught fire as well.
Table, if more 6’s than 1’s are rolled then the
building is assumed to have received a critical Troops may operate from inside a burning
hit and, if combustible, set on fire. Any building of brick or better construction, but will
defenders must leave the unstable building on act with reduced effect. Any spotting or firing
their next activation. If three or more 6’s are is done at one range band further than the
rolled against a brick or solid structure, or two actual distance.
or more 6’s against a wooden or light Each turn a unit is inside a burning building it
building, it collapses instantaneously, killing all must test to see whether it abandons it. Roll
occupants. 1D6: on a roll of 1, the unit must move out of
Bunkers cannot be rendered unstable, but if the building on its next turn. Once a building
four or more 6’s are rolled as above, then it is has been abandoned it may never be re-
assumed that the shot has penetrated the occupied.
bunker and knocked it, and all crew, out of Troops inside a burning building may allocate
action. one or more Actions to fighting the fire. If they
do this then a roll of 6 when testing to see if
17.5.2. Burning Buildings
they abandon the building will result in the fire
Providing the presence of an appropriate being put out. For each extra dice used above
atmosphere allows (i.e. these rules may one to fight the fire, add one to the dice roll,
perhaps be ignored for a Low Atmosphere or so that with two Actions being used to fight the
Posionous Atmosphere environment, dependant fire, the fire would be put out on a 5 or 6. A
on the atmosphere and what is causing the natural roll of 1 always results in the building
fire) buildings may be set on fire by the being abandoned.
effects of incendiary weapons such as
Burning wooden or plant fibre buildings, on
flamethrowers. In dry conditions only, infantry
the other hand, must always be abandoned
squads may also set wooden or plant-fibre
immediately if they are set on fire. If the unit
buildings on fire if they spend their entire turn
fails to move of its own accord before the
doing so. One squad may light one building
Commercial Break card appears, then on the
per turn. Flamethrowers firing on a building
appearance of the Commercial Break card the
made of flammable materials will set alight to
unit is automatically placed just outside the
the building if they roll more 1's than 6's on
burning building.
their firing dice.

82
Section Eighteen: Other Technology
This section of the rules will suggest how other 18.3. EMP
technologies can be represented in Q13.
Some support weapons can be designated as
18.1. Ablative Armour firing electro-magnetic pulses (EMPs). These
only affect vehicles, count as DF Bolt weapons
Some vehicles may be protected by ablative in the normal way, but reduce their target’s
armour: armour that absorbs damage by armour by double their tech-level when
being destroyed itself. If fitted with ablative calculating how many hits are made. So a
armour, a vehicle has a number of extra Tech 2, 4-man DF Bolt EMP weapon fires at a
“lives” equal to its Tech Level e.g. a Tech Level tank with armour 8 and hits. The gun rolls 8
3 vehicle fitted with ablative armour would dice for penetration, the tank now only rolls 4
have three extra lives. dice for armour.
When a vehicle fitted with ablative armour
takes net hits, the number of net hits is reduced
18.4. Shield Generators
by the extra lives given by the armour, but the Shield generators can emit a shield that
armour is destroyed in the process. For protects out to a radius of four times their tech
example, the vehicle above with three “lives” level in inches. The shield adds to the armour
is hit by a missile and takes two net hits. These value of vehicles sheltering behind it, and
hits are ignored, but the vehicle’s “lives” are makes infantry more difficult to kill: use the
reduced to one. Next turn, the unlucky vehicle Shields option for casualties.
takes another two net hits: one is absorbed by
the last “life”, but one penetrates, meaning the The shield only applies, however, to fire that
vehicle must roll for one net hit. passes through its perimeter. This must
therefore be defined. You could have a
Note that the “lives” given by the ablative portable shield generator that emitted a
armour apply to the vehicle as a whole, not to circular or triangular field, or a wall of a
specific areas such as the front or sides. To certain width.
give an example, if our vehicle above had
taken the two shots one to the front and one to The concept of the shield generator can also
the side, the result would have been the same. be used to simulate on- or off-table defensive
The vehicle might have been hit from two artillery screens e.g. anti-artillery missiles that
different directions, but the ablative armour ‘shoot down’ artillery shells. Once defined in
only counts once overall. your army list, either the anti-artillery missile
firer appears on table as a shield generator
18.2. Invisibility & Chameleon that works only against enemy artillery, or
Gear lurks off-table but protects an area of the
tabletop defined as above.
Although included under the Spotting rules
(Section 6) it is worth mentioning again. Troops 18.5. Regeneration & Self-Repair
who are equipped with some form of
technology that makes it harder to spot them, Some troops may be capable of regeneration
such as chameleon gear or invisibility, deduct or self-repair, although this process would
their Tech Level from any roll made to spot usually be outside the time scale of the sort of
them. actions fought using these rules.

