Flashpoint: Rules and Background

Welcome! This post is a consolidation of sorts; here I will attempt to link together a number (2 or so) of posts which are separate but should go together, as well as provide updated rules for Flashpoint and talk a bit about each of the three factions: the Phoenar, the Lomarda, and the Mytorox. This post will be divided into two parts; rules and background.

The first part is the rules. These are the mechanics of Flashpoint.

Flashpoint is a miniature based tabletop war game for 2 or more players. The game consists of 8 turns, during which each player take turns moving units, shooting enemies, issuing commands and assault the foe. Each turn consists of 5 rounds: Initiative, Order, Deployment, Movement, and Attacking, any of which any player can pass on if they so choose.

In the Initiative round, both players roll a D6 and the player who rolls the highest is the person who gets to do the other rounds in the turn.

The Order round is when each player issues one of three orders, which give the army an enhancement but also causes them to suffer a drawback. The three Orders are:

Blitzkrieg advance!: This order allows all units in a force to move at +1 speed, but they may not fire in the same turn as this Order is issued.

Mow ’em down: This order allows every unit in a force to fire at +1 accuracy, but the units cannot move in the turn this Order is issued.

Charge!: All infantry units may gain +1 Combat Skill and +1 Attack, but suffers -1 Defence, and may not shoot in the turn this Order is issued.

The Deployment round is when any unit held in reserve may be deployed in this round at the controlling player’s side of the table within 6 inches of the table edge. This is done by rolling a D6 and if the result is 4+, then the unit is deployed but if the roll is less than 4, the unit is held in reserve until next turn. Any infantry unit on the table may choose to change position to either standing, crouching or prone (standing is default). A crouching unit moves at -1 speed but gains +1 cover, and a prone unit moves at -2 speed but gains +1 cover and +1 accuracy.

The Movement round is when the force is moved. Each unit has a Speed value, and this value is how far (in inches) the unit is allowed to move during the Movement round. Units in terrain move at half the number of inches indicated by their speed, as they must manoeuvre over the terrain which slows them down considerably.

The Attack round is when each force is allowed to shoot at the enemy and engaging them in close quarters combat. These attacks may be made in any order the controlling player wishes, however a unit that engages an enemy in close combat may not shoot afterwards but a unit may shoot then charge. Each of the actions involved in the Attack round are described below:

Shooting: The shooting unit picks a target within range and in their line of sight then takes an accuracy test by rolling a dice for every shot being fired (eg. A Vashat assault rifle fires 2 shots within 18 inches). An accuracy test is taken by rolling a D6, and if the number rolled is equal to or lower than the accuracy value of the unit, the test is passed, but a higher number means the test is failed. If the target is within the weapon’s maximum range, but beyond its effective range, the shooting unit shoots at -1 accuracy. To inflict wounds on the targeted unit, the weapon’s Attack value is compared to the units Defence value. If the weapon’s Attack value is greater than the targeted unit’s Defence value, then the unit suffers a wound. If the target’s Defence value is equal to the weapon’s Attack, then a dice is rolled and the wound is inflicted on a 4+, a 5+ is required to wound if the target’s Defence is higher than the weapon’s Attack by 1 or 2 points, or a 6 if the target’s Defence is 3 points higher than the weapon’s Attack. Any Defence value 4+ points higher than the weapon’s Attack automatically fail to wound. If the targeted unit is in cover, then the cover will modify the Defence save of the unit in cover based on the type of cover. If a squad suffers enough wounds to destroy half the unit, it must take a morale test, which involves rolling 2D6, and if the value rolled is lower than or equal to the unit’s Morale value the test is passed and the unit does not move. If the test is failed by rolling a number higher than the unit’s Morale value, the unit must retreat by moving back towards the controlling player’s table edge the number of inches indicated by the unit’s Speed value. A shooting unit may also choose to suppress an enemy unit.

A shooting unit may also attempt to suppress an enemy squad. To suppress an enemy unit, a unit must take an accuracy test for each shot fired. If the Attack of the weapons being fired to suppress is lower than the target’s Defence value before any cover bonus, then it automatically fails. If this test is passed for more than half of the shots fired, then the targeted unit is suppressed. A suppressed unit gains a light cover bonus, but cannot move in the controlling player’s next turn. This is because the unit is lying down on the ground to keep from being killed by the fire suppressing them.

