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RULES WRITERS Christopher Worth, Andrew Jones & Neil Fawcett BACKGROUND WRITING Franco Sammarco MODEL CONCEpTS

& DESIGN Dave Kidd

The contents of this book are Copyright Spartan Games 2012. All rights reserved. October 2012 print SpECIAL THANKS GO TO Steve Jones, Rich Jones, Craig Gallant, Ben MacIntyre, Andy Walpole, Stephen Rhodes & Sally Taylor (for her Terran Tank Commander Artwork).

THE FIRESTORM HAS LANDED! The invasion of the Storm Zone and its neighbouring regions by the Dindrenzi Federation and its allies of the Zenian League triggered the greatest interstellar war for generations, dwarfing all previous conflicts. The invasion began with titanic battles in deep space that the Dindrenzi people and their allies have fought and continue to fight - against the defending forces in and around the Storm Zone. Their enemies are the Terran Alliance and the confederation of alien powers mustered by former Terran President Anton Kurak, known as the Alliance of Kurak. The most prominent Kurak signatories are the Aquan Sebrutan and the Sorylian Collective. Together with the Terrans they compose the core of the defending powers, although many smaller alien and human dominions are standing with them against the aggression of the Zenian League. But although all three empires have come under attack, it is in the Storm Zone where the Terrans and Dindrenzi face each other directly that the fighting is fiercest. The Dindrenzi have driven a deep wedge into the region, while the Terrans seek to shore up their defending forces. But now the war is no longer confined to deep space. For the Dindrenzi seek not only to expel the Terrans from the worlds and systems of the Storm Zone, but to conquer and occupy these worlds themselves. The Federation is hungry for the strategic advantages and military resources that conquest will provide, and to deny these assets to its Terran enemy. The Terrans will stop at nothing to defend their holdings in the Storm Zone. Apart from the resources upon which their fleets and armies depend, every one of these worlds is a potential fortress, a link in a chain of bastions holding back the Dindrenzi tide. Each system, each world must be defended to the hilt to contain the Dindrenzi offensive and buy time for the crucial counterattacks that will drive the invaders back.

For the Federation, every world conquered, every system scoured of Terran forces is one less barrier to its goal of total domination of the Storm Zone, Fathoms Reach and beyond. With the Dindrenzi invasion fleets came the Planetfall Divisions of the combined Dindrenzi armies, Legions of soldiers and armour beyond counting. In response, protected by the battered but resolute Storm and Fathom Fleets, the Terran military is moving massed divisions of its own armies to defend the vital colonies. The raging war is going planetside in the Storm Zone. A conflict already involving thousands of warships and tens of thousands of strike wings is expanding further. It now sees the mobilisation of ground forces numbering in the hundreds of millions on both sides. With this action, what was already a war of colossal proportions is destined to become the largest conflict in human history and the greatest that this galactic quadrant has ever seen. FIRE FROM THE SKIES In three score systems on dozens of worlds the Dindrenzi have rained wrath from the skies upon Terran settlements and colonies, driving back the defending Terran Storm Fleet naval armadas with superior technology and weight of numbers. The Dindrenzi fleets opened up the path for the Federations planetary invasion forces, whose task was to clear out the last vestiges of enemy resistance. Some small colonies were successfully evacuated by the Terran fleets, their populations and military forces spirited away to shore up the defences of larger colonies. Others saw no alternative but utter doom and chose to surrender, sometimes without a shot being fired. But these were the exceptions. Most of the Terran colonists hunkered down on fortified planets and chose resistance. The inhabitants of the Storm Zone were tough and hard-edged in their own right. Most were damned if they were going to give up their worlds to the invaders without putting up a fight.

These colonists paid a terrible price for their resolution. Dindrenzi warships smashed their defences and rained clinically precise orbital doom upon cities, manufacturing hubs and other settlements on the ground. Showers of railgun slugs, the dreaded Black Rains, hailed down upon stricken planets, smashing apart everything in their path. In their wake came torrents of drop-ships and swarms of fighter and bomber aircraft dense enough to blacken the skies. The transport vessels touched down in vast numbers, disgorging legions of heavy tanks, grav-neg gunships and neuro-suit shocktroopers. They spread out from their landing zones in great dark spearheads, sweeping aside Terran resistance with massive multi-pronged blitzkrieg assaults backed up by overwhelming air power. In their wake came massed formations of Dindrenzi foot soldiers and mechanised cavalry, mopping up the last shell-shocked pockets of Terran resistance and methodically occupying territory and assets swept clean by the armoured thrusts. One by one the outer colonies, small points of light that were the first line of Terran resistance, were snuffed out by the encroaching Dindrenzi shadow; their flames of defiance smothered beneath the enemys inexorable advance.

But their sacrifice was not to be in vain. The time they bought with their steel, blood and valour allowed the Terran Alliance time to bolster the defences of the systems next in line to face the Dindrenzi sledgehammer. Making use of the outstanding communications and logistical apparatus provided by the vast Charter Satellite network, the Terrans shifted their forces that they could best meet and withstand the coming storm. The battered remnants of the mauled Terran Storm and Fathom Fleets were hurriedly reformed into redoubtable armadas, ready and willing to stem the Dindrenzi tide until reinforcements arrived from the Hub Systems. On and around many key worlds, a frenzy of activity blew up. Orbital and system defence units were brought up to full alert; planetary surfaces became crusted with freshly built redoubts strong enough to withstand even hammerblows from space. Whole populations were mobilised for the coming apocalypse. Every man and woman fit enough to carry a gun and fight was conscripted into the defence forces of their home worlds. They were quickly joined by millions of troops and thousands of war machines of the Terran Alliances standing armies, shipped in en masse for deployment.

Everyone who could not fight was put to work to service the needs of countless industries whose products would feed the gigantic appetite of the war effort. Entire generations toiled in factories and workshops sunk into mountains or buried deep beneath the earth of their worlds, exhorted to ever greater efforts by propaganda broadcasts blaring incessantly from vid-screens and loudspeakers. All this was part of the war plan devised by the Alliance General Headquarters the Terran Security Cordon. From now on, every system in the Storm Zone and Fathoms Reach would be a fortress, every world a bastion. They were links in a vast chain of defences stretching between the stars designed to hold the Dindrenzi, to bleed their forces of strength until they could be driven back and crushed. That was the idea, in any case. It still remained to be seen if it would be successful. One of these fortress-worlds, the first to stand up to the renewed Dindrenzi storm, was Tarxon VI. TARXON VI Tarxon VI was the capital planet of the strategically vital Tarxon system. The world itself was harsh, rugged and rather arid. Although not a true desert world, it was on the very cusp of Terran Optimal Biosphere standard. Tarxons blue-tinged sun burned brightly in the skies of the planet. The worlds natural water supply was supplemented by large ice-mining operations in the Tarxon Prime asteroid belt and Aquan-designed water generation/reclamation systems. These latter machines, nicknamed Alchemy Sinks were buried deep beneath the many upland areas in the planets northern and southern temperate zones. But despite its adverse environment, Tarxon VI boasted a large population and was industrially well-developed. The world was rich in mineral resources, and had already become one of the key arsenals supplying the Terran Alliances war effort. Guns, fighting machines and ammunition poured out of its factories. The earth and rock beneath its arid surface concealed more huge stockpiles of war supplies, as well as well-established weapons testing stations.

Tarxon VI was also strategically vital in stellar terms. The planet was girdled with a large network of orbital docks and repair stations called the Corrigan Hoop, and had already become a key facility for the Terran Storm Fleet. At the heart of this system were the Satellite Charter communications platform Ventura-357 and the vital Tarxon Jump-Beacon network. The crucial importance of the Tarxon system was recognised early on by the Alliance General Headquarters. If the defence gave way, the Dindrenzi could well punch a hole clean through the Security Cordon and sever this sectors communications with the Aquan Sebrutan. While the Federation forces ground their way forwards, a huge defence force was massed in the Tarxon System. The Navy of the Terran Satellite Charter (NTSC) massed two complete Satellite Charter Armadas of the Fathom Fleet in Tarxon. These were reinforced by the battered remnants of two Storm Fleet Armadas, several independent NTSC flotillas and the Tarxon System Defence Fleet. But even with this powerful force numbering several hundred ships of various sizes, Lord-Admiral Charles Sallerton knew that the odds would be against the Alliance forces in a naval engagement. Overstretch of fleet assets prevented any more naval strength being deployed to the system. As risky as it was, the best way to hold up the Dindrenzi advance in this sector would therefore be to actively provoke the enemy into a ground war. If the Federations Legions could be pinned down in a war of attrition in the system, it could nail their supporting fleets to an objective and delay a further advance. Luckily for the Terrans they were well-equipped to handle this strategy. Various drafts had mobilised several million troops from Tarxon VI alone, although given the importance of keeping its industries and repair facilities going even this manpower supply could not be regarded as infinite and needed to be used carefully. To supplement the Tarxon System Army Groups, the Alliance used its superb logistic network to call in additional forces from the mobile Satellite Charter Colonial Defence Forces. In the time leading up to

the Dindrenzi storm, five whole SCCDF Army Groups and a dozen additional Rapid Intervention Battalions arrived in-system and added their strength to the defences. Lord-General Soloman Crowe of the Alliance General Headquarters Storm Zone Command Staff was named as overall C-in-C Tarxon System Planetary Defence. Lord-Admiral Sallerton was made System Commander, Naval Operations. The larger CDF Army Groups deployed to locations of Tarxon VI and its surrounding ring of orbital installations. A substantial deployment was also made on Ryitai, the sole moon of Tarxon VI which housed one of its major Jump-Beacons. Meanwhile, the smaller and more lightly-equipped Rapid Intervention Battalions dispersed among the many asteroid ice extraction installations owned and run by Osaka-Myers Hydro. Control of as many of the systems known water supplies as possible would be crucial to the coming conflict. As colony after colony of the outer Storm Zone fell beneath the Dindrenzi yoke, Crowe and Sallerton readied their defending forces as best they could and braced themselves for the coming onslaught. Predictably, the brief peace was soon shattered. OPERATION OLYMPIA The Dindrenzi too were prepared for a ferocious campaign. The strategic value of Tarxon VI had been highlighted by the surveillance of the Rense System Navy over a year before the war had begun. The Federation General Staff knew that the Terrans would fight tooth and nail over the system. But they also knew that leaving it untouched was simply not an option. The Federation military assembled a truly massive fighting force for the initial assault, called Operation Olympia. No less than four first-line and two reserve Federation Battle Fleets were allocated to the Tarxon offensive, along with a full-strength RSN Task Group. They escorted eight first-line Planetfall Divisions, each consisting of over three hundred Legions of heavily armed ground troops. The Planetfall Divisons themselves were well-supplied with specialised bombardment and assault ships to free up the true naval craft for proper space combat operations. All of this was backed up by a strong supply chain, recommended by the RSN in light of the harsh conditions likely to be faced. The entire invasion force was fresh. While the forces of the initial invasion thrusts rested and refitted, these new troops and fighting

machines took their place at the frontline. Some veteran formations were interspersed amidst the untested strength of the assault forces to add an extra measure of steel. Morale was high. Agitators from the Church of the Dramos Angels accompanied many Dindrenzi units unofficially, their fiery pronouncements against the Terrans stirring their troops to new heights of zeal. The presence of these firebrands in the ranks was not universally welcomed by senior Federation commanders, but turning them out would have caused more trouble than it was worth. Even outside the ranks of the Churchs followers, the invasion troops were keen to plunge into action against the old enemy and earn privileged veteran status. The coming campaign would be a worthy first battle honour. Overall command of the Olympia naval forces fell to Arch-Fleetmaster Claudius DeStaal, but it would be the supreme commander of the Federation ground forces, Arch-Marshal Nicosius Vrayl who would be the mastermind behind the initial strike. THE HAMMER STRIKES Vrayls multi-spearhead attack slammed into the Tarxon system at the beginning of the wars second year. The combined Dindrenzi fleets shunted into Tarxon within ten astronomical units of Tarxon VI, just beyond the systems primary asteroid field.

DeStaal despatched 86th Battle Fleet for a diversionary assault on the Ryitai Jump-Beacon. 112th Reserve Battle Fleet and RSN Task Group Hidden Vengeance forged into the asteroid belt intent on striking and securing Osaka-Myers Hydro facilities. Both moves were intended to draw away Terran forces to defend these vulnerable assets, while the primary Dindrenzi divisions blitzed their way to Tarxon VI. Dozens of engagements erupted in the dense asteroid fields as Dindrenzi naval and RSN hunter groups clashed with Tarxon system defence ships and OMH corporate security patrols. Several mining facilities were overwhelmed by massed Dindrenzi Naval Legion attacks, but on many the Terrans held their ground. Fighting spread rapidly through the harsh surroundings of many mining posts, as Terran and Dindrenzi troops and machines clashed in the fiercely hostile environments. The baiting of the Ryitai complex was less successful. Sallerton had guessed that an enemy attack on the moon would occur, and had positioned a powerful flotilla of the 55th SCA to defend the base. Operating from the within the protection of the bases powerful orbital defences, the Terrans brought the 86th Fleet to battle. The Ryitai clash was the campaigns first large naval duel. The Terrans succeeded in repulsing the Federation forces, lighting up the skies of Ryitai with the searing trails of burning Dindrenzi warships.

