shattered age en

Shattered Age: at Future’s Mercy.

In a distant yet ever-approaching future. Humanity was about to reach for the stars, united, not as one, but as many, we were evolving far faster than we could manage. With technology at its peak, we remained the same, and in the flames of a new kind of war, all crumbled to rubble and dust. Now many are again trying to reunite humanity with their inherited technologies, burdens, goals and weapons of the future past. The inherited warfare of their strike teams, fast and powerful as they are, cities, key sites, infrastructure can change ownership from month to month, week to week, day to day, no place is safe from these ancient embers of war. 

The parliamentary groups:

Humanity United beyond Nations: an all-rounder faction that uses skills to make the individual figures work better together, their focus is on using figures from as many point groups as possible. 

The Many as one: The elite monster faction, small low value units use their abilities to allow the large 5-point units to do tremendous damage.  

Hylolster Tribes: The Simple in your Face Midrange faction, all units are very self-contained, and their tricks are kept simple, but they have a higher level of firepower per unit.  

  Children of Progress: The Swarm Faction: People with generally weak weapons and basic values, control and summon drones that overwhelm the enemy.

all names are still standins. 

The size of the playing field will be either 120cmx120cm or 100cmx100cm work depending on the amount of terrain, for pre-made maps on the TTS I can recommend Necromunda maps. 

Higher score could be played on 150cmx150cm, it is still untested.  

Have fun and thank you very much.

How to Play: 

The game consists of 3 phases:  Set-up phase, in which the pieces are placed. Action Phase in which one of the three basic actions Movement, Attack or Support can be performed. Ability Phase, in which the special abilities or a second basic action that has not yet been used can be executed, unless the figure has a rule that allows this.   For each figure, both phases are executed before the next figure begins its action phase.  

First, the mission is determined. To do this, each player chooses a deployment type, a primary tactical objective and a secondary tactical objective. Then 3 six-sided dice (D6) are rolled, this can be done simultaneously or consecutively. The choice of the player who rolled the higher number of dice is used.  

Now determine which player will start setting up and the first round of the game. Both players roll a d6, the player with the higher number of dice starts and is player A for setting up. 

A battle lasts 5 rounds, during which up to 10 victory points can be collected. The player who has collected more victory points at the end of the battle wins. 

Building a Strike Team

A Strike Team consists of a commander unit and units for a total of 20 points.

Each unit has a point price between 1 and 5 that determines how many special abilities it can have. The special abilities are selected from the unit's Spf list. 

A typical game is played with 1-3 strike teams. 

The phases:

Depolyment phase:

At the beginning, both players place their commander units one after the other in the deployment zone determined by mission type. 

Placing the remaining figures: 

After placing the commander units, the remaining figures are placed freely in the deployment zone or the command range (Kr), which can be placed in the figures outside the deployment zone around the commander, in turn.

Action phase:  

In this phase, a player can perform one of the 3 basic actions with his pieces: 

Movement: A figure can move its step count (Sz), cannot move over opposing figures or obstacles. The number of steps is reduced by the difficulty level according to the surface.

Attack: There are 2 different types of attack, the normal attack action and opportunity attacks. Attacks can only be made against figures with which there is a line of sight.  Before an attack, a hit roll (D10) is rolled. This must be higher than the hit number of the targeted figure to score a hit. Hit rolls of a 10 always hit and a 1 never hit.

Normal attacks: If a figure has multiple weapons, one must be selected and a figure within, range can be attacked if there is a line of sight, ranged weapons can only be used if you are not within melee range of an enemy figure. Melee attacks can be used if the attacking unit is within melee range of its weapon.  

Opportunity Attacks: An opportunity attack is an attack made outside your turn and can be made by a figure if an enemy figure is within attack range of it at the end of its phases or moves out of a figure's melee range, the attacking figure must have a line of sight and must not have been attacked or moved by an enemy figure this turn.. A figure has only one opportunity attack per turn, and it is made with the last weapon used, that means only one weapon can be used. The casual attacks must be announced before shooting, the target is removed before executing the attack from game he is lost. When performing a casual attack, the first character has a trigger of -1 on their hit throw against which everyone else will receive a trigger of -2.