83
When their card comes up, troops capable of If control is assumed, then any other Actions
regeneration or self-repair automatically left to the Specialist may be used to activate
recover one point of Shock provided that they the vehicle, even if the vehicle has already
roll equal or under their Tech Level on a D6. had its go that turn. Control lapses on the
Troops of Tech 0 need to roll a 1. appearance of the Commercial Break card
and must be reassumed each turn.
As mentioned above, actually repairing
damage to vehicles, or the ability to resurrect An AFV has come into contact with a Specialist
foot from death, takes too long to have an who has planted a controller. The Specialist's
effect within the time represented in a typical card comes up, they have four Actions. They
game. If, however, this ability is absolutely decide to try and assume control, failing on
required, then insert a Turn Card into the pack their first attempt, but succeeding on their
and use the rules below. second. The Specialist may now "give" their
remaining two Actions to the tank: ramming
Vehicles regenerate damage from hits at a
into another AFV or perhaps even firing its
rate of ten appearances of the Turn Card per
gun on its colleagues!
level of damage. So a strike that caused three
levels of damage, destroying the vehicle, Players may choose to allow their Specialist to
would be regenerated in 30 appearances of use Slave Devices at range i.e. not in contact
the Turn Card; and a strike that destroyed an with the vehicle. I would suggest that a
AFV’s main gun, a level two strike, would take maximum range would be defined, and that
20 appearances of the Turn Card to repair. one pip would be subtracted from the dice
rolled by the Specialist as part of the process
Infantry, Support Weapons, Big Men and
of trying to take control for set proportions of
Specialists regenerate one killed individual
the maximum range.
per 10 appearances of the Turn Card.
A player wants to define an army that he has
18.6. Slave Devices & Mind read about in a sci-fi novel. In that novel,
Control machines can be enslaved up to a distance of
about 100 yards, but the further from the
Slave devices are those that allow an enemy
target the more difficult it is for the
vehicle to be ‘captured’ then slaved to the user enslavement to take.
i.e. come under their control.
The player therefore defines his Specialist as
If an EWSO Specialist equipped with a slave
being able to use a slave device up to 15”
device moves into base-to-base contact with away from its target, but that he will subtract
an enemy vehicle that is largely controlled by 1 from his dice for every 3” range i.e. at a
computers (certainly anything Tech 3 and range of 9”, the Specialist subtracts 3 from the
above, maybe Tech 1 and 2 as well) then until
1D6 plus Tech Level he rolls to enslave.
that Specialist is killed, he may attempt to
assume control of that vehicle. Mind control of enemy infantry squads and
support weapons works in exactly the same
Each time the Specialist’s card appears, he
way: the Specialist targets one squad or
may attempt to assume control: each player
support weapon instead of a vehicle.
rolls a D6 and adds their Tech Level. If the
Specialist scores higher then control has been Note that should you be able to justify the
assumed. fact, your army might be immune to the effects
of either slave devices or mind control.

84
18.7. Teleport 18.8.2 Going Back In Time

Troops equipped with teleporters act as STP The ability to go back in time presents all sorts
aircraft, except only at ground level. Troops of conceptual difficulties. Below you will find
teleported onto the table use the Battlefield some suggestions as to how you might define
Insertion rule. the ability in game terms.

18.8 Time Travel Units sent back in time from a point in the
future after the battle has concluded are
Time travel is perhaps something that would treated like reinforcements and use the rules
normally be outside the time scale of the sort for Battlefield Insertion. Just like
of action fought using these rules, but I include reinforcements, this usage of time travel
my thoughts on the concept, below. therefore needs to be defined by the scenario
or agreed by the players before the game.
There are two types of time travel: going
forwards in time and going backwards in time. “We’ll agree that on turn 3, you get
reinforcements appearing at the edge of the
18.8.1 Going Forward In Time table where the road is. We’ll also agree that
on turn 5 I get reinforcements sent from the
It takes all of a unit’s Actions to initiate the
future that appear using the Battlefield
time travel process. The player states how
Insertion rules.”
many turns into the future he wishes to move
the unit. This can be anything up to their Tech Units with the ability to travel backwards in
Level x 2 e.g. a Tech 2 time machine could time which are already on the battlefield may
transport a unit up to four turns into the future. effectively play a particular situation again.
The unit is then removed from the table, but a What this means in practice is that if they
marker left on table indicating its position, and have held over their Actions and are subject to
a Turn Card placed into the deck. a dice roll of some sort, then they can have
After the Turn Card has appeared the those dice rolled again.
requisite number of times, the unit is placed A unit that can travel back in time has held
back onto the tabletop in exactly the same over its Actions and is shot at. The shooting
position that it was. If another unit now player rolls an amazing shot: all 6’s or
occupies that position, then either both units
something. The player being shot at declares
are removed from play or the re-appearing
that his unit will use their held over Actions to
unit is placed in base to base contact with the travel back in time, and therefore that the
units now occupying its space. Which applies amazing dice roll must be rolled again. Amidst
depends on how you have defined your time much gnashing of teeth, the shooting player
travel ability.
rolls again, but this time only rolls averagely.
Note that this allows a unit holding over its Just as the shot was about to happen, a voice
Actions to effectively dodge fire aimed at from the future shouted “duck”!
them: the enemy unit fires at them, the unit
Any other sort of backwards time travelling is
declares it is using its held over Actions to
not allowed or the game ends
travel forward in time to avoid the shot, it is
immediately…along with the universe.
removed from the table and placed back on
the table later on in the game, with the fire
aimed at them having long since hit the
horizon!

