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From the editor!


Editor in chef
Me? An editor? Of a magazine? Haha, c’mon be realistic.
Sesbastian Czarnecki That's a bit silly idea, don't you think? Dude, with my spelling?
Ok. Ok! I will do the job! Just put that down! Ok? None one wants
Contributors: to get hurt!

“Place for your name” :) Hello dear reader, and welcome the first issue of the
BattleMag!, a mini-magazine which aims is simply to support
Contact us: games we produce here at Seb Games. The goal is to deliver you
this mini-magazine every two months. In each issue, you can
Email: expect new rules, unit profiles, scenarios and everything else that
info@seb-games.com will help you enjoy our games.

Website: Please forgive me for the quality of the picture on the cover.
www.seb-games.com It could be better, but sadly I couldn't find one with better quality.
So why this picture you ask? The answer is straightforward; this is
BattleMag! needs you! one of the first official pictures published to promote VOID.
I thought it would be a great homage to the past. After all, it is
We are looking for a 20th anniversary of the game. Yes, 20 years!
submission! Do you have an
idea for a scenario? A good Special thanks go to Toni Manninen, Jon Shields, Knut
advice about creating an Heykena, Rick Peterson, Stephen Wood, Joseph Raiten. You guys
army? Or maybe a battle are great!
report? Feel free to contacts
us at info@seb-games.com. And of course a big kudos to all the loyal fans of VOID and
Battle Havoc!, without your support we wouldn't be here!
In return we can offer you the
immortal glory of being I hope you will enjoy this issue and see you in August!
published and occasional gift
vouchers that you can spend Happy gaming!
in our webshop. Sebastian

Ok, done. Are you happy? Can I go home now? Please.

Content
1. News report
Latest releases!

2. Void I.I Squad Tactics


A new way to play VOID 1.1

3. Battle Havoc! - Havökkia


Copyright © 2020 Seb Games. All
What’s the future for Battle Havoc!
Rights Reserved. Void, Battle Havoc,
Havökkia and all Character names
and the distinctive likeness(es) 4. Battle Mag! Specials
thereof are Trademarks of Special offer from BattleMag. Check the
Seb Games.L
last page for more details

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New Knight of spirit

If you follow us on social media


(well, Facebook to be precise)
you probably saw it but the
miniature is so amazing we
thought we would show it
again and again! This beauty
was sculpted by very talented
John Robertson. Some of you
can remember John from the
I-Kore times, as he is one of
the original creators of the
VOID. We are very happy to
have John working together
with us on Void!

Metal Warrior Miniatures

This summer the primal rage


will overwhelm the lands of
Havökkia when the two of the
most ancients armies - Rattifolk
and Saurisians - will clash in the
battle for domination. There
can be only one winner.

You can read more about the


upcoming changes in Battle
Havoc! later in this magazine.

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Void 1.1 Squad Tactics
Building a good size Void 1.1 force can commander of a squad, and lead it on the
be a challenging task for some, as well as a infiltration missions, long-range recons or
time-consuming affair. But what if you want simply try to survive on the vast battlefields
to start playing Void right away. Or you want of the Draconis Alba Galaxy.
to play a scenario where an elite group of
soldiers are on a mission of significant To play the game, you will need a copy of
importance that will have a crucial impact on the Void 1.1 rulebook, and an adequate
your next game. Would your team manage Forcebook if you would like to use some extra
to report about an enemy ambush ahead of reinforcements. Your typical squad will usually
the main force on time? Would they manage consist of 4-10 miniatures.
to capture critical, intelligence data before it
is too late? For standard games, you will need a flat
area of at least 3' by 3' although 4' by 4' is
This is where Squad Tactics comes in. preferable. It's not very important if it's
Squad Tactics is a supplement to the main a tabletop or floor. What is essential, is that
game of Void 1.1. It focuses on small you need to be able to tell where the edges
skirmishes, where players take the role of the of the battlefield are.

