Phoenar – Units, point costs and upgrade options

This is the first post of several which lists each unit, their characteristics, how many points each costs, and what each squad can be upgraded with. There are three Classes, Command, Core and Support, and every unit fits into one of these categories.

Characteristics are abbreviated as follows: Sp is Speed, Me is Melee (formerly Combat Skill), Ac is Accuracy, At is Attack, D is Defence, St is Strikes, HP is Hit Points, and Mo is Morale. For vehicles, TD is Top Defence, FD is Front Defence, SD is Side Defence, RD is Rear Defence and BD is Bottom Defence

Units

Command

Major                                                                                                                                    4 points

Major     Sp:4/Me:4/Ac:4/At:6/D:6/St:3/HP:3/Mo:10

Equipment: Bejuin Rifle, Grunt Armour, Lometiv Grenades, Rigapo Grenades

Team: 1 Major

– The Major may take a Vashat Assault Rifle                                                                 2 points

– The Major may take Korzahk Armour                                                                          2 points

 

Core

Grunt Platoon                                                                                                                         5 points

Grunt platoons are the backbone of the Phoenar forces. Made up of volunteers with only basic training, grunt platoons use a proven and reliable kit and must rely on their numbers and other units to bring down enemies.

Team: 5-15 Grunts

Equipment: Bejuin rifle, Grunt Armour, Lometiv Grenades, Rigapo Grenades

Grunt                Sp:4/Me:2/Ac:2/At:3/D:3/St:1/HP:1/Mo:6

Lieutenant        Sp:4/Me:2/Ac:2/At:3/D:3/St:2/HP:1/Mo:7

– The platoon may add up to 10 grunts                                                          1 point per Grunt

– Every one in 5 Grunts may take an autorifle or an anti-tank rifle         2 points per Grunt

– One Grunt may be upgraded to Lieutenant                                                              1 point

– The Lieutenant may take Korzahk Armour                                                             2 points

– The Lieutenant may take a Vashat Assault Rifle                                                     2 points

– The Lieutenant may be given Veterncy Commendation                                        1 point

– The Platoon may be given Veterency Commendation                                1 point per Grunt

 

Heavy Weapons Platoon                                                                                                     3 points

Team: 1-3 Heavy Weapon Squads

Equipment: Machine gun, Grunt Armour

Heavy Weapon Squad               Sp:3/Me:2/Ac:3/At:3/D:2/St:3/HP:3/Mo:6

Heavy Weapon Lieutenant       Sp:3/Me:2/Ac:3/At:3/D:2/St:1/HP:1/Mo:7

– The Platoon may add up to 2 Heavy Weapon Squads                               3 points per Squad

– Each squad in the platoon may exchange their machine gun for:

– A mortar                                                                                              1 point

– A Bazooka                                                                                            2 points

– The platoon may add a Lieutenant                                                                                 2 points

– The Lieutenant may take a Vashat Assault Rifle                                                          2 points

– The Platoon may be given Veterancy Commendation                                 1 point per squad

 

Korzahk Team                                                                                                                        3 points

Korzahk          Sp:4/Me:3/Ac:3/At:5/D:5/St:2/HP:2/Mo:8

Equipment: Korzahk Armour, Autorifle, Lometiv Grenades, Ripago Grenades

Team: 1-4 Korzahks

– The Team may add up to three Korzahks                                               3 points per Korzahk

– One Korzahk may take a Sniper Rifle                                                                      2 points

– Any Korzahk may exchange their Autorifle for a Vashat Assault Rifle 1 point per Korzahk

– The Squad may be given Veterancy Commendation                               1 point per Korzahk

 

Support

Mitsachor Mobile Artillery Battery                                                                               6 points

Mitsachor     Sp:5/Ac:2/TD:6/FD:6/SD:5/RD:4/BD:4

Equipment: Mitsachor Rocket Artillery Launcher

Team: 1-3 Mitsachor Mobile Artillery Units

– The Battery may add up to two Mitsachor Mobile Artillery Pieces 6 points per Mitsachor