Forced back, the Federation fleet nonetheless landed Naval Legion forces equipped with powerful neuro and exo-suits on the moons dark side and promptly attacked the Jump-Beacons ground-based power supply systems. Savage clashes with Terran Alliance Colonial Defence Armoured Infantry and Goliath MAUs ensued. However, the Terran troops held the line as their warships had held it in orbit. Victory at Ryitai was crucial for the Terrans, and a grave setback for the Dindrenzi. Holding the key JumpBeacon meant that the Alliance would be able to shunt reinforcements directly into the centre of the warzone, instead of having to rely on the more remote parts of the network. This would make it much harder for the Dindrenzi forces to intercept them before they could make an impact on the heart of the conflict. However, that was a future concern, for the Dindrenzi blitz on Tarxon VI itself proved brutally effective. THE RINGS OF FIRE Lord-Admiral Sallerton had known better than to spread his forces too thinly around the system, and focused on a close defence of Tarxon VI itself. His fleet was stationed around the planets immense orbital ring, the Corrigan Hoop. Connected to the worlds surface by two vast equatorial space elevators, the Hoop housed the orbital docks and ship repair facilities. When DeStaals main force descended upon the planet, Sallerton found even his reinforced fleet outnumbered more than three to one. In a series of gruelling battles, ships of both sides burned in space or plummeted earthwards ahead of raging streams of fire and debris, incinerating on atmospheric entry. Vicious fighting broke out at many points around the ring itself. Dindrenzi armoured forces disembarked onto the vast orbital structures to assault the stubborn Terran defenders, especially around the huge orbital terminus stations of the Archon and Crystal Spire space elevators. The first major clashes of Terran and Dindrenzi armoured forces took place in high orbit, raging over the surfaces of the tethered asteroids, huge maglev-transit lines and bastions that connected the Hoops bases. Even though Sallerton knew that luring in the Dindrenzi ground forces was a key part of the overall strategy, he was profoundly frustrated by the fact that his fleet alone could not hold off the enemy tide. Federation hover tanks and gunships blitzed Terran bastions, trying to halt their firing at the massed Dindrenzi warships attempting to descend to low orbit. Modified Terran ground tanks and sealed Goliath MAUs of the orbital defence details sallied out of their armoured redoubts to counterattack. Death came quickly for Dindrenzi Legionnaires and Terran orbital defence troopers alike, either within shattered vehicles or by exposure to the deadly hard vacuum of space when tanks and sealed environments were breached. The silent war on the Hoop raged without respite. The Dindrenzi fought to secure the means to rapidly transport their massed armies to the planets surface without having to dare the formidable low-orbit defences of Tarxon VI. The Terrans stubbornly held on to the vital transport termini, the elevator counterweights and the smaller Maglev Accelerator Towers. Destroying these valuable facilities was not an option, for otherwise the Alliance forces would stunt their own capacity to funnel reinforcements to the planet.

But even as battles raged on the Hoop, the vast transports and bombardment ships of the Planetfall Divisions dropped into low orbit, shielded by the ships of the Battle Fleets. Arch-Marshal Vrayl planned to deliver a heavy armoured assault to the surface, regardless of the risks of low-orbit transit. Vrayls assault was aimed the terrestrial terminals of the orbital Hoop and the heaviest Terran military concentrations. The surface cities of Tarxon VI were not to be spared either, lest they be employed by the enemy as strongpoints in the coming ground war. Aboard the bombardment ships, vast arrays of barrage torpedoes were loaded and primed, and gun-racks zeroed in on their targets. As fighters and gunships duelled around them, the behemoths prepared to unleash yet another dreaded Black Rain. ARMOURED APOCALYPSE! Vrayls attack was focused on the planets southern hemisphere. This had been identified by RSN scouts as being more lightly defended than the north, and with fewer major cities. Vrayl intended to secure the regions around the cities of Vectis, Acta, New Langley and Headwater, and the Veda Triangle of Maglev Orbital Accelerator Towers. New Langley and Vectis were the first targets to be struck. Barrage bombs and railgun slugs rained down on the cities. Many were turned aside by Dispersion Field generators, sending bright sheets of energy discharging across the skies. But many more struck home, smashing stratoscraper towers to heaps of rubble and blasting huge craters in the rocky earth. The terrible bombardment shattered many urban areas and industrial complexes on the surface, but the main strength of Terran power on Tarxon VI had long been relocated underground. From these vast and deep redoubts, barely touched even by the apocalyptic orbital hammering, Lord-General Crowe and his field commanders began the Terran counterattack. Dozens of Alliance low-orbit defence missile silos buried deep within the planets bedrock and mountain ranges sent their deadly payloads skywards in vast waves. Conventional and low half-life nuclear explosives blasted orbiting Dindrenzi vessels with horrific force. Great ring and mushroom clouds wracked the skies of Tarxon VI. Hundreds of cubic kilometres worth of dust and debris were thrown up by the impacts, creating a pall that spread around a quarter of the planet and cast vile clouds over the battlezones. In the wake of these monumental attacks came wave upon wave of Dindrenzi assault dropships, ground attack aircraft and strike

bombers. The assault waves touched down first near Vectis, Acta and Veda, disgorging company after company of Federation armour. Hover tanks and gunships darkened the skies, while on the ground neuro-suit infantry, heavily armed halftracks and deadly tank destroyers of the armoured Storm Legions lost no time in launching powerful offensive thrusts against key targets the Maglev Towers, fortified military redoubts and Alchemy Sinks. All these had to be captured, so that the greater mass of the invasion armies could land and strike northwards across the equatorial badlands to overwhelm the Terran strongholds in the northern hemisphere. But the Dindrenzi were not unopposed. Amid the dust clouds and smog of the massed bombardments aftermath, Terran tank battalions, Armoured Infantry and MAUs boiled up out of their fortified underground bases to strike hard at the Federation invaders. Fighter wings and streams of tactical bombers erupted from armoured airfields to duel with the Dindrenzi aerial forces covering their land armies.

The shattered cities and industrial complexes became boiling cauldrons of battle, even as uncounted tanks and heavily protected infantry clashed on scoured plains, in petrified forests, on the shores of bitter seas and amid rugged mountains. Orbital bombardments became less and less effective as the massed armies on the ground clashed in mortal combat. The success or failure of the invasions first strikes would be decided by armoured apocalypse upon the surface of Tarxon VI!

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FIRESTORM INVASION: PLANETFALL (FI:P) is designed to be a fast and furious game of massed armoured combat. The game mechanics have been kept simple and easy to learn, allowing players to quickly get to grips with the tactical use and deployment of their key military assets. The core mechanics are explained within this chapter to help speed up your game play and create fast-paced, dynamic action. DICE IN FIRESTORM INVASION: PLANETFALL Dice are an integral part of FI:P, adding an element of chance to represent the many varied factors present on the battlegrounds of the far-future. In FI:P two types of dice are used; D6 and D3. A D6 is a standard six-sided dice. A D3 requires the rolling of a D6, with a roll of 1 or 2 equal to a result of 1, a roll of 3 or 4 equal to a result of 2, and a roll of 5 or 6 equal to a result of 3. Whenever you see a numeric value written before a particular type of dice in the rules (for example 2D6) this indicates the number of the particular type of dice to be used. ROLLING DICE Rolling D6 is governed by a simple Coloured Exploding Dice game mechanic. Generally, players will be asked to roll a number of D6 and add up the total number of hits or successes. In most circumstances each roll of 4,

5 or 6 will be a success, although various effects can cause this to hit number to change. Regardless of the to hit number required, D6 will fall into one of the following 3 categories: BLACK DICE: Wherever you see the number required for a successful die roll written as 6, you know that a natural roll of 6 always results in ONE success. BLUE DICE: Wherever you see the number required for a successful die roll written as 6, you know that a natural roll of 6 always results in TWO successes. RED DICE: Wherever you see the number required for a successful die roll written as 6, you know that a natural roll of 6 always results in TWO successes AND a chance to roll that dice again. With RED Dice you keep re-rolling until you fail to roll any 6s, and only when you have finished rolling the dice do you then add up the total number of successes. Make sure that when you roll again you do not roll a dice that is already a success, or you may lose count. Use a new dice! Various in game effects may cause dice to raise or lower their Dice Colour Level. To lower the Dice Colour Level by 1, would drop RED to BLUE, or BLUE to BLACK. To lower by 2 would drop RED to BLACK.

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Conversely, to raise by 1 would change BLACK to BLUE and BLUE to RED and to raise by 2 would change BLACK to RED. If a Dice Colour Level is raised past RED, each model affected gains an ADDITIONAL RED Dice, to a maximum of THREE. Conversely, if an effect causes a Dice Colour Level to drop past BLACK, each model affected loses ONE Dice, to a minimum of ONE.

ACTIVATION CARDS Every Squadron in FI:P has an Activation Card. These cards are used to add an extra level of tactical game play. These are supplied as blank cards, so that you can mark them to distinguish between your Squadrons. Activation Cards have two purposes in the game; they are used to control a players Order of March and are also used to plan a players reserves. At the start of each Turn, BEFORE they roll their Command Test to determine Initiative, both players MUST secretly sort their activation cards into the order that they wish their Squadron to activate in, and place the deck face down on the Game Board. When it is a players turn to Activate a Squadron they turn over the top card on their deck, and this Squadron MUST activate. Activation Cards are also used to form Wave Decks for the purposes of bringing on Reserves. Rules for this can be found on Page 24. ARCS OF FIRE In FI:P the vast majority of models are considered to be able to shoot at any target that they can draw a line of sight to; in effect they have a 360 degree Arc of Fire. This represents the lightning fast rotation speed of their turret mounted weapons, and the highly advanced tracking and targeting systems of even the smallest vehicle. However, a handful of models have Fixed Weapon mountings, allowing them to only fire in a single direction.

MEASURING Throughout a game of FI:P it will be necessary to measure distances, often from one model to another to see if they are in optimum firing range. Whenever measurements need to be made (for range, movement etc.) you will measure from the leading edge of the active models base (the closest edge to the target), to the leading edge of the target models base (the closest edge to the active model).

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All models are considered to have FOUR 90 degree Arcs, Front, Back, Left and Right. A Model with a Fixed Weapon mounting can only fire that weapon though the Arc given on its stat card. Any targets outside of this Arc count as Blocked when determining Line of Sight. When measuring Range to its target, the Leading Edge of a Fixed Weapon MUST be the base edge of the relevant Arc. Example: A Terran Shikra Gunship has the Fixed (Hammerstrike Missile Launcher) (Front) MAR. Because of this the Gunship CAN ONLY fire at targets that are within its 90 degree Front Arc.

BASING CONVENTIONS All FI:P models are supplied with either a precision lasercut acrylic base, or are cast with an integral scenic base. Bases are used to determine a models Line of Sight and its footprint on the table, and as such it is essential that all models MUST use the base that they are provided with. If for whatever reason a player should want to re-base their FI:P models, the new base MUST match the exact dimensions of the original bases provided as to avoid the player gaining an unfair advantage.

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COMMAND POINTS Each Turn during a game of FI:P each player will have a number of Command Points. The number available is calculated at the beginning of each Turn (see Page 27). These are then used throughout the Turn to improve Command Tests, play Game Cards and to allow Squadrons to perform more complex actions. COMMAND TESTS Frequently in a game of FI:P the players will be asked to take Command Tests. These Tests represent the difficulty a Squadron may face when attempting to follow its orders, or whether or not the Squadron can keep its nerve when under heavy fire. They are also used to determines which player performs certain actions first or which commander can get clear orders on to the battlefield fastest! When asked to take a Command Test, the player will roll 3D6, scoring successes on rolls of 4, 5 and 6. The Dice Colour will be determined by the Quality of the Squadron taking the Test (or BLACK Dice if the Test is made by a player, not a Squadron). The Dice Colour can be raised or lowered by various effects.