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● Choose one existing squad from the
General rules Forcebook as normal. This is your squad.
In this section, we will explain all you need to
know to play Void 1.1 Squad Tactics. In the ● For a squad to be legal, it must contain at least
following pages you will find: the minimum numbers of troops listed in its
profile, and no more than the maximum. This
Rules modifications - a section dedicated to a few information will be listed in No. per Unit
rule changes that will allow you to play in the new column of the profile.
games format.
● Squads that can contain support models have
Creating your squad - from this section, you will learn buying criteria listed on them. You may
how to assemble your force. include a maximum of 1 Support model for
every 3 other models’. This means that of
Two sample squads - a sample list of squads that you every four models one can be a support
can use to play your first games. together with the model, of every eight models two can be
armoury and special rules. support models, and so forth.

Rules Modification Reinforcements


The following rules modifications apply: Your squad may include additional models
form other squads of the same forcebook. The
● All models are treated as Individuals. There is following rules apply:
no limitation of how many individual models
you can buy. ● Each additional mode is treated as a support
(S) model,
● Vehicles: your force may not include any
vehicles, except bikes and grav bikes. ● The additional model cannot be a support
model (S) on its original listing.
● Commander: One model from your force
must be chosen as Commander.

Creating your squad


Before playing a game you and your
opponents will need to agree on how many points
to spend on building your armies. The higher the
point limit the more models will be in your army,
and the longer the time required to complete
a game.

For normal games, all players should have


armies of equal points in total. The standard game Forcebooks and rules
is played around 100-200 points per side. If you
are new to Void 1.1 or wargaming generally, we All necessary resources like full Void 1.1
recommend you to set up your force around 100 Rules and Forcebooks can be
points. downloaded for free from our website
in the download section.
On the next two pages we present two
sample units that you can use for your games. But And of course, you can find the all
there is nothing stopping you from creating your necessary models to play the game
own force. there as well.

To create a unit for Squad Tactics the Visit www.seb-games.com to see more.
following rules apply:

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Marines Cost: 86pts Combat blade
When Viridian soldiers pass out of boot camp CC Short Med Long Ext
they are allocated to either a Marine or Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam
a Commando unit, depending on their combat ST+
0 – – – – – – – –
rating. Viridian marines have provided the model for 0
the basic infantryman all across the galaxy. They Type
provide a solid core to any force and are able to lay 1 handed, melee
down a withering hail of fire, supporting the more
specialised elements of the army. Special Rules
None
AS SH ST T W CD SZ MV
Gauss Rifle
3 4 4 4 1 4 2 6
CC Short Med Long Ext
The squad of marines consists of 4 Marines Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam
and 1 Sergeant. Marines and Sergeant are each -1 5 0 5 0 5 – – – –
armed with Gauss Rifle and Combat Blade. You may Type
include a maximum of 1 Support (S) model for
2 handed,
every 3 other models.
Special Rules
● Add 0-5 Marines with Gauss Rifle and Combat None
Blade @17pts each.
Chain gun
● Add 0-1 Marines with Chain Gun (S) @ 21pts
each. CC Short Med Long Ext
Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam
+1
● Add 0-2 Marines with Rocket Launcher (S) @ -2 6 (x2)
6 0 5 – – – –
36pts each.
Type
● Add 0-1 Marines with Sniper Rifle (S) @ 27pts 2 handed
each. Special Rules
None
Special Rules
Rocket Launcher: Tactical Awareness Rocket Launcher
Sniper: Sniper, Marksman
Sergeant: Tactical Awareness, High Morale (+1) CC Short Med Long Ext
Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam
– – -1 7(x3) -2 7(x3 -3 7(x3 – –
Reinforcements:
Type
Your squad can also include the flowng 2 handed, armour piercing 5
models: Special Rules
None
● Add 0-4 Shock Marines with Vibro Scythe and
Negatron Shield @ 20pts each (p.23 Viridian
Sniper rifle
Forcebook)
CC Short Med Long Ext
(Please note that the Shock Marines are not marked as Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam
support (S) models)
1 5 +2 5 +1 5 0 4 -1 3
Type
2 handed
Special Rules
None