– The Battery may be promoted to Tank Ace                                          1 point per Mitsachor

 

Vesumi Tank Destroyer                                                                                                     7 points

Vesumi      Sp:8/Ac:3/TD:8/FD/8/SD:4/RD:3/BD:3

Equipment: 150mm Cannon

Team: 1 Vesumi Tank Destroyer

The Vesumi Tank Destroyer may take a machine gun                                                   2 points

The Vesumi Tank Destroyer may be promoted to Tank Ace                                          1 point

 

 

Weapons

Characteristics are as follows: R is Range, ROF is Rate of Fire, D is Damage, and T is Type

Guns

Bejuin Rifle                                                          R:12″/24″/ROF:2/D:4/T:Mobile

Autorifle                                                               R:9″/18″/ROF:3/D:4/T:Mobile

Vashat Assault Rifle                                           R:12″/24″/ROF:3/D:5/T:Mobile

Anti-tank Rifle                                                    R:12″/24″/ROF:1/D:8/T:Mobile

Sniper Rifle                                                          R:18″/36″/ROF:1/D:6/T:Mobile

Machine Gun                                                       R:15″/30″/ROF:5/D:5/T:Heavy

Mortar                                                                  R:18″/36″/ROF:1/D:6/T:Heavy

Mitsachor Rocket Artillery                                R:25″/50″/ROF:2/D:7/T:Heavy

100mm Cannon                                                   R:15″/30″/ROF:1/D:9/T:Heavy

 

Grenades

Lometiv Grenade                                        R:6″/ROF:1/D:5/Type:Grenade

Ripago Grenade                                           R:6″/ROF:1/D:7/Type:Grenade

 

Extras

Veterancy Commendation – A Veterancy Commendation is a medal given to infantry squads who have served for their mandatory enlistment period. This commendation gives +1 Morale

Tank Ace – A Tank Ace Commendation is given to vehicle crews who show valour through acts of courage in order to help their comrades. This commendation gives +1 Accuracy

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.

Skirmish size game army building – units and upgrades for the Rovarne Empire, Red Union and Duscentae

ROVARNE EMPIRE:

Commander:

Unit:

Recruit Sergeant                                3 points

Options:

The sergeant may be upgraded to a lieutenant: 2 points

The sergeant may take a tactical scope: 1 point

The lieutenant may take a foregrip: 1 point

The lieutenant may take a GX-8 Assault rifle: 1 point

The lieutenant may upgrade to a 50 round clip: 1 point

The lieutenant may add up to three recruits to the unit: 2 points per recruits

One recruit may replace their rifle with a Battle Standard and pistol: 1 point

One recruit may be upgraded to a medic: 1 point

One recruit may take a radio transmitter: 1 point

Unit: Scout sniper team leader         2 points

Options:

The team leader may exchange their bolt action rifle for a semi-automatic rifle: 1 point

The team leader may be upgraded to a commando: 2 points

The commando may take stealth uniform: 1 point

The commando may upgrade to a 20 round clip

Basic:

Unit: Recruit                           2 points

Options:

Each recruit may take a tactical scope: 1 point per model

Unit:

Scout sniper                  3 points

Options:

Each scout sniper may upgrade their bolt-action rifle to a semi-automatic rifle: 1 point per unit

Walker:

Duseght walker                     8 points

The walker may exchange their 2 machine guns for – 2 flamethrowers: 1 point

– 2 missile launchers: 2 points

Vehicle:

Light tank                           10 points

RED UNION:

Commander:

Unit: Conscript sergeant               2 points

Options:

The sergeant may take a Tactical scope: 1 point

The sergeant may be upgraded to a lieutenant: 1 point

The Lieutenant may take a Vashat assault rifle: 1 point

The lieutenant may take a tactical scope: 1 point

The lieutenant may take a 40 round clip: 1 point

The lieutenant may add up to 3 conscripts to the unit: 1 point per conscript

One conscript may exchange their rifle for a Standard and pistol: 1 point

One conscript may be upgraded to a medic: 1 point

One conscript may take a Commlink: 1 point

Unit: Commissar                 3 points

Options:

The commissar may exchange their bolt-action rifle for a sub-machine gun: 1 point

The commissar may exchange their bolt action rifle for a sword and pistol: 1 point

The commissar may be upgraded to a Senior Commissar: 2 points

The Senior Commissar may exchange their rifle for – a sub-machine gun: 1 point

– a Vashat assault rifle: 2 points

– a sword and pistol: 1 point

The Senior Commissar may take a foregrip (SMG and Vashat): 1 point

The Senior Commissar may take a tactical scope (Vashat assault rifle only): 1 point

The commissar/senior commissar may take a 50 round clip (SMG and Vashat): 1 point

Basic:

Unit: conscript     1 point

Options:

Each conscript may add another two conscripts (creating units of 3): 1 point per conscript

Each conscript may take a tactical scope: 1 point per conscript

One conscript for every 4 units may be equipped with an anti-tank rifle: 1 point

Unit: Rifleman                                       2 points

Each rifleman may take a tactical scope: 1 point

One rifleman in every 4 may take either – an MG342 machine gun: 1 point

– An anti-tank gun: 1 point

Walker:

Destroyer light Walker                    6 points

The destroyer may exchange their 2 machine guns for – 2 anti-tank guns: 1 point

Vehicle:

Light tank                       8 points

The light tank may upgrade its light cannon to a baskili flamethrower cannon: 2 points

DUSCENTAE

Commander

Unit: Kroopt Loxr                      2 points

Options:

The Loxr may take a telescopic sight: 1 point

The Loxr may be upgraded to a Su-Loxr: 1 point

The Su-Loxr may take an annihilator rifle: 1 point

Unit: Verdaln Loxr         3 points

Options:

The Loxr may take a telescopic sight: 1 point

The Loxr may be upgraded to a Su-Loxr: 2 points

Basic

Unit: Kroopt infantry           1 point

Up to 3 extra Kroopt may be added to each unit: 1 point per extra kroopt

Options: One Kroopt in every 6 may take an annihilator rifle: 1 points

Unit: Verdaln Gunner        2 points

Options: One Verdaln Gunner may exchange their annihilator rifle for a rotary blaster: 2 points

Walker: Heirofire walker              7 points

The Heirofire walker may exchange its dual rotary blaster for – a corsuun cannon: 2 points

Vehicle: Kiresut-Vega Light tank       9 points

Special Characters of Galaxy at War

Dominique Sorrelle

Dominique Sorelle is the first female general in the history of the 114th L’Reseur Combined Division. Born on the world of L’resuer near the border with the Outer Block, she joined the army at the age of 22 as a professional soldier. Since that time she has spent more than half of her life in the service of the Imperial Army, and has spent almost her entire military career combatting the Outer Blocks forces She is often seen carrying a riding crop and wearing boots used for horse riding, the most popular sport upon L’Resuer and Sorelle’s favourite pastime. Her riding crop is often used by her to beat the sides of her boots and she has also been known to beat her own men who have retreated, which she uses to spur on her soldiers, and also used during tactical meetings between generals to push the figurines representing regiments around the table to indicate what she would consider to be the best course of action. Her accent while speaking English to issue battlefield orders has been described by many as being outrageous.

Dominique Sorelle has the following special rules:

Hold the Line, Cowards! – Dominique Sorelle is known among her men to beat individuals who have shown the greatest desire to retreat. Any unit which Sorelle is attached to automatically passes any morale test it makes.