The player then counts the number of successes scored, and compares the result to the number of successes required to Pass the test. Players may be required to make Opposed Command Tests. In these cases. BOTH players or Squadrons will take a Command Test and compare the number of successes they roll. The player or Squadron which scores the most successes wins the Opposed Command Test. For a full explanation of how to take Command Tests, see Page 29. NOTE: The core rules for FP:I are also available as a set of free downloads from www.studiosparta.co.uk. It is worth checking the revision dates of these documents as the download will ALWAYS contain the latest versions of the rules, along with the latest model statistics. OPTIONAL RULES Some rules have a green coloured heading and these should be considered as optional, and only to be played should ALL players in a game consent to its use.

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THE NUMBERS

All of the models in FI:P have a number of statistics, which tell you how to they can be fielded and how they operate on the Game Board. This gives a measure of the relative combat effectiveness of a vehicle, and tells you what special rules and abilities they have. Name: All models have a name. This is the Designation of the model. With a few exceptions, models with the same Designations are used in Squadrons, normally of around two to five models, representing the formations they use on the Battlefield. Type: Identifies what type of model it is; determining how it interacts with Terrain and other models. Foot-Mobile: Heavy infantry equipped with large armoured suits that give them a level of protection against the massed armour of the enemy. Grav-Neg: This is sophisticated Gravity-Negation technology that holds these vehicles several metres

above the surface. Although not capable of true flight, they can easily manoeuvre over obstacles and can traverse almost all Terrain. Half-tracked/Wheeled: A mix of tracks and wheels that balances cost and reliability with speed and mobility. Static: Emplaced systems that cannot move unassisted, often mounting awesome firepower. Tracked: Heavy vehicles that use tracks to navigate difficult ground with ease. Walker: Large vehicles which manoeuvre on two or more legs. Generally slower than wheeled or tracked equivalents, but mounting considerable armament. VTOL: Very fast, difficult to target and unimpeded by Terrain, whilst still able to provide a heavy base of fire wherever it is needed on the battlefield.

Terran Alliance Paladin Heavy Tank

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Quality: This ranges from Militia, to Regular, to Elite and determines how many Command Points the Squadron supplies, and how likely it is to pass any Command Tests it needs to make. Movement (Mv): Speed is often just as valuable to a commander as protection or firepower. The distance that the model can move during its activation, in inches (). Where a model has two values listed, the first is its standard Move action, the second is the distance it moves Flat Out. Kill Rating (KR): The Kill Rating is equal to the number of successes required to Destroy the model. Certain models have more than one Kill Rating separated by a slash (\), this represents their extraordinary resilience. When such a model takes damage, it uses the Ablative Armour rules found on Page 36.

Primary/Secondary/Tertiary: This stat details the armament that the model carries. These are split down into three sections. Primary Weapon Systems are the main weapon system of a Vehicle. Secondary Weapon Systems are any additional main weapons. Tertiary Weapon Systems are close-quarter defensive weapons. Model Assigned Rules (MARs): Alongside their varying armour and armament, models have various Model Assigned Rules that set them apart from one another. This ranges from Anti-Aircraft mounts for specific weapon systems to a models automated sentry systems or the number of Foot-Mobile models that it can transport. Tactical Value (TV): The Tactical Value of a Squadron is an abstract measurement of the Squadrons effectiveness in battle. A Squadrons Tactical Value is used to build forces, compare the differences between the strengths of opposing squadrons and to calculate Victory Points.

WEApON STATISTICS Name: The Designation of the weapon. Effective Range: The furthest distance in inches () that the weapon can be fired to maximum effect. Effective Range Attack Dice: The number and colour of Attack Dice available to the weapon at effective range. Long Range Attack Dice: The number and colour of Attack Dice available to the weapon at long range.

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GAME CARDS

Game Cards in FI:P are used to represent a wide range of unplanned events, electronic warfare systems, direct command intervention and sheer luck! They add an additional level of tactics and learning when and how to use them brings a dynamic element to the game.

A Card (Action Card) A maximum of one Action Card can be played on a Squadron per Turn. An Action Card can be played at the stated point during the Squadrons Activation. An Action Card MAY be played on a Squadron IN ADDITION to a Squadron Card. R Card (Reaction Card) A maximum of ONE Reaction Card can be played on a Squadron in response to an enemy action against the Squadron. Only one Reaction Card can be played per action but more than one can be played on the same model per Turn. An action is any single event during an enemy Squadrons Activation that has an effect on a model. A Reaction Card will only affect a single action, so the effect of a card that increases your Kill Rating (KR) is temporary, and only lasts for the duration of the action it was played against. HAND SIZE The maximum number of cards a player can hold at any one time is equal to the number of Squadrons they have in their force, up to a maximum of 5. This is called the players Hand. At the start of a game, after Deployment but before Initiative is rolled for the first Turn, each player draws cards from their shuffled deck of Game Cards up to their maximum Hand size. In the End Phase of each Turn players must ensure that they do not have more cards in their Hand than they are allowed. If a player does have too many cards in their Hand, or if they simply wish to replace some of the cards they have, they can discard any number of Game Cards to the Discard Pile and draw new Game Cards from their deck up to their maximum Hand size. If a player gets to the end of their deck of Game Cards they must reshuffle their Discard Pile into a fresh Game Card deck.

There are several types of Game Cards, differentiated using the STAR mechanic. Each card is marked with an appropriate S, T, A or R symbol to indicate whether it is a Squadron, Turn, Action or Reaction card. Important Note: A Game Card may allow you to perform an action with, or against, a model that is otherwise not allowed. The text on a Game Card always takes precedence over the Rulebook. S Card (Squadron Card) A maximum of one Squadron Card can be played on a Squadron per turn. Squadron Cards are played at the stated point during the Squadrons Activation. Squadron Cards can affect some, all or none of the models in a Squadron. T Card (Turn Card) A maximum of one Turn Card can be played by each player per Turn. Turn Cards are played at the start of the Turn before Initiative is resolved. Turn Cards are placed face down in front of the players and are revealed simultaneously. Turn Cards are resolved in the order of Initiative from the previous Turn. Unless specifically stated otherwise, a Turn Card will only have an effect during the current Turn. Important Note: On the first Turn, where Initiative has not yet been determined, players take an Opposed Command Test and resolve their Turn Card in order; highest first to lowest last.

LUCK OF THE DRAW

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USING GAME CARDS Every Game Card has a Command Point value. Whenever a Game Card is played the owning player MUST pay the Command Point cost shown on the card in order to use the card. Use the text on the various cards as a guide to when, and on what models, a Game Card can be played. The text on each card explains the effects of each card and how it is used in the game. Once a Card has been played, it is placed in the Discard Pile. A Game Card that has been played CANNOT be retracted unless it was played incorrectly. CARD TACTICS How and when you choose to play a Game Card is very important, and players should be careful not to tell another player what cards they have until they are forced to do so. A great tactical advantage can be gained by keeping your Hand a secret.

MULTI-PLAYER GAMES Although it is preferable for everyone to have their own deck of Game Cards, it is possible share a deck. Each player will need to draw from a shared deck and discard to a shared Discard Pile. Important Note: If a deck is used by more than one player, where possible, allies, rather than opponents, should use a shared deck. You may not play cards on your allies models unless the card text specifically allows you to. In games with more than two players per side you may ONLY play cards to benefit models you control or to hinder enemy models. Important Note: Any dispute about the order of the implementation of Game Card effects should be resolved using the current Initiative order.

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GAME SET UP The rules given in the following pages will give even the greenest of commanders the ability to dive straight into the action. To set up a game of FI:P all you need to do is follow these 9 simple steps. 1. Determine Game Size

Important Note: The Game Size Table is only a series of suggestions on how games should be played and ANY of its contents CAN be adjusted if all players agree. Important Note: If players do not wish to use any of the Maximum Tactical Values (MTVs) on the Game Size Table they should feel free to use any MTV that they like. However, if they do this they MUST adjust the total Tactical Value of their Reserves to remain at 50% of the MTV or the alternate percentage presented in the Scenario being played. Important Note: The number of pieces of Terrain given on the Game Size Table assumes that each piece of Terrain is no more than 6 by 6. If smaller Pieces of Terrain are being used players MAY CHOOSE to instead use ANY number of pieces of Terrain as long as they do not in total cover more than 25% of the total area of the Game Board. 2. Build Forces

Battles come in all shapes and sizes, ranging wildly from a small numbers of light reconnaissance Squadrons encountering one another on long-rang combat patrols, to full-strength Battle Groups supported by Heavy Tanks and Air Support making frontal assaults on subterranean fortresses. FI:P allows you to play out any conflict in this wide range, so the first thing the players need to do is decide how big they want their battle to be. To do this, players should first decide between themselves a Maximum Tactical Value (MTV) for the game and consult the following Game Size Table. This will tell you the recommended Game Board size for a battle of that magnitude, along with how to divide up their reserves, the number of Objectives and Reinforcement Target Zones (RTZs) suggested and the approximate Terrain density. As a general guide, the Alpha level can be played with the contents of a Kickstart Box in under an hour, where a Delta level game may involve multiple Battle Groups and last a whole evening if you want it to.

Assembling your Battle Group is often considered the first stage of tactical game play. It is important to consider how you want to play the game, and the best way to achieve your objectives, so you can then choose the perfect models for the job. Once they have agreed how big they want their game to be, players should then build forces up to this agreed Maximum Tactical Value (see Page 40), conforming to any Army Building considerations given if a Scenario is being played.

ALPHA Maximum Tactical Value Reserves (OR 50% of the MTV) Strategic Objectives (per player) RTZs (per player) Suggested Game Board size Suggested Number of Terrain Pieces Up to 25 12 1 2 4 x 4 D3+1

BRAVO Up to 50 25 2 2 6 x 4 D3+3

CHARLIE Up to 100 50 3 3 6 x 4 D3+3

DELTA Up to 150+ 75 4 3 8 x 4 D6+1

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After Building their Forces players MUST separate their Reserve Squadrons and place them to one side. 3. Set Up Terrain

4.

A Piece of Terrain CANNOT be placed within 8 of another Piece of Terrain. A Piece of Terrain CANNOT be placed within 4 of any Game Board Edge. Roll for Game Board Edge

The Game Boards you play on can range in detail and complexity from a simple desert coloured cloth with a Building or two scattered across its surface, to a fully sculpted Board, with contours carved into its textured tiles, and intricate industrial complexes bursting from its surface. The following rules detail how to place terrain on the Game Board in FI:P. Terrain MUST be set up using ONE of the TWO following Methods; 1. Friendly Set Up Friendly Set Up is intended for games between players who are out to have fun. Players are encouraged to use whatever terrain they like and to create scenic and thematic battlefields to fight over. Players can set up a Game Board placing ANY classification of terrain in whatever manner they wish to the joint agreement of all involved. 2. Tournament Set Up Tournament Set Up is intended for highly competitive play. These rules have been optimised to ensure that no one side gains an unfair advantage over the other by placement of the terrain. Players should take it in turns to place a pieces of Terrain, up to the number dictated by the Game Size Table or by the Scenario being played. Players should make an Opposed Command Test (see Page 29) to determine who places the first Piece of Terrain unless the Scenario being played dictates otherwise. Each time that a Piece of Terrain is to be placed, Roll a D6 and consult the table below to determine what kind of Terrain it is; 1-2 3-4 5-6 Buildings, Huge Rocks/Spires Rough Ground

Once players have placed terrain, they need to determine where they are going to set up their forces. Players should make an Opposed Command Test. The player with the most successes may choose ANY LONG Game Board Edge to be their Deployment Edge. Unless otherwise specified as part of a Scenario being played, the other player must take the Game Board Edge directly opposite as their own Deployment Edge. 5. Deploy RTZs

Reserves are a big part of FI:P, simulating large waves of tanks arriving in sweeping formations, and specialist troops dropping from orbiting drop ships straight on to key areas. To do this, both players need to determine, before the battle begins, where they want their reserve forces to arrive, simulating pre-battle planning. Players should take it in turns to place Reinforcement Target Zone (RTZ) Markers on the Game Board. These are the points at which your Reserve Squadrons can arrive. RTZ Markers MAY be placed ANYWHERE on the Game Board as long as they are not within 8 of another RTZ and are not within Terrain considered Impassable by ANY model. The total number of RTZs is determined by either consulting the Game Size Table OR is dictated by the Scenario being played. Players first conduct an Opposed Command Test. The player with the most successes MUST place the first RTZ Marker after which players should take it in turns to place RTZ Markers until all have been placed. 6. Deploy Objectives

Players should take it in turns to place Objectives on the Game Board. Objectives MAY be placed ANYWHERE on the Game Board as long as they are not within 8 of another Objective.