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Convict Legionaries Cost: 71pts Combat blade
Convict Legionaries are criminals forced to CC Short Med Long Ext
serve their time in penal Legions, fighting the Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam
enemies of their State. In battle they are used pretty ST+
0 – – – – – – – –
much as cannon fodder, scouting out dangerous 0
terrain and charging in suicidal frontal assaults to Type
soften up enemy positions. They have a miserable 1 handed, melee
time of it on the whole, and low morale and poor
training are real problems. Their neural spikes act Special Rules
as tracking devices for Enforcers, and feature None
a microcapacitor that can be used to summarily
execute the convict if the need arises. Combat Shotgun
CC Short Med Long Ext
AS SH ST T W CD SZ MV Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam
3 3 4 4 1 3 2 6 0 5 +1 5 0 5 – – – –
Type
The squad of Legionaries consists of 4 2 handed,
Legionaries and 1 Decurion. Legionaries and
Decurion are each armed with Combat Shotgun, Special Rules
Combat Blade and Battleshield. You may include None
a maximum of 1 Support (S) model for every 3
other models. Chain gun

● Add 0-10 Legionaries with Combat Shotgun, CC Short Med Long Ext
Combat Blade and Battleshield @14pts each Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam
+1
-2 6 (x2)
6 0 5 – – – –
● Add 0-2 Legionaries with Chain Gun and Type
Combat Blade (S) @ 20pts each
2 handed
● Add 0-2 Legionaries with Flame Thrower and Special Rules
Combat Blade (S) @ 25pts each None

● Add 0-3 Thermite Lancers with Thermite Flame thrower


Lance and Battleshield (S) @ 15pts each
CC Short Med Long Ext
Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam
Special Rules
– – – – – – – – – –
All: Swarm, Enforced Rally
Decurion: Tactical Awareness, High Morale (+1) Type
2 handed, directly placed template weapon, incendiary
Reinforcements: Special Rules
Use the small teardrop shaped template. The weapon
Your squad can also inculde following models: does 5 Dam

● Add 0-2 Exo-Suit (S) with Cestus and Heavy Battleshield


Grape Gun @ 35pts each (p.27 Forcebook)
Type
● Add 0-1 Lictor @ 20pts (see p. 30 of Junkers 1 handed
Forcebook) Special Rules
The shield gives good protection from frontal
attack. It confers a –1 mod to all d10 damage
rolls caused by hits originating from within the
users front facing.