85
18.9 Nuclear, Biological and Suicide drones should be treated like any
other vehicle i.e. be given an Armour Value,
Chemical weapons load, movement system, number of Actions etc.
On the tabletop, these are best dealt with They should also be programmed with a list of
under the rules for Flamers (infantry) and targets to hit.
artillery (increase the strike value of the
“The drone is programmed to hit enemy main
artillery support weapon, whether on or off
battle tanks only, and will ignore any other
table, to take into account its increased
targets”
lethality).
When its card is drawn, a drone must head
As an additional idea, however, shells using
straight for the nearest enemy unit it has been
chemical or biological loads could render
programmed to attack and attempt to get into
areas of the battlefield as dangerous for the
base to base contact with them. If no
duration of the game. Simply mark the blast
appropriate enemy unit has been spotted yet,
radius in some way, and that area of the
then the drone should use its turn to seek a
battlefield is counted as Poisonous
target by moving and/or spotting.
atmosphere.
Once in base-to-base contact with the enemy
18.10 Suicide Drones unit, each side rolls 1D6 and adds their Tech
Level. If the drone scores equal or more than
Suicide drones is the term I will use for AI-
its target, then it has successfully made contact
controlled, low level munitions that move
and explodes. A suicide drone has a strike
around the battlefield under their own power
value equal to double its Tech Level. If the
seeking targets to engage. When a target is
drone is unsuccessful, then it is destroyed
located, the device heads straight for it, just
anyway, and the target takes no damage.
like a missile.

Orion Republic Heavy Infantry from Blue Moon Manufacturing

86
Section Nineteen: Mission Generator
It is possible to generate games for Q13 in a 19.1. Mission Cards
number of different ways. Firstly, science
fiction books and films can be used to construct Each mission is described by a mission card,
scenarios in the same way that you would use the format of which is standard:
the accounts of historical battles to create
encounters for I Ain’t Been Shot, Mum! or  The type of mission to be played
Charlie Don’t Surf. Secondly, existing historical  A short introduction
battles can be adapted into a science fiction  Deployment
environment. Thirdly, the Mission Generator  A briefing for Force A
described below can be used to define who o Force A’s objectives and victory
and what is on the table top. conditions
o A list of the forces available to Force A
The Mission Generator follows much the same  A briefing for Force B
format as Joe Legan’s excellent Platoon o Force B’s objectives and victory
Forward supplement for tactical level games, conditions
also a TooFatLardies publication, and much o A list of the forces available to Force B
credit must be given to Joe for inspiring the  Any Special Rules that apply
content, look and feel of this section of the
rules. 19.2. Defining the Tabletop
The Mission Cards use the standard Platoon
Forward table to describe the tabletop:

1 2 3
4 5 6
7 8 9
19.2.1. Defining The Terrain
Players must first decide what sort of terrain is
to be fought over. This can be by mutual
agreement, how much scenery is available in
the cupboard, or randomly chosen via a roll of
the dice. The options are:

 Light Terrain
 Medium Terrain
 Heavy Terrain
 Urban

Roll once for each square on the appropriate


table below, and place the indicated terrain
within that ‘square’ on the tabletop.

87
D20 Light Terrain Terrain Type D20 Urban Terrain Terrain Type
1-8 Empty Open/Hard 1-2 Key building
9-11 Light woods or crops Light/Broken 3-6 Trees Light/Broken
12-13 One to three 7-8 Hill Light/Broken
buildings, road 9 Stream Light/Broken
14 A key building or Heavy
15 A stream or river Heavy or 10-11 Open park Open/Hard
Impossible 12-13 Road, boulevard or
16 Rough terrain Light/Broken street
17-18 Hill Light/Broken 14-16 Two buildings
19 Wooded hill Heavy 17-18 Three buildings
20 Road 19 Plaza
20 Industrial area

Key Buildings are single, large, important


D20 Medium Terrain Terrain Type buildings: the sort of building that would merit
1-4 Empty Open/Hard their own signpost! Other buildings are
5-6 Road smaller, less remarkable dwellings or
7-9 Light woods Light/Broken commercial establishments.
10-11 Marsh, stream or Heavy or
river impossible Woods and trees are used to define any tree-
12-13 A key building like form of vegetation whether alien or
14 Two to four buildings, Terran. Orchards are cultivated trees usually
road
arranged in neat rows or patterns. Crops are
15-16 Orchard or crops Light/Broken
knee, waist or shoulder high vegetation
17 Heavy woods Heavy
18-19 Hill Light/Broken likewise usually arranged in neat rows.
or Heavy Streams, rivers and marshes may have any
20 Wooded hill Heavy liquid in them, even corrosive liquid that might
cause damage to foot or vehicles that pass
through it.