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The total number of Objectives is determined by either consulting the Game Size Table OR is dictated by the Scenario being played. Players should conduct an Opposed Command Test. The player with the most successes MUST place the first Objective after which players should take it in turns to place Objectives until all Objectives have been placed. Important Note: Objectives CAN be placed inside Terrain Impassable to some models, for example, they are often placed inside or on top of Buildings for thematic purposes. Important Note: Although you CAN place an Objective within your own Deployment Zone, remember that it will be worth ZERO Victory Points. See Page 39 for rules governing Objective placement and Victory Points. 7. Deploy Forces

Players should take an Opposed Command Test. The player who rolls the most successes may choose who deploys the first Squadron on the Game Board. Players should take it in turns to place Squadrons on the Game Board. Squadrons MUST be deployed within the owning players allocated Deployment Zone. Squadrons CAN be deployed in any order.

If Players have an unequal number of squadrons, once a Player has finished placing ALL of their Squadrons not being held in Reserve the other should place all of their remaining Squadrons. 8. Order Reserves

Players should secretly construct their Reserve Decks for each Wave using the rules on Page 24. 9. Commence Battle

Unless otherwise specified as part of a scenario, a players Deployment Zone extends 8 out from the entire length of the Game Board Edge that they selected.

Both Players begin their Turns, following the Turn Sequence on Page 27.

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TERRAIN Although much fun can be had wiping your opponents off the surface of a flat desert plain, fighting over areas covered in industrial buildings, rock formations or the rubble of fallen structures presents an all new depth of tactical versatility to any game. COMMON TERRAIN TYPES Only Common Terrain can be used when setting up Terrain using Tournament Set Up Terrain placement. Buildings (Common): Despite the fact that the majority of the population lives underground, the surface of Tarxon VI is still littered with buildings that have survived the orbital bombardment of the planet Page 72, Geographical and Geological Report: Tarxon VI, LGGC, January - February. 3874 Maximum Dimensions: 6 Long, 6 Deep Impassable to: Tracked, Half-tracked, Wheeled, Grav-Neg and Walker models Blocks Line of Sight: YES Important Note: If a large building exceeds the Maximum Dimensions, it MUST be separated into two or more building sections that ARE within the Maximum Dimensions, and should be treated as that number of separate buildings for the game.

Occupying Buildings If a Foot-mobile model begins its Activation with its base in contact with a Building, it may Occupy it. The model may be placed anywhere within the building. This counts as a Standard Move Action. A model CANNOT Occupy a Building containing an enemy model. If a Foot-mobile model occupying a building wishes to leave the building, the model is placed anywhere outside the building with its base in contact with it. This counts as a Standard Move Action. A model occupying a Building gains the Shield Systems (1) Model Assigned Rule. A Squadron occupying a Building uses ANY point on the Buildings base for the purposes of determining Range or Line of Sight. Likewise, any attacks against a Squadron occupying a Building use ANY point on the Buildings base to determine Range and Line of Sight to the target.

Important Note: Transport Vehicles CANNOT occupy a building with the Squadron of Foot-Mobile models they are attached to. All Transport Vehicles MUST remain within 2 of the building occupied by the unit they are attached to.

1. Here the Squadron of Goliath MAUs move up to the edge of the Building.

2. In their next Activation, the MAUs occupy the Building and are placed anywhere within the Terrain Piece.

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Huge Rocks/Spires (Common): Like many desert worlds, Tarxon VI still shows the signs of its volatile geological past. Earthquakes and volcanic activity have left their mark on the planet, most prominently in the form of huge rock formations thrust out though the planets crust. Page 19, Geographical and Geological Report: Tarxon VI, LGGC, February. 3874 Maximum Dimensions: 6 Long, 6 Deep. Impassable to: Tracked, Half-tracked, Wheeled, GravNeg, and Walker models Blocks Line of Sight: YES Additionally: Foot-mobile models reduce their remaining Movement Values by HALF when moving through Huge Rocks. Rough Ground (Common): Between the craters left in the wake of the planetary bombardment and Tarxons naturally hostile environment, a good deal of the planets surface will be a challenge for even the hardiest of vehicles to traverse. Page 53, Geographical and Geological Report: Tarxon VI, LGGC, Feb. 3874 Maximum Dimensions: 6 Long, 6 Deep. Impassable to: NONE Blocks Line of Sight: NO Additionally: Tracked, Half-tracked, Wheeled or FootMobile models reduce their remaining Movement by HALF when moving through Terrain classed as Rough Ground. Bogged Down Certain models must take a Bogged Down check to move through certain types of Rough Ground. These Terrain Pieces will have Attack Dice (AD) ratings. Whenever a model of the relevant type enters an area of this Terrain, or begins its activation inside it, roll these Attack Dice. Rubble/Broken Ground/Craters: Halftracked and Wheeled models need to take a Bogged Down check, with 2AD. Woodland: Half-tracked and Wheeled models need to take a Bogged Down check, with 2AD.

If the number of successes exceeds the vehicles Kill Rating it will be unable to move for the remainder of its Activation, and MUST test again before it can move next time it activates. Place a Bogged Down Marker next to the Squadron. If it passes, it may continue to move normally. Only ONE test should be made for each Squadron which has one or more models at risk of being Bogged Down, and the result applied to ALL models in the Squadron, regardless which models are within the Rough Ground. SCENIC TERRAIN TYPES Scenic Terrain may only be used when using Friendly Set Up or when its use is dictated by the Scenario being played. Water: Suggested Dimensions: 6 Diameter. Impassable to: Foot-mobile, Tracked, Half-tracked, Wheeled and Walker models Blocks Line of Sight: NO Roads: Suggested Dimensions: 4 Wide, 12 Long. Impassable to: NONE Blocks Line of Sight: NO Additionally: Tracked, Half-tracked or Wheeled models may move Flat Out without spending a Command Point. Raised Ground: Suggested Dimensions: 8 Long, 8 Deep Impassable to: NONE Blocks Line of Sight: YES Additionally: Line of Sight to and from models on top of Raised Ground is always considered Clear, unless the intervening model or Terrain is also on Raised Ground. The Edges of Raised Ground can also be Designated as Cliffs, which are Impassable to ALL models apart from the VTOL Type.

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RESERVES Even the greatest force will begin to take losses, falter and lose momentum over time. Thousands of years of experience have lead to the modern tactical doctrine of deploying forces in waves, each pressing into the enemy as best they can and clearing the way for the next wave to take up the advance. Page 65, Terran Colonial Defence Force Field Promoted Officers Companion, Charter Information Ministry, October. 3868 Reserve forces play an important part in FI:P. The percentage of a force that is kept in Reserve is dictated by the Scenario being played. In most instances Squadrons adding up to 50% of each sides total Tactical Value must be kept in Reserve. Before the start of a game, both players MUST decide which Squadrons are to be kept in Reserve and put these models aside. Squadrons NOT held in Reserve MUST be Deployed on the Game Board BEFORE the game starts. Squadrons held in Reserve MUST be organised into a number of Waves dictated by the Scenario being played. In most instances Scenarios will bring on Reserves in TWO Waves. Each Wave MUST contain at least ONE Squadron, but otherwise there are no restrictions on how the Waves are organised. ORDERING RESERVE DECKS Reserve Decks are a simple way to keep record of your PreBattle plans without the need to painstakingly draw out maps or even write anything down! You will need to mark an Activation Card for each Squadron, another for each Reinforcement Target Zone (RTZ) and one for each Wave. After BOTH sides have Deployed, but BEFORE the start of the first Turn, BOTH players MUST secretly record the Reinforcement Target Zone (RTZ) they intend each Reserve Squadron to arrive at, and the Wave in which it will be arriving. This is achieved by each player ordering their Reserve Deck.

Each player should place the Activation Card belonging to each of the Squadrons in Reserve under the marked RTZ card for the RTZ that they are to arrive at. These piles of cards should then be placed together into a Deck in the order that the owning player wishes for them to arrive. A separate Deck should be made for each Wave, it is recommended that a card is marked for each Wave and placed on top of the relevant Reserve Deck. RESERVE SEGMENT Reserve forces arrive in the Reserve Segments of certain Turns, determined by the Waves into which they have been placed. In most instances the reinforcements in Wave 1 will arrive during the End Phase of Turn 2, and the reinforcements in Wave 2 will arrive during the End Phase of Turn 4. However, Scenarios may dictate when Reserve Segments occur. During the Reserve Segment both players take it in turns to turn over an Activation Card in their Reserve Deck relevant to the Wave arriving, starting with the player that won the Initiative that Turn. Reserves are placed onto the Game Board in the order that their Activation Cards appear. When a Reserve Squadron comes onto the Game Board its Activation Card should IMMEDIATELY be moved from the Reserve Deck to the Order of March Deck. DEPLOYING RESERVES When the Reserve Segment for a Wave arrives, players will need to start placing their Squadrons on the Game Board as described above. When a Reserve Squadron arrives it is IMMEDIATELY placed on the Game Board with the rear edges of ALL models placed in contact with the point of the players Reserve Edge closest to the target RTZ. The Squadron must then Move Up, moving in a straight line directly from this starting position to any point within 4 of its RTZ, maintaining the formation that it was originally placed in.

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Left: the Valenfyre Squadron moves from the Reserve Edge to its designated RTZ, stopping with each of its models within 4 of the RTZ Marker. As it cannot travel through the Terrain, the Squadron takes the shortest clear route, whilst maintaining formation.

Below: this time the Valenfyres come within 8 of an enemy Night Gaunt Squadron en route to their RTZ. They stop, and make an Opposed Command Test in which the Valenfyres score higher. They complete their Move Up, and the Night Gaunts gain a Disorder Marker.

If at any point during this movement a model in the Reserve Squadron comes within 8 of an enemy model, the Reserve Squadron must IMMEDIATELY stop. If the controlling Player chooses, the Reserve Squadron and the opposing Squadron can then make an Opposed Command Test (see Page 29). Otherwise they CANNOT move any further until the following Turn. If the Reserve Squadron wins, it may continue its movement, and the opposing Squadron gains a Disorder Marker, if the opposing Squadron wins, the Reserve Squadron CANNOT move any further until the following Turn, and it gains a Disorder Marker. If the results are equal, the Reserve Squadron CANNOT move any further until the following Turn, but neither side gains Disorder Markers. A Squadron CANNOT move past a greater number of opposing Squadrons than HALF its Tactical Value (rounding down).

If a Squadron Moving Up would be required to move through another model or impassable Terrain, it MUST complete its movement to the RTZ by the shortest possible route. Important Note: If a Squadron Moving Up comes within 8 of more than one opposing Squadron SIMULTANEOUSLY and chooses to continue, it MUST make its Opposed Command Test against ALL relevant Squadrons in range, in order of descending Tactical Value. Important Note: Reinforcements MAY be the target of models on Overwatch when Moving Up, if they move into or through the models Overwatch Firing Arc. DROP TROOPS Certain Squadrons may be held as Drop Troops. These Squadrons are dropped from orbit, high-altitude aircraft or ground-based launching stations to land right in the thick of

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the action. They still need to be organised in the pre-battle sequence like other reserves, but arrive on the Game Board in a different manner. Drop Troops are assigned a Wave and RTZ as normal and placed into the Reserve Deck in the order that the owning player wishes for them to deploy. When they arrive, place the Drop Marker at the desired location within 4 of the designated RTZ, with the 1 on the Marker facing toward the Reserve Edge. The Squadron must then take a Command Test, requiring TWO successes to pass. If the Check is passed, leave the Drop Marker in place. If the Drop Marker is placed on any Terrain (not Open Ground or Roads) the difficulty of the Command Test is increased to THREE successes. If the Check is failed, roll a D6 to determine the direction, comparing to the numbers on the Drop Marker. Then roll a second D6 to determine the distance in inches that the Marker is moved in this direction. Once placed, ALL opposing models within 8 of the Drop Marker may perform an immediate Fire Action Attack with their Primary OR Secondary Weapons against it. For a weapon to contribute, the Drop Marker MUST be in its Firing Arc, however Line of Sight is NOT Blocked by other models or Terrain. The Drop Marker has the Fast Target MAR and the VTOL Type. If multiple models from the same Squadron are within 8, they MUST combine their fire as normal. If models from different Squadrons are within 8, they will make separate Attacks. If the Drop Marker is Destroyed then ALL Embarked bases are also Destroyed. Otherwise they immediately disembark, and are placed in contact with the Drop Marker. The Drop Marker is then removed from the Game Board. Important Note: A Squadron CANNOT be intentionally dropped onto a piece of Terrain it is unable to move through, or onto another model. If it lands in such a location due to scattering, it is placed as close to the Drop Marker as possible whilst being clear of the Terrain/ model and the Embarked bases count as Bogged Down (unable to move) when they activate next.