Support: If more than one figure has the same special ability and it takes several rounds to perform it, the number of rounds required can be reduced by 1 for each support action performed.  

Ability Phase: Characters may use their Special Abilities, or another Basic Action not yet used this turn. All special abilities require a line of sight unless the special ability has a special rule. 

Special rules: 

Ground: There are 4 types of Ground, normal, difficult, heavy and very heavy.  

Normal Ground: There is no Sz deduction. 

Difficult ground: The Sz is reduced by ?. 

Heavy ground = The Sz is reduced by ?. 

Very heavy ground = the Sz is reduced by ?. 

A ramp with a difference in height of 10 cm from its starting point counts as difficult ground, with 15 cm as heavy ground and with 20 cm as very heavy, everything above this is considered as ground to be pressed. The slope of the ramp should be considered here, this is not a guideline but a recommendation.

Climbing: When climbing, the Sz is halved. If a figure is hit by an attack while climbing, a roll of 6 is made on a roll of 3 or higher, the figure loses 1d6 climbing height, on a roll of 2 or less it falls and receives fall damage. A Climbing figure cannot attack or use its special abilities that are attacks. A Climbing figure stands in front of the wall for display purposes. When attacking this figure, the rules for raised ground apply. 

Fall Damage: If a climbing figure is hit and falls or if a figure is pushed from an elevated position, it receives 2 for every 10 cm drop height 1w10 fall damage. Armor does not reduce fall damage. 

Line of sight: A line of sight exists when a straight line can be drawn between both figure bases. There must be no other opponent's piece or an obstacle that completely covers the piece in between.  

Cover

Half Cover: A figure is in Half Cover if more than half of a figure is covered by an object. The number of hits on the figure is increased by 1. A figure is also in half cover if it is 10cm above the firing figure.

Complete cover: If a figure is completely covered, it is in complete cover, it is out of sight and cannot be shot at. A figure is also in complete cover if it is 20cm above the shooting figure.   

Elevated Position: If a figure is in an elevated position, it gains +5cm to its Weapon Range (Wr) for all Assault and Single Shot weapons for every 10cm above the unit it is attacking, up to a maximum of +15cm.       

Key words: 

Infantry: This unit is affected by all movement rules 

Flying: The unit can ignore all ground and climbing rules, it cannot be in Half Cover or block Line of Sight.

Monstrous: This unit's line of sight can only be blocked by other Monstrous units. This unit can move over half-covering obstacles.  

Machine: This unit never has to throw morale. 

Standard: If this unit is within 20cm of an elite or special unit, it receives a +2 morale bonus.  

Elite: If this unit is within 20cm of a special or 15cm of an elite unit, it receives a +2 morale bonus.

Special: If this unit is within 15cm of a special unit, it receives a +2 morale bonus.

Weapon types:                                                                                                                                                                                      

Assault weapons: Assault weapons can be used to attack after a move action. The attacking figure receives a -2 penalty on the hit roll.

Angle of Fire Weapon: Angle of Fire Weapons ignore Half Cover and can attack figures outside the line of sight with a -2 penalty to the hit roll.  

Single-shot weapons (heavy/light):       

Light: Single-shot weapons (Light) can also be used to attack if another weapon has already been used, with a -2 penalty on the hit roll. They can also be used within melee range of an enemy unit; in which case the figure has a -3 penalty on the hit roll.

Heavy: Single-shot weapons (heavy) receive double the bonus to their range if they are in an elevated position. 

Melee Weapons: If there is a line of sight, melee weapons ignore Half Cover, on a melee attack the attacker gets a +2 bonus on the hit roll.

Special: Explosive: if a weapon has the (Explosive) prefix, the projectile damage is only caused to the actual target. The explosion damage hits all figures within range and if the hit roll is missed, as long as the target is not in cover. 

Missions: 

Installation type: 

Frontal Assult: 

a

a

a

A

b

b

b

b

Ambush: 

a

a

a

A

B

b

b

b

b

b

b

B

a

a

a

a

Player B must have at least a quarter of his points on both sides of his set-up zone.