Stats:

Sp  AS  Ac  Str  R  W  At  M  Arm

4     4    5     5   5    3   4   10    4

Rovarne Empire Source Book

Rovarne Empire

History

The Rovarne Empire spans the Uriar Galaxy, covering the vast majority of it and encompassing 90 million planets, most of which were taken from the Sosa by generations past. At the time humans arrived in the Uriar Galaxy, the Sosa controlled most of the planets, but were engulfed in a civil war between innumerable factions so they were relatively easy to drive off. Following millennia of warring with the Sosa, the human colonists had driven the Sosa back to just a small cluster of systems. It was at this point that the human leaders on the closest worlds to the Sosa met with the greatest diplomats and negotiators the Sosa could muster, and upon the world of Fortina, the Fortina Treaty was signed between the 2 sides, making the borders between them the permanent borders. After several decades of a fragile peace, another war broke out, but not with another species as had been happening sporadically before, but a civil war. This civil war began with a bang after the Glorious Uprising and, after spreading to even the most far-flung reaches of the Empire, the Rovarne family lead the Army of the Erispokasy against the Imperial capital of Yrest. The Christian Empire’s best soldiers fought and lost against the Erispokasy’s overwhelming numbers and superior tactics. The world of Yrest, following the Rovarne’s stunning victory, was renamed Rovarne after the name of the general who’s tactical brilliance and combat prowess brought down those who had oppressed them.

Religion

The religion of the Empire is different to the mono-deist Christianity which preceded it. It has 5 gods known as the Brotherhood of the Heavens. The head of this group is Holdarle, King of the gods and God of Humanity. solely on those humans who are willing to embrace the Heavenly Brotherhood, whispering to the head of the Erispokasy. It is Holdarle who guides the course of evolution for the technology of humanity through whispering to the Erispose vague instructions to solve the issues inherent in new technologies developed by people. Secondly is Quoster, God of Trickery. A jester, Quoster takes great joy in playing tricks upon the unsuspecting. The third brother is Nertost, God of Knowledge. He is the most knowledgeable of all the brothers, and it was Him who was able to create life, a gift He later granted to His eldest brother, Holdarle. Viko is the fourth god, and is God of Unity. While His brothers all too readily wage war upon the Demonic Brotherhood, it is Viko who holds them back, as war between the Brotherhoods would result in the destruction of all things. Finally is Corsairn, God of War. Corsairn is the god who originally taught people military strategy.

The Church of the Heavenly Brotherhood is centered on Rovarne, the capital of the Rovarne Empire and centre of the Erispokasy. The Erispokasy is governed by 4 individuals, which act as the heads of the 5 main Imperial organisations. The first and most powerful Head of the Erispokasy is the Erispose. The Erispose is the head of the Empire as a whole as well as the Head of the Church, and is most often the Emperor himself, but in rare cases will be the acting Governor of Rovarne. This will only occur during the period between the death of the reigning emperor and the election of a new emperor. The second head is the Techseer. He is the head of the Imperial Cult of Nertost, a cult consisting of the Empires inventors. The Cult of Nertost is constantly trying to develop new technologies as well as refine and improve upon existing technologies. The third head is the Hursican, head of the Imperial Army. The fourth and final head is the

Military

The military of the Rovarne Empire is a vast organisation, and encompasses all people at some point in their lives. All citizens of the Rovarne Empire are required to perform national service for 4 years at the age of 18. The first two years of their service are done on the serviceman’s home world, where they train to become combat ready, learning drills, how to use various weapons, and combat tactics. The third year, the servicemen become a police force as a starting point for learning how to fight in a cityscape effectively. It is at this point that those doing their service may be called upon to serve on the battlefield alongside other, more experienced soldiers. This would only be in the direst of circumstances such as the decimation of a defending force on a nearby world due to an overwhelming enemy force. In the fourth year, the servicemen are deployed upon the battlefield. It is at this point that most servicemen have their first real battlefield experiences. After their fourth year has been completed and the campaign they were involved in has ended, a citizen is free to pursue a job or higher education as they see fit.

If a serviceman decides to continue to serve in the imperial army, they may join again as a recruit. Recruits use the kit that they have become accustomed to using throughout their national service, and receive more training in using weapons, with more focus on training the recruit to be able to use the more specialist weapons employed by recruits, namely the flamethrower, the MG58 mobile machine gun and the MTR-4 mobile rocket launcher. This training also includes the MG58 heavy machine gun and the MTR-4 heavy rocket launcher and more advanced battlefield tactics.Although the recruits are taught this during their national service, this initial training is very basic and is not focused on because the servicemen need to learn to use the basic firearm effectively. This training usually lasts for only one year before the recruits are deployed to the battlefield throughout the Empire. Most recruits will spend their time serving along the borders with either the Sosa or the Outer Block upon a contested world, fighting off the forces the enemies of the Empire throw at them.