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SEQUENCE OF PLAY Once the Game Board is set-up, your reserves are organised and your models are deployed, it is time to put your strategy to the test. A game of FI:P consists of a number of Turns, with each Turn broken down into the following main phases: 1. 2. 3. 4. 5. 6. Command Point Phase Order of March Phase Turn Card Phase Initiative Phase Squadron Activation Phase End Phase

1.

COMMAND POINT PHASE

While every model can use their own initiative to move and perform regular Fire Actions, you will need to use Command Points to order your Squadrons to perform more complex actions. Each Turn, you will generate a certain number of Command Points which can be spent throughout the Turn to make Squadrons move faster, co-ordinate their fire, play Game Cards and improve Command Tests. The first thing each player does at the start of a Turn is calculate the number of Command Points they have available for the Turn. Every force receives a base of D3 Command Points for each Battle Group, plus each Squadron adds a number of Command Points to this pool determined by their Quality: Militia Squadrons add 0 Command Points Regular Squadrons add 1 Command Point Elite Squadrons add 2 Command Points

Both players need to complete all their actions in each phase, BEFORE either player moves onto the next phase. Once all of the phases are completed in a Turn, that Turn ends and the next one begins, following the same Sequence. The following rules describe the process both players will undertake in each of the above phases.

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2.

ORDER OF MARCH PHASE

5.

SQUADRON ACTIVATION PHASE

Your Squadrons will take turns to activate in the Squadron Activation Phase, with each Squadron performing all of its actions before passing over to your opponent to activate one of their Squadrons and so on. In the Order of March Phase, both players need to decide what order they want their Squadrons to activate in. Generally, you will want to activate the Squadrons with the most important actions to perform first, before your opponent has a chance to counter them. However, sometimes you may want to hold powerful Squadrons back, so you can use them to react to what your opponent does. Each player organises their Activation Cards into the order they want their Squadrons to activate in. These are placed face down, with the Squadron to be activated first on the top of the pile. This is their Order of March Deck. 3. TURN CARD PHASE

The Squadron Activation Phase is normally the longest part of any Turn, and is where the majority of the action happens. Each Squadron will activate in turn and perform their desired actions; moving, shooting etc., before moving on to the next player to activate one of their Squadrons. The order these Squadrons activate in is determined by the order laid out in the Order of March Phase. In order of Initiative players now alternate performing a single Squadron Activation until ALL players have activated ALL of their Squadrons ONCE during the Turn. If one side has more Squadrons than another, players should activate any remaining Squadrons consecutively, without play returning to the opposing side. The Squadron Activation Phase is subdivided into the following sequence: 1. 2. 3. 4. 5. Turn over the Activation Card. This will show which Squadron MUST be activated this Activation. Command Segment. Movement Segment. Combat Segment. Pass Activation to next player.

Some Game Cards are marked with a T, these are Turn Cards, these generally have an effect which will last for the entire Turn, rather than just affect a single Squadron or action. Each player may play a Turn Card during this Phase of a Turn. 4. INITIATIVE PHASE

Players now determine the order of Initiative for the current Turn. This is used to decide the order in which players can begin activating their Squadrons, and the order in which the effects of certain Game Cards resolve. Each player takes a Opposed Command Test (see Page 29), the order of Initiative is then the order of their totals successes, highest acting first, to lowest acting last. If any results are tied, the players must roll again (keeping any Command Point bonuses) until a clear order is established.

The following sections of this book will look at each of these Segments in more detail, and relay the rules governing each Segment, and the actions that can be performed within them. 6. END PHASE

In most Turns, players will simply use the End Phase to tidy up expired Markers and redraw their Game Cards. In certain Turns however, the End Phase will have the important Reserve Segment, in which Reserve Squadrons from both sides may arrive on the Game Board. In the End Phase of each Turn players may need to perform certain compulsory actions, bring on reserves, draw new Game Cards and Regroup Squadrons.

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COMMAND SEGMENT In the tides of battle, things do not always go according to the commanders grand plan. Sergeant Stefan Johannes 45th Armoured Regiment, 22nd SCCDF Division, Tarxon VI Campaign. Sometimes Squadrons will become separated and unable to operate effectively, or too stunned or suppressed to fight as intended. Keeping your troops in order can be as important a task as formulating your strategies and coordinating your firepower. The first segment of a Squadrons Activation is the Command Segment. This is divided into three further stages: 1. Check to see that all models in the Squadron are within a 4 Command Distance of one another. If not, the Squadron MUST move back into Command Distance during its Activation. If the Squadron is carrying any Disorder Markers it MUST immediately perform a Disorder Check. If it passes, it removes all Disorder Markers and can act normally. If it fails it gains another Disorder Marker and CANNOT perform any other actions this Activation.

COMMAND TESTS Certain events can cause a Squadron or player to take a Command Test, these include determining Initiative, taking Disorder Checks and bringing on Drop Troops. The result of the Command Test determines whether or not the Squadron is able to effectively carry out its orders. To take a Command Test, roll 3D6. Dice Colour is determined by the Quality of the Squadron: Militia use BLACK Dice Regular Squadrons use BLUE Dice Elite Squadrons use RED Dice

If the Command Test is not being taken by a specific Squadron (for example, determining Initiative each Turn), assume Militia Quality. By spending Command Points, the Dice Colour can be increased by ONE Level per Command Point spent. This must be decided BEFORE the dice are rolled. If the Colour Level is raised past RED additional D6 are added to the Check, but at a rate of ONE per Command Point, NOT ONE per model. Remember, no more than THREE additional Dice can be added to any one Test. Successes are rolled on results of 4, 5 or 6. The total number of successes is then compared to the required number of successes to pass the relevant Command Test. OPPOSED COMMAND TESTS Sometimes players or Squadrons may be asked to perform an Opposed Command Test. Either the players, or specific Squadrons will need to make these opposed rolls to decide whose plans or orders take precedence. In these cases, both take the Command Test simultaneously, exactly as above. However, instead of comparing to a required number, the player/Squadron which rolls the most successes wins.

2.

This diagram shows that the Squadron is within Command Distance.

Additionally, if the Test is made by Squadrons rather than players, any difference between the Tactical Values of

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the involved Squadrons grants bonuses to the Squadron with the higher Tactical Value. For every 2 TV difference between the Squadrons, the Dice Colour Level is increased by ONE. Also, any Disorder Markers carried by either Squadron will reduce their Colour Level by ONE. Important Note: The player who has Initiative this Turn (or in the previous Turn, when making Initiative rolls) MUST declare how many Command Points they are spending on any Opposed Command Test BEFORE their opponent declares how many they are using. Important Note: No more than THREE additional Dice can be added to a Command Test, even if the Tactical Values of opposing Squadrons differ by more than this. DISORDER Certain events can cause a Squadron to take a Disorder Check. The most common being when a model/base in the Squadron is Destroyed. Disordered Squadrons have been suppressed by heavy fire, stunned by harrowing losses or confused by orders than have gone awry. To pass a Disorder Check the Squadron must take a Command Test.

To pass this Command Test, ONE success is required for EACH model/base that the Squadron has lost, and ONE success is required for EACH Disorder Marker that the Squadron is carrying. If a Squadron rolls equal to, or greater than the required number of successes with its Command Test, it passes the Disorder Check and removes ALL Disorder Markers it is carrying. If a Squadron rolls less than the required number of successes, it fails the Disorder Check and it gains a Disorder Marker. If it fails during the Command Segment of its Activation it CANNOT perform ANY actions during the Activation. When a Squadron gains a THIRD Disorder Marker it is removed from the Game Board, and counts as Destroyed for Victory Conditions. A Squadron carrying any Disorder Markers CANNOT perform Reactive Fire. DISORDER AND COMMAND POINT GENERATION Squadrons carrying Disorder Markers DO NOT generate any Command Points during the Command Point Phase.

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MOVEMENT SEGMENT If, after the Command Segment, the active Squadron is able to operate normally, it may now perform one of the following movement actions. Models can make short distance manoeuvres, getting themselves into prime position to open fire with their weapons. Alternatively models can move Flat Out, sacrificing their ability to fire to cover a great distance in a short time. This allows Squadrons to rapidly seize objectives, or ready themselves to occupy a vital firing lane in the following Turn. During the Movement Segment a Squadron can perform one of two actions: Standard Move Action each model in the Squadron may move up to its first Movement Value in inches. Flat Out Move Action by spending ONE Command Point, each model in the Squadron may move up to its second Movement Value in inches.

Unless stated otherwise, this movement can be in ANY direction. Models CANNOT end their move outside of their 4 Command Distance. If a model begins its Activation outside of Command Distance of its Squadron, they MUST move back into Command Distance. Additionally, a Squadrons movement is subject to the following restrictions: Models CANNOT move through other models, although Grav-Neg and VTOL models CAN move over other models. Models CANNOT move through Terrain that they consider Impassable. A model CANNOT end its movement with its base on top of another model.

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COMBAT SEGMENT Once a Squadron has performed all desired actions in the Movement Segment, it moves in to the Combat Segment of its Activation. Here it can open fire with its weapon, tearing apart opposing vehicles with turret mounted guns, multibarrelled cannons, high velocity rail-guns or destructive missiles. To maximise their potential, all models in a Squadron will attempt to fire on the same target Squadron simultaneously. The Fire Action represents the Squadrons ability to rapidly snap-fire at targets which present themselves whilst the Squadron completes its manoeuvres. The Zeroed Fire Action on the other hand, represents the increased effectiveness if the vehicles focus all of their efforts into a sustained volley. If the active Squadron did NOT make a Flat Out move during the Movement Segment of this Activation, it may now perform one of the following Attack actions with its Primary Weapons, and one with its Secondary Weapons, resolving them in any order. Alternatively it may perform ONE Fire Action with its Tertiary Weapons. FIRE ACTION 1. 2. Declare Target: Declare an enemy Squadron to be the target of the Attack. Check Line of Sight: Each model in the active Squadron who can draw Line of Sight to a model in the target Squadron, may contribute to the Attack. If no models in the Squadron can draw Line of Sight to the target, then the Attack CANNOT be made. Determine Range: Whether the Attack is in Effective Range is determined by measuring from the leading edge the furthest contributing model to each target model. If the distance is less than or equal to their weapons Effective Range value, the Effective Range Attack Dice are used. If the distance is greater than the weapons Effective Range value the Long Range Attack Dice are used. If the target is at Long Range, a Command Point MUST be spent to perform the Attack.

4.

Compile AD Pool: Each contributing model adds its weapons Attack Dice to the Attack Dice Pool, making sure to differentiate different Dice Colours as necessary. Roll AD: The Attack Dice Pool is then rolled. Each roll of 4, 5 or 6 is a success, and rolls of 6 have varying effects dependent on the Dice Colour. Calculate Successes: The total number of successes are calculated. This may be modified by Shield Systems or Game Cards. Remove Casualties: If the total number of successes is equal to or greater than the Kill Rating of the models in the target Squadron, then ONE of the models or bases is Destroyed and removed from the Game Board, starting with the models closest to the attacking Squadron. If the total number of successes is equal to or greater than DOUBLE the Kill Rating of the models in the target Squadron then TWO of the models are Destroyed and so on. If the number of successes is not a multiple of the targets Kill Rating any extra successes are lost.

5.

6.

7.

8.

Check for Disorder: If one or more models are Destroyed, the Squadron must IMMEDIATELY take a Disorder Check Command Test once the Attack has been resolved. See Page 30 for how to perform a Disorder Check.

3.

ZEROED FIRE ACTION If the Squadron did not perform ANY Move actions, it spends a Command Point and the target Squadron is within Effective Range, it may declare a Zeroed Fire Attack. Static Type models must spend TWO Command Points to perform a Zeroed Fire Action. Zeroed Fire works the same as a regular Fire Action, but ALL of the Attack Dice increase their Dice Colour by ONE level.

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Left: As model C CANNOT draw Line of Sight to the target Squadron, and model A is at Long Range, the player chooses to perform a Zeroed Fire Action with model B alone, giving 3 AD.

Terran Alliance Valkyrie Recon Vehicle

DECLARING ATTACKS The Active Squadron may be able to declare one or more Attacks (Fire Actions, Zeroed Fire Actions etc.). TARGET PRIORITY (OPTIONAL RULE) Some players like the idea that when a Squadron is presented with multiple targets, certain targets will be considered more of a threat, and as a result must be dealt with as a priority. We do not recommend this for FI:P, but if this is your preference please use the following rule: When a model makes an attack it MUST give priority to targets within Effective Range. If more than one opposing target is within Effective Range the target with the highest Tactical Value takes priority. If a Squadron has priority, it MUST be the target of the active models Attack. PRIMARY AND SECONDARY WEAPON SYSTEMS Certain models are armed with more than one weapon, and models in a single Squadron may be armed with different weapons. These systems may not be compatible for a fully focused attack against a single target, however they do allow a single model or Squadron to simultaneously engage multiple targets. As long as Line of Sight can be drawn by the weapons, ALL Primary Weapons in a Squadron may contribute to an Attack, and ALL Secondary Weapons may contribute to a second Attack. Primary and Secondary Weapons Systems CANNOT combine their Attack Dice into a single AD Pool.