4 Corners: 

a

a

b

b

a

a

b

b

b

b

a

a

b

b

a

a

Both players must have their points as equally as possible in both set-up zones.

Primary Tactical Objective:

All out war: Whenever an opponent's unit is eliminated, the player whose turn it is receives the unit's point value as victory points.

Assassinate:   If the opponent's commander is eliminated, the player receives 20 victory points after the end of the fifth round.Thin their Ranks: Whenever a unit is eliminated, note its point value. The player with the highest score at the end of the round gets 5 victory points if the score is at least double that of the opponent.  

Secondary Tactical Target:

Secure Location: An area circle of 20*cm is marked out in the middle of the playing field, the player with a hearing point value in the area circle receives 5 victory points at the end of the round.

Supremacy:   

B1

B2

C1

C2

B1

B2

C1

C2

A1

A2

D1

D2

A1

A2

D1

D2

The board is divided into 8 parts, the player who controls more board parts at the end of the round gets 5 victory points. The player who has a higher score on a piece controls it.

"Evacuate civilians": 

The playing field is divided into 4 equal corners. A figure can perform a new action in its Action Phase: "Evacuate Civilians"; if the figure does this, it cannot act in the Ability Phase. Evacuate civilians" can only be performed once per board in each round. The player receives victory points at the end of his turn for each board corner in which "Evacuate Civilians" was executed.  The player receives 2 VP for a 1-2 worth figure 3 for 3 and 4 for a 4-5 worth figure. 

Structure of a unit card and explanation

Name: 

Points number: 

Step count:

Life

Armour

Scoring:

moral:

(Command): 

Weapon options:

Option 1 

Characteristics

Reach

Damage

Armour penetration 

Special rules 

Option 2 

Option 3

Number of shots: 3-9. 

Keywords: 

Special skills list:

Ability1: Effect: Point cost: 

Ability2: Effect: Point cost:

Explanation: 

Points Number: The price of a unit. It indicates the amount of Special Abilities whose Combined Point Cost is equal to the Unit's Point Number.

Step Count: Indicates how many cm a unit can move from its position, this distance does not have to be completed in One Movement as long as no other action is performed in between.  

Life: describes the amount of damage a figure can take before it is removed from play. 

Armour: The value of the damage reduction. The armor value is subtracted from the damage value. The damage value cannot be less than 1. 

Armour Penetration: The armour penetration value indicates how much armor is ignored up to a maximum of 0. 

Hit number: It indicates how difficult the figure is to hit.

Number of shots: the number of attacks a figure can make per round.  These do not all have to be against the same opponent.

Morale: When a unit is reduced to ? and ? of its life, morale is rolled. If the morale roll is higher than the morale value, then it moves  in a straight unobstructed line its Sz to the next edge of the board, if it reaches it, it leaves the board.  If it loses ? of its life in a turn, it receives a -1 penalty; if it loses ? of its life in a turn, it receives a -2 penalty.  

Command: Indicates the command range. Within the range, morale is not rolled for units and units can be placed outside the deployment zone around the commander during the deployment phase.

Special skills list:

1 Heartseeker missile: The unit prepares a Heartseeker Missile: This ability takes 2 turns, When this ability is used the using figure cannot move, in its next Ability Phase the figure can fire a Heartseeker Missile with the following profile one shot: 

Characteristic: (Explosive 15cm) Single shot Heavy

Reach 45 cm

Damage: 3d4

(1d6) Explosion

Armour penetration: 0

Special rules: The unit receives a +1 bonus on its hit roll. 

1 Coordinated Shooting: If a figure with this ability attacks, all other figures with this ability within 15cm can do the same.  They receive a -2 penalty to the hit roll. A figure can only attack once per turn with Coordinated Shooting.

1 Double attack: If the attack action is used, this figure can attack a second time. It can only do this once per phase.

1 Double move: If the move action is used, this figure can move a second time. Only once per phase.

2 Emergency Healing Pack: Restore 2d6 life to a unit within 5cm. 

1 Emergency Shield: Increase the hit count of a unit within 15cm by 1 to a maximum of 9, until the start of the next Action Phase. 