Grenades may be used instead of a squad’s normal weaponry. They are used in the same way as other weapons, except they can only hit a single model within a unit (decided by the player using the grenades) and all hits are resolved as normal. In addition to the target model, every model within 2 inches of the target is also hit by any grenades which pass their accuracy test.

Close Quarters Combat: A unit may charge an enemy unit and engage it in hand to hand combat. Here, a unit may choose to assault an enemy unit within the range of double its Speed value. If the unit is in range, then it charges into the targeted unit and takes an attack test by rolling a d6 for every attack, and if the number is equal to or lower than the units Combat Skill the attack is successful, but if the number is higher than the Combat Skill the test is failed and the attack does not count. To determine how many wounds are suffered, the Attack value of the attacking unit and the Defence of the defending unit are compared for every successful attack, and if the Attack is higher than the Defence then a wound are suffered. If the target’s Defence value is equal to the attacker’s Attack, then a dice is rolled and the wound is inflicted on a 4+, and if the Defence is higher, then a wound is not suffered. Every hit that was successful is then allocated to a member in the target unit and any that suffer the same number of hits as their Hit Point value are killed.  The attack test is then done for the unit that was assaulted, and the process is repeated for the unit that was charged. After this is done, the unit that has  suffered the most wounds must make a morale test and if they fail, they are forced to retreat (e.g. if a squad of 4 Saborai charges into a squad of 4 Evtocarni. the Saborai inflict 4 wounds and kill 2, and the Evtocarni inflict 7 wounds and kill 3. The Saborai, having suffered 7 hits compared to 3 suffered by the Evtocarni, are forced to take a morale test. They roll a 10, and fall back 4 inches). If the percentage of the unit lost and the number of hits suffered are the same, then both sides remain in combat in the next turn. All vehicles are exempt from all forms of close combat and as such they may not charge or be charged in the assault round.

Unit Rules

Every unit has a set of standard stats which determine how they act and react in situations. The stats are Speed, Hit Points, Strikes, Attack, Defence, Armour Combat Skill, Accuracy and Morale.

Speed – how far the unit can move

Hit points – how many hits/wounds a unit can take before dying

Strikes – how many times a unit may strike an enemy in close combat

Attack – a unit’s ability to hit a target in close combat

Accuracy – a unit’s ability to hit a target with a ranged weapon

Defence – a unit’s ability to defend against an attack

Morale – the morale of a unit

Armour – This works in the same way as defence. This stat is only used for vehicles, as vehicles have only their armour to defend them and cannot attempt to avoid being shot at when targeted by an enemy. The armour value is divided into 5 parts: top, front, side, rear and bottom. The top armour is only used when determining if the vehicle is damaged against an indirect fire weapon such as artillery or a mortar; front armour describes the armour covering the front facing portion of the vehicle (i.e. the part of the vehicle normally where the driver is located), and is one of the three armour values used against direct fire weapons; it is some of the strongest armour on the vehicle. The side and rear armour are both used in the same way as front armour, although side armour covers the sides of the vehicle and is weaker than front armour, and rear armour covers the back of the vehicle  and is weaker than both side and front armour. Bottom armour describes the armour on the underside of the vehicle, and is the lightest on the vehicle. This armour is only used for determining if the vehicle is damaged against grenades and

Weapon stats

Range – How far the weapon can fire. The range is divided into two parts: the effective range and the maximum range. The effective range is how far the weapon can fire without significant effects on the accuracy of the shot, and when shooting at the effective range there is no negative effects. The maximum range is the maximum distance a weapon can fire, however firing at this range requires considerably more time to aim to be accurate and a shot at this range will suffer from negative effects such as drop off. A weapon firing at maximum range may fire half the normal number of shots it is allowed to fire (to a minimum of one) and does so at -1 accuracy (unless a piece of equipment states that this is negated when used)

Damage – How much damage a round does to a target when it is hit. This works in the same way as a unit’s Attack stat.

Solos

A Solo is a unit which operates by itself. Some units, like the Phoenar Major, the Lomarda Sentrion, and the Mytorox Jarle are Solo units. A Solo may join or leave a friendly squad at any time, and if they have different Morale values the most common one is used if the unit needs to take a Morale test. In the turn the Solo joins a squad, the squad’s Morale value is equal to that of the Solo.