Force Organisation

Normally, this would be a part of the game mechanics, but I feel it needs it’s own post because it is quite a detailed issue I have encountered during development. For my first play testing, I used the Warhammer 40k Force Organisation Chart, which states that the minimum units allowed in a game is one HQ choice (ie a commander) and 2 troop choices. Now this is fine if I were playing Space Marines vs Tau Empire, with a SM captain and 2 tactical squads facing off against a TE battlesuit commander and 2 teams of fire warriors. It is not fine, however, when you are play testing with basic troop choices which are 2/3 squad platoons. Especially when the biggest board you own is 4 feet long by 2.2 feet wide. The troops just end up on top of each other. Due to this major issue, I have decided to try and design my own chart. This is my first attempt:

Commander: 0-2

Heavy Infantry: 0-5

Light Infantry: 1-8

Light Vehicles: 0-6

Tanks: 0-4

Super Heavy Vehicles: 0-1

After limiting the size of the game to doing skirmishes, this is the newest version of the battle roster:

Without a commander:

0-1 commander

1-4 basic units

0-1   walker

With a commander:

Commander

1-8 basic units

0-2   walker

0-1 vehicle

Okay, so this seems a bit too complex for a game. So I decided to scrap this idea of force organisation almost completely. There are now only 3 things that are limited: commanders (0-2), super heavy vehicles (0-1) and aerial support (0-4). Everything else can be taken without limit, so long as it does not go over the point limit agreed upon.

Game Factions

The Rovarne Empire – A human empire which covers a vast majority of the galaxy, ruled over by the Rovarne family, headed by Emperor Rajon. The Emperor has a Governor General at the head of each planet’s local government acting as the Imperial representative. Their forces consist of platoons of conscripts and recruits and veteran platoons. Veteran Platoons are platoons which consist of the most veteran soldiers in the Empire. All people must complete national service, which involves serving a minimum of 4 years in their planet’s standing defence force as conscripts which may be sent to do their service in a far off battlefield should it be required. These platoons receive only the most basic training and the standard issue kit of a recruit. If they still wish to continue after that, they join a recruit platoons.

The Outer Block – Considered a human empire in its own right, The Outer Block consists of a much smaller portion of the galaxy, and is ruled by the Supreme Council, and the Executive Directorate. Their forces consist of mainly conscript platoons watched over by the much feared commissars, and some veteran platoons.

The Duscentae – An ancient race which is believed to have been the first species to have evolved in the galaxy. Their numbers have dwindled significantly since their home planet was destroyed when the star it was orbiting expanded and collapsed, causing a black hole, engulfing the south-eastern most edge of the galaxy in the newly formed black hole and destroying all life in the area. Because they were limited to only the southeast of the galaxy and a few colonised worlds further out, they became space faring, utilising their super advanced technology to create spacecraft fully capable of supporting a considerable amount of life self-sufficiently. As their numbers dwindled, they saw the need to create genetically engineered races to serve them so that they could focus their attentions on rebuilding their shattered civilisation. The first race created was the Krupt, bipedal reptilians which stand at 4 feet tall, next came the Verdan, a bipedal species the height of a man but more slender in stature and with markedly better eyesight, after that was the Kosse, a species described by humans as the centaurs of mythology, and then came the Goyr, a bipedal species 7 feet tall and incredibly bulky. Lastly were the Gosu, created as bodyguards to escort the Duscenta officers on the battlefield. Their forces consist of the races engineered by the Duscentae fighting on the frontlines, headed by a Duscenta senior officer and supported by vehicles.