3 Free Attack: The unit may take an additional attack action in its Action or Ability Phase, even if it has already used another and there are no other rules against it. 

2 Charge: In the Action or Ability Phase, the unit can move half its Sz towards an enemy figure. If it moves within 5cm, the enemy figure receives 1w4 damage and can be placed freely within 5cm of the figure. It receives 1d6 damage if it hits a wall and is placed next to the wall.

2 Target Markers: Mark an enemy unit within 30cm, allied units get a bonus of 1 to their hit roll against that unit. Target Markers count as an attack, a hit roll needs to be made

1 Adrenaline boost: A Unit with the Infantry Keyword within 15cm can either move half its Sz again or take an Attack Action with a penalty to its Hit Roll of -3.

3 Combat stimulents: A unit within 10cm can perform another Action or Ability Phase. 

2 Teleport: the unit can move its step count to a point in line of sight in its Ability Phase, ignoring all modifiers and obstacles. 

3 Proficentkiller: In the Action or Ability Phase, the unit can attack one more time after killing or fleeing an attacked unit. Only once per phase 

3 Quickkiller In the Action or Ability Phase, the unit can move a After killing or fleeing an attacked unit, that unit can move its Sz one more time. 

1 Pheromone Marker: In the Action or Ability Phase, mark an enemy unit within 45cm, allies can move 1/2 Sz towards marked enemies when attacking the marked figure, they must stop movement within attack range Units with this special ability as an option must take it. . No hit throw is made line of sight is not needed.

1 Undisturbed movement: The step count of this unit is not affected by underground or other rules.

2 Free Movement: The unit may take an additional movement action in its Action or Ability Phase, even if it has already used another one and there are no other rules against it.

2 Bio Reforming: Restore 6+2d6 life to a Monstrous unit within 15cm.

Blinding Powder: All enemy units within 15cm take a -2 penalty on their hit rolls. 

1 Horrible Horror: The morale of enemy units within 20cm is reduced by -1.

1 Holoshield: This unit is always considered to be in half cover if an enemy unit is more than 20 cm away from it. 

2 Holofield: This unit and units within 5cm are in Complete Cover until the Next Action Phase. They cannot attack any other figure except within 5cm. 

2 Experienced Combatant: If the unit uses a weapon in melee range, it receives a +3 bonus on the hit roll.

2 Expert marksman: If the unit uses an assault or single-shot weapon, it receives a bonus to the hit roll of +3.

3 Teleport Strike: The figure can be removed from the field. From your next action phase, it can be placed 10cm away from enemy units.  When this happens, opportunity attacks can be made against this figure.

1-5 Threat Controller: This special ability can be equipped multiple times. For each time it is used, the figure can Command or Summon drones with the same combined score.  Only the figure that summoned the drones can command them.  Drones must be within 20 cm of the figure commanding them.  The figure can only summon the drones that they started with. 

2 Extra command: A "machine" figure within 20m can perform an extra action or use ability. 

3 Master Engineer: The cost of special abilities for drones under the control of this unit is reduced by 1 to a minimum of 1.

Units. 

Humanity United beyond Nations.  

Name: Heartseeker. 

Points number: 1

Step number: 20cm

Life:9

Armour:0

Hit count:6

Morale: 5

(command): /

Weapon options:

Assulty Shooty

Characteristic: Storm

Range 30

Damage: 1d8

Armour penetration: 0 

Special rules: /

Number of shots: 3 Infantry, standard.

Keywords: 

Special skills list:

Heartseeker Rocket Point cost: 1

Coordinated shooting.  P1 

Double Attack: P1

Name: Medic

Points number: 2 

Step count:30

Life 9

Armour1

Hit count:6

Moral:5

(command):/ 

Weapon options:

Big Hammer  

Characteristic: Close combat

Range5

Damage2d4

Armour penetration:2 

Special Rules The attacking unit is moved 2d4 cm in the direction of the attack. It receives 2w6 damage if it hits a wall. 

Number of shots 3

Keywords: Infantry, Standard.