TERTIARY WEAPON SYSTEMS The majority of models are equipped with Tertiary Weapons Systems. These are close range weapons, primarily used as a defensive measure against infantry assaults. Most are small, hull mounted machine guns, or laser defence systems positioned behind retractable armour panels. Tertiary Weapons have a 360 degree Arc of Fire and a Range of 4.

A model MAY perform a Fire Action with a Tertiary Weapon System if it DOES NOT make a Primary or Secondary Weapon System Attack during its activation. Tertiary Weapons Systems Attacks are resolved in the same manner as other Attacks, however the target Squadron MUST perform a SIMULTANEOUS Tertiary Weapons Systems Attack against the active Squadron, with every model in Range contributing. This applies even if they

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have already activated this Turn, and DOES NOT prevent them from making any actions later in the Turn. If the Squadron initiating the Tertiary Weapons Systems Attack are Foot-Mobile models, they gain a +1 to hit bonus for the attack. If a Squadron carrying Disorder Markers is attacked with Tertiary Weapons Systems, it MUST still return fire, however it suffers a -1 Colour Level penalty for each Disorder Marker. CHECK LINE OF SIGHT Although the futuristic vehicles of FI:P are fully equipped with advanced targeting systems, and they are able to pinpoint their fire on minute target areas, their shells cannot penetrate solid rock or multiple buildings! To this end, determining Line of Sight is strict, but very simple. For a model to contribute to an Attack against a target Squadron, it needs to be able to draw Line of Sight to it. If a straight line can be drawn from ANY part of the attacking models base to ANY part of the target models base WITHOUT crossing another model, base, Building or obstructing obstacle, then its Line of Sight is Clear and it can contribute to the Attack.

VTOLS AND LINE OF SIGHT These models are able to hover at multiple altitudes, Line of Sight to and from models of the VTOL Type is NOT Blocked by intervening models. As long as it has NOT made a Flat Out move action this Turn, Line of Sight to and from a VTOL IS Blocked by intervening obstructing Terrain. However, if it DOES make a Flat Out move action, Line of Sight to or from the model is always considered Clear until it next activates. DETERMINE RANGE The powerful and advanced weapons systems prevalent in FI:P are fully capable of blasting apart a tank from distances much longer than any Game Board. However, there are still distances at which the effectiveness of these weapons is optimised, and determining whether or not the target lies within this prime zone is important. Range is measured from the leading edge of the furthest model contributing to the Attack to the closest point on the base of each model in the target Squadron. MIXED RANGES It is possible that some models in the target Squadron may be at Long Range, while others are at Effective Range. In these cases, the Active player can choose to: Use the Squadrons Long Range Attack Dice, and ALL of the models in the target Squadron can potentially be damaged or Destroyed. Use the Squadrons Effective Range Attack Dice, and ONLY models in the target Squadron which are in Effective Range can be damaged or Destroyed by the Attack.

If this line CANNOT be drawn then its Line of Sight is Blocked and it CANNOT contribute to the Attack. If the target Squadron is a Squadron occupying a structure, then the Squadron gains the Shield Systems Model Assigned Rule, with a strength determined by the type of structure.

ROLL AD AND CALCULATE SUCCESSES Once targets are declared and Range and Dice Colour determined, it is time to collect together the Attack Dice pool and try to roll as many successes as possible. This is performed separately for every Attack that the Squadron makes (normally just one). The number of Attack Dice for the each Attack is calculated by combining the Attack Dice from ALL contributing weapons (using the same Range category for all). The Attack Dice are rolled, and each number compared to the required to hit number.

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SUCCESS MODIFIERS Normally, any result of 4, 5 or 6 on an Attack Dice is a success, however certain circumstances can change this. Common modifiers include: Small Target: if a model without this MAR or the Very Small Target MAR targets a model with this MAR, only results of 5 or 6 on its Attack Dice are successes. Very Small Target: if a model without this MAR targets a model with this MAR, only results of 6 on its Attack Dice are successes. If the attacking model has the Small Target MAR it gets successes on results of 5 or 6. VTOL: If the target model has the VTOL Type, models of other Types only count results of 5 or 6 on their Attack Dice as successes.

bringing the total from the Attack Dice down to 7, so only ONE Valenfyre is Destroyed. CAUSING CASUALTIES Generally, a model is Destroyed from the target Squadron for every multiple of the targets Kill Rating reached and casualties are removed by the target Squadrons player from the models CLOSEST to the Attacking Squadron. However, under certain circumstances, this may become more complex. MIXED SQUADRON CASUALTIES When a targeted Squadron containing models with different MARs that adversely affect the number needed to score a success, the Active player should choose which type of model is the target of their attack before any AD are rolled. Casualties MUST be taken from the targeted model type or from models in the same Squadron that require an equal or lower roll to score a success against, starting with the closest. Any other successes are lost. Example 1: A Dindrenzi Armoured Squadron Attacks a Terran Weapon Platform Squadron, consisting of 2 Hellstream Weapons Platforms and 2 Tryptich APCs. The Dindrenzi player chooses to Target the Weapon Platforms over the Tryptich APCs. The Weapons Platforms have the Small Target MAR meaning the attacking Armoured Squadron needs 5s or 6s to hit. The Dindrenzi player rolls well getting 9 successes. All having a KR of 3, both Weapons Platforms are Destroyed along with one of the Trypich APCs, as the APCs do not have the Small Target MAR and are hit on a 4,5 or 6, and are as such from a group which is easier to score a success against. Example 2: If, in the same situation as depicted in Example 1, the Dindrenzi Player chose to instead attack the APCs, and again rolled well and scored 9 successes, ONLY the 2 APCs would be the destroyed. The remaining three successes would not roll over to Destroy a Weapons Platform as the Weapon Platforms have the Small Target MAR and are hit on a 5 or 6, and therefore are harder to score a success against than the APCs. Important Note: If a targeted mixed squadron contains any models with Shield Systems, they may only roll their shield dice if they would be damaged or Destroyed by the

Additionally, certain Game Cards and other effects may give the Squadron a to hit modifier. This will add to or subtract from the number rolled on each dice, for example a +1 modifier on a dice roll of 3 becomes a 4. However, a natural (before modifiers) roll of 1 is ALWAYS a failure, and ONLY a natural (before modifiers) roll of 6 has additional Colour dependent results. SHIELD SYSTEMS Certain models are equipped with advanced Shielding technology that can lessen the impact of incoming fire. When Models with Shield Systems are attacked, they use their Shield Systems to mitigate potential damage. To do this, once the total number of successes from the attack has been calculated, and the number of models damaged or Destroyed by the attack determined, each model damaged or Destroyed may roll a number of Shield Dice equal to their Shield Systems value. For each roll of 4, 5 or 6 on a Shield Dice (subject to Dice Colour) ONE success is removed from the Attack. This may prevent one or more models being damaged or Destroyed. EXAMPLE: A Squadron of THREE Valenfyre Main Battle Tanks is targeted by a Squadron of Longbow Tank Destroyers. The Tank Destroyers roll 9 successes on their Attack Dice, enough to Destroy TWO of the Valenfyres. In response, TWO Shield Dice are rolled, as TWO Valenfyre are at risk, and each has a Shield Systems value of ONE. The Shield Dice are rolled, scoring 2 successes,

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attack. Any reduction of hits from Shield Systems reduces the total number of successes against the Squadron as normal. ABLATIVE ARMOUR Some models have two or more Kill Ratings separated by a slash (\), this represents their particularly high resilience from multiple layered armour plates and thorough system redundancies. If a model such as this is subject to an Attack with more successes than this models KR the model is not Destroyed, instead a Damaged Marker is placed next to it. All subsequent attacks use the next Kill Rating value. When there is not a further Kill Rating for a target model to use the model is Destroyed. Example: A Kerberos Heavy Hover tank is attacked by a Squadron of Valenfyre Battle Tanks. The Valenfyres score 6 successes, equal to the starting Kill Rating of the Kerberos. The Kerberos is not Destroyed, instead the owning player places a Damaged Marker alongside it. In a subsequent activation, a Shikra Gunship then attacks the Kerberos rolling 5 successes, equal to its new Kill Rating. As the Kerberos does not have any more Kill Ratings to use it is Destroyed. DIMINISHING TACTICAL VALUE If the number of models in a Squadron is reduced to below HALF its Starting number of models, its Tactical Value is reduced to HALF of its Starting Tactical Value (rounded UP). Important Note: Victory Points are calculated using the Starting Tactical Value of a Squadron, and are therefore not effected by Diminishing Tactical Values.

If a Squadron that has not yet activated this Turn, and is NOT carrying any Disorder Markers, is declared as the target of a Fire or Zeroed Fire attack it CAN elect to perform Reactive Fire. This MUST be declared BEFORE the active Squadron rolls its Attack Dice. Reactive Fire costs ONE Command Point to perform and is resolved in exactly the same manner as a Fire Action, measuring Range, checking Line of Sight etc.. However, a Squadron CANNOT use Zeroed Fire when performing Reactive Fire, nor can it play ANY Game Cards other than Reaction Cards. This attack is resolved SIMULTANEOUSLY with the action that triggered it. A Squadron which performs Reactive Fire CANNOT perform ANY other actions later in the Turn. Place a Reacted Marker next to the Squadron. When its Activation Card is revealed, it MUST take any necessary Command Tests, but it CANNOT perform ANY other actions. OVERWATCH Sentry models, often A.I. controlled, can be programmed to Attack any enemy that crosses their arc of fire, allowing them to attack out of sequence and restrict enemy manoeuvres. A Squadron with the Sentry MAR which DOES NOT move or perform ANY other actions during the Combat Segment of its Activation CAN be placed on Overwatch by spending a Command Point. Place an Overwatch Marker next to the Squadron. If, at ANY point between the end of the Squadrons Activation and the start of its next Activation, an opposing Squadron moves or performs ANY action within the 90 degree Fore arc of one or more models in the Squadron, they CAN IMMEDIATELY perform Reactive Fire against that opposing Squadron. This is resolved SIMULTANEOUSLY with the opposing Squadrons action. Once the Overwatch Reactive Fire is resolved, remove the Overwatch Marker from the Squadron, it CANNOT fire again until it next activates.

SPECIAL ACTIONS
REACTIVE FIRE A Squadron coming under heavy fire is unlikely to sit and do nothing in response. Although it cannot benefit from the advantages of tactical repositioning, or carefully aimed shots, this can allow a Squadron to deal some damage before it is crippled by the enemys attacks. - Page 26, Terran Colonial Defence Force Conscript Training Handbook, Charter Information Ministry, August. 3868

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END PHASE The End Phase of each Turn allows the players to collect together their thoughts and plans and ready the Game Board for the next Turn. Some End Phases are even more pivotal, as Reserve Squadrons arrive to turn the tide of battle. During the End Phase of each Turn, certain actions may occur, in the following order: 1. 2. 3. 4. 5. Check for End of Game Bring on Reserves Regroup under-strength Squadrons Remove Expired Markers Draw Game Cards

END OF GAME At this point, players should check to see if the Scenarios Victory Conditions have been satisfied by either player, if the Time or Turn Limit has expired or if the roll for Variable game length should be made. If the game has ended, then Victory Points should be calculated for both sides, depending on the Scenario played, and the winner should be determined. BRING ON RESERVES Depending on the Scenario being played, at this point in the End Phase of specific Turns, players bring on their Reserve Waves as described on Page 24. REGROUP If two Squadrons of the same Designation have models within Command Distance of one another during the End Phase of a Turn, the controlling player may spend ONE Command Point to Regroup the Squadrons.

From the beginning of the following Turn, the Squadrons are considered to be a single Squadron for ALL purposes (including generating Command Points) for the rest of the Game. Squadrons CANNOT Regroup if this would increase the number of models in the Squadron beyond its Maximum Squadron Size. If a Squadron had ANY Disorder Markers when it Regrouped, the Disorder Markers are REMOVED. REMOVE EXPIRED MARKERS Additionally, at this point, any effects that last a Turn expire, and any relevant Markers, such as Reacted Markers should be removed. DRAW GAME CARDS During the End Phase, Players may discard any number of Game Cards and re-draw up to their current maximum Hand Size.