19.2.2. Defining The Forces


D20 Heavy Terrain Terrain Type
1-3 Empty Open/Hard It is assumed that players have constructed
4 Road army lists for their figures that define both
5-8 Light woods Light/Broken what troops they can field and their order of
9-10 Marsh, stream or Heavy or battle. The following definitions are used on
river impossible the Mission Cards:
11-12 Two to four buildings,
road Full Infantry Company: A full company of
13 A key building infantry, usually comprising an HQ of a Big
14 Orchard or crops Light/Broken Man possibly accompanied by an infantry or
15-16 Heavy woods Heavy support weapon squad and perhaps a
17-18 Hill Light/Broken
Specialist; then two to five (usually three to
or Heavy
four) infantry platoons each comprising a Big
19-20 Wooded hill Heavy
Man and two to five (usually three to four)
squads of infantry.

88
Infantry Platoon: An infantry platoon desired, but only one ‘fire for effect’ per
comprising a Big Man and two to five (usually available fire mission.
three to four) squads of infantry.
Support Platoon: A platoon of infantry
Objective: A distinct terrain feature (a key comprising a Big Man and two to five (usually
building or group of normal buildings, a wood, three to four) squads of infantry with a role or
or a bridge etc.); or a specific objective expertise different to that of the main infantry
marker placed upon the table. force.

Off Table Fire Mission: Players should have Support Squad: A squad of two to five
defined what off-table artillery support is support weapons or vehicles; or up to two
available to their army list. A fire mission is infantry squads with a role or expertise
one full barrage from that off-table support different to that of the main infantry force.
i.e. as many targeting shots may be fired as

Protolene Khanate walkers from Critical Mass Games ambush


grav tanks from Top Gun Marketing

89
Mission Card One: The Prepared Attack
Introduction:

Force A will make a prepared attack on Force B. Force B must defend.

Deployment:

Force A and Force B must each identify one objective to be placed in squares 1-6. The two
objectives may not be placed in the same square. The objective chosen by Force A is the primary
objective, that chosen by Force B is the secondary objective.

Force A will enter the table under Blinds anywhere in squares 7-9. Each time the Blinds card
appears, Force A may enter 1+Tech Level of his remaining Blinds onto the table.

Force B begins the game deployed on the table anywhere in squares 1-6. If the terrain is
Open/Hard, then they begin the game dug-in but on table. If the terrain is anything else, then they
begin the game dug in under Blinds.

Force A Briefing Force B Briefing

High Command have identified where the High Command tell you that an attack is
enemy positions are. You must attack these imminent. You must hold your positions and
positions and capture both the primary and defend both the primary and secondary
secondary objectives. You win a victory if you objectives. You win a victory if, at the end of
capture both objectives; achieve a draw if you the game, you still hold both objectives; draw
capture one; and lose if you capture neither. if you only hold one; and lose if you lose both.

You may carry out a preliminary Your forces


bombardment that comprises 1+Tech Level
fire boxes. Up to two infantry platoons plus up to two
support squads. You may keep up to one
Your forces support squad off table at the start of the
game, bringing it on when your Blinds card
A full infantry company and up to three appears any time after the third appearance
support squads. You may call in up to three of the Turn card. You may call in up to three
off-table fire missions. off-table fire missions.

90
Mission Card Two: The Hasty Attack
Introduction:

Force A will make a hasty attack on Force B. Force B must defend.

Deployment:

Force A and Force B must each identify one objective to be placed in squares 1-6. The two
objectives may not be placed in the same square. The objective chosen by Force A is the primary
objective, that chosen by Force B is the secondary objective.

Force A will enter the table under Blinds anywhere in squares 7-9. Each time the Blinds card
appears, Force A may enter Tech Level of his remaining Blinds onto the table (if Tech Level 0, then
one Blind).

Force B begins the game deployed on the table anywhere in squares 1-6. If the terrain is
Open/Hard, then they begin the game dug-in and under Blinds. If the terrain is anything else, then
they begin the game dug in under hidden Blinds.

Force A Briefing Force B Briefing

You were in reserve, but the attack has High Command tell you that an attack is
stalled. You must attack immediately and imminent. You must hold your positions and
capture both the primary and secondary defend both the primary and secondary
objectives. You win a victory if you capture objectives. You win a victory if, at the end of
both objectives; achieve a draw if you capture the game, you still hold both objectives; draw
one; and lose if you capture neither. if you only hold one; and lose if you lose both.

Your forces Your forces

A full infantry company and up to three Up to two infantry platoons plus up to two
support squads. You may call in up to three support squads. You may keep up to one
off-table fire missions but these are only support squad off table at the start of the
available if the requesting Big Man rolls under game, bringing it on when your Blinds card
his Initiative on a D6 when first asking for appears any time after the third appearance
them. If he fails to do so, then that fire mission of the Turn card. You may call in up to three
is lost for ever. off-table fire missions.

91
Mission Card Three: The Flank Attack
Introduction:

Force A will make an attack on the flank of Force B. Force B must defend.

Deployment:

The primary objective is placed by Force B in square 5. Force A enters the table in one of squares 1,
3, 4, 6, 7 or 9: roll randomly on a D6 to determine which. A secondary objective is placed on the far
side of the primary objective in the square opposite the square where Force A enters the table.