Special skills list:

Double movement Point cost: 1

Emergency Healing Pack Points Cost: 2 

Emergency Shield Point Cost: 1 

Name: Shotgun breacher 

Points number: 3

Step count:25

Life15

Armour2

Hit count:6

Moral:7

(command): /

Weapon options:

Breacher Shotgun 

Characteristics Single shot Heavy

Range 15cm

Damage

2d4 (3d4)

Armour penetration0 (2) 

Special rules. If the unit is at half range of its weapon, use the profile in brackets.

Combat knife  

Close combat 

5cm

1d6

1

Number of shots 5

Keywords: Infantry, Elite. 

Special skills list:

Free Attack Point Cost: 3

Charge point cost: 2

Double movement Point cost: 1

Coordinated shooting.  P1

Name: Supporter 

Points number: 4

Step count:20

Life 12

Armour0

Hit count:7

Moral:6

(command): /

Weapon options:

Since pistol  

Characteristics Single shot Light

Range 30

Damage

1d6

Arms penetration 

Special rules 

Exposion (10 cm) Mini shock grenade  

Angle of fire

15

2 (1d4) 

1

Number of shots 4

Keywords: Fly, Standard, Elite 

Special skills list:

Emergency Shield Point Cost: 1

Target marker points cost 2 

Adrenalin boost Point cost 1 

Combat stimulents Point cost 3 

Name: Psyblade 

Points number: 5

Step count:30

Life 12

Armour2

Hit count:7

Moral:7

(command): 15

Weapon options:

Teleport Sniper Rifle  

Characteristics Single shot Heavy

Range 45cm

Damage 2d8

Armour penetration5

Special rules: The user gets a bonus of +2 on the hit roll, only one shot per attack action can be made with this weapon.

Psyblade  

Close combat 

5cm

1d6+2

5

Against infantry causes at least  

4 damage. 

Assulty shooty2 

Storm 

30cm

1+1d8

2

Number of shots 7

Keywords: Infantry, Special. 

Special skills list:

Teleport Point cost: 2 

Quick killer: Point cost: 3 

Proficentkiller: Points cost: 3 

Coordinated shooting.  P1 

Double Attack: P1

 Zerganid HivefloodTm/ The Many as one

Name: Seedling 

Points number: 1

Step count: 25

Life 12 

Armour2

Hit count:5

Moral:7

(Command): 

Weapon options:

Stinger 

Characteristics ingle shot light

Range 15

Damage 1d4

Armament penetration 0

Special rules

Units that are hit must subtract 1 from their hit rolls in the next round.  

Number of shots: 3

Keywords: Infantry, Standard

Special skills list: 

Pheromone marker, points cost 1

Name: Spotter fly 

Points number: 3

Step count: 30

Life 12 

Armour 0

Number of hits: 7

Moral:7

(Command): 

Weapon options:

Stingergun

Characteristic single shot light 

Range 30

Damage 1d4

Armament penetration0

Special rules

Units that are hit must subtract 1 from their hit rolls in the next round.  

Tailblade  

Close combat

7

1d6

1

When attacking, double the number of attacks hit. 

Number of shots: 4

Keywords: Fly.  Standard 

Special skills list:

Pheromone marker, points cost 1

Target marker, points cost 2 

Adrenalin boost Point cost 1 

Glare powder Point cost 1 

Free Movement points cost 2 

Name: Biomagus

Points number: 4

Step count: 30

Life 12 

Armour3

Hit count:5

Moral:8

(Command): 20cm

Weapon options:

Bone Lance 

Characteristic single shot light

Range 30

Damage 1d6+2

Armour Penetration 0 (3) 

Special rules This weapon can also be used in close combat (range 7cm) and Ap (3).

Spiderweb  

Single shot heavy

30

1d4

0

The Sz is halved, and the hit number of the hit unit is reduced by 2. 

Number of shots: 5

Keywords: Infantry, Standard

Special skills list:

Pheromone marker, points cost 1

Adrenalin boost points cost 1 

Combat stimulents Point cost 3 

Bio reforming, point cost 2 

Name: Death metal Kabutobs.