Dindrenzi Federation Longbow Tank Destroyer (Left) and Dagger Light Tank (Right)

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WINNING YOUR GAMES The victor of a game of FI:P is normally decided by comparing Victory Point Totals after the final Turn has been played, unless a Scenario is being played that gives alternative Victory Conditions. GAME LENGTH Game Length is designated as Fixed, Variable or Timed. In a Fixed game players agree upon a set number of Turns for the game. In a Variable game players agree a set number of Turns for the game. However, during the End Phase of the last Turn, one player rolls 1D6, subtracting 1 from the dice roll for each extra Turn that has been completed: On a roll of 1, 2 or 3 the game is over. On a roll of 4, 5 or 6 another Turn is played.

TYPES OF OBJECTIVE The Strategic Objective is an all inclusive term used to describe any combat goal assigned within the framework of achieving victory in a campaign. On the other hand the Tactical Objective is a secondary term describing any goal that gains a short term advantage. - Page 107, Terran Colonial Defence Force Field Promoted Officers Companion, Charter Information Ministry, October. 3868 In FI:P there are TWO types of Objective, they vary both in value and in the ways that they can be acquired. STRATEGIC OBJECTIVE Examples: Ore Refinery, Factory Complex, Vault Gateway. DEPLOYING STRATEGIC OBJECTIVES Players should take it in turns to place Strategic Objectives on the Game Board during the Pre-Game Sequence (see Page 20). Objectives MAY be placed ANYWHERE on the Game Board as long as they are not within 8 of another Strategic Objective. Players should conduct an Opposed Command Test. The player with the most successes MUST place the first Strategic Objective after which players should take it in turns to place Objectives until all have been placed. CAPTURING STRATEGIC OBJECTIVES At any one time a Strategic Objective will fall into one of the following THREE categories: Captured: In order to Capture a Strategic Objective there MUST be at least ONE Friendly Squadron and NO Enemy Squadrons within 4 of the Strategic Objective. Contested: A Strategic Objective is Contested if there is at least ONE Friendly and ONE Enemy Squadron within 4 of the Strategic Objective. Unclaimed: A Strategic Objective is Unclaimed if there are NO Squadrons within 4 of the Strategic Objective.

In a Timed game players agree a set amount of time for the game, when this period of time has elapsed the current turn is completed and the game is over. Important Note: 6 Turns is suggested as an appropriate length for most games. SCORING VICTORY POINTS When the game is over all players should calculate their Victory Points before comparing there totals to decide who the Victor is. A player scores Victory Points for the following: When a player Destroys an opposing Squadron they score Victory Points equal to the starting Tactical Value of that Squadron. When a player reduces an opposing Squadron to below HALF of its starting strength they score Victory Points equal to HALF (rounding DOWN) the starting Tactical Value of that Squadron. When a player Captures an Objective they receive a variable number of Victory Points dictated by the type of Objective.

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VICTORY POINTS If at the end of the game a player has a Captured Strategic Objective, that player gains 5 Victory Points. If at the end of a game a Strategic Objective is EITHER Contested OR Unclaimed neither player scores any Victory Points for it. TACTICAL OBJECTIVE Examples: Communications Centre, Ammo Dump, IntelHub. DEPLOYING TACTICAL OBJECTIVES Tactical Objectives are deployed like Strategic Objectives, but MUST be deployed with their Faces DOWN and their values unknown to the players of the game. CAPTURING TACTICAL OBJECTIVES At any one time a Tactical Objective will fall into one of the following THREE categories: Captured: In order to Capture a Tactical Objective a model MUST be within 2 of the Objective and pass an IMMEDIATE Command Test with THREE successes. If the Squadron fails this Command Test it MAY CHOOSE to spend its next activation Capturing the Tactical Objective. A Squadron which spends an activation Capturing a Tactical Objective CANNOT make any Movement Actions or Zeroed Fire Actions, BUT CAN make regular Fire Actions. A Tactical Objective CANNOT be Captured if it is Contested. Once a player has Captured a Tactical Objective they MAY look at its value but they DO NOT have to reveal its value to their opponent. Contested: A Tactical Objective is Contested if there is at least ONE Friendly and ONE Enemy Squadron within 4 of the Tactical Objective. Unclaimed: A Tactical Objective is Unclaimed if it is neither Captured nor Contested. VICTORY POINTS The Player who Captures a Tactical Objective IMMEDIATELY gains a number of Victory Points equal to the value printed on its reverse.

EXCEPTIONS The following are exceptions to the rules which apply to BOTH types of Objective. VTOL Type models CANNOT Capture or Contest Objectives. If the sum of a Players Squadrons Tactical Values within 4 of an Objective have GREATER than DOUBLE the total Tactical Value of the opposing players Squadrons within 4 of the Objective, the opposing players Squadrons are ignored for the purposes of Capturing and Contesting the Objective.

OBJECTIVE DIFFICULTY MULTIPLIER Objectives are worth different numbers of Victory Points for each player, depending on where they are deployed at the start of the game. An Objective located between 0 12 away from a players Deployment Edge is worth ZERO Victory Points to that player. An Objective 12 24 away from a players Deployment Edge is worth its standard Victory Points to that player. An Objective 24 - 36 away from a players Deployment Edge is worth DOUBLE its standard Victory Points to that player. An Objective over 36 away from a players Deployment Edge is worth TRIPLE its standard Victory Points to that player.

Important Note: This means that an Objective may be worth different Victory Points to each player. MARGIN OF VICTORY After all players have calculated their Victory Points they should compare totals and consult the following conditions to decide who is the Victor: A Commander that scores 50% or more Victory Points than an opponent wins the game with a Major Triumph. A Commander that scores 30% more Victory Points than an opponent wins the game with a Minor Victory. A Commander that scores 10% more Victory Points than an opponent wins the game with a Marginal Success. Any other Victory Point margin will result in a Draw.

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FORCE BUILDING The Kickstart Box provides a fully playable Battle Group, with a total Tactical Value of 25. To expand past this, or to start a Battle Group from scratch, you will need to use the following Force Building rules. First, both players need to agree a Maximum Tactical Value (MTV) for their Battle Groups. This will govern how many models they can take, as well as guide the size of Game Board they should play on and how many Objectives and RTZs they should place (see Page 19). Once the MTV has been agreed, both players can begin assembling their Battle Groups. Models in FI:P are purchased in Squadrons. The Army Lists on the following pages list how many models of each Designation form a Squadron. Generally these will list Full Strength and Under Strength Squadron sizes, along with the Tactical Value of each. EXAMPLE: A Full Strength Dindrenzi Night Gaunt Hover Tank Squadron contains 3 Night Gaunt Hover Tanks and has a Tactical Value of 6. An Under Strength Dindrenzi Night Gaunt Hover Tank Squadron contains 2 Night Gaunt Hover Tanks and has a Tactical Value of 4. To build a Battle Group, a player needs to assemble Squadrons whose total combined Tactical Values DOES NOT exceed the agreed Maximum Tactical Value for the game. Additionally, all models in FI:P fall into one of the following Classes: Mainstay Squadrons, Support Squadrons, Assault Assets and Behemoths.

The following table lists the minimum number of Squadrons from each Class which MUST be taken in a Battle Group. It also lists the number of Squadrons of each Class which can be taken as a Standard force, any Squadrons in the Class above this number are Specialised, and cost DOUBLE their listed Tactical Value to be included in a Battle Group. A Battle Broup CANNOT contain more Squadrons in a Class than the Maximum Specialised limit. Therefore, a force MUST contain AT LEAST three Squadrons of the Mainstay Class and it can take up to six, with each costing their Tactical Value. It can take a further four Mainstay Squadrons, but each of these cost DOUBLE their Tactical Value to include. If a Player has taken the maximum number of Squadrons in every Class, and has not yet reached their Maximum Tactical Value they can begin a second Battle Group, obeying all the composition rules of the first. ATTACHMENTS Certain models are attached to other Squadrons. Some, such as the Tryptich and Eclipse Armoured Personnel Carriers, DO NOT have a Class or Tactical Value. Instead they are simply taken as part of the Squadron to which they are attached. Others, such as the Pilum AA Vehicle or the Nidhogg AA Tank are DO have a Class and Tactical Value. These are purchased as normal, and then each model taken is attached to a permitted Squadron. The models Tactical Value is added to the Squadrons for all in game purposes.

MINIMUM Mainstay Squadron Support Squadron Assault Assets Behemoths 3 2 0 0

STANDARD 6 4 2 1

MAXIMUM 10 8 4 2

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Mainstay Squadrons
Armoured Squadron Full Strength: Under Strength: Tank-Destroyer Squadron Full Strength: Under Strength: Heavy Suit Squadron Full Strength: Under Strength: 5 Talos Exo-Suits 3 Talos Exo-Suits 4 Longbow Tank-Destroyers 3 Longbow Tank-Destroyers 3 Night Gaunt Hover Tanks 2 Night Gaunt Hover Tanks Tactical Value 6 4 Tactical Value 4 3 Tactical Value 3 2

Heavy Suit Squadrons can be deployed as Drop Troops. Light Suit Squadron Full Strength: Under Strength: 6 Gauntlet Exo-Suit Bases 4 Gauntlet Exo-Suit Bases Tactical Value 2 1

Each base in the Light Suit Squadron has an attached Eclipse APC OR the Squadron is deployed as Drop Troops.

Support Squadrons
Light Tank Squadron Full Strength: Full Strength: Under Strength: Full Strength: Under Strength: Full Strength: 3 Support Vehicles: 2 Support Vehicles: 1 Support Vehicles: 3 Dagger Light Tanks 3 Harpoon Defence Platforms with Onager Rail-Guns 2 Harpoon Defence Platforms with Onager Rail-Guns 3 Harpoon Defence Platforms with Estock Flechette Launchers 2 Harpoon Defence Platforms with Estock Flechette Launchers 2 Stormcaller Communication Vehicles 3 Pilum AA Vehicles 2 Pilum AA Vehicles 1 Pilum AA Vehicle Weapon Platform Squadron Onager Rail-Guns Tactical Value 2 Tactical Value 5 3 Tactical Value 3 2 Tactical Value 1 Tactical Value 3 2 1

Weapon Platform Squadron Estock Flechette Launchers

Field Communications Vehicle Squadron Anti-Aircraft Vehicle Squadron

DINDRENZI FEDERATION - ARMY LIST

Each Support Vehicle MUST be attached to either a Tank-Destroyer Squadron, Weapon Platform Squadron or a Light Suit Squadron with attached APCs. A single Squadron CANNOT have more than one Support Vehicle attached to it.

Assault Assets
Close Air Support 2 Strike VTOLs: 1 Strike VTOL: 2 Black Rain Strike VTOLs 1 Black Rain Strike VTOL Tactical Value 8 4

Although purchased together, each VTOL MUST activate independently, NOT as a Squadron. Heavy Tank Full Strength: Heavy Walkers Full Strength: Under Strength: 2 Minotaur Heavy Walkers 1 Minotaur Heavy Walker 1 Kerberos Heavy Hover Tank Tactical Value 6 Tactical Value 10 4

Behemoth
Command Barge Full Strength: 1 Haros Command Barge Tactical Value 12

Mainstay Squadrons
Main Battle Tank Squadrons Full Strength: Under Strength: Patrol Vehicle Squadron Full Strength: Under Strength: Full Strength: Under Strength: 4 Lancer Patrol Vehicles 2 Lancer Patrol Vehicles 6 Goliath MAUs 4 Goliath MAUs 4 Valenfyre Main Battle Tanks 3 Valenfyre Main Battle Tanks Tactical Value 6 4 Tactical Value 4 3 Tactical Value 3 2

Heavy Assault Unit Squadrons

Heavy Assault Unit Squadrons can be deployed as Drop Troops. Light Assault Unit Squadrons Full Strength: Under Strength: 6 Morbuis MAU Bases 4 Morbuis MAU Bases Tactical Value 2 1

Each base in the Light Assault Unit Squadron has an attached Tryptich APC OR the Squadron is deployed as Drop Troops.

Support Squadrons
Recon Vehicle Squadrons Full Strength: Full Strength: Under Strength: 4 Valkyrie Reconnaissance Vehicles 3 Hellstream Weapon Platforms with Quad 90mm Cannons 2 Hellstream Weapon Platforms with Quad 90mm Cannons Weapon Platform Squadron Quad 90mm Cannons Tactical Value 2 Tactical Value 4 3

Each Weapon Platform in the Weapon Platform Squadron has an attached Tryptich APC. Weapon Platform Squadron M54 Auto-Cannons Full Strength: Under Strength: 3 Hellstream Weapon Platforms with M54 Auto-Cannons 2 Hellstream Weapon Platforms with M54 Auto-Cannons Tactical Value 4 3

Each Weapon Platform in the Weapon Platform Squadron has an attached Tryptich APC. Anti-Aircraft Tank Squadron 3 Support Vehicles: 2 Support Vehicles: 1 Support Vehicles: 3 Nidhogg AA Tanks 2 Nidhogg AA Tanks 1 Nidhogg AA Tank Tactical Value 6 4 2

Each Support Vehicle MUST be attached to either a Main Battle Tank, Weapon Platform Squadron or a Light Assault Unit Squadron with attached APCs. A single Squadron CANNOT have more than one Support Vehicle attached to it.