Force A will enter the table under Blinds from the table edge in the square defined above. Each time
the Blinds card appears, Force A may enter 1+Tech Level of his remaining Blinds onto the table.

Force B begins the game deployed on the table anywhere in squares 4-9, set up as if expecting an
attack from the 7-9 table’s edge. If the terrain is Open/Hard, then they begin the game dug-in and
under Blinds. If the terrain is anything else, then they begin the game dug in under hidden Blinds.

Force A Briefing Force B Briefing

High Command have manoeuvred your force You are expecting an attack from the 7-9
into a position from which it can attack the table’s edge and have set up appropriately.
flank of the enemy position. You must attack Now you are about to be attacked from the
immediately and capture both the primary flank, even perhaps the rear. You must hold
and secondary objectives. You win a victory if your position and defend both the primary
you capture both objectives; achieve a draw if and secondary objectives. You win a victory if,
you capture one; and lose if you capture at the end of the game, you still hold both
neither. objectives; draw if you only hold one; and
lose if you lose both.
Your forces
Your forces
A full infantry company and up to three
support squads. You may call in up to two off- Up to two infantry platoons plus up to two
table fire missions. support squads. You may call for
reinforcements as soon as you spot the enemy.
After three appearances of the Turn card, you
may bring on another support squad, arriving
square 2. After another three appearances of
the Turn card, you may bring on an infantry
platoon, also arriving square 2.

92
Mission Card Four: Exploitation
Introduction:

Force A’s side has broken through the enemy front line. Force A represents a fast moving force that
has been sent forward to exploit the breakthrough by capturing a key position. Force B represents
the other side’s force sent to contain the breakthrough.

Deployment:

A primary objective is placed by Force B in square 5. This should ideally be a key terrain feature
such as a bridge, a crossroads, a hill, a village or a key building. Force A enters the table in one of
squares 7-9: roll randomly on a D6 to determine which.

Force A will enter the table under Blinds from the table edge in the square defined above. Each time
the Blinds card appears, Force A may enter 1+Tech Level of his remaining Blinds onto the table.

Force B enters the table under Blinds after 1D3 appearances of the Turn card. It enters the table
under Blinds in one of squares 1, 2, 3, 4 or 6 roll randomly for which one. Each time the Blinds card
appears, Force B may enter Tech Level of his remaining Blinds onto the table (if Tech Level 0, then
one Blind).

Force A Briefing Force B Briefing

Our attack has broken through. Your force has The enemy has broken through the front line!
been held in reserve for one purpose: to They have thrust towards a key objective.
exploit this breakthrough. You must reach your Your force, previously held in reserve, has
primary objective and hold it against an been ordered to intercept them and prevent
expected enemy counter attack. Speed is them taking and/or holding the objective. You
essential. You win a victory if you capture and win a victory if you hold the primary objective
hold the primary objective; a draw is at the end of the game; a draw is declared if
declared if neither side holds the objective at neither side holds the objective at the end of
the end of the game; you lose if the primary the game; you lose if it is not in your
objective is not in your possession at the end possession at the end of the game.
of the game.
Your forces
Your forces
A full infantry company plus up to two support
A full infantry company less one platoon and squads.
up to three support squads. All your troops
must have transport of some kind, and would
ideally be Mobile. You may call in up to two
off-table fire missions.

93
Mission Card Five: Counter-Attack
Introduction:

Force A’s side has captured their objective. Force B counter attacks to reclaim the objective.

Deployment:

A primary objective is placed by Force B in square 5. Force A places one infantry platoon at half
strength and one support weapon or vehicle under Blinds in hastily prepared scrapes around the
objective.

Force B will enter the table under Blinds from squares 1-3. Each time the Blinds card appears, Force
B may enter Tech Level of his remaining Blinds onto the table (if Tech Level 0, then one Blind).

The rest of Force A’s troops enter the table under Blinds after 1D3 appearances of the Turn card.
They enter the table under Blinds in one of squares 7-9, player’s choice. Each time the Blinds card
appears, Force A may enter Tech Level of his remaining Blinds onto the table (if Tech Level 0, then
one Blind).

Force A Briefing Force B Briefing

The lead elements of your force have The enemy has captured the objective. Your
captured the objective and are now holding it force, previously held in reserve, has been
in the face of an expected enemy counter- ordered to recapture the objective. You win a
attack. Reinforce them and hold the objective. victory if you hold the primary objective at the
You win a victory if you hold the primary end of the game; a draw is declared if
objective at the end of the game; a draw is neither side holds the objective at the end of
declared if neither side holds the objective at the game; you lose if it is not in your
the end of the game; you lose if it is not in possession at the end of the game.
your possession at the end of the game.
Your forces
Your forces
A full infantry company plus up to three
You begin the game with one half strength support squads.
infantry platoon and one support weapon or
vehicle on table under Blinds in hastily
prepared scrapes around the objective. The
rest of your force comprises a full infantry
company less one platoon and up to two
support squads, all of which must have
transport of some kind, and would ideally be
Mobile.

94
Mission Card Six: The Encounter Mission
Introduction:

Both sides are moving across the tabletop. They encounter each other and fight!