Weapon rules

In Flashpoint, there are a few different types of weapons which affects how the weapon can be used in the game. The types are Heavy, Mobile, and Close Combat, and they are explained below:

Heavy – These weapons require good positioning and steady aim to fire. More often than not, to achieve both of these criteria, the team using the weapon will just stay in the same place to ensure such conditions can be adequately met, because often, missing their targets mean that their targets are able to wreak havoc and cause a considerable number of casualties before another shot is able to be taken. Weapons with this rule cannot be fired if the unit holding it has moved in the movement phase.

Mobile – Some heavy weapons have been adapted to be able to be moved and still be fired accurately while laying down a substantial amount of fire, while others are lighter weapons designed to be used on the front lines where movement is the best option to force the enemy back. Weapons with this rule can be fired if the unit equipped with it has moved in the movement round.

Close combat weapon – a close combat weapon is a weapon designed to kill enemies in close combat. These weapons are all able to be wielded with a single hand due to their size, shape and weight. Close combat weapons may be taken alone or in combination with a Pistol or a Mobile weapon.

Pistol – Pistols are the smallest of the firearms. They are very light and put out only a small amount of firepower at a shorter range than other weapons. However, their compact size allows the user to carry multiple weapons, most commonly a close combat weapon. Weapons with this rule may take a close combat weapon.

Vehicles

Vehicles move and shoot in the same way as infantry except that vehicles may shoot all weapons regardless of whether they move or not. Inflicting hits on vehicles are as follows: Roll a dice for every hit sustained by the vehicle. A result of 1-2 = Weapon System Crippled, 3-4 = Immobilization, 5-6 = Wrecked. The following modifiers alter the results of the dice rolls: -1 to the dice roll if the weapon’s Attack is 1-3 points below the vehicles armour value and +1 if the weapon’s Attack is higher than the vehicles armour value (both values only go up to 10). Weapon Attacks 4 or more points below automatically fail. These effects do not stack except for Weapon System Crippled results, which affect different weapons the vehicle may have.

When shooting at a vehicle, the armour value is determined by which side of the vehicle the shooting unit is facing. All Indirect Fire weapons (artillery and mortars) hit against a vehicles top armour value instead of the front, side, back or bottom and all grenades resolve attacks against the bottom armour of a vehicle.

Vehicles are immune to suppression.

Line Of Sight

Line of Sight determines whether or not one unit can see another well enough to shoot at or assault it. Line of sight is determined by the direction the model is facing. All units have a line of sight that is 2 inches from either side of the base of the shooting or charging units. They can only see in a single direction, which is chosen by the controlling player.

Cover

A unit in cover gains a bonus from being behind cover. This bonus is a modifier for the armour value of the unit behind cover. It is as follows:

+1 armour value when a unit is behind light cover such as behind a low wall, long grass, a hedgerow, barricades, etc. and 10-49% of the model or unit in question is covered by the cover.

+2 armour value when a unit is behind heavy cover such as behind a high wall, destroyed tank, etc. and 50-90% of the model or unit in question is covered by the cover.

Morale

A unit may be forced to take a morale test by losing either 50% of a squad or taking more hits in close combat than the opponent. To take a morale test, roll 2d6 (or a d12) and if the number rolled on both dice combined (or rolled on the d12) is lower than or equal to the unit’s morale value, then the test is passed and the unit does nothing. If the number rolled is higher than the unit’s morale value then the unit must retreat. To retreat, a unit must move back (in any direction as long as they do not go directly sideways or forwards) at their full speed. They may not charge another enemy unit until they regroup. To regroup, the unit takes another morale test at the beginning of the controlling player’s movement round. If they pass, then they may move, shoot and charge as normal but must retreat at full speed again if they fail.

Secondly is the background:

Basic stuff: Flashpoint takes place in the Koda Sector, between what was once the Japanese and Roman Empires, in the year 6000 AD. It is here that the now alien Lomarda fight to gain ever more power, the alien Mytorox fight to push the other factions out of their sacred homelands, and the human Phoenar live in isolated city-states fighting for their very survival.