Points number: 5

Step count: 30

Life 15 

Armour4

Hit count:6

Moral:8

(Command): 

Weapon options:

mantis scythe

Characteristics close combat

Range 7cm

Damage

2d6

Arms penetration  

Special rules 

Acid teeth  

Close combat

5

1d4

3

When an enemy unit is defeated with this weapon, heal 1w6 life. 

Acid Saliva 

Single shot light

15

1d4

0

Reduce the armour of the hit figure by 2

Number of shots: 7

Keywords: Monstrous, Special. 

Special skills list:

Pheromone marker, points cost 1 

Proficentkiller : Points cost: 3 

Double Attack Points Cost 1

Undisturbed movement: Points cost 1

Free movement: Points cost 2 

Name: Abomenation/ Gorilla Bear Stag Beetle Komodo Dragon 

Points number: 5

Step count: 20

Life 18

Armour 5

Hit count:4

Moral:8

(Command): 

Weapon options:

(explosive 10) Big Fucking Rock

Characteristic firing angle 

Range 30

Damage 2d4 (1d6)

Armour penetration 0

Special Rules If the unit has not moved, it gains a +1 hit roll bonus Only one attack per phase can be made with this weapon. 

Piercing Horns 

Close combat 

7

2+1d4

5

Crushing Arms 

Close combat

1d6

0

If this figure hits with this weapon, the hit figure can be placed freely within 5cm of the figure. It receives 1w6 damage if it hits a wall and is placed next to the wall (only once).

Number of shots: 7

Keywords: Monstrous, Special

Special skills list:

Pheromone marker, points cost 1

Double attack, points cost 1

Horrible horror, points cost 1

Free movement: Points cost 2

Charge Point Cost 2 

Techno Celts/ Techno Germanic/ Hylolster tribes 

Name: Man at arms 

Points number: 1

Step count: 30

Life 9 

Armour 0

Number of hits: 6

Morale: 5

(Command): 

Weapon options:

Big Hammer  

Characteristic: Close combat

Range5

Damage 2d4

Armour penetration:2 

Special Rules The attacking unit is moved 2d4 cm in the direction of the attack. It receives 2w6 damage if it hits a wall. 

Number of shots: 3

Keywords: Infantry, Standard

Special skills list:

Holo Shield Point Cost 1 

Double Attack Point Cost 1 

Double movement Point cost 1 

Name: Man at legs 

Points number: 2

Step count: 30

Life 9

Armour 1

Number of hits: 6

Morale: 5 

(Command): 

Weapon options:

Assulty shooty2 

Storm 

30cm

2+1d8

2

Special rules 

Number of shots: 4

Keywords: Infantry, Standard 

Special skills list:

Holo Shield Point Cost 1

Free movement: Points cost 2

Double movement Point cost 1

Name: Balmung /Varus Stalker/ Teutusstalker 

Points number: 3

Step count: 30 

Life 18

Armour 3

Number of hits: 6

Moral:7

(Command): 

Weapon options:

Balmung, 19

Characteristics close combat 

Range 5

Damage 2d4

Armour penetration 5

Special rules 

Glock o' Clock 

Single shot light 

15cm 

1d8

Number of shots: 4

Keywords: Infantry, Elite 

Special skills list:

Holo Shield Point Cost 1

Teleport Strike Point Cost 3 

Double movement Point cost 1 

Experienced Fighter Points Cost 2 

Name: Hound of Skye/ Scaith Chullian 

Points number: 3

Step count: 30 

Life 15

Armour 3

Number of hits: 7

Moral:7 

(Command): 

Weapon options:

Gae Bolg Pistol 

Characteristic single shot light 

Range 45cm

Damage 2+1d6 

Armour penetration 3 

Special Rules When the "Gae Bolg Pistol" hits with an attack, it hits all targets on a line between the firing unit and the target. This weapon can ignore other figures in determining the line of sight.