Deployment:

Lay out the table. Both Force A and Force B roll randomly to see which square they will use to enter
the table, with Force A entering on one of squares 7-9, and Force B one of squares 1, 2, 3, 4, or 6.

Each player then lays out a route for his force that will pass through each of the nine squares on the
tabletop. The route must be congruent.

Force A enters the table under Blinds. Force B enters the table under Blinds 1d6 turns after Force A,
or 1d3 turns if Force A is Mobile.

Force A Briefing Force B Briefing

You have been ordered to sweep through the You have been ordered to sweep through the
area represented by the tabletop. If you area represented by the tabletop. If you
encounter the enemy, you should engage and encounter the enemy, you should engage and
defeat them. You win a victory if you drive the defeat them. You win a victory if you drive the
enemy from the tabletop. enemy from the tabletop.

Your forces Your forces

Create an OB involving a full infantry Create an OB involving a full infantry


company and up to four support squads. You company and up to four support squads. You
can have transport available. Roll a D6 for can have transport available. Roll a D6 for
each infantry squad, support weapon, vehicle each infantry squad, support weapon, vehicle
or specialist. On a ‘1’ that unit has been left or specialist. On a ‘1’ that unit has been left
behind and will not be available to you for behind and will not be available to you for
the forthcoming encounter. the forthcoming encounter.

95
Mission Card Seven: The Rearguard Mission
Introduction:

Force A’s side must hold a key point on the table for a certain time in the face of an attack from
Force B, then successfully retreat off the table.

Deployment:

Force A places a primary objective in square 5. His troops begin the game on table under Blinds
anywhere in squares 4-9. On an even roll on a D6, his forces may be dug in.

Force B’s troops enter the table under Blinds anywhere in squares 1-3. Each time the Blinds card
appears, Force B may enter 1+Tech Level of his remaining Blinds onto the table.

Force A Briefing Force B Briefing

Things are not going well and your side is Victory is in our grasp: the enemy is retreating.
retreating. You are holding a vital terrain We have an opportunity to cut off a large
point in order to let troops elsewhere fall part of their force, but only if we take the
back. Roll 1D6 on each appearance of the primary objective as soon as possible. Enter
Turn card. When the cumulative total reaches the table, take the primary objective as soon
25, your colleagues have escaped and you as possible, destroying the enemy protecting
may withdraw. You win the game if you it. Force A’s performance against their victory
successfully hang on to your primary objective conditions will define whether you win or lose
for the time it takes to accumulate the total of the game.
25 and can withdraw at least 50% of your
starting force off the table. You achieve a Your forces
draw if you hold the objective for the 25, but A full infantry company and up to three
withdraw less than 50% of your starting force support squads. You may call in up to two off-
off table. You lose if you cannot hold the table fire missions.
primary objective for the 25.

Your forces

A full infantry company less one platoon and


up to two support squads. You may call in up
to two off-table fire missions.

Mission Seven “B”: The Evasion Variation

All as above, but Force A does not have a primary objective to hold. To win the game, however,
Force A must successfully retreat 80% of his starting force from the table.

96
Mission Card Eight: The Screening Mission
Introduction:

Force A’s side has engineers carrying out a task on table. Force B is sent to disrupt their work. Force
A must defend the engineers until they have finished their task.

Deployment:

Force A places a group of non-combatant engineers on table in any of squares 7-9. They should be
clustered around something that defines their task e.g. a bridge to be checked for strength, a
building with secret equipment to be removed, a minefield to be laid.

Force A’s troops enter the table under Blinds in one of squares 7-9, player’s choice. Each time the
Blinds card appears, Force A may enter Tech Level of his remaining Blinds onto the table (if Tech
Level 0, then one Blind).

Force B’s troops enter the table under Blinds after 1D3 appearances of the Turn card. They enter the
table under Blinds in one of squares 1, 2, 3, 4, or 6, roll randomly. Each time the Blinds card
appears, Force B may enter 1+Tech Level of his remaining Blinds onto the table.

Force A Briefing Force B Briefing

Your side has engineers working on table. The enemy has engineers working on table.
High Command reports that the enemy has You have been sent to disrupt their work.
sent a raiding party to disrupt their work. You Destroy the engineers. You win a victory if the
must defend the engineers until their work is engineers fail to complete their task, any other
done, then withdraw them and your own force. result is a loss.
The engineers must achieve 20 engineering
points to complete their task. They achieve Your forces
1D6 engineering points each time the Turn A full infantry company and up to three
card appears, or 1D3 engineering points if support squads. You must have transport of
under fire or having taken significant some kind and would ideally be Mobile. You
casualties. You win a victory if the engineers may call in up to one off-table fire mission.
complete their task, and a great victory if they
and you also manage to withdraw successfully.
Any other result is a loss.

Your forces

A full infantry company and up to two support


squads. Ideally you should have transport
available. You may call in up to two off-table
fire missions.