TERRAN ALLIANCE - ARMY LIST

Assault Assets
Close Air Support Full Strength: Under Strength: Heavy Tank Full Strength: Heavy Walkers Full Strength: Under Strength: 2 MAW-09 Spider 1 MAW-09 Spider 1 Paladin Breakthrough Tank 2 Shikra Assault Gunships 1 Shikra Assault Gunship Tactical Value 6 3 Tactical Value 5 Tactical Value 8 4

Behemoth
Command Barge Full Strength: 1 Atlas Mobile Outpost Tactical Value 10

CLEAR AND CAPTURE

Capturing vital ground is a key objective in any planetary invasions. Key positions must be investigated, cleared of enemy forces and rendered secure. Once this has been achieved, new forward operating bases can be set up, providing a solid base for further advances. Although the clearing and capturing of a few square miles of ground may seem inconsequential when set against the backdrop of a planet-wide war, when repeated hundreds and then thousands of times, it quickly adds up. Before long, a successful Army Group can have secured the equivalent of an entire continent. This Scenario details any number of the pitched battles that take place on the edges of an invading army groups landing sites. Invading forces are attempting to clear and capture more ground in order to expand their lodgement area, while defending formations are massed to repel these spearheads. Forces from both sides meet in head-on combat as they clash over strategically important areas. GAME SIZE Suggested Maximum Tactical Value: 25 TV Suggested Game Board Size: 4 x 4. SCENERY: D3 + 1 Pieces of Terrain. RESERVES 12 TV (or 50% of each players MTV) MUST be held in Reserve. Each player has TWO RTZ Markers. They MUST be deployed using the rules found on Page 20. This Scenario only has ONE Reserve Segment, occurring during the End Phase of Turn 2. OBJECTIVES Each Player MUST place ONE Strategic Objective along the imaginary centre line using the rules found on Page 20. VICTORY CONDITIONS This Scenario DOES NOT use Victory Points. Instead, both players MUST total up the Total Tactical

Value of all of the Squadrons that they have lost at the beginning of the End Phase of every Turn. A Battle Group is forced to withdraw if it has lost 20 TV (or 75% or more of its Maximum Tactical Value). HOWEVER, if a player has Captured a Strategic Objective they CAN make a Command Test. If they score TWO or more successes, they do not have to withdraw that Turn. The player MAY continue to make Command Tests to prevent them from having to withdraw at the beginning of every End Phase, however each subsequent Turn after the first the number of successes needed to pass the Command Test increases by 1. If a player is forced to withdraw, their opponent is considered to have won a Crushing Triumph. If neither player is forced to withdraw before the end of the game, the game is a Draw. GAME LENGTH The Game Lasts for 5 Turns. After 5 Turns have passed use the rules for Variable Game Length found on Page 38.

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BLITZ

Once the invading troops and tanks hit the dirt in any planetary assault, both sides know they are in for a long, gruelling war of attrition. As a result, both will want to cause as much damage to their opponent as quickly and efficiently as they can. As such, the opening stages of a FI:P campaign will be fast, brutal affairs, with no quarter given and both sides attempting to cause maximum damage to their enemies. However, even these devastating pitched battles will be fought over areas of tactical importance, containing locations or resources valuable to both sides. Commanders will need to keep one eye on assets that can be recovered, whilst the other is focused on eliminating the enemy. This Scenario describes such an encounter, representative of the early massed conflicts of many planetary invasions. Both sides are on an even footing as the battle commences, and each is seeking to cause as much lasting damage to the enemy as they can before they receive their orders to withdraw. Additionally, scattered across the battlefield several key locations have been flagged, and the commanders have been instructed to find and identify any valuable objectives. Efficient annihilation is the order of the day; destroy as much of the enemys front line as possible, whilst keeping casualties to a minimum and seizing every secondary objective within reach. GAME SIZE Suggested Maximum Tactical Value: 25 TV Suggested Game Board Size: 4 x 4 SCENERY D3 + 1 Piece of Terrain. RESERVES 12 TV (or 50% of each players MTV) MUST be held in Reserve. Each player has TWO RTZ Markers. They MUST be deployed using the rules found on Page 20. This Scenario has ONE Reserve Segment, occurring during the End Phase of Turn 2. OBJECTIVES Each Player MUST place THREE Tactical Objectives Face-Down on the Game Board. Players CANNOT look at the values on the Tactical Objectives.

All Tactical Objectives MUST be placed along the imaginary centre line of the Game Board. After each Tactical Objective is placed it MUST be moved D6+4 from its starting position towards the Game Board Edge belonging to the player that placed the Token. Players should conduct an Opposed Command Test. The player with the most successes MUST place the first Tactical Objective after which players should take it in turns to place Tactical Objectives until all have been placed on the Game Board. VICTORY CONDITIONS Players MUST add the total Value of all of the Tactical Objectives that they have successfully recovered during the game to their Victory Point Totals. At the end of the game both players should calculate the number of Victory Points that they have scored and then compare their totals to determine the Victor. Tactical Objectives are NOT affected by the Objective Difficulty Multiplier rules in this scenario. GAME LENGTH The Game Lasts for 5 Turns. After 5 Turns have passed use the rules for Variable Game Length found on Page 38.

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Certain models have their own specific special rules, known as Model Assigned Rules or MARs. These represent any and all abilities that the models possess that cannot be shown simply though their basic Stats. Anti-Air (weapon): This weapon ignores the success modifier for targeting VTOL Type models. However, when targeting non-VTOL Type models, it only counts results of 5 or 6 on its Attack Dice as successes. Anti-Personnel (weapon): This weapon IGNORES the Small Target and Very Small Target MARs when targeting Foot-mobile models. Occupy Position: If a model with the Occupy Position MAR Attacks an opposing Foot-Mobile Squadron that is occupying a structure, and as a result of their Attack cause the opposing Squadron to fail a Disorder Check, the opposing Squadron MUST IMMEDIATELY leave the structure on the opposite side to the opposing Squadron and make a Standard Move Action directly away from the Squadron that attacked them. The active Squadron may then make an IMMEDIATE Standard Move Action towards the enemy which may be used to bring them into base contact with a structure. Command Barge: Many Command Behemoths carry with them into battle a group of senior officers, each neuro-linked into the vehicles Tactical Computer, allowing them to instantaneously issue commands to troops engaged in battle. Whilst this model is on the Game Board, its controller gains an additional 1 Command Point each Turn. Comm. Centre: A model with the Comm. Centre MAR can act as a hub for various other MARs. Additionally, any Command Tests made by friendly models within 8 of one or more Comm. Centre models increase their Colour Level by ONE. If a model with the Comm. Centre MAR has one or more Disorder Markers, it loses the Comm. Centre MAR until the Disorder Markers are removed.

Fast Target: Why would we need armour? Speed IS Armour! Decurion-Pilot Aurea Pastus after the assault on SolFarm Alpha-09 If a model with Fast Target moves Flat Out, Attack Dice rolls which target it receive a -1 to hit penalty. Fixed (Weapon) (Arc): This weapon can ONLY fire into the listed arc. Hull Down: A model with the Hull Down MAR gains the Small Target MAR if it DOES NOT move during its Activation. This lasts until the model moves. Independent Transport Models transported in a model with the Independent Transport MAR DO NOT count as part of the same Squadron when they disembark. Models that disembark from an Independent Transport MUST have their activation card added to the Order of March deck at the start of the following Turn. Rapid Drop: Some weapons are kept ready but off-station at the start of battle. Rather than deploying on the field they wait for a vehicle to relay a clear LZ to them. When the signal comes though they can be dropped from orbit or launched from a land based facility with only a few monuments notice, landing directly were they are needed, right in the thick of the action. A model with the Rapid Drop MAR may be deployed within 8 of ANY model with the Comm. Centre MAR during the End Phase of ANY Turn, as if it was arriving as Drop Troops. It is not required to be assigned to a Wave. If it is fielded part of a forces Reserve percentage, it MUST be assigned a Wave, and is NOT available to arrive via Rapid Drop until that Wave arrives.

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Sentry: A robotic sentry turret can stay on station indefinably waiting for something not to return its F-o-F request. Soon as it does, it automatically turns it into a pile of ash and shredded metal. A model with the Sentry special rule CAN be placed on Overwatch. Shield Projector (value): Every Atlas Mobile Outpost possesses the revolutionary Hawker L11 Shield Umbrella. Able to project a particle shield out 30m in all directions, this new device will safely protect everything within the shell from all known ground based Federation weapons. If you see an Atlas, stay close. Page 35, Terran Colonial Defence Force Conscript Training Handbook, Charter Information Ministry, Aug. 3868 Any Squadron with a model within 6 of a model with a Shield Projector may add the Shield Projector value to is Shield Systems. Shield Systems (value): When Models with Shield Systems are attacked, use their Shield Systems to mitigate potential damage. To do this, once the total number of successes from the attack has been calculated, and the number of models damaged or Destroyed by the attack determined, each model damaged or Destroyed may roll a number of Shield Dice equal to their Shield Systems value. For each roll of 4, 5 or 6 on a Shield Dice (subject to Dice Colour) ONE success is removed from the Attack. This may prevent one or more models being damaged or Destroyed. Small Target: Some targets present such a small target that targeting them with systems designed for taking out armour is a real challenge. If a model without this MAR or the Very Small Target MAR targets a model with this MAR, only results of 5 or 6 on its Attack Dice are successes.

Towering: Look at the size of that thing! - Trooper H.C. Barrey, 73rd Hailles Belt CDF Armoured Infantry Line of Sight to and from models with the Towering MAR is NOT Blocked by intervening models, unless the intervening models also have the Towering MAR. Transport Capacity (value)(type): Debus boys. Time to go kill us some Feds - Sergeant Amar Hartrum before the fourth battle for Haxarius Minor A model with a Transport Capacity can embark a number of bases of the listed Type of models equal to its Transport Capacity value, either during Deployment, or when the bases move into contact with its base. When Embarked, the bases are not placed on the Game Board, CANNOT activate and CANNOT be targeted. Embarked Squadrons CAN disembark from their transport at the end of the Movement Segment of the transports Activation. They are immediately placed on the Game Board with their bases in contact with the transports base and are treated as part of the same Squadron as their attached Transport Vehicle. If the Squadron did NOT move before it Disembarked it CAN declare Attacks in the same activation, however it counts as having moved for the purposes of the Attacks. If a model with embarked bases is Destroyed, roll a D6 for each embarked base, on a roll of 5 or 6 place the model on the Game Board in contact with the transports base before removing the Destroyed transport from the Game Board. On a roll of 1 4 the embarked base is also Destroyed.

Terran Alliance MAW-09 Spider.

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Several events during a game of FI:P will require recording in some way, and certain locations will need to be marked on the Game Board. To this end we have provided a selection of Game Markers, available printed inside the FI:P Kickstart Boxed Sets and also as a download from www.studiosparta.co.uk. Following is a description of what each of these Markers represent: BOGGED DOWN: This is used when a Squadron has become Bogged Down in Rough Ground. COMMAND POINT: Each Battlegroup, and the Squadrons within it, will generate a number of Command Points each Turn, represented by these Markers. DAMAGE: Models with multiple Kill Ratings can be Damaged several times BEFORE they are Destroyed. Use this Damage Markers to record when such a model has been Damaged. DISORDER: Use these Markers to record each time a Squadron becomes Disordered, and the levels of Disorder which it has reached.

DROP MARKER: Use this Marker when Drop Troops are arriving to help determine their placement on the Game Board. OVERWATCH: Use this Marker to record when a Squadron has been placed on Overwatch. REACTED: Use this Marker when a Squadron has performed Reactive Fire, to indicate that it CANNOT perform further actions later in the Turn. REINFORCEMENT TARGET ZONE (RTZ): Each of these Markers can represent a different RTZ on the Game Board. STRATEGIC OBJECTIVE: Each of these Markers can represent a different Strategic Objective on the Game Board. TACTICAL OBJECTIVE: Each of these Markers can represent a different Tactical Objective on the Game Board. Each has a number, representing its value in Victory Points. Some Scenarios will call for these to be placed Face-Down, so that neither player knows this value.

Terran Alliance Nidhogg Anti-Aircraft Tank.

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