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Special Rules Sniper special rule doesn’t move then it can make
a CD test to ignore the normal target priority rules.
If the test is passed then they can shoot at ANY
Armour Piercing model within range and LOS.
These weapons are primarily designed for use
against vehicles and other large heavily armoured
Swarm
targets. They tend to be inaccurate when used
Models with Swarm attack in a confusing
against small targets. A weapon of this type will be
mass in close combat, overwhelming their foe by
stated as being ‘Armour Piercing 5’, or ‘Armour
sheer weight of numbers. Models fighting creatures
Piercing 7’ etc. The number is a negative modifier
that Swarm suffer a -1 penalty to their to hit rolls,
to the d10 ‘heavy armour save’ dice roll conferred
up to a maximum of 3, for every enemy model
by the ‘heavy armour’ special rule, e.g. armour
after the first that they are in base contact with. This
piercing 5, deducts 5 from the d10 saving roll.
only works in close combat. Whilst in close combat
Heavily armoured vehicles etc all have the heavy
it is important to note that a model can only Swarm
armour special rule.
one opponent at a time so you must declare which
opponent you are swarming if in base-to-base with
Enforced Rally more than one.
A model or squad with this skill are equipped
with Neural Spikes and can be affected by the
Tactical Awareness
Neural Spike Activation Ability.
Models with this special rule can attempt to
ignore their normal target priorities. Before the unit
High Morale shoots make a CD check for the model. The results
Models with this special rule are more of the check vary depending on whether the
steadfast than others and less likely to panic or take checking model is a squad leader (a Decurion for
fright. High Morale is expressed on the profile as example) or individual, or a support model within
a number that is added to the dice roll when a unit a squad. Note that if a squad contains both a squad
makes a morale check. The modifier used is always leader and one or more individuals you can make
the highest one in the unit, so for example if all a separate check for each model individually if you
members of a unit have High Morale (+1) and the wish. The following rules apply.
Decurion has High Morale (+2), you would use the
+2 modifier when making a morale check. ● Squad leaders and individuals: If the check is
passed the entire unit may ignore normal
Marksman target priorities and may shoot at any enemy
Some models are expert at pinpointing and unit of the owning players' choice. As with
hitting vulnerable points on a target. When these normal shooting all members of the unit must
models successfully hit a target with a ranged still fire at the same target unit. If the check is
weapon roll one extra dam dice for every 2 clear failed, then the unit hesitates and is
points that the shooting test was passed by. For momentarily confused. It cannot carry out its
example a Marksman armed with a Sniper Rifle shoot orders this turn.
fires at a short-range target. They need 6+ to hit
and get a modifier of +2 for the weapon; there are ● Support (S): If the CD check is passed the
no other modifiers. The dice roll is a very support model may ignore normal target
respectable 8 and 2 is added to this for the Sniper priorities and can instead shoot at any unit of
Rifle’s range modifier, giving a total of 10. This is 4 its choice, firing at a different target unit than
clear points over the required total of 6, so three its fellow squad members if the owning player
damage dice are rolled (2 extra for the 4 clear so wishes. If the check is failed, then the
points). support model hesitates and is momentarily
confused. It cannot carry out its shoot orders
Sniper this turn.
Some models are trained to pick out
important targets, assassinating key members of
the enemy forces and causing maximum disruption
with their choice of victims. If a model with the

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for now, just assume that each model only fires
New rules & Updates one shot.
The following rules can be used in both Void
1.1 and Squad Tactics, When a unit shoots you can roll the ‘to hit’ dice one
at a time, or all together using different coloured
dice to represent different weapons or models.
Commander (New rule) As long as you and your opponent are clear on
Each player must designate one of their which rolls are for which weapons it’s entirely up
models as its “Commander”. Though perfectly to you.
capable of taking an active part in combat, for the
most part, a Commander’s primary role is to seize After you roll, modify each result as follows:
and hold the initiative, inject a shot of fighting spirit
when required, and coordinate the activities of their 1. Add the shooting model SH
battle-force for maximum effect.
2. Apply To Hit modifier of the weapon
The following rules apply:
3. Apply any other To Hit modifiers
If you don’t have any Individuals in your force,
or if you are playing Squad Tactics, you must 4. Each score of 10 or more means a hit.
choose whichever other model has the highest CD
stat. In the case of a tie you can choose between
them.
Roll to Damage (Update)
In order to discover the chance of damage
Providing the Commander is not panicked, being caused, you need to compare the damage
friendly models within 9 inches of the Commander (Dam) of the weapon with the toughness (T) of
gain +1 bonus to command, morale and rally the target.
checks.
The following rules apply:
If the Commander is panicked, the battle-
force suffers a –1 penalty to its initiative rolls until 1. The difference between the Dam and T is the
the Commander recovers. modifier for the roll.

If the Commander is killed or destroyed, the 2. Roll a D10 and add/subtract the modifier
battleforce suffers a –1 penalty to initiative rolls for
the rest of the game. 3. On a score of 6 or more the target model
receives a Wound.
Making a Morale Check
(Update) Ranged Templates (Update)
Ranged template weapons use a circular
Units make Morale Checks as a group. To
template. As the name implies they can operate at
determine whether the unit passes the check roll
reasonable ranges. Examples of ranged template
one dice and add the highest command (CD) stat
weapons are grenades, grenade launchers and
of the models in the unit. If the result is 10 or more,
mortars.
the Morale Check is a success.
Roll to hit as normal, if a hit is scored centre
Roll to Hit (Update) the template on the allocated model. All models
whose base are covered or partially covered are
To determine whether the shooting unit hits
automatically hit. Make damage rolls for them as
its target roll a d10 for each shot. Normally each
normal.
trooper will only get one shot; however certain
weapons allow their user to fire more than once,
and some heroes, monsters etc are capable of If a ranged template weapon misses it will still
multiple shots. Weapons are covered in detail in affect an area somewhere nearby, although not the
the appropriate Force Books. To keep things simple one intended. Such a shot has strayed off target.