97
ACTIONS SPOTTING
Big Men Infantry Squad Support Weapons Subtract one:
One Initiative One Action One Action if the spotter is under fire
Move 3D6, Spot, Message, Task Spot or Task Spot or Task if the spotter is pinned
Activate one unit Fire 1D6 Move 1D6 if the spotter is a buttoned down AFV
Issue vehicle platoon order Move 1D6 Cross minor obstacle if the target is stationary and not firing
Remove one Shock Hunker Down Limber or unlimber (<SV6) if the target is local to this area
Unpin or Supressed to Pinned Get up from prone Change target if the target is a Recon unit
Direct fire Cross a low obstacle (no PMS) Aim if the target is entrenched
Initiate charge Enter building Fire a bolt weapon at vehicle per target’s Tech Level if the target is invisible
Two Initiatives (Mobile) mount or dismount Fire an Autogun with 1D6 Subtract two:
Act as Forward Observer Reserve an Action Reserve an Action if the target is in a bunker
Activate one Blind or Specialist Two Actions Two Actions Subtract three:
Activate one Big Man Cross a high obstacle (no PMS) Cross major obstacle if the spotting is at night
Mount or dismount Fire a bolt weapon at Infantry Add one:
Make an AA attack Make an AA attack per dice the target moved this turn
All Actions All Actions for each additional Action used to spot
Attack a vehicle Fire a boom weapon at infantry if the spotter is a Big Man
if the target is firing
if the spotter is a Recon unit
if the spotter is higher than the target or +2 if
CLOSE COMBAT the spotter is an aircraft in flight
One dice per figure per 1" height if target is a walker
per spotter’s Tech Level if using a scanner
-1 dice per Action used to move
If Assault or Mobile Assault: +1 dice per 4 so far ROLLING TO SPOT
Rabble: -3 dice per squad Target Location/Distance 0-4” 4-9” 9-24” 24” +
Militia: -2 dice per squad In the Open Automatic Automatic 4 7
In Light/Broken Terrain Automatic 5 9 11
Veteran: +1 dice per squad
In Heavy Terrain 9 10 12 14
Elite: +2 dice per squad In Impossible Terrain 12 14 18 24
Most senior Big Man: +1 per level AUTOMATIC SPOTTING ON COMMERCIAL BREAK
Autogun: +2 per SV In the Open Spotted Spotted Spotted ~
In Light/Broken Terrain Spotted Spotted ~ ~
Flamers: +6
In Heavy Terrain Spotted ~ ~ ~
-1 per two points of Shock In Impossible Terrain Blind ~ ~ ~
Armour/Shields: - Tech Level
Defending Light/Broken: +1 per 4 so far AA FIRE: ROLL 1d6
Defending Heavy/Impossible: +1 per 3 so far Subtract one:
Defending fortifications: +1 per 2 so far if the firer is under fire
Pinned units: remove half so far if the firer is pinned
Suppressed: remove ¾ so far if the firer is Rabble
Attacked in the rear: remove half so far. per point of firer’s Shock
RESULTS per Action the firer has used to move this turn
Draw: fight again if no Awe per weapon damage on the firer
Lose by 1: back 4", no advance next turn per target’s Tech Level
Lose by 2: back 9", +1 Shock per unit, Pinned next turn per target’s Armour Class
Lose by 3: back 12", +2 Shock per unit, Suppressed next turn for any other significant negative factor
Lose by 4+: back 18", +3 Shock per unit, can do nowt next turn Subtract two:
if the firer is not a specific AA weapon
if the target is Fast
AA FIRE RESULTS Add one:
BIG MEN Score N-STP STP if a Big Man is directing the fire
Level Initiative Distance 1-5 No effect if the firer is Veteran or Elite
IV 4 12" 6-9 Shock & Off per Tech Level of the firer
III 3 9" per SV of the firing weapon
III 2 6"
10-11 Shock & Off D3 turns Shock & Away 1D6"
I 1 3" 12 Off Forever 2 Shock: Off or Land for any other significant positive factor
13+ Destroyed Add two:
for an aimed shot
if the firing weapon is an Autogun
[Slow = -1"/dice] MOVEMENT [Fast = +1"/dice] STP MOVE
Terrain Move Muscle Engine Cavalry Beast WHL TRK WLK HOV Leave Table 1 Action
Open/Hard 1"/pip x1½ x2 x2 +1"/dice +1"/dice x2 & Prepare to Land 3 Actions
Light/Broken -1"/dice Ignore Ignore -2"/dice Ignore ignore up Move to Any Point 1 Action
+1 dice
Heavy -2"/dice Ignore NO to head Land 1 Action
Impossible -4"/dice NO NO height Take Off 2 Actions
Infantry +1"/dice in Low gravity but -1"/dice in High gravity. Vehicles may bog down in High gravity (1's>6's)
SHOOTING EFFECTS OF HITS
Infantry Squad at Foot: 1D6 per Action Roll 1D6 for each hit Tech Near Miss Shock Dead Extra
Light Squad -1 dice/Heavy squad +1 dice Normal Foot All 1, 2 3, 4 5, 6
Big Man has activated: +1 to total pips per level 0 to 2 1, 2, 3 4, 5 6