Assulty shooty2 

Storm 

30cm

1+1d8

2

Number of shots: 6 

Keywords: Infantry, Elite 

Special skills list:

Teleport Point Cost 2 

Holo field point cost 2 

Double Attack Points Cost 1

Holo Shield Point Cost 1 

Name: Techno Merlin / Wizzard with submashine Gun  

Points number: 4

Step count: 30

Life 12

Armour 2

Number of hits: 6

Moral:6 

(command): 15

Weapon options:

Assulty shooty2  

Characteristic storm 

Range 30cm 

Damage 1+1d8

Armour penetration 2

Special rules 

Flashist of Bangs 

Shot angle 

30cm

1d4 

All units within 20cm of the unit hit receive a -1 penalty to their hit roll. 

Number of shots: 4 

Keywords: Infantry, Special

Special skills list:

Holo field point cost 2

Target Marker Point Cost 2 

Experienced Shooter Points Cost 2 

Free Movement Points Cost 2

Children of progress. 

People

Name: Child of Tesla 

Points number: 3

Step count: 20

Life 9

Armour 0

Number of hits: 6 

Morale: 7

(Command): 

Weapon options:

Since pistol  

Characteristics Single shot Light

Range 30

Damage 

1d6

Armour penetration 0

Special rules 

Flashist of Bangs 

Shot angle 

30cm

1d4 

All units within 20cm of the unit hit receive a -1 penalty to their hit roll. 

Number of shots: 3

Keywords: Infantry, Elite.

Special skills list:

Threatening controller, point cost 1-5

Coordinated shooting.  P1

Target marker, point cost 2 

Double movement Point cost 1 

Name: Child of Da Vinci 

Points number: 4

Step count:

Life 12

Armour 0

Number of hits: 6

Morale: 7

(Command): 

Weapon options:

Since pistol  

Characteristics Single shot Light

Range 30

Damage 

1d6

Armour penetration 0

Special rules 

Assulty Shoots 

Storm

Range 30

1d8

Special rules: /

Number of shots: 3

Keywords: Infantry, Elite. 

Special skills list:

Threat Controller Point Cost 1-5

Coordinated shooting.  P1

Extra command, point cost 2 

Double Attack Point Cost 1.

Name: Child of Archimedes 

Points number: 5

Step count:

Life 12

Armour 0

Number of hits: 6

Morale: 8

(Command): 30cm

Weapon options:

Da pistol  

Characteristics Single shot Light

Range 30

Damage 

1d6

Armour penetration 0

Special rules 

Exposion (10 cm) Mini shock grenade  

Angle of fire

15

2 (1d4) 

1

Assulty shooty2  

Assult

Range 30cm 

Damage 1d8

2

Number of shots: 3.

Keywords: Infantry, Special. 

Special skills list:

Threat Controller Point Cost 1-5

Coordinated shooting.  P1

Master Engineer Points Cost 3 

Double Attack Point Cost 1 

Drones

Name: Assult Support Drone.  

Points number: 1

Step number: 20cm

Life 4

Armour 0

Number of hits: 5

Morals: /

(Command): 

Weapon options:

Assulty Shoots 

Storm

Range 30

1d8

Special rules 

Number of shots: 3

Keywords: drone, machine, infantry  

Special skills list:

Coordinated shooting.  Point cost 1

Emergency shield Point cost 1 

Target Marker Point Cost 2 

Name: Seeker Destroyer Drone 

Points number: 2 

Step number: 20cm

Life 4

Armour 0

Number of hits: 5

Morals: /

(Command): 

Weapon options:

Assulty shooty2  

Storm 

Range 30cm 

Damage  1d8

2

Special rules 

Number of shots: 4

Keywords: drone, machine, infantry  

Special skills list:

Coordinated shooting.  P1

Free Attack Point Cost 2.  

Heartseeker rocket, point cost 1 

Name: Savior Drone 

Points number: 3 

Step number: 20cm

Life 6

Armour o

Number of hits: 6

Morals: /

(Command): 

Weapon options:

Glock o' Clock 

Single shot light 

15cm 

1d8

0

Special rules 

Assulty Shoots 

Storm

Range 30

1d8

Number of shots: 3

Keywords: Drone, Machine, Fly. 

Special skills list:

Coordinated shooting.  P1

Holo field, point cost 2

Glare powder Point cost 1

Emergency Healing Package Points Cost 2 

 

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