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It’s important to know where stray shots land, they
can often drift into other (sometimes friendly!)
Battle Havoc! What’s next?
units. Use the following procedure to find out A time of great struggle is approaching
where it goes. Havökkia, and once again, the land will be
shuttered by great forces. But will it be the final
The target units’ player nominates one of the fight? At first, the young races of humans, dwarves
models in the target unit as the original ‘aiming and elves are to occupied with fighting each other
point’ for the shot, following the same rules as for and did not notice the signs. They forgot about the
allocating a normal shooting hit. prophecy of the Third Awaking. Discarded it as old
myth, a fairy tale of the bizarre ancient races but
Roll the direction dice, the arrow on its upper the prophecy is now fulfilling.
face shows the direction the shot deviated in.
The primary races are on the move again.
Roll 1d10 and add 2 per range band to the After decades of lethargy and inactivity, the Great
target model, excluding the CC band. For example King of Saurisians is now preparing his kingdom
e.g. 2 for short, 4 for medium and so on. This gives for the final war. To dominate Havökkia once
the distance that the shot deviated by in inches. again. But his true motivations are unknown. After
Irrespective of the dice result the shot cannot all, he was the first who noticed the Signs, years
deviate by more than half the measured distance before the others.
between the shooting model and the aiming point.
Rattifolk - once chosen of Ancient Gods - after
A roll of unmodified 1 means that the shot years of living in despair as a punishment for their
has no effect. Something went wrong, either a fuse betrayal of the gods - are preparing to take their
didn’t work, or the shot disappeared over the vengeance and take what they believe is theirs.
horizon. They waited for The Signs, and now they are ready
for war!
Centre the template on the point where the
shot strayed to as generated above. Make damage So are you ready to take the faith of the
rolls for models covered as normal. Havökki into your hands?

With the arrival of a dedicated line of 10mm


miniatures, Seb Games is opening another great
chapter for Battle Havoc!. No more restriction, as
we can now focus on creating an ultimate
experience and explore the world of Havökkia in an
entirely new way. We are currently working on the
updated version of the rules. The new rulebook will
be available in the printed version, but it will also
be available for free to download form Seb Games
website.

In the following issues of the BattleMag! you


can expect new army lists that will cover all armies
of Havökkia, additional rules like magic, unique
scenarios as much more!

And remember that Battle Havoc! - Primer is still


and will always be available for free from our
website for those of you who like to have a
more universal set of rules to use their existing
collection of miniatures.

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More miniatures!
There is a lot of new awesomeness coming your way this summer!
Here is just a small selection of the upcoming miniatures that you
will be able to field on the battlefield of Havökkia!

Giant! Yes, there are wild giants lurking in the


shadowed corners of Havökkia.

Sea Dwarfs!
Exiled from their homeland, they took the way of pillage and
seashore raids! The most fearsome of all pirates of Havökkia
coasts. Beware of the Sea Dwarf!

Fresh from the hands of very talented Jon Shields, you can
admire the first of the Sea Dwarf warriors (on the left) as
well as a dolly (bottom right) for his hated kindred.

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Special Offer!
Start playing Void 1.1 Squad Tactics today! To help you enter the setting of
Draconis Alba Galaxy we have prepare a special deal offer! Order any of the
below sets and use the code “FIRE” and you will receive a 10% discount for the
selected sets!

Promotion valid till 31 July 2020.

Viridian Marines
(MWM.3.1.101)

Tactical Androsynths
(MWM.3.1.301)

Vasa Marines
(MWM.3.1.401)

Convict Leagioners
(MWM.3.1.201)

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