Foot with Armour
-1 per point of Shock 3 or 4 1, 2, 3, 4 5 6
Add double Tech Level to total pips rolled 0 to 2 1, 2, 3 4, 5 6 Save
Foot with Shields or Powered Armour
+2 per dense target 3 or 4 1, 2, 3, 4 5 6 Save
Bolt Guns Shooting At Foot: 1 Actions to shoot 2 1, 2, 3 4, 5 6 Save plus Lives
Foot encased in Mega-Armour
Automatically pin; double = 1 hit 3 or 4 1, 2, 3, 4 5 6 Save plus Lives
Autoguns Shooting At Foot: 1D6 per Action up to SV +1 to roll if atmosphere is Poisonous
-1 per point of Shock
Add double Tech Level to total pips rolled EFFECTS OF HITS ON VEHICLES
Big Man has activated: +1 to total pips per level ARMOURED VEHICLES
+3 to total pips per extra barrel Equal
+2 per dense target 1-2 1 Shock, no advance next turn
Automatically pin targets 3-4 Halt & firefight
Boom Weapons firing directly at Foot (fire individually) 5-6 No effect
Use all dice: miss if more 1's than half SV rounded up One Hit: +1 Shock, -1 Action next turn
+2 per dense target 1-2 Temporarily immobilised: no movement next turn
-2 per other Action 3-4 -1" per dice rolled for movement from now on
Add double Tech Level to total pips rolled 5-6 -1 on all to hit rolls from now on
-1 per point of Shock Two Hits: +2 Shock, -2 Actions next turn
Automatically pin targets 1-2 Permanently immobilised
Boom Weapons firing indirectly at Foot (fire as battery) 3-4 -2" per dice rolled for movement from now on
Deviate 2D6 - Tech Level 5-6 Main gun destroyed
Circular: total SV/2 radius Three hits: destroyed. Roll D6 per crew: dead on a 5 or 6
Box: total SV/6 rounded up= no. of 6" square fire boxes If four net hits, then vehicle explodes and all crew are dead.
Roll 1D6, add Tech Level, add 2 x SV on Effective ARMOURED PERSONNEL CARRIERS
Automatically pin targets Equal (passengers may disembark if desired)
Flame Weapons At Foot 1-2 Retire away on next activation or Commercial Break card
SV x 2D6, ignore cover, double shock 3-4 Engage if infantry or <3SV otherwise retire as above
5-6 No effect
One Hit: +1 Shock, -1 Action next turn (passengers may disembark if desired)
1-2 Temporarily immobilised: no movement next turn
FIRING AT VEHICLES (2D6) 3-4 -1" per dice rolled for movement from now on
Target 0-18" 18"+ 5-6 -1 on all to hit rolls from now on
In the Open 5 9 Two Hits: +2 Shock, -2 Actions next turn (passengers must immediately disembark)
View Obscurred 7 11 1-2 Permanently immobilised
View Badly Obscurred 9 12 3-4 Permanently immobilised; 1D6 hits on passengers
Subtract one: 5-6 Permanently immobilised; passengers take one hit each
if the firer is under fire Three hits: destroyed, driver is killed, passengers take two hits each
if the firer is pinned Four hits: explodes, vehicle destroyed, passengers all killed
if the firer is Rabble SOFTSKINS
per point of firer’s Shock Equal
per Action the firer has used to move this turn 1-4 Retire away on next activation or Commercial Break card
per weapon damage on the firer 5-6 No effect
if the target is moving One Hit: +1 Shock, -1 Action next turn
per target’s Tech Level 1-2 Temporarily immobilised: no movement next turn
for any other significant negative factor 3-4 -1" per dice rolled for movement from now on
Add one: 5-6 1D6 hits on passengers
if a Big Man is directing the fire Two Hits: +2 Shock, -2 Actions next turn
if the firer is Veteran or Elite 1-2 Permanently immobilised
per Tech Level of the firer 3-4 Passengers take one hit each
for any other significant positive factor 5-6 Permanently immobilised; passengers take one hit each
Add two: Three Hits: vehicle destroyed
for an aimed shot 1-3 Passengers take one hit each
NUMBER OF STRIKES 4-6 Passengers take two hits each
Autoguns SV/2 rounded up INDIRECT FIRE: 1D6 + SV + Tech Level
Boom SV ARMOURED VEHICLES
Bolt 2 x SV 1-10 No effect
Open/Soft: destroyed 11-12 Lose one Action next activation
Flame Armour: roll SV D6s 13-14 Take one hit on the Armoured Vehicles damage table
6's>1's = destroyed 15-16 Take two hits on the Armoured Vehicles damage table
17+ Destroyed.
ARMOURED PERSONNEL CARRIERS
1-9 No effect
INFANTRY AT VEHICLES 10-11 Lose one Actions next activation
Tech 0-4” 4-8” 8-12” 12-16” 12-13 Out of action. Passengers must disembark.
0 1 ~ ~ ~ 14+ Destroyed. One hit per passenger.
1 2 ~ ~ ~ SOFTSKINS & OPEN TOPPED VEHICLES
2 4 2 ~ ~ 1-7 No Effect
3 4 4 2 ~ 8-9 Out of action. 1D6 hits on passengers.
4 4 4 4 2 10+ Destroyed. One hit per passenger.

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