Cults – Worship the Demonic Brotherhood, which are the Gods of the Underworld (Varos, Dursus, K’bala, Mallus and Daemois), which are constantly warring with each other to gain supremacy among themselves. Their veterans are adorned in armour with spikes on it. Their forces consist of mostly platoons of frenzied cultists led by only a commander akin to a lieutenant, with some elite veterans and vehicles. Each cult is headed by a cult champion, who started out a cultist and rose to be a veteran, then a leader of the cult’s forces until they proved themselves to be both incredible warriors and exceptional leaders.

 

Special rules of the factions

Outer Block

Stand and Fight! – If a squad with a commissar is forced to take a morale test, then one unit may be removed from the squad as a casualty of execution to allow the squad to automatically pass all morale tests they must take that turn.

Rovarne Empire

Divide and Conquer – All squads numbering 10 or more may split into 2 equal teams at any time, and they may also become a single squad again once separated. These squads operate independently.

Sosa

Agile – All Sosa infantry and vehicles that move through terrain do so at -1 speed, instead of the usual half speed.

Duscentae

Nothing yet

Cults

Frenzy – All units in a squad that charges into close combat gain +1 attack. Note that this bonus is not gained if the squad is assaulted.

Steocybes

Exterminate! – All Exterminator weaponry causes every squad that is hit by it to take up to 5 casualties for every shot fired.

Game Mechanics

MECHANICS

2 or more players

First player does round, then second player, and after that next round starts. Either player may pass on a round if he wishes. 8 turns.

Rounds – Initiative

– Orders

– Deployment

– Movement

– Attacking

Initiative – Both players roll a d6. The player who rolls highest gets to go first for that turn.

Command – The officers in charge issue commands to their men in order to fulfil their parts in the overall strategy. Each player may issue 1 order in the command round. The Commands are:

Advance – All units may move at +1 speed but have -1 accuracy

Target Acquired – All infantry units that do not have heavy weapons may shoot at +1 accuracy if they do not move in that turn’s movement round.

Close Combat Prowess – Any unit that is involved in Close Quarters Combat strikes at +1 Assault Skill.

Propaganda – All units gain +1 morale for any morale tests they are forced to take, and all enemy units have -1 morale for any morale tests they must make. This order may be used by any army so long as at least one commander retinue contains a radio broadcaster or equivalent.

Each race gets one unique command as well as all of these.

Deployment – 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.

Movement – All units may move the distance indicated by the speed value, which is given in inches.  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.

Attack – The attack round involves all units shooting and engaging in close combat. These moves may be made in any order the player wishes. Units that charge an enemy may not shoot, however, but a unit may shoot then charge. Shooting and melee 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 GX8 assault rifle fires 2 shots within 18 inches). If a number equal to or lower than the accuracy value of the unit, the test is passed, but a higher number means the test is failed. To inflict wounds on the targeted unit, the weapon’s strength value is compared to the units armour value. If the weapon’s strength value is greater than the targeted unit’s armour value, then the unit suffers a wound. If the target’s armour value is equal to the weapon’s strength, then a dice is rolled and the wound is inflicted on a 4+, a 5+ if the target’s armour is higher than the weapon’s strength by 1 or 2 points, or a 6 if the target’s armour is 3 higher than the weapon’s strength. Any armour value 4+ points higher than the weapon’s strength automatically fail to wound. If the targeted unit is in cover, then the cover will modify the armour 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 a d10, 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. To suppress an enemy unit, a unit must take an accuracy test for each shot fired. If the strength of the weapons being fired to suppress is lower than the target’ armour 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 once 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.

Note: Aerial attacks on vehicles resolve against the top armour, all non- aerial attacks on planes (or equivalents) resolve against the plane’s bottom armour if the attacker is within 12 inches of the plane. Outside of that range, they are the same as for any other vehicle.