More elaborate stuff: In the Time of Ancients, in the west the brothers Remus and Romulus founded the city of Rome, and led it to great power and prosperity, founding an empire which spanned from the Ural Mountains in the north, to Africa in the south, Persia in the east and Iberia to the west. In the east, a Warlord known only by a given title, Hijemi, the White Egron, united the warring tribes and provinces of Japan to form the Empire of Japan. He became emperor, and expanded his empire’s Sphere of Civilisation all across the eastern world, from Siberia in the north to the Ural mountains, to Australia in the south and the Hindus Kush mountains to the west. Once they encountered one another, they lived relatively peacefully, with only minor skirmishes occurring along the border regions. The first real war occurred in 1009 AD, when Japanese forces pushed through the Persian border armed with black powder weapons and superior swords. The Japanese forces managed to push through to Persepolis, where 9 legions under General Julius Muralieus crushed the superior Japanese forces, and managed to pursue them back to the Hindu Kush, however dangerous terrain, bitter cold and a lack of supplies caused the pursuit to be stopped. This led to the formation of official, permanent borders.

Technology advanced exponentially, and civilisation advanced along with it. The Roman and Japanese Empires fought one another furiously over this time. Eventually, humanity reached the Singularity, the melding of man and technology, which a great many people including the majority of both empires’ populations. Supporters, known as Singularists, claimed it was the next step in human evolution. They were driven from both empires and settled upon the Great Steppes in Central Asia, where they established a city and promptly began to attack the empires. These attacks promptly grew in both frequency and magnitude until they grew so great that the empires were forced to unite to stop them. The Singularists were initially repelled through a joint military effort at the Battle of Licomalius. Over several years following this, the empires slowly pushed back the Singularists in the Singularity War, which culminated in the use of three prototype nuclear bombs. After the end of the Singularist War, the Empires reclaimed their former territories and managed to live relatively peacefully. They began to colonise other planets and did so until every planet, moon and asteroid was settled by one side or the other, then began to expand their empires throughout the galaxies. They spread the length and breadth of the galaxy, and along the border where the two powers met, they established five Sectors, Koda, Milanus, Kikudo, Lilumix and Gilagio, where each side had colonies and each was hotly contested. Within the Koda sector, there were many alien races including the Haubtar, the Mytorox, and the Klorg. Each of the three main alien species inhabited every planet, with the Haubtar living in vast cities and controlling the vast majority of each planet, the Klorg living in tribes across each planet, and the Mytorox living in small settlements near sources of minerals for mining. The Haubtar and the human colonists constantly fought in skirmishes throughout the sector, until the Haubtar united in the Pact of Valeron and declared full scale war on the humans, called the War of Existence. The Haubtar started off winning, crushing any and all resistance that the humans could muster, but the tide of the war turned when humans developed powered armour capable of withstanding the plasma weapons of the Haubtar and weapons capable of punching through the formerly nigh-impenetrable Haubtar Combat Armour. This development caused a rift in the tense colonial alliances, as some people, mostly from the Empire of Japan, showed disdain for the new technology, fearing another Singularity War. These people took to fighting those who supported the technology, who called themselves the Lomarda after their leader, General Lomarda, in a bloody civil war. The Lomarda managed to, in just a few years, crush both the rebels and the Haubtar until both were confined to isolated cities. After this, the rebels, now calling themselves the Phoenar after the Phoenix of myth because of their revival after nearly being utterly annihilated, signed a peace treaty with the Lomarda while the Haubtar fought on. Eventually, the Lomarda used every nuclear missile they had at their disposal to exterminate the Haubtar entirely to end the war which had raged for a full 200 years. During this time, the Lomarda had carried out genetic manipulation upon themselves to make them better in every way they could. Two centuries of gene manipulation has altered them from being human to something more alien; they are lithe beings with gaunt faces, grey skin, and three fingers on each hand.

Now, the Phoenar fight for their very survival as the Lomarda turned on them, seeking to either assimilate them into their culture or destroy them in their quest to be the ultimate power in the sector. The Mytorox, who chose not to fight in the War of Existence, started to fight both the Phoenar and the Lomarda, fearing that they too would be made extinct by them and that to stop it they must actively fight the Lomarda and the Phoenar.