Melee – a unit may charge an enemy unit and engage it in hand to hand combat. In this phase, a unit may choose to assault an enemy unit within the range of its speed value. If the unit is in range, then it charges into the targeted unit and takes an attack test by rolling a dice for every attack, and if the number is equal to or lower than the units assault skill the attack is successful, but if the number is higher than the assault skill the test is failed and the attack does not count. To determine how many wounds are suffered, the strength and the resilience are compared for every successful attack, and if the strength is higher than the resilience then a wound are suffered. If the resilience is higher, then a wound is not suffered. The attack test is then done for the unit that was assaulted, and hits are determined for those attacks. All vehicles are exempt from all forms of close combat and as such they may not charge or be charged in the assault round.

Solos

Solos are indicated as such in their army’s sourcebook.

Solos may join or leave a unit at any time unless accompanied by a retinue. If an independent character joins a unit which has a different speed value to the character, then the unit and the character move at the lowest speed value. If a solo joins a unit with a different morale value, then the most common morale value is used for every unit in the squad, including the solo, if the unit has to take a morale test. In the turn that the solo joins a unit, the unit’s morale is equal that of the solo.

Weapon Rules

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 frontlines, 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.

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.

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 one hand due to the fact that close combats are relatively rare. Close combat weapons may be taken alone or in combination with a pistol.

Flame – Flame based weaponry, namely the flamethrower, fire a diffuse stream of burning gas which hits all in its path, regardless of what side they are on. Weapons with this rule must choose a target within range and fire at that target hitting all models within 2 inches either side of the firing model’s base.

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 wounds on vehicles are as follows. Roll a dice for every hit sustained on the vehicle. 1-2 = Weapon System Crippled, 3-4 = Immobilization, 5-6 = Wrecked with the following modifiers: -1 to the dice roll if the weapons strength is 1-3 points below the vehicles armour value and +1 if the weapon’s strength is higher than the vehicles armour value (both values only go up to 10). Weapon strengths 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 aerial units (ie planes, gliders and high flier dragons) 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.

Units

In larger games, many if not all units will consist of multiple models. These units must have every model within 3”of one other model in the same unit. No model may break this coherency unless a rule allows them to. If this coherency is broken, then the two groups may act independently of one another, but must endeavour to regain coherency as soon as possible. All models in a unit must shoot at the same target.

Buildings

Squads can enter buildings by approaching an entry point. Weapons that are positioned inside buildings can be manned, but if a squad is in a building only any weapons that have been manned can be fired by the squad. A squad that is inside a building can be shot at or have a grenade thrown at them by a squad that is outside of it, either through an entry point or through any hole in the walls. The squad attacking a unit in a building does so at -2 accuracy.

UNIT STATS

Speed – determines how many inches a unit or model may move

Accuracy – How skilled a unit is with a gun.

Strength – How strong a unit is. This strength directly correlates with a unit’s ability to be effective in close quarters combat, as the strongest units are also the best in close combat.

Resilience – How resilient a unit is to taking hits.

Morale – How strong the will is of a unit.

Armour – How heavily armoured a unit is.

Hits – How many wounds each individual in a unit may take before they are killed

Attacks – How many times an individual may attack the enemy in close quarters combat.

WEAPON STATS

Range – the distance in inches that the gun can fire. This first number is the minimum range which the weapon can fire to be of optimum effect. The second number is the medium range which the maximum range the weapon can fire at full accuracy. The last number is the maximum range which is the range the weapon is allowed to fire. Shooting at over the medium range incurs a penalty of -1 accuracy. For example, 1”/3”/6” means that the minimum range of the weapon is 2 inches and the maximum range is 6 inches, and the shooting unit must shoot at -1 accuracy.

Strength – How strong the weapon is

Type – The type of weapon it is

Shots – the maximum number of shots the unit may fire at an enemy.

VEHICLE STATS

Speed

Accuracy

Armour – This divided into Front, Side and Rear armour. Armour describes how heavily each side of a vehicle is.

Front Armour – How heavily armoured the front of the vehicle is

Side Armour – How heavily armoured the sides of the vehicle is

Rear Armour – How heavily armoured the rear of the vehicle is

Top Armour – How heavily armoured the top of the vehicle is

Bottom Armour – How heavily armoured the underside of the vehicle is